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About Uro

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  1. TB uses GDAL libraries to translate the input data into whatever magical internal format TB uses - as it should when working with GIS compliant input datasets. Looking more into modules like gdal_translate and other modules will give you a more technical explanation of just exactly what the GDAL libraries are doing with your input data under the hood, which may be beneficial if you are familiar with Houdini and its code-based workflows. The long and short of xyz vs. asc is that xyz contains a lot of geographic data that is not used by TB(redundant data), but TB still has to read and process that data through the GDAL libraries when importing data, so it will take a long time to process the data and cherry-pick what is and is not required. ASC is an ascii based heightmap containing positional grid data on vertice points with a small header which contains the origin co-ordinates (X/Y) for the data contained within the file and thus is much(loads) faster in being processed by TB and the GDAL libraries compared to XYZ.
  2. Yep for sure they would, Valve only EVER take action towards the Steam platform when they have a direct threat in the terms of bad PR, or anything detrimental to their sales or the health of their sales platform. Steam IS a Digital Store, sure it has trashy forums and all the bolts and whistles you would traditionally associate with a community website, strip those back and it is merely a sales/marketing platform. Valve will never do anything to upset the balance of them creaming in profit, so it is up to the users of their platform to voice their concerns or any concerned developers who use their platform to make interim arrangements to deal/mitigate Valves shortfalls.
  3. Should the Arma 3 Steam Workshop be curated? I ask this because for year upon year now addon authors have been fighting against those people who choose re-upload content to the Steam Workshop without permission nor license to do so. Those users could instead create a Collection on Steam, a collection creates a list of published items, a list that is then available on Steam for anyone to subscribe to and the mods within that list will be downloaded by Steam onto their computers. Instead they choose to re-upload content when they have no legal rights to do so. The community up to now has been working together to fight against these breaches of IP rights, license and permission by reporting offenders to the appropriate authors, who will then file DMCA take-down notices on the uploaders. Following on from this happening en-mass the community collaborated to create the Workshop Crawler, which offers many authors a relatively quick way to search the Arma 3 Workshop for their own content and flag up any items which match their own, these are re-uploads. For those in the know, and those with the ability to read, by submitting content for publication onto the Steam Workshop you are signing a license agreement with Valve that states you have read, understand and agree with the Steam Workshop license and that you have full license and IP/Author rights on the content you are submitting to the Steam Workshop for publication on to their platform. By these people submitting content they do not own nor have license or permission to they are immediately breaking the license they are signing. Steam offers a report function on every item, where you can submit a DMCA take-down notice. For all intents and purposes they have done their part in providing a means for authors to report IP theft and file DMCA complaints on content hosted on their platform. (I'm not going to go into the technicalities of the actions that happen after filing a DMCA report as that would be quite lengthy and not the purpose of this thread.) After a DMCA claim is validated and the item is removed from Steam, they do not punish nor block these accounts from being able to submit content. (If they have some internal flagging system then the existence of it is down to pure speculation, Valve do not make public how they handle the Workshop or accounts with DMCA strikes against them.) Up until now anyone can at any time, provided they have the Arma 3 game on their Steam account, upload any content to the Steam Workshop. This is a good thing in principle because it gives everyone the freedom to publish their own content. The downside to this is that anyone is also free to publish content which they have no rights nor permissions to and are not the authors of that content. This is where the old honesty-based system that the Arma community relied on prior to Steam integration breaks down - because there is no way to prevent these users from re-uploading any content what so ever. If those users have items removed from the Workshop due to a valid DMCA claim, they are free to re-upload that content again, and they can just rinse and repeat this cycle if they wish to do so. If the Arma 3 Steam Workshop was a Curated Workshop, each item submitted for publication would need to be reviewed pending submission, those items would then be reviewed by the game developer/curation team and with a clean bill of health they would be published on the Steam Workshop. Similarly, if they were deemed to not have a clean bill of health they would not be published and the author notified of any reasons why. By curating the Workshop you would immediately close the door on people re-uploading content they do not have license or rights to, as well as having the ability to prevent the publishing of items which contain any IP from other titles. Bohemia publicly state that they openly support content creators, modding and the community that surrounds them. They could show that community support by actively Curating the Workshop, a service which would give those authors back the time they are currently having to spend on protecting their IP, instead they could get back to creating more free content for the community! You already have a trusted community moderation team on these forums, their scope could be extended to include the curation of the Workshop or extended to assist any curation team you create. Fix this problem before it gets even worse, when DayZ gets a Steam Workshop this problem will only become exacerbated. More information on Curated Workshops - https://partner.steamgames.com/doc/features/workshop#curated_workshop
  4. It's mostly automated on the webside of things,. still some little configgery in Arma to do to avoid a lot of post work on the exported imagery. I'm probably gonna re-write and refine my custom functions more for the Arma side to streamline it, since the less manual it is the better. I wrote all the backend code last night and all the heavy lifting is done with php for the most part.
