Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Posts posted by francis

  1. Hi every all,

                          I wonder if it is possible to create a menu with GIF format image. Thanks for the reply 

    I wonder if it is possible to create a menu with GIF format image
    I wonder if it is possible to create a menu with GIF format image
    I wonder if it is possible to create a menu with GIF format image
    I wonder if it is possible to create a menu with GIF format image


  2. now im stuck, external viewer is not found , i have reinstalled the tools , and i checked if some file was missing in the game root i followed the method to installs buldozer on bi wiki from tom 48 ( copied 4 physX dll , also the steamapi.txt and the steam_api.dll copied the exe of the game and renamed it as buldozer , open the option file from object builder setting this : P:\buldozer.exe -buldozer -window -cfg=p:\buldozer.cfg i have open the buldozer.cfg and its same than thas was some week ago without any problem. tryed to open steamtools and then click on Dev P set as Default and run it waited 2 minute but when i open object builder from steam tools thats writed a pop-up : Buldozer may not work:Missing file (s) : buldozer.exe, but in arma 3 root i had copied the arma3.exe then i pasted it to P drive and to steamtool root and then i rename all them to buldozer.exe . normally i have a buldozer.exe maybe i do someting wrong but the game dont find this programme

    Ah ! :) finally today buldozer work fine i gonna try now with the new update for arma3p to see if the Land_XXX Class area with p:\a3

  3. ah ! i see some new update for mikero tools :P when the process will end i will retry and let you know what news

    some news look like better now arma3p installed without any error :) but some other bad news my buldozer get error :

    No entry 'config.bin/cfgDifficulties/Recruit/Flags.ExtendetInfoType' and another one Shader not valid (mismatch of exe and data ?)

    and then the pop-up window external viewer . attach failed . No viewer found

    after i reinstall all tools from mikero i have copied the 4 file physX.dll and 2 other file from steam ( steam_appid.txt and steamclient.dll) and open the option in object builder to see the path of the buldozer but thats was good path and mod im confuse i could try to open with "cmd" the buldozer but its pain to do it all time i want to open object

  4. for the test i have place the hospital from arma 3 , the Land_XXX area was : P:\a3\structures_f\Dominants\Hospital . i dont have test with only p:\a3 , maybe thats the problem i gonna try it , and maybe i got mistake when i extracted the arma3 addons to P:\a3 as i remember the end of the "long process" had created a mistake but thats over 1 years and i dont have touch this part after because all worked good untill i see the object without action only when i place it on terrain builder

    ---------- Post added at 10:23 ---------- Previous post was at 08:59 ----------

    lol , well now i am completly confused . i have try in setup of mikero tools Land_XXX class area with p:\a3 and i cannot binarize the map with this lign ,after if i clear the p:\a3 and let this zone empty then i can binarize and now object have action , its really strange , so i have to let that empty? , because i really though it is my a3 folder in the "P drive" have someting wrong inside im pretty sure

  5. Hi, I had created a new Map , but Actually i got a problem. If i put any object directly on Terrain builder ,then i pack thats to PBO , the building have no action to open or close doors , and this is strange, all door are opened without any action


    I'am using mikero tools when i open the setup of pboProject i see the path to config for land_XXX class then i add all path of the config building using in my map . Nothing work i see a building with all open doors. the second choice was added that from editor or directly from ingame via debug consol, and the building work correctly i have test with some of my own new building and some from arma 3 building but they had same problem

    i see a post talking about the same problem than me but the BIS DEV saying maybe the binarize tool are the problem i have open some file from "temp folder" to see if any error are occured . i though that mikero tool wont allow me to binarize some building properly in option of pboproject i have a check case in the 3 following :

    sign pbo

    full build

    check external

    if anyone could help me and this is a little video to show you my map , changed water , 40km X 40km new roads with intersection all are Work in progress


  6. does its only me to think that . This mod is really not needed, Buldozer is better and by far than this mod.... you cannot smooth the terrain you cannot change the size of brush , you cant change the density ( buldozer done all of your mod and more why we take a less programe ) the only way i see its most friendly user but you have less option so in my opinion better to use buldozer , thanks to BIS to give us a splendid 3D viewer

