Jump to content

bludski

Former Developer
  • Content Count

    629
  • Joined

  • Last visited

  • Medals

Everything posted by bludski

  1. I have searched around but... I have been working on my terrain for two months now and the time has come to do some cities and industrial areas. Due to the geographic style of buildings in altis I really need a lot of a2 buildings. I have been searching and searching but can only find conflicting information or cases that don't really seem to apply or require other mods.. Here is what I want to do: Have the structures on chernarus on my map and have the files included in my map folders etc as with maps like Bornholm. Can somebody explain the steps to me? I have downloaded the licensed data pack. (I have previously had them in terrain builder by taking them from my arma 2 installation and were able to place them but could never figure out how to get it to work when crunching my map to test ingame) In the future there will be custom models converted for this map but that is far ahead. For now and at least during alpha phase of the map I need it to work as described above. Thank you. Here is a peek at the current state of my map if anybody cares.
  2. I guess I am looking for making a helipad object in every way except that ai will see it as a helipad. Then I could make about twenty of those as squares to detail my runway as styling and mark my taxiways etc.. I haven't taken apart the altis runway to see how they did any of those those things. I haven't even created runway scripts on my map yet but it seems to me there has to be a way to paint the ground like that seeing as helipads are.
  3. I have set off a considerable amount of hours the next six months to create a map for arma3 and need a lot of questions answered regarding the possibilities of also having it as a dayz standalone map. I am looking for a venue where all the information on such things are stored and talked about. I may not have time to do this in six months so whether or not my map ever becomes playable in dayz requires me knowing a whole lot of stuff where I currently am in the development of my project. Will there be a dayz forum here soon? I'd love to chat with somebody who are working on/planning to do do dayz sa mods. Have a nice day! Oh and if you would like to see what I am working on, there are some videos here: https://youtu.be/Hsr9i1wsoh8?list=PLCkHId5AbPS2m2D8lwOMmJe3BA5mo6ip_
  4. Thanks. I was foolish today and removed arma2 to make room for more source file. Is it possible to make it work just as well by using the licensed content packs? I already have them downloaded. Redownloading arma 2 is going to take me four hours!
  5. Thanks. Yeah I already have enough work on my hands just doing the map visuals! What would be the best way to create the ca folders? I only need to have the chernarus structures. I'd rather not have the desert map objects available in TB.
  6. I have spent a month creating roads and levelling the terrain under them and now they no longer work. I removed the six or seven stretches of road I created since last time I booted up buldozer but it still doesn't work. Are there any limitations to how many roads you can or should have or how long they can be? I was up to 1100 of them, stretching around 500km together.. at least. As you can see in this pic I have already added most of them to my sat image. http://i.imgur.com/enrB1mw.jpg My roads.sqs is 880 kb. does this matter? I was at about 95% done with the roads on the entire map when this happened. http://i.imgur.com/bjuPEQk.jpg If I don't remove the editor.sqs or roads.shp then buldozer doesn't load the map and just crashes after a few minutes of doing nothing. I guess since I have the roads added onto my sat image as well it would be not much of a problem drawing them again. I also tried removing the roads layer on my map. save under another name and then import the roads.shp into it and they import fine.
  7. Yeah I got the file from a tutorial and didn't know what that number meant at all! Thanks both you guys!
  8. Thank you so much! That solved it! Saved my weekend!
  9. Doesn't change anything.
  10. this is my editor.sqs: ~.1 diag_log "Before Loading Roads"; result = buldozer_LoadNewRoads "P:/blud_hordeLand/data/roads/"; diag_log "After Loading Roads";
  11. IDs are fine. exporting shapes to shp and then loading them apparently breaks IDs. Changes integer to float and adds another field. I went back and loaded a save from a week ago, export roads as normal, where I know the roads worked and that too crashes buldozer. I loaded the CAPNCAPS tutorial terrain which worked before and that too crashes buldozer. removed editor.sqs and both load fine in buldozer so I now doubt that the problem is with my terrain itself. Still tearing my hair out!
  12. No matter what I do, none of the polylines for my roads don't appear on the output image. They are otherwise working perfectly in buldozer but as I am on the final leg of creating my satellite image, this has me at a standstill. I have tried creating a blank terrain and drawing polylines but they don't appear on the png. with or without background. Would anybody who has a working terrain creation pipeline be willing to create a png if I send you a *.tv4p that has my 99% finished road map on it as a shape layer?
  13. bludski

    Shapes to imagery doesn't work.

    Thank you so much! That did it! It was the selecting surface texture. Never in a million years would I have figred that out myself.
×