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Cyrano

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  1. Cyrano

    Need Help, terrain under water

    This may be what Bushlurker is talking about, and you might already be doing it, and for all I know it may not be necessary, but: In every tutorial I've seen, and what works for me, is adding a 'second' mapframe. When starting a new project you create and then cancel out of a mapframe, import your data, set it to the correct easting and northing, and then create the actual mapframe you will use by selecting 'add mapframe' again and creating a bounding box around your resources (height map, satellite map, etc.). That step seems missing from your reported workflow.
  2. It is a known error. Apparently A2 items show up, but not A3 items. It's discussed here: http://forums.bistudio.com/showthread.php?176020-Missing-objects-on-map-by-using-different-Binarizers And the ticket for it is here: http://feedback.arma3.com/view.php?id=18401
  3. I see in this thread everybody getting their roads working, so I'm sure it's something I have failed to do (or not do), but: I cannot see my road in TB or in Buldozer (but I can in game). I've followed the tutorials (http://wiki.armamapmaking.info/arma3:terrainbuilder:basic_road_tutorial for example), and the road shows up fine in game, and on the in-game map. Just not in TB or Buldozer. Here's an image of what I see in TB with Buldozer running. The poly line is visible, but no road. Now it is entirely possible the road is there and I just haven't clicked the right 'view' button. But the layer is visible and I have clicked the 'view roads' button several times without change. Don't know if it is related, but following the tutorial linked above, the instructions call for me to create a layer called 'Road', but in the database properties it says to fill the '_LAYER' field with 'roads'; I did both as directed. Edit: The issue was I had missed the step to add the editor.sqs file into the scripts folder. Now TB and Buldozer is hanging/crashing on starting Buldozer with this script 'correctly' in place, exactly as Juhansson reported back in post #126.
  4. Here is the link to the ticket for anyone that hasn't up-voted it yet.
  5. Thank you, Bushlurker, for your reply and suggestion. I had to fight with several parameters to get 32x32m to work (the closest to 40 as you suggested), but when I did, the lines went away. If your up for it, a little insight into what is/was going on would be helpful. I'd rather learn than have to bug you all for help at every turn. Below is a list of parameters from that page, commented as I assume is appropriate. Any thoughts? Grid: 1024, Cell: 4, Terrain size: 4096 (clearly the multiple of the first two) Satellite and Surface images: 4096, Resolution: 1 (again, obvious) Satellite and Surface tiles: 1024, Desired overlap: 16 (I have no idea if these are ideal. 16 for overlap is out of every tutorial I've seen. I'm also led to believe that the smaller the tile the better, but in order to "Generate Layers" without throwing an error I had to set it this high.) Texture Layer: 32 (as you suggested, as close to 40 as possible.) Again, I could play with these settings every time I made a new terrain (and there will be tons as I learn this craft), but any ideas to help narrow down the process (a simple formula would be awesome :)) I would greatly appreciate. Thanks again! Edit: Reading the following: Example: Assume world size 10240 x 10240 m with 40 m grid (i.e. 256 x 256 grids) , satellite texture with resolution 7680 x 7680 (one landscape grid needs to be covered by a whole number of texels, therefore satellite texture size needs to be a multiple of world size in grids). We want to achieve segment size 512 x 512 texels, and given the 16 texel overlap wanted, one segment will cover 496 x 496 texels. Size of one texel is 10240 m /7680 (1.3333 m) in this case, 496 texels give around 661.33 m. With 40 m grid we get 661.33/40 = 16.5, which rounded down gives 16. (If the texture grid is different from the terrain grid, rounding down is not enough - we need to round down to the nearest multiple of the number of terrain grids in the texture grid. With terrain grid 10 and texture grid 40 the satellite segment size needs to be a multiple of 4. from this page I think my answer is in there, but I'm gonna have to read it a few times over to really digest it.
