Jump to content

lappihuan

Member
  • Content Count

    567
  • Joined

  • Last visited

  • Medals

Everything posted by lappihuan

  1. lappihuan

    Satmap Size for Huge Terrain

    afaik buldozer startup times should not be affected by the size of the terrain. loading objects should be the biggest slowdown. sat/mask and heightmap should be streamed while you are in buldozer as you move and only these around your camera. could you post a screenshot of your mapframe properties? Also make sure your layers were not generated into a windows temp directory (TB tends to set this as default if you create a new project)
  2. Will try, thanks! Is there a reason why you define the wildcard for s_0X* instead of s_*? Is this used to spawn multiple instances?
  3. lappihuan

    Beware of hidden APEX assets

    I doubt that BI moved objects into the apex expansion, otherwise ppl that don't own apex couldn't play on altis/stratis too. Could it be that you defined your addon as DLC, possibly by inheriting from tanoa? It's just a guess, i have no idea how the DLCs are defined.
  4. Is there a reason to use pal2pace instead of imgToPaa?
  5. lappihuan

    Program Freezing

    do you mean your cell size is 1m?
  6. lappihuan

    Noob map maker looking for advice

    Make sure to follow this tutorial: https://forums.bistudio.com/topic/178033-the-atlas-guide-to-arma-3-terrain-making/ Join the Arma 3 discord and skype groups
  7. lappihuan

    Arma 3 map problem [texture]

    not really resizing but using a 10m cell size
  8. There is a lot wrong in that config. Make sure you use pboProject to pack your terrain and grab the config from the atlas tutorial.
  9. lappihuan

    Trenches

    I guess the dirt humps are considered as "road" not 100% sure tho.
  10. lappihuan

    Arma 3 map problem [texture]

    Your output root folder in the mapframe propertis is probably set to p:\mytag\mymap\source instead of p:\mytag\mymap. regenerate layers and export the wrp befor you to pack again.
  11. lappihuan

    Arma 3 map problem [texture]

    no thats for the outsideTerrain did you generate your layers in TB?
  12. lol, i missread that :D i thought you suggesed to reduce the whole sat/mask to 512x512.
  13. pls don't. 512X512 would be like playing minecraft on a minecraft terminal
  14. lappihuan

    White Textures in game

    could you show a screenshot of your "location" tab?
  15. rerun arma3p, your pdrive data is older than the game data
  16. lappihuan

    Bad version 71 in p3d file

    you are supposed to use the arma3.exe directly in the arma3 directory and the files provided by arma3p are what you should have in your p drive, no dlls no steamappid or anything else
  17. lappihuan

    Buldozer Tools

    Sadly I didn't find a way to automaticly find out which project is loaded, so what i think could be a solution for the future, is a dialog that lets you choos between your projects once buldozer loaded up. This means you would need to add or remove projects from the Buldozer Tools config but that shouldn't happen every other day. ;)
  18. lappihuan

    Buldozer Tools

    yea, support for the initBuldozer.sqf was just added with the last update. (thanks to tom!) Did you reexport the .shp?
  19. lappihuan

    Buldozer Tools

    hmm, if the entry above is not in the rpt then the initBuldozer.sqf is not executed. could you paste your path to the initBuldozer.sqf?
  20. lappihuan

    Buldozer Tools

    can you check the rpt for the entry: Buldozer Tools: initialized with roadpath: <yourroadpath>
  21. https://dev.arma3.com/post/sitrep-00143 Sounds more like they actually generate a shadowLOD, so Artists do not have to bother with it.
  22. This only affects the elevation marks on the 2D Map afaik.
  23. lappihuan

    Arma 3 and 21:9 monitors ?

    Would be intrested if the new graphics card will compensate the higher resolution. (also thinking about getting a 3440x1440)
  24. lappihuan

    Surface issue

    could it be that you kept the default surface names from BI? because if they alter them you probably will be affected by these changes too
  25. 10 m/px is quite low... 1 m/px is pretty much standard
×