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egilsandfeld

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Everything posted by egilsandfeld

  1. egilsandfeld

    Quick Terrain Builder Tutorial

    Have you tried:
  2. egilsandfeld

    ZGM Arma 3 Terrain Editing Suite

    Well TB imports and accepts .txt files for objects with the template like this: Template name;X;Y;Yaw;Pitch;Roll;Scale;Rel Height; So if you export the csv to as a txt file still including this above, TB should be able to import the objects. I'm trying myself right now to do exactly this, so we'll see how it goes.
  3. egilsandfeld

    ZGM Arma 3 Terrain Editing Suite

    And if it's A2 objects from ZeroG's other Terrain Suite for Arma 2, we should rename then to the normal A2 template names (file name without .p3d I think) before importing to TB. Right now I have eg. I must rename that to "t_picea2s".
  4. egilsandfeld

    ZGM Arma 3 Terrain Editing Suite

    @God-Father: I think we basically just need to get the object names in TB to be as they are in V3 with ZeroG's object templates, and then we should be ready to import it. Wonder if we can just import that with TB, dunno. Haven't tried yet. ---------- Post added at 16:54 ---------- Previous post was at 15:47 ---------- Yes seems like that's the case. Hmm could ZeroG (or someone else) be able to change his VisitorTemplates.pew to a format, TB can read?
  5. egilsandfeld

    Quick Terrain Builder Tutorial

    Meanwhile, did anyone have success with adding A3 objects to TB and showing them in Buldozer? Additionally I guess the way to work World Tools -> TB would be to export from WT not with .exp but .txt. But then TB won't allow that. I guess I'm wrong about that being the way to import objects. In V3 we had the Scripts menu to work with all that good stuff. Can't seem to find anything related to Scripts in TB?
  6. egilsandfeld

    Quick Terrain Builder Tutorial

    Has anyone had any luck importing roads in .shp format yet? I'm trying to import roads.shp into TB to see them in Bulozer and TB. The roads.shp works fine ingame when the terrain is binarized and in-game, but loading it to TB won't work. When trying to import Shapes, the error is:
  7. egilsandfeld

    Quick Terrain Builder Tutorial

    Hmm odd. I can't seem to select my P:\ as a valid directory for my data directory, and I can't select P:\tag\map_terrain\source OR C:\Users\_user_\documents\ArmaWork\tag\map_terrain\source as my root output folder?! I can only choose a directory like G:\Arma\map_terrainOutput.
  8. egilsandfeld

    Quick Terrain Builder Tutorial

    Don't give up on it. Explore it, and work some magic :) ---------- Post added at 19:44 ---------- Previous post was at 18:54 ---------- Yeah I got the error again, and what solved it for me the second time was to add a new mapframe after doing everything else. Setting the parametres for it and save. Then delete the first (old) mapframe, before generating the layers for the new layer. Working now again.. for now ;)
  9. egilsandfeld

    Quick Terrain Builder Tutorial

    Try here for Europe: http://inspire-geoportal.ec.europa.eu/discovery/
  10. egilsandfeld

    Quick Terrain Builder Tutorial

    Okay my problem on page 1 seems to be of me setting the Project folder in Tools to P:. Setting it to G:\Arma\ where I have my new TB files solved it, so now it generates both Mask and Sats. Yay! :)
  11. egilsandfeld

    ZGM Arma 3 Terrain Editing Suite

    Muggi I think you can add the UI.pbo and UIFonts.pbo from Arma 2 into the 3D editor mod\addon folder, if you have Arma2. That will expand the UI. Alternatively it may come with A3MP?
  12. egilsandfeld

    Quick Terrain Builder Tutorial

    Thanks Jakerod! Nice of you to make such a neat little tut. @CAPTNCAPS I can't get drap-n-drop to work either. About grayed out. Did you check the "Export satellite texture" or "Export surface mask" first? They need to be active before you can check convert.An alternative for you could be to manually convert to .paa with http://www.armaholic.com/page.php?id=23914 I Got a problem: At the "Press Generate Layers" at the bottom I'm getting an error: I have imported a tiff sat map which works fine in V3, and I can see this sat map all fine in TB. Anyone knows what I'm doing wrong? It's not called "..._lco.xxx" like it needed to do in V3 though. Also where do you guys have your project folder? I tried to put it on P drive, but TB wont use it then.
  13. egilsandfeld

    NEW Visitor for A3!?