  7. hi , i try to create a new map with grid size = 4096 cell size =10m terrain size = 40960 all work fines only if i export the sat image with a resolution 4 px/m and its pretty faster for packing this in pbo files. but all the satellite image look like little bit blur . i tryed to done this map with a better Satellite image quality and its almost impossible to me to done that. after 5-6 months/20 hours a day to try with dodge or cheat in any kind of way .I cant done nothing better than 4 m/px when i try with a resolution of 2m/px thats create new image in the layers folder, but after export the wrp, when i use buldozer or test it in game , this never allow me to play or see it into game / buldozer .does anyone know how to make a 40960 X 40960 terrain size with a perfect satelitte image of resolution 1m/px (i hope BIS know it) all forum i open and thats talk about terrain size of 40960 all info was wrong with me i tested with one Satelitte of 40960 X 40960 px ,after 2hour of wait then the TB crash, i have now 4 image of 20480 X 20480 and one mask of 4096 X 4096 (in TB i open this property image, and set 40960 X 40960 size) If anyone can help me with this mess ITS WILL BE APPRECIATED .

    and too , nice one TB "Dev" 8192 grid size always Crash just lol at this !!!!! why this option is available to see but not for making the terrain . this look like a program from another engine like VBS and the "devs" dont know how to disable this options or allow us to use it!

  8. Hi everyone,

    *** After a week of work on the map and that the advice you suggested me, we decided to map a fair 20km X 20 km .We chose the city of Lyon and its surroundings. Unfortunately the city of Lyon is huge in number of building we will reduce the number of objects in the city to have a better performance. Thank you everyone for the advice

    same msg in French:

    Bonjours à tous,

    Après une semaine d'ouvrage sur la map et que les conseils que vous m'avez suggèré , nous avons pris la décision de fair une map de 20km X 20 km .Nous avons choisi la ville de Lyon et ses alentours. Malheureusement la ville de lyon étant immense en nombre de bâtiment nous allons diminuer le nombre d 'objets en ville pour avoir de meilleur performance . Merci à tous pour les judicieux conseils




  9. hey francis, is there a chance to release your terrain as alpha stage ?

    means without any objects, just the terrain with a proper ground texture on the whole terrain (it can be just one desert texture).

    it would be good so people can test the terrain of how theyr system will run such a huge map.

    if not, is there a chance for me to download just the terrain without objects and good ground texture ?

    at the moment im currently working on the terrain is not good enough. I need to make some mountain and river with the tools . I started the France map 1 or 2 week ago and to have a huge map divised by 3 around and i lost some real terrain , so i need to remake it .... its gonna take me some more time . actually im not welling to upload it because the map look like ugly. the project we have is so much huge so sorry if i cannot response at all . Later for release to public we will see what we will release or not depandent on addon maker . the goal of this map are to attracted French guy to come in A3LEF to work in a teamwork .Now you can see what we do, we have only the game engine limit .We are 4 solid addon maker Patton , Mauf , Bibi-999 and me Madelinot (Francis) and we have 3 new guys at the moment .

    if you wish to use the France map you will need to wait untill the map is ready

    or u can use geotiff from : http://gdex.cr.usgs.gov/gdex/

    must be loggin to download and if the tile size is not sized as you wish you can scale it and try it ... sorry if i cannot help you more i am so much busy on our addon

    good luck u can use the size of grid i have writed at first post its good enough for test but can be optimised !

  10. ok and do you have this shaking issue with your map ?

    (go to 3:20)

    Bibi-999 got the same problem before he buy a new computer . He saying to me , its probably your computer is the problem. The weapon cannot follow your hands and then you see it shake try the same map with another computer (this computer must be better )

  11. Well in that case if everyone was thinking like you no mods will see the light of the day.

    its maybe because the contest of Make Arma not War ???? since marsch 2013 all addons we have done get always stolen by somebody and the thieft distributed this addon every where and now some guys participate at the contest with us work ... after working 7000 hours do you think i am supposed to be happy to share an addon and the guys who stolen us can download our addons again ?...its so fairly... with every think inside and no body will thanks me after, they will do money with youtube etc..i dont have problem they do money but at least we dont want to be ignored ... my planning is : I show at BIS Forum what we work , we will release a little pack for player get at least a small think of us if they want have every think they must come in our server thats it if you want argument against it , i dont know why ! we welcome any team if they want create a parteneriat with us but just to be clear with my message . We are not a closed Community so any one speak french are welcome (why french , because we only speak french i know some word in english but google traduction is the way to write but talking english im really poor) if you only Speak english and you make your own addon and you want to create a parteneriat we can discuss about it and try to find a way. If an addon maker need help we can maybe help him if its possible ! i hope you can understand it ... and dont forget too no body pay us to release something.

