sgtbarnes73
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Everything posted by sgtbarnes73
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I preordered Apex in January. I then received a PURCHASE CONFIRMATION email detailing my purchase ; also in it there were Instructions on howr to redeem the game on Steam. Instructions read: "To redeem your game on Steam, go to your account, find your purchase and click on "DETAIL"." Simply Click the link above > enter your BI Store credentials > Click on "DEATIL" on your Apex pre-order icon > Follows instructions Should the above method not work then maybe what described below may work better. If one of the 2 above works, then you should see "Arma 3 Apex" appear in the Downloadable Content for Arma 3. Right clicking Arma3 and choosing "View Downloadable Content..."
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You should have received an email for the pre-order. In that email there are instructions like the following: "To redeem your game on Steam, go to your account, find your purchase and click on "DETAIL"." But don´t get too exited. Despite all the hype, BI or Steam are not ready yet to redistribute the 6GB content of the update. Only 1.3GB updates are getting delivered so far, making your Apex ownership irrelevant for now. Be patient. :)
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Try to replace all of “abc_sample†instances with “islandâ€. Also, correct the following: class CfgWorlds { class CAWorld; class Island: CAWorld { class Grid; class DefaultClutter; }; class abc_sample: Island { and change it into: class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class island: Stratis { and mind upper and lower cases. Sometimes they do matter some others they may not…
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Real life sat image vs L3DT made?
sgtbarnes73 replied to acoustic's topic in ARMA 3 - TERRAIN - (BUILDER)
I will suggest you use Terra Incognita in order to download your satmap. You can use it in conjunction with georeference programs like Global Mapper or even better QGIS that is totally free. Terra Incognita will allow you to export an OziExplorer calibrated map file from different sources (Google Mapsâ„¢, Bingâ„¢, Open street map...) and with the resolution you need (I used Bing for mine for example as on the zone I am mapping the quality is way much better than the Google ones). Once you have generater the map file, you can then import it inside Global Mapper or QGIS and obtain a perfect alignment of the satmap with the imported heightmap. -
Hello M1lkm8n, that´s not my knowledge there. I just read a comment from Jakerod posted on Feb 8 2015, 14:21 and he say its working fine for him, but others get map crashes. As I have said, I haven`t tried it myself yet, but I cross my finger for it to work on my map as its no island.
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Not at all your mistake, but if you add the lines above to your config file, it should give you a nice and seamlessly varied terrain outside the map borders, generated automatically by the game engine. I haven`t tried it myself yet to see if its working in Arma 3 though as some reported having issues and some not. Give it a try and let us know.
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According to this post in order for infinite terrain to work you just need to put the following in the config:
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[Error] Satelite overlap issues
sgtbarnes73 replied to Richie's topic in ARMA 3 - TERRAIN - (BUILDER)
According to this Reddit post, the issue has been fixed. I think the following Development Branch Changelog entry may be the one related to the fix: ENGINE Fixed: Satellite segment size computation for maps with non-zero satellite map alignment The fix has been confirmed already by other users in this thread. -
According to this Reddit post, the issue has been fixed. I think the following Development Branch Changelog entry may be the one related to the fix: ENGINE Fixed: Satellite segment size computation for maps with non-zero satellite map alignment
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They are still not perfect 100% yet though: Known issues: You must understand before using that there are 3 important unfixables that must be taken into consideration before using these are as follows : (1) You cannot swim along the surface you must dive down and swim below the water (2) you cannot drive through unless you are going slow "Q" for default "W" &"E" or turbo will give crap result (3) most important You cant use two of the same ponds in a mission /terrain or the graphic glitch will appear*
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[Need Help] QGIS - Export from user-defines area
sgtbarnes73 posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hello Map Makers. I currently use Global Mapper to get my heightmaps, roads and satmap into TB as described in the “ZGM Arma 2 Map making Tutorial†guide. I usually define a square area (for example of 4096x4096m) of the needed size and then proceed by exporting all of the different layers cropping them to this specific area. I read in may posts some of you guys use QGIS to get all of this done, so I decided to give it a try myself and found it to be pretty a nice freeware software, but I still haven’t found a way to export data from a specific user-defined area. I made quite a few searches, but I still cannot find any specific info on this. Is there anyone that can point out the needed steps to do so or some existing tutorial? Thanks ahead for your appreciated response. :) -
Override the global object view distance.
sgtbarnes73 posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hello Everyone. I would like to know whether it will be possible to have a specific object to override the global object view distance set in game via the video settings menu. The idea behind it will be to have some landmarks on the terrain and have them visible from any point on the map overriding for example a view distance of 500m just for that particular object. eg. You are 2500m away from the landmark with a set view distance of 500m, and the landmark is still visible because it overrides the global object view distance. -
Override the global object view distance.
sgtbarnes73 replied to sgtbarnes73's topic in ARMA 3 - TERRAIN - (BUILDER)
Seems like setObjectViewDistance will set the ObjectViewDistance for all of the objects on the map. That´s not what I need... -
[Error] Satelite overlap issues
sgtbarnes73 replied to Richie's topic in ARMA 3 - TERRAIN - (BUILDER)
This is regular behavior from my experience so far. So, once you switched to a bigger value (64.00 x 64.00 I imagine) and you see all undefined, have you tried switching “Satellite/Surface (mask) tiles†to a bigger value as well like 4096 x 4096 for example? -
[Error] Satelite overlap issues
sgtbarnes73 replied to Richie's topic in ARMA 3 - TERRAIN - (BUILDER)
Try by keeping the†Satellite/Surface (mask) source image†to your desired 20480x20480 @1m/px and start tweaking the “Texture layer†to bigger values; if you cannot set it to higher values then you will have to tweak also the “Satellite/Surface (mask) tiles†to a bigger value and see how it goes. -
Override the global object view distance.
