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Everything posted by anthariel
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[WIP] Terrain - Isla De Spero
anthariel replied to Richie's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It looks gorgeous! Keep up the nice job ;) BTW, very nice job with the clutters and the object placement in the towns! -
It's could be very cool for once but I prefer thinking of playing as a new local faction.
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Import Stratis Into Terrain Builder
anthariel replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
Why then can you edit features like weapons, vehicles, functions and create a mission scenario with custom placed objects and release them as a mod? Why you can't edit the terrain itself? Some people have already do that in a certain way, Blastcore Phoenix with Blastcore Skies, Bad Benson with is awesome Midrange terrain texture or Super-Truite & Makelovenotwar with ArmAGeddon by editing the config file of islands. APL-SA stand for Arma Public License - Share Alike what that's globally means it's that you can modify the original creation released by the author if you release your final product as the same license. You can modify the original content without the permission of the author as the APL-SA means you can edit the content freely under certain conditions. Bornholm for example use this license and you don't need the permission of egilsandfeld if you modify the terrain and release it as the same license. I just give him some ways to do what it want, I leave him free to do as his feel it, if he wants to start with a tutorial such as those of Bushlurker or Jakerode, fine, it's just that people who scream it's impossible every time piss me off. -
Import Stratis Into Terrain Builder
anthariel replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
It's totally possible to unbin this .wrp into a .pew (with WrptoPew from Mikeros Dos Tools) and import it later in TerrainBuilder, only the satellite imagery, normal map and the mask will need to be created again (mostly from the current splited layers...), objects and terrain settings will be the same as the original terrain ( http://i.imgur.com/vvK4tPX.jpg ) (@Gingerlikeme Stratis files are located in A3/map_stratis and some secondary files likes ground textures and CAWorld config are stored in A3/map_data if you want to know). And to remake the Mask, Normal Map and Satellite Imagery It will take what... maybe 1 or 2 hours ? Then edit some quick configs lines or build a new config file if you want and rock'on. ;) It's could be a nicer way to learn some basics things before creating his own terrain latter I think but who know, everyone have their own preferences. And of course, you can do that with Altis or VR World too if you want for some reasons. AFAIK BI allow this as is under APL-SA license. -
Hmm... Just tried and that didn't work on my side, that's create huge glitches on the screen, ugly hills & crash the game (since 2013â„¢).
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Indeed, they set enableTerrainSynth to 0 (disable) if you want to take a look : "cup_terrains_worlds\CUP\Terrains\cup_terrains_worlds\DisableInfiniteTerrain\Config.cpp" ( or http://pastebin.com/BpKsD6fR) ;)
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Well, it's the only way as far as I know so they probably fix it like that, the best way to answer to this is to take a look in the Config.cpp of Takistan or Chernarus versions included with CUP/AIA/A3MP but I'm at work ATM so... I'll take a look once at home ;)
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Hi, It's caused by the TerrainSynth parameter. in Arma 2 if I remember correctly, it created a kind of random heightmap outside the map to prevent an ugly flat map outside your terrain but in Arma 3 this is not supported anymore (it result to your picture and can cause crashs)... So to fix that go in the config.cpp of the map and in the OutsideTerrain class, edit the following parameter : enableTerrainSynth = 1; to enableTerrainSynth = 0; to disable this functionality ^_^ So your OutsideTerrain class should look like this: (or you can delete this to use the default CAWorld parameter or you can also create your own world class if you want some custom advanced parameters.) class OutsideTerrain { satellite = "A3\map_Altis\data\s_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "A3\Map_Data\gdt_wild_grass_nopx.paa"; texture = "A3\Map_Data\gdt_wild_grass_co.paa"; }; }; colorOutside[] = {0.227451,0.27451,0.384314,1}; };
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My bad: http://pastebin.com/dk5AT0Wq
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The A3 Logs are normal (no errors related) but I think I found the error try this: http://pastebin.com/Ja3nR4Wz
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Could you please upload the Arma 3 Log and your new config.cpp?
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Did you change the name of the following class: class CfgWorldList { class abc_sample{}; }; to your terrain class (snorkis_kiwimap)? You can also try to look in the A3 Logs (C:\Users\Username\AppData\Local\Arma 3) if you have some errors related to your terrain. some of my projects are built like that and I have no problems in this regard.
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Yes if PboProject doesn't compile your map then it's beceause there's an error in your files, PboProject works fine. Try to see the binlogs in PboProject and copy them (output logs and binlogs) here.
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Hmmm if my memory is good this error basically say that one of your #include file does not exist or have a wrong name. Try to check your #include "cfgSurfaces.h" and #include "island.h" or comment this line and recompile to see if this is the error.
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Hello, I'm at work atm so I can't realy compare it but you're CfgPatches have the same classname as your world name wich is... not good. In this class : class CfgWorldList { class abc_sample{}; }; Your config file say "Hey load abc_sample as a map in your map list please" but the engine detect that you have abc_sample in the CfgPatches and in your world but it will probably load the first one or both and the engine will say "nope that not a world or the config file is wrong dude". Try something different maybe rename your CfgPatches to abc_sample to abc_sample_map and try to recompile your project. eg. : class CfgPatches { class abc_sample_map { units[] = {}; weapons[] = {}; requiredVersion = 1.0; author = "Heisen"; }; }; The best is to realize your config.cpp file yourself and use personnal naming for your classes (ex AntharielTerrains_MapName_CfgInfo will sounds like AT_Tilos_World for the main configurations class and AT_Tilos_Patches for the CfgPatches header), like that you can easily see if you doing some errors like this. Your subworld name is a perfect example "Island" will proprably create some confusion in the game if a player load some others terrains that use this classname too. Try also to delete some useless things that you have in your config file (#Include _ARMA_...) and outsourcing some class into hpp files to see more clearly. The best way to learn is to use a custom World class and not CAWorld or some preconfig worlds like that if you want my opinion because that will force you to work properly and you'll learn a lot by doing that, + you can bring more personalization with a custom CfgWorld.