    Yeah thanks a lot BIS! :) Anyone know if 8192 terrain grid is supported by Arma3? I see we're able to choose this now. Currently I'm working on a 4096 x 5.5m = 22528 terrain, but I have heightmap resolution of 1.6, so I'm actually able to run 8192 x 2.75m = 22528, if Arma3 can handle it.
  14. egilsandfeld

    TrackIR - Does it add £130 worth of fun?

    Definitely a must buy especially for arma!! You will not be dissappointed :)
  15. egilsandfeld

    NEW Visitor for A3!?

    Wow thinking that we may be standing in front of a new era in terrain making from tomorrow :) Visitor 3 is from 2009, something new must have been added :) Screenshot from V4: http://s29.postimg.org/rp12iec1z/image.png Overview PDF of V4: http://distribution.bisimulations.com/media/docs/Visitor4_leaflet_preview.pdf
  16. egilsandfeld

    NEW Visitor for A3!?

    http://dev.arma3.com/sitrep-00048 Outstanding! :D
  17. egilsandfeld

    Tunø, Denmark (Island WIP)

    Thanks guys :) Actually I have been putting it off for a couple of months while still studying on how to create terrains. I'm starting with a fresh new laptop environment, so hopefully this will sort some of the issues by starting "from scratch". We'll see ;)
  18. Current status: January 19th 2014. Okay I give up... for now. Everything I do at the moment does not help myself. I have reinstalled A3, BIS Tools, Arma Tools from Steam, Did a fresh P:\ with Arma3P 1.6. Everything I do is 2 steps back as I now miss some clutter as well, A3 building objects are too low into the ground giving me bad positions. I then adjust them in Visitor to the correct height -> binarize the island -> and they're still stuck in the same position. It's probably me who's the bad guy here, as I don't fully understand and comprehend everything that goes on in Visitor and the configs.. For the past 1½ month I've faced so many faults and errors with this project, that I have decided to put it to a hold.. at least until V4 comes out or something else magically happens to this. With so many things going negative and so little positively, it's just not worth my time currently. I want to thanks all the guys who tried to help me with this. But as of now it seems like the terrain building aspect of Arma has claimed yet another victim. My problems are described here: http://forums.bistudio.com/showthread.php?168242-Various-problems-with-A3-terrain-making Thanks for your help, guys! I'll stick around this subforum and read and study further. ________ Tunø is a small island of about 3.5 km2 located in Denmark: http://goo.gl/nNzT7b I've decided to build this island for several purposes. First of all I wanted to experience what it takes to make a full on ready island for the Arma environment. At the same time I wanted to do a Danish island since I'm from DK myself and hey: Why not! Since I'm aiming to make a larger terrain in the future to serve as a good combined arms terrain, I needed to figure out the basic stuff first. This island of Tunø (pronounced kind of like Tuna %a + "ur" in hurt) is definitely focused on infantery + light vehicles battles due to its small size. On the other side, due to this small size I'm currently trying to make it very detailed and want it to be a good combination between realism and playability. Here's some WIP screenshots: Flyover picture http://img853.imageshack.us/img853/7489/xdeh.png (2633 kB) Tunø By (Tunoe Town) viewed from the west side http://imageshack.us/a/img560/6923/8l8u.png (2081 kB) Tunø By West end http://imageshack.us/a/img600/8586/jdq1.png (2313 kB) Grass airfield at the north west end http://imageshack.us/a/img849/8168/94op.png (1142 kB) Playground in Tunø By http://imageshack.us/a/img845/6277/skga.png (2552 kB) 'Inner' Tunø By http://imageshack.us/a/img585/1214/uy3r.png (2306 kB) Alminderne (town in NW) http://imageshack.us/a/img23/7371/bdek.png (2034 kB) Alminderne street http://imageshack.us/a/img594/7252/yq8e.png (2452 kB) Tunø Havn (harbour in SE) http://imageshack.us/a/img36/8625/rqhv.png (1722 kB) Evening shot from SE toward NW http://imageshack.us/a/img607/3430/ifel.png (1145 kB) Tunø By from night time http://imageshack.us/a/img440/3034/goav.png (1272 kB) Antenna in the forest/marsh called Mosen (The Marsh) http://imageshack.us/a/img854/3021/3tfb.png (2397 kB) Mosen http://imageshack.us/a/img842/8171/tv29.png (1729 kB) Private road just east of Mosen http://imageshack.us/a/img545/7452/rzxb.png (2255 kB) One of several windmills on the island located in NE http://imageshack.us/a/img801/6392/n67v.png (1576 kB) I still got some stuff to do but most parts have been done, so it's mostly bugfixing from now on :) My issues can be followed here: http://forums.bistudio.com/showthread.php?168242-Various-problems-with-A3-terrain-making So yeah, a good small infantry focused island coming your way soon! :)
  19. Hi guys :) ______________________________________ In the thread below I post various questions to the great community in order to succeed making my first terrain. Scroll through the post and maybe you can learn a thing or two as well :) ______________________________________ I'm creating a map of a small island in Denmark, Tunø and so far I got heightmap, mask, sat and trees+bushes imported just fine, so it currently looks like this: http://dl.dropboxusercontent.com/u/9959158/A3-noClutter.png (2913 kB) How ever I got some problems. First of all I can't seem to get the clutter in. In my tunoe.log (https://dl.dropboxusercontent.com/u/9959158/tunoe.log) I get some "Bad Version 58" with my objects, including the clutter files but also trees and bushes. So it's funny that I can get the trees and bushes in, but not clutter. Well the problem could then be in my config.cpp file where I have both the classes CfgSurfaces and CfgClutter: https://dl.dropboxusercontent.com/u/9959158/config.cpp Don't really know what to make of it, or where to look anymore. Tried having Mikebart vegetation instead of any A3 clutter, but that didn't work either. Error log actually reported something with "repack data" for every single type of Mikebart vege I tried to use. Can someone help me? If/when I get to the bottom of this problem I got some other good stuff for you ;)
  20. egilsandfeld