sgtbarnes73 replied to sgtbarnes73's topic in ARMA 3 - TERRAIN - (BUILDER)
I checked it out and the radio tower on Stratis for example seems to pop in a bit earlier compared to the surrounding objects, but still its not the behavior I was looking for. If you compare the 2 images below, you can see the horizon of the objects drawing is closer to the player than the radio tower a bit further (you can see it if you switch back and forth between the 2 picture in rapid succession): Picture 1 (243 kB) Picture 2 (245 kB) What I would need its for the radio tower (and only the radio tower) to be always visible even with the settings of picture 1. I still haven't looked into the radio tower object to see if there are some special init parameters, will give it a try as soon as I find our how to do it... :) I'm still a noob! -
This is one situations where I would like to see Bohemia step up and recognize the actual value of Mikero’s hard work in maintaining his suite of tools by granting him an annual contract as a consultant if not as an employee . Everyone knows Mikero’s tool are far superior to BI’s ones, and almost for sure even BI uses them to deliver their content. Please Bohemia… for the community!
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Hey, no need to take tons of images from Google. I will suggest you use Terra Incognita in conjunction with Global Mapper. Terra Incognita will allow you to export an OziExplorer calibrated map file from different sources (Google Mapsâ„¢, Bingâ„¢, Open street map...) and with the resolution you need (I used Bing for mine for example as on the zone I am mapping the quality is way much better than the Google ones). Once you have generater the map file, you can then import it inside Global Mapper and obtain a perfect alignment of the satmap with the imported heightmap. An alternative way to download the satmap you need, could be to use "Universal map downloader", but the resulting file is usually pretty big in size and its not that easy to move / rotate the image in order to fit the underlying terrain properly. You can get the grisp on Global Mapper via this old but still excellent tutorial; here is the link to the forum post (the link to download the file is down though) and here is the link to download the tutorial. Happy mapping!
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Painting Satmap after Terrain is completed?
sgtbarnes73 replied to TerrainAlien's topic in ARMA 3 - TERRAIN - (BUILDER)
You may already have found out about it, but just in case you didn't and for anybody else that may stumble upon your post. You may find this link useful: Road painting and concrete surface tutorial -
I am using the snap tool to end roads exactly in the center of the intersection. http://i.imgur.com/aJMfhS3.png?1 (570 kB) If the crossing one does not have a point to snap to, then I create one right-clicking it and choosing "Add point here"; you can now drag the end point of your intersecting road and it will snap right on the point you just created and in the right place. This may solve your issue or not; I do not have that much of experience to tell you its a must to do, but so far I took it like one of my best practice and never had problems of roads going long.
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importing roads from Global mapper not aligned to satmap or terrain in TB
sgtbarnes73 replied to wantafanta's topic in ARMA 3 - TERRAIN - (BUILDER)
In Terrain Builder you can move the newly imported roads by selecting them all and then dragging them on the canvas until you reach your mapframe position at around 200000East, 0North. It could be a bit difficult tough if your imported roads are too far away from the mapframe position. In my case, I had to zoom out at a level where the roads where almost not visible anymore; at this point I had a black canvas with just a small red dot representing my roads selections; I had to guess to which direction to drag them in order to move them all inside my mapfare, and it was a pain in the a.. to find out where the mapframe was located compared to the roads I imported, but I eventually did it. I was looking too for a way to relocate the imported roads from Global Mapper to the new coordinates, but I had no luck so far; hopefully someone can point out an easyer way of doing it without having to drag roads around. -
Is this really what our mask should look like?
sgtbarnes73 replied to hdchristopher's topic in ARMA 3 - TERRAIN - (BUILDER)
A terrain grid template would not be feasible as the grid size may vary from project to project. To make a grid on your own you just have to consider the sizes specified under "Satellite/Surface (mask) tiles" taking into account both the values of Size (px) and Desired Overlap (px). Let’s say you have a Size (px) of 1024 and a Desired Overlap (px) of 16 (never change this from 16 as bigger values will give you poor performance while lower ones may lead to see through holes in your terrain). You should then draw a grid with tiles of 1024x1024 keeping in mind that once you will count the colours included in each tile you will have to consider the overlap value of 16. This means that you will have to expand the tile of 16px on each side, giving you a new tile width and height of 16+1024+16 = 1056x1056. In this final tile of 1056x1056 you will have to be sure you have no more of 4, 5 or 6 colours. Take a look at this link where they explain everything in a bit more detail. -
Building now showing on MAP
sgtbarnes73 replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
:notworthy: -
Questions on Roads (Design approach)
sgtbarnes73 replied to gwiddik's topic in ARMA 3 - TERRAIN - (BUILDER)
Wasn´t there a script to flatten the terrain under the road shapes in Terrain Builder? I remember reading something about it on some posts, but I totally forgot where and cannot find it no more. Please correct me if I´m wrong, I may got confused with the old Visitor script... -
Map Recommendation Request
sgtbarnes73 replied to chronicsilence's topic in ARMA 3 - TERRAIN - (BUILDER)
All in Arma Terrain Pack (AiA TP) would be a good choice and you will have multiple maps to choose from to your like. The project is no longer maintained, but hopefully someone will step up to keep up this excellent work.