  6. So I've managed to follow a few tutorials and figure a few things out on my own and now I have a terrain I can actually load in ARMA 3, but on the map screen (if I select terrain overlay) and on the map itself, the texture overlap areas look really off. Here's a couple of pics to illustrate: Original image In map with terrain clicked on In game, with striped terrain Would someone please be kind enough to point me in the right direction? I'm sure the topic has been discussed before, but the only keyword I could think to search with was "overlap" and that didn't help. Thanks in advance!
  7. I'm sure I'll use pboproject at some point (just found the documentation :)), but being a complete noob I was just happy to find any process that worked. Being able to finally, actually just get in a map of my own making and fly around has been tremendously satisfying.
  8. I had a similar issue with no textures in game. I tracked it to Addon Builder having an incomplete list of file to copy (specifically left out *.rvmat). I fixed it by going to options in Addon Builder and replacing the list with the following: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.sqm;*.ext;*.cfg;*.shx;*.shp;*.prj;*.dbf;*.rvmat; Hopefully that helps. Edit: for some reason when I posted the forum added a space between the final item in the list (the rvmat entry) and the semi-colon. Don't know if that would create an issue, but I would remove the space after copying just to be sure.
  9. Thank you, tpw. I was simply trying to comply with the following disclaimer you built into the script in specifically reporting back any modification. I'm sure for a lot of old timers around here the simple changes I posted might be just that -- simple, but speaking as someone new to scripting I appreciate the invitation to learn from other's work and share in the discussion.
  10. Haven't graduated to mods yet, but appreciate the scripts. Just playing around with the original traffic one, and changing a few lines: _carlist = ["C_Offroad_01_F","C_Offroad_01_F","C_Offroad_01_F","C_Offroad_01_F","C_Quadbike_01_F"]; // more cars than quadbikes to _carlist = ["B_Heli_Light_01_F","B_Heli_Light_01_F","O_Heli_Light_02_unarmed_F"]; // more small than large helicopters and _spawncar = _car createVehicle _spawnpos; to _spawncar = createVehicle [_car, _spawnpos, [], 0, "FLY"]; allows for ambient civilian air, and when adding this line: _spawncar setObjectTexture [0,'#(argb,8,8,3)color(0.5,0,0,1)']; immediately after the last change, you can even change the color of the helicopters (in this case, bright red). Suddenly, Altis International is some busy airspace :D
  11. mrflay, works as advertised. Thanks! Coding, I've thought about the smaller groups thing, but that would create a cascade effect of coding around this particular problem. If mrflay's code hadn't worked, I may have been forced to go there. But you were right about "knowsAbout" being the problem. Thanks for taking the time to try to help.
  12. Coding, I'll certainly give that a try first thing in the morning and report back. Thanks.
  13. Coding, thank you for the reply. I initially ran it as (> 2), but, as most units are inside buildings, it seems less of an issue of when they see the player and more about how the _x is processed somewhere along the way. The code seems to act as if the _x referenced in the join statement is the whole group, and not an individual member.
  14. Strange little problem outside of my limited Googling skills: I have this code (below) running in a spawned stand-alone .sqf file. The idea is simple. I have 30 civilian AI scattered around Agia Marina. They are all in cmGroup. When one of them sees the player, that individual civilian should join the other (crGroup) group. while {(count (units cmGroup)) > 0} do { { if ((_x knowsAbout player) > 1) then { [_x] joinSilent crGroup; hint str (count(units crGroup)); }; } forEach (units cmGroup); sleep 1; }; What actually happens is when the player comes across the first civilian, every member of the first group joins the second group all at once. I'm sure this could be done with triggers and/or in the editor, but since I am trying to make this scalable, and the idea of having dozens of triggers in the wild scares me a little, I tried it this way. Any idea(s) as to why this causes all units to join instead of the one, or (even better / fingers crossed) code to fix this or do the same another way? Thanks in advance.
  15. Comp, While bhaz's reply in the post you linked to didn't quite get me there, it did lead to me googling "BIS_fnc_liveFeed" which led to the following: http://www.ofpec.com/forum/index.php?topic=36303.0 It's actually a more elegant solution, if you don't mind scripting. Thanks for the lead, and lets hope this helps others as well.
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