    best way to make Small verges alongside roads ?

    I guess it (in a distant future) should be possible to do trenches like this: Basically import a trench and insert into the ground, which carves away the grid at that spot. But yeah, this may never come for Visitor or Arma.
  21. egilsandfeld

    N'Ziwasogo A3 terrain (Released)

    Wow really outstanding work with the map! Well done :) Enjoyed it so much I made a small video about it just cruising around.
  22. egilsandfeld

    Various problems with A3 terrain making

    Okay I give up... for now. Everything I do at the moment does not help myself. I have reinstalled A3, BIS Tools, Arma Tools from Steam, Did a fresh P:\ with Arma3P 1.6. Everything I do is 2 steps back as I now miss some clutter as well, A3 building objects are too low into the ground giving me bad positions. I then adjust them in Visitor to the correct height -> binarize the island -> and they're still stuck in the same position. It's probably me who's the bad guy here, as I don't fully understand and comprehend everything that goes on in Visitor and the configs.. For the past 1½ month I've faced so many faults and errors with this project, that I have decided to put it to a hold.. at least until V4 comes out or something else magically happens to this. With so many things going negative and so little positively, it's just not worth my time currently. I want to thanks all the guys who tried to help me with this. But as of now it seems like the terrain building aspect of Arma has claimed yet another victim :( Thanks for your help, guys! I'll stick around this subforum and read and study further :)
  23. It's awesome Feint!! Tested it with a friend, he sent the Raven up with tactical laser but only he could see the green laser.
  24. egilsandfeld

    Various problems with A3 terrain making

    Hmm this seems harder than so... Is there an Arma 3 equivalent to this?: http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial#How_to_get_working_animations.2Fladders In there it seems like he's extracting .cpp files to his namespace folder. I got it setup now, so I use P:/ES/Tunoe, and therefore I have P:/ES/ca and P:/ES/a3. After changing I now get some other errors in Tunoe.log, which is like this: "Class Land_wpp_turbine_v2_f exists, but there is no property class in a3\structures_f\ind\windpowerplant\wpp_turbine_v2_f.p3d" In Visitor I have this, in the Artificial Objects Definition: And in P:/ES/a3/structures_f/ind/WindPowerPlant I have one file only, the config.cpp, which has this in it: http://pastebin.com/ftn9x10T What else am I missing?
  25. egilsandfeld

    Tunø, Denmark (Island WIP)

    I got Fabio helping me out on PM, so all good :) With that regard... I did try to alter lightning but it just didn't change anything.
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