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Working on Subterrainian stuff. Suggestions/advice requested.
anthariel replied to linuxmaster9's topic in ARMA 3 - TERRAIN - (BUILDER)
Indeed, I've make some caves with Tilos by just creating a hole in the heightmap and placing some rock above and if the player has a very short object distance view setting no rock will appears just a whole hole, of course you can do that properly (limited view by some hills) but even with that in a plane for example it will disappear, this is what is so important to make matching for example your 3D buildings with your 2D buildings on your satellite imagery. However for Tanoa if my memory is good, BI seems to work with ZBrush for the heightmap of the island and I don't think that XYZ / ASCII are compatible with ZBrush so we can hope that a new terrain technology will be added in TB for 2016. Edit : Indeed : http://arma3.com/assets/img/post/images/report_in_env_9.jpg -
How can I create my own ground texture?
anthariel replied to _Krok's topic in ARMA 3 - TERRAIN - (BUILDER)
Hello! Well, once you made your texture seamless, you have to create a nopx version (Normalmap), so you have to use some tools like Crazybump or some good photoshop plugin from Nvidia that allow to create a normal map from any texture from Photoshop. (https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop). CrazyBump it's fine but not fully free (free trial). I especially love the Nvidia Plugin because it's more easier to work with and you don't have to exit photoshop :D. Now, save your both files (texture and normalmap) as .png or .jpg (I find PNG the best for textures), Once it's done, you have to export them as .paa to do this, go on Arma 3 Tools Launcher -> TexView2 (or P:\TexView2\TexView2.exe), select your textures and save them as .paa for example : ATP_Pebbles_co.paa (Texture) ATP_Pebbles_nopx.paa (NM) Then you have juste to use it in your terrain. -
Beta Release Since the first released ( 09 Junary 2015 ), a lot of work has been made on Tilos, new location, new config and more, based on player's feedback, +1000 fix have been made. As is said, this beta brings a lot of new location like Tilos Military Airport, Livadia ( 60% ), Mikero Chorio, The Spartan and more, also some optimization have been made in some location like St. Peteilemon church and Mikero Chorio where some player complain of some FPS Loses. This update must be an Underwater update, but I realized it's more important to work on the surface side for the moment, so if you wan't to see the full changelog click on this spoiler: Tilos Island This Greek Island with an area of ~67km² is located around 600km of South-East of Stratis. Tilos has 4 military FOB located on the heights of the island and 1 little airfield in the North-West, Megalo Chorio and Livadhia are the two largest cities of the island wich Livadhia is the main town. Tourism and fishing are the two main resources of the island, however, the armed forces of Tilos (TAF) regularly participate in air training with the AAF. Development Current version : Beta 0.5 Next update : Beta 0.75 : Fix update and some location will be improved and finished ( Livadia for example ) If you want to see some pictures of Tilos, click here! Beta screenshots: http://imgur.com/a/4tWKe#0 Download the beta 0.55 HOTFIX via Mediafire by clicking here. or... Credits & Thanks : Sorry for the possible spelling mistakes. Have fun and feel free to post your feedback here :) ( Unfortunately, a bug with the Helicopter update prevents me to show the buildings on the satmap )
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Community Upgrade Project - CUP
anthariel replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome guys! Congrats for the 1.3, keep it up! :) -
Slaughter Asset A2 Import
anthariel replied to El Tyranos's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for for porting this ElTyranos! -
VBS2/3 Discussion thread - the one and only
anthariel replied to Placebo's topic in ARMA 3 - GENERAL
Haha, yes. I'm very curious about the algorithms that they use for the investment of objects such as buildings. I think it is possible to create an algorithm with software like Google Streetview coupled with satellite imagery, but Google Streetview is not available everywhere on the world (Tadjikistan, Afghanistan, Irak etc...) and it's a lot of work. It's a very (and crazy :p) interesting project. -
[Terrain] Kandahâr Province - Alpha Release
anthariel replied to anthariel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@ICE_AGE0815 : Not for the moment, but thanks! @amadeus_ray : As I said on the first page, some area are not available, check your map without satellite picture to see the available area. -
[Terrain] Kandahâr Province - Alpha Release
anthariel replied to anthariel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks;) -
Looks very cool, nice work! I'll try the Ruins version with my team on a PVE Party it should be fun, it will change the gameplay!
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[Terrain] Kandahâr Province - Alpha Release
anthariel replied to anthariel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Morning everyone! Here some new screenshots of a little river and the new forest (placeholder removed). Feel free to give your feelings! http://imgur.com/a/6R5h7#0TR I've already fixed a lot of stuff for the next update (RPT Errors, Flyings objects, AI Pathfinding errors, Optimization, AIA/A3MP Compatibility...), I'll also try to import the ArmA2: OA Civilians for the next update.