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egilsandfeld

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Everything posted by egilsandfeld

  1. egilsandfeld

    Various problems with A3 terrain making

    Okay thanks for trying to help me on this, Sea :) Really appreciated! I feel very stupid right now as I'm not totally understanding what you're writing. However I may think there's something wrong with my P:\a3 folder. Here's some screens to just breake it all down. The configs you refer to I don't know where they are. P:\a3 folder P:\a3\structures_f p:\a3\structures_f\households\House_Big01 Now with my current things in the a3 folder Visitor objects appear like this: http://dl.dropboxusercontent.com/u/9959158/Arma/VisitorFStructures-original.png If I use Arma3P or Extract e.g. arma3\addons\structures_f.pbos to P:\a3 the visitor objects look like this: https://dl.dropboxusercontent.com/u/9959158/Arma/VisitorFStructures-new.png If I export+bin the world with these wierd lines and less objects, in game will have less objects and those a3 objects remaining will mostly all be lowered into the ground giving me lots of "Bad position" errors in the log. I understand now that I occasionally need to update the P:\a3 folder with current stuff from steam arma3, but how do I port it without messing all my objects up?
  2. Sounds great, but isn't there someone already making Hawaii right now? Would be sad to see resources go to make the same areas.
  3. egilsandfeld

    Various problems with A3 terrain making

    Sealife, you could be right about that. What config files?! My P drive is like this: Examples from this: P:\a3\structures_f\ P:\ca\plants2\ P:\Tunoe\Data\Layers etc. Is there configs missing? ** Also tried Arma3P v1.6 to update my P:\a3 and it created the a3_dta, which I don't know what to do with. Additionally I'm trying now to make a namespace like this: P:\ES\Tunoe, but it gives me many errors with missing .rvmats and still no objects on the map.
  4. egilsandfeld

    Tunø, Denmark (Island WIP)

    That's a good idea. But how do I do that exactly? :)
  5. egilsandfeld

    Tunø, Denmark (Island WIP)

    Thanks kind Evil-organ :) Here's a new video from just North of Tunø By: I'm still running into issues with no objects appearing on map, AIs able to see and sometimes walk through buildings etc.. But I got wheat fields in now :) http://imageshack.com/a/img850/2011/z1mq.png http://imageshack.com/a/img849/7485/3yk7.png http://imageshack.com/a/img855/1903/y4i7.png
  6. egilsandfeld

    Various problems with A3 terrain making

    @Sealife: Thanks alot! That made the problem go away in log files :) I just added into SteamApps\Arma 3 Tools\Binarize\Bin\CfgWorld.hpp. @James, I tried yours as well but that spawned a missing Lightning.SunSet... error unfortunately. Would you guys have any clues to why I can't see any objects on my map?
  7. egilsandfeld

    Various problems with A3 terrain making

    In my Tunoe.log after binarizing I also get this error: No entry 'F:\Steam\steamapps\common\Arma 3 Tools\binarize\bin\config.cpp/CfgWorlds/DefaultWorld/Lighting.starEmissivity'. '/' is not a value No entry 'F:\Steam\steamapps\common\Arma 3 Tools\binarize\bin\config.cpp/CfgWorlds/DefaultWorld/Lighting.ThunderBoltLight'. No entry '.diffuse'. Size: '/' not an array Size: '/' not an array No entry '.ambient'. Size: '/' not an array Size: '/' not an array No entry '.intensity'. '/' is not a value No entry '.Attenuation'. In my config.cpp I do have this though (located CfgWorlds/Tunoe/): Here's current config: https://dl.dropboxusercontent.com/u/9959158/config.cpp What's wrong with the ThunderBoltLight and StarEmissitivity?
  8. egilsandfeld

    General Discussion on the new tools.

