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herricktune

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About herricktune

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  1. Just wondering if anyone knows if there is a limit to the amount of roads/road types for Arma 3? Reason I ask is that I have drawn out all my roads using my custom textures and there are 816 roads on a 10240 x 10240 island. All worked fine with the order correct - all intersections were as I intended with the smaller value laid on top of the larger value. Without any changes to the shapefile my last few binarizations of the map have resulted in randomly different orders - with city roads overlapping main roads even though I have double checked all of the order values. I am using Mikero's pboproject and have tried deleting all the contents in the P:/Temp folder to see if this rectifies the issue - have also played around with the AIOffSet value. This fixed some of the roads but all I have now is a different set of incorrect overlaps indicating a certain amount of randomness! If it is relevant I have 16 different road types defined in my roadslib.cfg. Most of the overlaps seem to be with my city roads where there are a lot of small roads in a small area which is why I was wondering if there is some sort of road limit for a fixed area? Thanks in advance HerrickTune
  2. I agree with 1PARA about making sure it is the correct multiple with cell size. Also (please ignore if I am wrong about this) - looking at the image it looks like you have blended the edges of each texture with the one next to it - this will mean that the RGB will be many different colours. I would check this in Photoshop or Gimp with the colour sampler to see if the edges are not a different RGB than what you require. A good way of blending the edges would be to use the spray feature in L3DT as this will spray a solid colour. Good luck.
  3. herricktune

    Grenade not working in water/beach!

    I'm pretty sure that this is config related - I have just tried on my custom map and grenades blow up as normal (complete with splash effect). Are you using a basic config or have you used one from Altis or Stratis as a template? There are a few bits related to sea in them that would probably be the answer. Hope this helps.
  4. herricktune

    Export from A3 Editor

    I'm not sure how many objects you are talking about but if a reasonably low amount (100 or less) you could do this manually - I am not very familiar with TB (working on my map planning and hf atm) but for Visitor you could easily create a .exp file just like world tools does - I assume TB would import .exp files (someone please correct me if this is not the case). You would however need to make sure you have added all the objects you want to import in to an object library in TB. What you would need to do is open your mission.sqf file and find every object with its coordinates (excluding live units!) and azimuth. Then put them in to a text doc so it looks like this and follows this format: "Chapel_Small_V1_F";5836.386;10077.349;0;23.000; "t_pinuss2s_f";6432.222;10071.42;0;258.000; "w_sharpstones_erosion";8110.782;10069.652;0;58.000; The order is "object name"/x;y coords/elevation (use 0)/azimuth Then name the file bases.exp - I'm sure there is a script that would extract the above from the mission file automatically, but this should work. You then need to import the file in to TB (in Visitor 3 you could use import objects script and assume there is something similar in TB) - Anyway good luck!
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