    ---------- Post added at 11:23 ---------- Previous post was at 11:05 ----------

    Well sadly then It's way private... My french is... Well, just 2 years on high-school 7 years ago... And I see those vehicles and say... Why I cannot play with this :(

    Would you mind to collaborate with other communitys if credits are given? I think the main focus here should be sharing so the much people can enjoy your work instead of keeping it to a small group of people... That's how A3 community should work...

    Anyway, congrats for your work, that Atego is outstanding.

    the real reason its we are only french guys the english is only writed by google traduction ... Its unplayable to have multi-language server... and if you cannot speak french after our release we will upload a small pack of us work . But anyway all our addon are W.I.P so must be patient and sorry for my english

  12. Well sadly then It's way private... My french is... Well, just 2 years on high-school 7 years ago... And I see those vehicles and say... Why I cannot play with this :(

    Would you mind to collaborate with other communitys if credits are given? I think the main focus here should be sharing so the much people can enjoy your work instead of keeping it to a small group of people... That's how A3 community should work...

    Anyway, congrats for your work, that Atego is outstanding.

    Thanks !

    After our official release we will probably let a little pack of our work on armaholic . This little pack will not have every think . We are a team and all staff dev must agree with this share to armaholic .Thats why we are not sure what we will release to armaholic but for sure our server will have a huge mod ...

    • Like 1

  13. okay.

    i tested a map for arma 2 in arma 3 called "dbo afghanistan". it is the arma 2 version. it works with ArmA 3 mappack. it is 201km x 201km. pretty huge.

    but there is a bug and i dont know if its only map related or if its a arma 3 bug itself: on some places, ultra low res ground textures suddenly appears.

    i spawned and saw good / high res ground textures, i walked and walked and bam, ground texture got low res. i walked back and high res texture appeared. seems on some places are low res textures and on the other places high res textures.

    i hope u wont get this bug. i will try now the arma 3 dbo afghanistan version which is 80km x 80km. maybe there isnt the bug.

    EDIT: ok i tested the 80km x 80km version. works fine, no texture bug but it seems like that the objects are "flying" on huge maps.

    you can download the 80km x 80km version here and test it yourself:


    you dont need arma 3 mappack or anything. if you are in the editor, choose a place which is more flat, not in the hills, because on the flat area there is grass and there you can see what i mean with "flying objects". just look close at the ground and at the grass.

    i thought about making a 201km x 201km desert island too. but i will wait for results.

    i hope u wont have texture bugs in your map. with the flying objects i can live with it because if you dont look close enough, you wont see this bug and if you see it, its not dramatic.

    it's probably a mesh that has been miscalculated by stretching the surface. This smooth phenomenon more if you do not increase the maximum height. So you have to increase the maximum height proportionaly to the expansion that is why I will board a map with a square pixel ratio squared its easier to calculate it

  14. i saw your screenshots about your car:


    but what about the ground texture ? is the ground texture so low res because of the huge terrain size ? is there a way to fix it ?

    The textur i used on the terrain in the video its just a primary test for mountain and some area to see what i need to work or not

    im gonna work to fix alot as possible this Terrain is a Work in Progress any helps are welcome !

  15. Rip31st is pretty much spot-on with his info about maximum .wrp size, etc.

    I'm not sure of the exact "object limit" although Snakeman has been running a few tests with high numbers of objects on various sized terrains... 5 million sounds like a likely figure, though as Rip says, other factors are at play too...

    % million objects seems like a lot, but vegetation in particular, can eat that total fairly quickly... I have a forthcoming (eventually) simple 51x51km island designed primarily for the Fly Boys, so I skipped dense forests and went for a simple overall light dressing of trees, bushes and rocks - the terrain is by no means heavily vegged, yet I hit 1.95 million objects just with vegetation alone...

    However - the single biggest drawback of such a huge terrain in Arma is - resolution!

    Yes - VBS features some ridiculously huge terrains - it's my job to make some of those actually, and 500x500km terrains are by no means the biggest which have been made, but VBS features a special exclusive terrain tech - "Multimaps"

    Basically a multimap in VBS is a series of individual subterrains arranged in a grid and stitched together via a "master config file". Each subterrain is essentially a terrain in its own right and can even be made into a "standalone"...

    The benefit fo this approach is - resolution... You're effectively using many heightmaps stitched together to overcome the limitations of a single heightmap...

    In Arma this isn't possible, and you're limited to using a single heightmap. This is where big terrains can get messy...