    I need to do that as well. Guess that's just how it is with Steam + Arma 3
  9. egilsandfeld

    Various problems with A3 terrain making

    Here's a preview from the grass airfield located near Alminderne in the NW :)
  10. egilsandfeld

    Tunø, Denmark (Island WIP)

    Thanks guys :) It's currently going very well with it, only with a few bugs to be sorted. Maybe I will publish another short atmospheric video in the holidays ;)
  11. egilsandfeld

    Various problems with A3 terrain making

    Yeah you are probably right, OChristie :) But where? I got some additional clues. - When in game and moving AIs around I can't select any house for them to enter (which I normally am able to on other maps). Only thing kind of working is the move marker snapping to corners of houses and to other objects than houses. AI can't move to a position inside the house eg.. - On the map I can hover over houses which will then display the text/name of the object, but I still can't see it. - My friend reported his AI's are moving straight through the houses, though I can't reproduce this bug. - "Forest" area sounds doesn't trigger and I think the "Meadows" sound template is used on the entire island. This could be an effect from there being no defined forests though... My config.cpp is here in case anyone has the time to spot anything: http://pastebin.com/4u1weueZ
  12. egilsandfeld

    NEW Visitor for A3!?

    Mr. Pedersen, expect it will take years and move on :) Some day it'll appear and we can all enjoy it. Until back to V3 :)
  13. egilsandfeld

    Tunø, Denmark (Island WIP)

    Thanks for your kind words, guys :) The nature is mix of A3,A2 and Summer Plants mod. So the island will just need the new @A3MP and @Sum_ad... to work. Now, you can go back to discussing how to pronounce ø ;)
  14. egilsandfeld

    Various problems with A3 terrain making

    This is how it looks when only the @Tunoe is in my Steam\A3 folder: This is how it looks when I add an extracted PBO of Tunoe in Steam\A3\Tunoe: As you can see, the first displays roads but no objects/nature at all. Second shows objects and nature all fine but no roads (and roads disappear in game as well). I'm really confused if it's something in my config.cpp or what it is. Have been searching google and this forum and can't find anyone else who has the same issue. Help!
  15. egilsandfeld

    Tunø, Denmark (Island WIP)

    Yeah my skills in modelling objects is almost non-existent and I find it a very steep learning curve with that unfortunately :/ About signs. Actually Tunø has no public roads and no cars apparently! So signs is something I've added for the immersion only. Maybe I can borrow some from the German terrain makers' with permission and alter it to the danish colors of mostly red/white and blue road signs. In other news, here's my first preview video of Tunø 8)
  16. egilsandfeld

    Tunø, Denmark (Island WIP)

    Yes I'm planning on doing Bornholm later actually! But that's another battle to fight later on. Now it's all about getting this baby finished :) Working on importing some custom objects for the moment. ... Back to work :)
  17. egilsandfeld

    Tunø, Denmark (Island WIP)

    Yeah you're thinking about a more greenish tone in the water? Yeah that's a thing I tried changing but it doesn't seems to work properly for me... yet. But it's still a thing to tweak. Good you're looking forward to it!
  18. egilsandfeld

    Tunø, Denmark (Island WIP)

    Funny you should mention the bumpiness of the airfield :). This photo is from the southern end of the airfield: http://i.imgur.com/Djbu0NS.png (378 kB)
  19. egilsandfeld

    Various problems with A3 terrain making

    Working like a charm, after deleting the all vergepost_f in visitor, going into 3d editor and retrieving all my placed vergeposts, exporting them and importing them with your fine script :) Excellent, thanks a lot ZeroG!. Some of my questions may seem a bit silly, but I write them in case any other newbie terrain makers have the same issues I do. So again thanks a lot for helping me out! Any clues to these babies:
  20. egilsandfeld

