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badluckburt

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Everything posted by badluckburt

  1. I'd like to use my 100th post to announce a small map that I've recently started work on. I originally planned to do Monte Argentario, an island off the coast of Italy but lack of time at the moment has pushed that one to somewhere next year. However I don't want to get rusty and forget what I've learned so far so I squeezed in this one. Once this is done I'll be releasing it and it's source file with a tutorial. First up some background info on Suomenlinna and the characteristics of my Arma version: Suomenlinna Background: Suomenlinna, until 1918 Viapori (Finnish), or Sveaborg (Swedish), is an inhabited sea fortress built on six islands (Kustaanmiekka, Susisaari, Iso-Mustasaari, Pikku-Mustasaari, Länsi-Mustasaari and Långören) and which now forms part of the city of Helsinki, the capital of Finland. http://en.wikipedia.org/wiki/Suomenlinna Characteristics: Heightmap: 1024x1024 px Horizontal scale: 2 meters Map size: 2x2km Sat map resolution: 5120x5120px Sources: Height data Courtesy of the Finnish government, very accurate heightdata and ortographic photographs. Why don't do all governments do this? https://tiedostopalvelu.maanmittauslaitos.fi/tp/kartta?lang=en Sat map I stitched together screenshots from Google Maps instead of using the photographs mentioned above as GM had a better quality. Roadmap & Progress Touch up satellite map texture in Photoshop - 75% done Draw attributes mask - 10% done Create custom terrain textures - 30% done Sculpt and refine terrain shape - 5% done Lay down roads Place objects Place trees, bushes, rocks, etc. Write tutorial General info: I'm only doing the four bigger islands as I initially thought there were only four (turned out there were six). Creating custom buildings is something I've decided to do :P It's just gonna look wrong otherwise. First update: Made good progress on touching up the sat map, only have one island to go. Second update: I took a good look at the sat map last night and it still needs a few hours of laboured love before it's presentable. It wouldn't do much good posting it up in it's current state but let's just say I'm getting there.
  2. 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).
  3. 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.
  4. 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.
  5. Alexandria - the ultimate Arma library Introduction I’ve been working on a PHP project that parses config.cpps into a MySQL database and normalizes the data in the process. It’s still in an early stage but I’ve got the import part down and it can spit out the correctly formatted config.cpps that you feed it. You may wonder, what’s the use of this database? It can do a number of things really. Since the data is normalized, it’s very for example to retrieve all classes that have a certain property like scope=1; One of the few things I’ve used the database for so far has been to create an addon that hides all vanilla Arma content from the editor. Another thing was to generate an array of each class that has a model defined and use that to make an automated screenshot script. Since all class extensions are also mapped, it would be possible to visualize the effects of inheritance on a class’ properties which is something I plan to do at a later stage. Eventually this will lead up to a fully-fledged config.cpp editor that lets you create one from scratch and automatically fills requiredAddons[] etc. as you build up the config. Stringtables are also imported and processed so properties with $STR_VALUES can be displayed in any available language if needed. Using the database, I’m creating a new wiki with an advanced search system that can quickly retrieve any information you may want. Fun facts Arma 3 + Kart - Heli - Marksmen DLCs 35.356 unique classes 33.337 class extensions 7.537 unique properties 88.411 classes total (every single class from all vanilla PBOs) 438.169 class properties 352.710 class property values () 85.458 subclasses 17.263 stringtable entries Roadmap About the * STUFF * part, the functionality needed for a full config editor is quite extensive so it'll take some time to develop it. I can still develop other features while building that as long as they're small enough. I might even do them before I finish the wiki so feel free to make suggestions. Wiki * STUFF * Config editor I'll eventually make the code public after I get to polish it up a bit. If you're really feeling the urge to do to the goats what Pvt. Nelson did then let me know and maybe we can work something out :P #GOATSLIVESMATTER
  6. 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.
  7. badluckburt

    Visual Upgrade – Feedback

    Watched the video, this should be implemented yesterday.
  8. What happens when you try this without any mods running?
  9. 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?
  10. 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
  11. badluckburt

    Arma 3 map problem [texture]

    Yep, that sounds about right [emoji4] Sent from my SM-J320FN using Tapatalk
  12. 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.
  13. 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?
  14. 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.
  15. 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.
  16. 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
  17. 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.
  18. I didn't notice it before but why are you trying to spawn in "land_bushcraft_wall_1_f"? Your class is called "Land_BushCraftWall_1"
  19. badluckburt

    Arma 3 map problem [texture]

    I can haz questions that hopefully lead you to the answer :) 1, Were you using a tutorial when making this map, if so, which one? 2. Did you change the coordinates of the sat map image after you imported it into TB? 3. Could you post a screenshot of the settings you're using to generate the map tiles?
  20. The reported line numbers are off by a mile sometimes but if it works without that new class, the problem is definitely in there. If you update the config.cpp in your original post or add it in a new post I can take another look if you like.
  21. Your last two parameters ("0") are incorrect. Wrapping a number in quotes will turn it into a string. Also, the last parameter does not have a correct value, check the BIKI: https://community.bistudio.com/wiki/createVehicle
  22. Strange, I don't see anything wrong with that. Could be I'm missing something myself, just spent eight hours digging through code at work. If it does work with that class removed, see what happens if you comment out all the properties but leave the class in. And are you still getting the same error as before or is it a new one now?
  23. That's a shame. If I were you, I'd make a copy of the config.cpp, remove the new classes you're trying to add and go one step at the time from there. Syntax errors are quite easy to miss, especially if you've been staring at code a lot.
  24. I think you misunderstood me, all your other classes follow this pattern: class myClass : bla { //some properties }; but if you look at your Masa_A closely, you'll see the }; is missing at the end. I don't know why you say all your other classnames didn't have it and that it worked fine, that is pretty much impossible :)
  25. Well, Masa_A: I_soldier_F is missing }; You may have erased it by accident when you were adding that new class.
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