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About badluckburt

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    Arma Modding
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  1. True, I think Aaron (creator of L3DT) is going to look into making the tiling more flexible at some point. At the moment, the sat map you load into L3DT always needs to be a multiple of the heightmap size and also a correct power of 2 value (128, 256, 512, 1024, 2048, 4096, 8192, 16384 etc).
  2. Correct, if you want to view the satellite map in you can load in much bigger images but for L3DT to display it correctly, it needs to be a multiple of the heightmap resolution. It's a power of 2 thing. That's the limitation of the free version, if you have the full version, you can go much much higher.
  3. I don't have Arma installed at the moment so I can't check but have you looked at the Date Created / Modified of the map pbos in Windows Explorer? Looking at the way the vanilla maps are laid out (Stratis first, then Altis, VR and Tanoa at the bottom), I'd say it's using one of those to sort.
  4. badluckburt

    Terrain Processor Tut ?

    That may be so but I don't see what that had to do with my post ;) I just gave him the hard dimension limits of both versions.
  5. badluckburt

    Visual Upgrade – Feedback

    Watched the video, this should be implemented yesterday.
  6. What happens when you try this without any mods running?
  7. badluckburt

    Satmap Size for Huge Terrain

    I hope someone proves me wrong but I don't think there's an easy fix for that unless you know your way around Photoshop or another image editing program and even then it would be quite some work. -edit Have you tried without applying the auto-tone you mentioned?
  8. badluckburt

    Satmap Size for Huge Terrain

    It's pretty much the same as importing one sat map, you just have to change the northing / easting to the correct offset for each tile to line them up. The offset would be the size in pixels for each tile. Say you had 4 tiles of 5120x5120 then bottom left would be 200000 - 0, bottom right would be 200000 - 5120, top left 205120 - 0 and top right 205120 - 5120
  9. badluckburt

    Arma 3 map problem [texture]

    Yep, that sounds about right [emoji4] Sent from my SM-J320FN using Tapatalk
  10. badluckburt

    Arma 3 map problem [texture]

    In other words, you haven't. I would try to get one of the tutorial samples working properly before you move onto your own maps.
  11. badluckburt

    Arma 3 map problem [texture]

    Trippy. I think you need an updated config.cpp, one of the threads in this section has a few but I forget which thread it was. Have you had a map properly working before when you followed those tutorials?
  12. badluckburt

    Arma 3 map problem [texture]

    In L3DT, you need to up the scale when you're generating a mask and texture image there. If you're using the free version you're limited in size though so you wouldn't be able to generate an image big enough. A very quick and dirty way around all this would be to resize the 3 images (satellite, normal and mask) in Photoshop using the Nearest neighbour algorithm, this is mostly important for the mask images as you don't want Photoshop generating extra colours on that during the resizing.
  13. badluckburt

    Arma 3 map problem [texture]

    nohq is your normal map. It would help if you could explain what you did this time around because I don't think you could've made 20480x20480 image and generated layers that fast :/ And I probably should've been more clear, it's not just your satellite image that needs to be 20480x20480, your surface mask and normal map need to be as well.
  14. I still saw the same }; missing but I added it, try giving this version a shot. I just hope the forum preserves the tabs and stuff :/ And ofcourse the forums don't, here you go: http://pastebin.com/p8jDYCHa
  15. badluckburt

    Arma 3 map problem [texture]

    Your satmap is way too small at 2048x2048px for 20480x20480m terrain. It's been a while since I checked out the Atlas tutorial but if I remember correctly, JakeRod gives you a heightmap of 512x512px at 4m horizontal resolution which comes to 2048x2048m in-game. The satmap he provides is 2048x2048px meaning a resolution of 1 pixel per meter. The way your satmap is now, the engine has to try and stretch 1 pixel over an area of 10x10m. Try making your satmap at least 20480x20480 pixels, you can probably set the Satellite / Surface tile size to 1024x1024. I think if you go a few pages back or do a search for white terrain, there was someone else with this problem recently and if I recall correctly, his issue went away when he used a properly sized sat map. -edit I noticed you're exporting 4 material per cell but you do have a normal map loaded in so maybe switch to 5 materials per cell + normal map. I don't think it has anything to do with the white map issue but just thought I'd point it out.