    Various problems with A3 terrain making

    Thanks, M1lkm8n :) Got a couple of new questions: 1. I got e.g. the vergepost_f in my map. They were all placed with ZGM's 3d Editor, and when placing them their z (placement vertical) was correct. But when I imported it in, they were all stuck down into the ground with only 5cm or so appearing out of the ground. Is there any way to adjust them all, like I did to this one? http://dl.dropboxusercontent.com/u/9959158/A3_Vergepost.png (412 kB) I know this one has a relative height of -0.1 after adjusting it, while all the others have different heights in visitor. Is it possible to correct all at once? 2. In the picture above there appears grass in the middle of the road. Is it possible automatically remove clutter underneath the roads? Normally the clutter is removed but a few places it still appears up through the asphalt. 3. I miss silhouettes of houses, bridges, objects, trees, bushes and forests on my in game map still. I found out that if I save my work in Visitor (.pew and .wrp) and copy that entire folder to my steam...\arma3\Tunoe, then all objects including forest and trees appear on the map, but then it removes the roads from both the ingame world and map. How do I avoid copying my P:\Tunoe folder to A3 and still have forest + objects appear on ingame map map? Note they are appearing in game world, just not on the map itself.
  21. Just a quick question about the newly released A2 objects for use in A3. Are there any building, vegetation objects in there? Downloaded a couple of the available ones: Sample Models: http://community.bistudio.com/wiki/Arma_2_Sample_Models and Licensed Data Packs: http://community.bistudio.com/wiki/Arma_Licensed_Data_Pack They only had weapons, vehicles and like that, no fun stuff for us terrain makers :/ Or how I overlooked something? Thanks in advance :) ---------- Post added at 17:57 ---------- Previous post was at 17:39 ---------- Scratch that. I seem to have found them as APL-SA licenced objects. All future Q&A goes here: http://forums.bistudio.com/showthread.php?169634-Content-Licensing-Questions-and-Answers ---------- Post added at 18:57 ---------- Previous post was at 17:57 ---------- Anyway, I'm still feeling very new to this modding community, so I have a question regarding the import of those newly licensed objects. How do you do it? Let's say I want HouseBlock_A1 on my terrain. Do I take that HouseBlock_A1.p3d and put it inside my island folder on P and then binarize? Or do I "link" with the CA\Buildings2\ folder, so everyone playing my terrain must have the same?
  22. egilsandfeld

    Licensed public objects from A2 to A3

    Ahh yeah then the players can basically get all the Islands with object pbos with Alduric's mod. Alright :)
  23. egilsandfeld

    Various problems with A3 terrain making

    Anyway as a big thanks for your help so far, I have some screenshots for you of my terrain so far :) http://imageshack.us/photo/my-images/707/kqyn.png/ http://imageshack.us/photo/my-images/163/gfzi.png/ http://imageshack.us/photo/my-images/856/5huq.png/ http://imageshack.us/photo/my-images/42/8l6y.png/ http://imageshack.us/photo/my-images/826/eayz.png/ http://imageshack.us/photo/my-images/534/dol9.png/ http://imageshack.us/photo/my-images/18/sdpu.png/ http://imageshack.us/photo/my-images/855/33vo.png/ http://imageshack.us/photo/my-images/30/15y6.png/ http://imageshack.us/photo/my-images/19/9ix8.png/ http://imageshack.us/photo/my-images/40/a1yk.png/ http://imageshack.us/photo/my-images/51/ncsq.png/ http://imageshack.us/photo/my-images/713/gyda.png/ http://imageshack.us/photo/my-images/22/gi6h.png/ http://imageshack.us/photo/my-images/856/mvdm.png/ http://imageshack.us/a/img713/1424/gyda.png (1828 kB)
  24. egilsandfeld

    Licensed public objects from A2 to A3

    I'll make it so that players of my map need to add plants2.pbo, buildings2.pbo as a stand-alone mod in something like @A2\addons\.... Somebody stop me if this is wrong :)
  25. Hi Maionaze. It's really awesome that you license all these great things to the community! Thumbs big time up! Got a dumb question. So let's say I'm creating a terrain and I want to use e.g. Land_HouseBlock_A1 / HouseBlock_A1 for my A3 terrain. In order for that to be okay with the license I would have to make a readme text file shipped along with my pbo in which I write that it's licensed under APL-SA?
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