    Although TerrainBuilder has an "8192 x 8192 cell" option, so far it hasn't proved workable, so currently the biggest "heightmap grid" possible is 4096x4096 cells...

    Now imagine that grid as a flat mesh with 4096 x 4096 "nodes"... To make a hill you pull a node up - bit since you only pulled up one node of a triangulated mesh what you've actually made is a sharp pointed pyramid. To make a smooth and convincing "hill" you'd need tu gradually raise a whole area of nodes, each a little more than the last, until you have a rounded "bump" which doesn't look too triangulated or angular... As you can imagine, you've had to use quite a few nodes in an area to get that convincing "hill"...

    This is "heightmap ground resolution" at work... If this were a "normal" terrain with those nodes spaced 5 meters apart, then the smallest convincing hill you'd be able to make might span 8 or 10 nodes - 40 > 50 meters... With "5 meter spacing" you can't really smoothly model a ground feature smaller than that.

    Now remember - its a 4096 grid, and each node spacing represents 5 meters, so 4096 x 5 = 20480 - so this terrain would be 20480 meters wide - or roughly 20km...

    Now - I gues you're guessing where this is going.... ;)

    What spacing would we need to use with a 4096 grid to get 500km?? - the answer is - approximately 122 meter spacing... (4096 x 122 = 499712 meters, or 499.7km).

    Now think back to our "Hill" and how with a 5 meter spacing we reckoned the smallest natural feature we could model reasonably neatly would be 8 > 10 nodes across...

    With this big spacing heightmap we're talking "smallest ground feature between about 976 and 1.2km across!

    That's REALLY low res... you couldn't have a 100 meter wide "river" or "inlet" with a 122m spacing, or any kind of small scale bumps, rises or "ditches" - coastlines which curve a lot will be "stepped" into 122 meter jagged "steps" unless they're very straight, and smaller coastline features can't be represented at all...

    There's other aesthetic drawbacks, regarding max possible satellite imagery sizes and the sort of resolutions they'd end up like in game, but they're minor compared to the heightmap issue...

    For high-jet flyers this sort of res would be acceptable - barely, if the sat imagery was halfway decent, but "on the ground" it's likely to be fairly featureless at best, and alarmingly crude at worst...

    That doesn't, of course, mean that it can't be done - it should be possible, it's just a question of knowing the limitations inherent in the scale...



    thanks you Bushlurker for some info really helpfull. and yeah with 8192 x 8192 as resolution for some first try, after generated layer , click ok then Terrain builder shutdown. So i can only do it with :Grid size is 4096 x 4096 , cell size is 100 meter the terrain size is 409.6 km x 409.6 KM. The Satellite/Surface (mask) source image size pixel is 4096 x 4096 and the resolution is 100.The Satellite/Surface (mask)tiles size is 1024 x 1024 with desired overlap is 4 and the textur layer is 800 x 800 . Time to wait for binarize the empty map is around less than 4 min.

    I am not really sure if is the best i can use,but i need to test all size to find the best one. For the moment , the best i have found is the info i shared just over

    any helps are welcome

  16. Oh I'm assuming you mean by a few million. Well that would help out by a few objects per square km. :)

    By the way ,as i was saying at first , i'm not welling to fill all the map . i want to create a huge map with empty zone around 75% of the map. All water zone and the mountain zone will be probably empty. we will focus on a little zone around 35km X 35 km to fill all the zone of 35 km x 35 km. With a 500 Km x 500 Km thats gonna be great for Airfield Battle and changing zone in the map faster without having to create a new terrain. Making this huge map will help me to creating a new version without having to create new map only have to move object somewhere else cause terrain will be ready.

    as i know someone in a topic was saying 20 km x 20 km with 3 million object gonna take around 10 hours to pack it with a good Pc

    Im new to making map and i dont have any experience of the max object reference and memories i read some post but so many are saying yes you can . some else saying no you can't . So i have to said i need to make my own experience and nothing is impossible .I take care of any mention cause i know some limit will not help me . For sure im happy to work on that project. I have see vbs using a huge map of 500 km X 500 km ( in a topic i have found this )

    With Patton we want to play a better game than arma 3, we know that the possibility of the game engine is great and we are not satisfied with the mission arma 3 MP and the concept of Them (war zone 2035). We want to create a civil mod "Play your life 2014." We need a new map building without breaking etc ... our map will be very low in the early counting objects, but players will be able to build houses, to grow vegetation and create businesses. Then come more player play more the map will be filled

    that's why we create a map not completely empty but almost. It will take less time to create the map