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Everything posted by Richie
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There's a difference between stealing/copying and being inspired by someone elses work, hence the term 'imitation is the sincerest form of flattery' :)
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Export as .asc then import as height data in TB
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You would just have to set the height as a negative value in L3DT the apply the areas using the 'set to' tool in L3DT , -40 is the norm but you want some shallow areas round the coast/beach areas, i normally go from -1 to -10 meters then smooth it.
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You don't need to enter any values for height of sea level etc in TB, your height data contains that already. Just set easting to 200000 and northing to 0 If your sea is not water and deep then set them manually using L3DT
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Tanoa Lite - a possibility or a total No-Go?
Richie replied to TrueCruel_Nobody's topic in ARMA 3 - GENERAL
Personally i'd rather support BI for future releases then wish for them to waste resources on a lite version, DLC adds money to the BI bank, that then allows them to keep moving forward, we all benefit :)- 64 replies
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Will Terrain Artists be Able to use Tanoa Assets?
Richie replied to opteryx's topic in ARMA 3 - GENERAL
Give it a month or so and they'll be released unencrypted as normal .pbo, for now though we can't use them, normal practise with BI though. Obviously all players who join terrains using Tanoa objects will need the DLC to join, again as expected. -
Finally, bannas are here, good job guys :D
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Yes but we're all waiting for the next rant from alleycat about bannas, Tanoa can wait.
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PuFu, put the kettle on, me and 400 others are on our way round to your house, we won't be long :D
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Changes to dev > downloads 1.3 gb > sobs like a girl :( c'mon BI get on the phone to Steam
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Does that mean i can use the Tanoa objects on my upcoming terrain, say yes ffs just say yesssssssssssssssssssss :D
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Does anybody know how to achieve the shown in this video?
Richie replied to Neviothr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
As the video is from Killzone Kid then the answers lies somewhere Here Good luck :) -
:o sad news, the world has lost a legend.
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[MP] RUSH game mod for arma 3 from battlefield series
Richie replied to doomnet's topic in ARMA 3 - USER MISSIONS
Awesome, this i have to try later :D- 1 reply
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- rush
- battlefield
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(and 4 more)
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I'm not hoverguy but what he said is correct :) *Edit* Make sure to make a backup before.
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+1 to what McLupo said :) After 1.60 i couldn't of carried on without the help of Mikero, now into my second year of supporting through the pro tools, the arma community relies on you and others like you.
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or load it in L3DT and you can smooth some areas more than others, do what you want really, awesome program. For maps larger than 20k though the free version won't load terrains that big, it's worth paying for though
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[FEEDBACK] When is a mission.pbo too big? (i.e., a barrier to players downloading it)
Richie replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This +1 I never look or care what size it is, never once even gave this a thought. -
Roads & Building bounding boxes not showing up
Richie replied to Leegards's topic in ARMA 3 - TERRAIN - (BUILDER)
For the roads check your terrains config has the right path or line to load them, example : newRoadsShape = "\YOUR_TAGS\YOUR_PROJECT\Path\to\the\roads.shp"; The object markers i can't help,sorry, I use Mikeros pro tools and they work fine. -
No, add just what you need or use xCam or MapBuilder, place the rocks down that you want, export the library templates, import the .tml files but not the objects, then you'll have all the rocks you need without any missing textures.
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It happens when you import everything as your library source, some rocks are listed twice, you would of got an error when adding about dupe entries and it said something about auto renaming. It can't be fixed, you'll have to find and remove them from the library and then re-import the objects, both MapBuilder and xCam have the import library option, this will prevent this happening. You'll also have the same issue with roads, this is what you would of seen when importing
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Tutorial: Making roads in Terrain builder
Richie replied to granQ's topic in ARMA 3 - TERRAIN - (BUILDER)
Very true, I found doing smaller sections of long roads works, then manually smoothing any joins with L3DT if required, depends how long your roads are. Forests are even worse, large sections or tight clusters is a nightmare. -
Tutorial: Making roads in Terrain builder
Richie replied to granQ's topic in ARMA 3 - TERRAIN - (BUILDER)
Export your height file from TB, use that as the source for TP, don't use the source files that you imported to TB. Then after TP you import the newly created height file that TP exported, refresh and rebuild, job done. It does work without needing any additional software.