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Everything posted by badluckburt
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How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
Maybe it was something along the lines of anti-alias that caused your problem. That causes you to end up with colours that you don't define in the Layers.cfg if you're not aware of them. Don't want those anyway :) The mask image even gets converted to different colours to make things more confusing :D The bottom part of the BIKI page you linked talks about that. -
How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
This is actually not true. The labels (Mountains, grass etc) you see at the different colours in the gradient mean nothing, you define those yourself using the Layers.cfg. At one point in time, the labels probably did apply (Flashpoint maybe?) but now the Layers.cfg handles that. As long as each colour you specify there is a unique value and they are present on your mask image you're good to go. -
What happened with the Addon Builder is probably a file being binarised that shouldn't be. It has a field for filtering file extensions so if you forgot the .shp file or something it will do that. PBOProject just takes care of what needs to be done as it should be, Addon Builder is designed to shorten your lifespan I think so as the chute-wearing god-father says, PBOProject is the way to go.
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How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks, the image itself looks fine, no anti-alias on it and the colour values seem to match what you have in your layers.cfg. On the tab where you generate the sat layer and surface mask tiles, you can choose between 4 colours or 6 (5 + normalmap) on the surface mask. Could you check if you have the 6-colour option selected? The only other things I could suggest: 1. Try making the surface mask image the same size as the satellite image 2. Start with one colour on the surface mask and Layers.cfg, then add one colour at a time to see when the problem occurs. 3. Last resort, start a new project and reimport everything from your original files. -
How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
It would be more helpful if you'd just upload the maskimage, not a screenshot of it in Terrain Builder. However I opened this screenshot in Paint and zoomed in on the mask image, it looks anti-aliased: http://i.imgur.com/jf5UpQE.png -
How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
I don't know much about the Dissolved blend mode but that could be part of the problem you're having. If nothing is wrong when you use one colour / texture, there is something wrong in your creation process. The easiest way to find out would be if you posted an example image, it doesn't need to be huge as long as you create it in the same manner. I'm not sure what you mean by 'colored as blue from the line'. -
How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
Cell size is in meters. If you have a 2048x2048 heightmap, you'll get an area of 20480x20480 meters aka 20x20km with that set to 10 so you probably need to change that to 1. Since you do not answer how you created the mask image I can't help you with that. If you're drawing it in Photoshop, make sure it's not antialiased, the mask layers needs hard transitions from one colour directly to the other one. -
How do I fix this texture issue?
badluckburt replied to Romanze's topic in ARMA 3 - TERRAIN - (BUILDER)
Have you regenerated the tiles after you updated the mask image in Terrain Builder? Did you create your new mask image by resizing the old one? If so, make certain it's done by a Nearest-Neighbour algorithm because anything else will give you anti-aliased colours which is what you don't want on your mask. If it's none of the above, consider posting your Layers.cfg and the mask image. -
Why does convert satellite texture, take longer than surface mask?
badluckburt replied to RoF's topic in ARMA 3 - TERRAIN - (BUILDER)
Was in a bit of a hurry yesterday so I just liked posts but it's nice to see my ramblings confirmed :D I suppose the only way to speed up processing time for the satmap would be to reduce the amount of colours in the image. -
Why does convert satellite texture, take longer than surface mask?
badluckburt replied to RoF's topic in ARMA 3 - TERRAIN - (BUILDER)
Disregard my comment about the PNG format, my brain didn't have it's shot of caffeine yet. That's only for initial import into TB, not the tile generation. Still, saving an image with less colours is way faster than saving one with a different colour value for each pixel. You'll see the exact same behaviour in Photoshop. Just for fun, import the surface mask a second time as a sat layer and run the tile-generation again. -
Why does convert satellite texture, take longer than surface mask?
badluckburt replied to RoF's topic in ARMA 3 - TERRAIN - (BUILDER)
My guess would be that the surface mask has less colors so it's easier to process and it gets handled in a different way. I would recommend using something other than PNG though, unless BI improved the import speed. -
Alright, I'd stick to Neo's advice in that case.
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I don't have Arma installed atm or I would mess around with it. It could be that roads are not considered regular objects by the game. What is _roadId when you run this: _roadId = netId ((getMarkerPos "Nifi" nearRoads 50) select 0) KK did mention that netId in singleplayer is an empty string and provides a function that should work in SP and MP: https://community.bistudio.com/wiki/netId
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I suppose you could remove the ':' and see if that fixes your error. I also had a look at the BIKI, I have no clue what this function is meant for but it may let you retrieve an object by it's id: https://community.bistudio.com/wiki/objectFromNetId -edit Don't miss KK's comment on that page btw
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So, you are trying to cache the road objects? Is that why there is a ':' behind those numbers? I do not know if the Arma scripting engine lets you get the position of an object using it's (internal) id, it expects a reference to the object, not it's id. And why not just export the position of each road instead?
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pboProject strange error
badluckburt replied to tazmania720's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Have you tried looking for that .source folder in your P-drive? You may need to turn on the View hidden files / folders option in Explorer. In my experience, Mikero's stuff is very solid so if it says there's something leftover there probably is. -
Straight part definition ERROR (Define roads crossroads)
badluckburt replied to qbas's topic in ARMA 3 - TERRAIN - (BUILDER)
That part of Terrain Builder has never functioned since you just draw the roads using shapes now. JakeRod's Atlas has a section explaining how to set it up: https://forums.bistudio.com/topic/178033-the-atlas-guide-to-arma-3-terrain-making/ -
You're (both) welcome. Glad you got it 'sorted' :P
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Try following this guide from start to finish: https://forums.bistudio.com/topic/178033-the-atlas-guide-to-arma-3-terrain-making/ The Capt'n Caps tutorials aren't that good. I'm sure he meant well when he made them but some of the information just isn't right. And if all else fails, remove the entire BI Tools and reinstall them.
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The Atlas: Guide to ArmA 3 Terrain Making
badluckburt replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
Can one of the mods please sticky this thread? This has to be the best guide out there so why isn't it front-paged? -
Export all layers to txt files then use a script to add / substract whatever value you need to the coordinates to shift them and then re-import.
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RoF has the right idea. Seems you can remove duplicate lines automatically using the Text FX plugin: http://stackoverflow.com/questions/3958350/removing-duplicate-rows-in-notepad That will only work for buildings with the exact same coordinates so hopefully TB didn't 'shift' anything when it happened.
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Thanks but all credit goes to Bad Benson, all I did was point you to his mod :)
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I think BadBenson did a very good job with his: http://www.armaholic.com/page.php?id=19524 That's also the only one I know of. You can look at the texture in the PBO, it looks very different from BIS' MCO. I have no idea how he made it so you would have to ask him but it's a starting point maybe. Good luck!
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Very nice! What texture are you using as MCO atm? You may be able to squeeze some more detail in like BadBenson did with his. In any case, good luck, I hope you can find a technique that works :)