  5. Hello I have created a GitPage static website which includes Editor created screenshots of all the non-editor/non-configured Arma 3 assets. Basically it's a visual reference library page where you can quickly lookup what any of the models that fall under Clutter/Bushes/Trees/Rocks categories look like without having to go in game to find them or have to load up Buldozer to check. This can come in useful when for example you are working on clutter mixes for terrain surfaces. Each Category is split by Expansion into sets of tables including Arma3 Vanilla, Argo and Apex. None of the other available DLC's come with Rock n Veg so there is no content for those within the library. Any empty tables is due to those EXP/DLC's not having items of that type, I decided to leave those in place meantime. I also took the liberty to include the filepath/PBO path and full P3D name as the game see's it, which is the same names and locations these assets sit on your P:\ drives. This info sits side-by-side along with the images for each asset in the tables, useful I'm sure you will agree! I took full sized screenshots, so if you click on an image it will open an image modal, expanding the image in the table to give you a better view. Clicking on the X icon or anywhere outwith the image will close the image modal. Due to the sheer length of the page I also created a navigation menu with page anchors for each section, which will make it easier to use overall and a bonus for those wanting to skip to a particular types of asset. Anyway, here's a screenshot for those wondering wtf this is: And here's the URL: https://uro1.github.io/A3_AssetLibrary/ Enjoy! NB: For any techies out there I generated the entire website using PHP, HTML, CSS and JavaScript (gotta add dynamics to static GitPages somehow!). I then converted to pure HTML as GitPages does not support PHP/Server-Side rendering yet which is a pity, but completely understandable for sec-reasons. All images were created in-game using Arma 3 along with custom mods I wrote to setup the p3d's to be loadable in the editor and to have organised export paths. Work smarter not harder as they say
  6. Yes and no, currently in Arma there exists no way for me to implement the mechanics I would require in which I would want to release it. In the interests of clarity this might see the light of day in a future engine or if features are added to RV that enable the implementation I desire, until then I will have this thread locked.
  7. @Tom_48_97 is there any progress update on the Object Viewer viewports issue mentioned previously? This issue has been with us since November-ish last year and is pretty frustrating to work with, any progress updates on it even if seemingly minimal would be great thanks Reposting FB tracker link for ease: https://feedback.bistudio.com/T127168
  8. Uploading content to the Steam Workshop that you do not have explicit rights to (I.E you are not the author/owner/IP rights holder) would be in violation of the Steam subscriber agreement which is presented every time you attempt to publish content on the workshop, if you don't read this prior to publishing content that is due to your own negligence. Saying that it is okay to upload a pack of mods and set it private is simply a non-starter, would be in violation of the Steam subscriber agreement and is one of the reasons why the community created tools to scan the workshop to facilitate removing such infringing content. As Gunter correctly said you should setup a collection of mods that already exist on the Workshop, rather than start uploading other peoples content. You can then just link your friends to your collection and they can one-click Workshop install all of the listed Workshop items within the collection. If a mod does not exist on the Workshop and is available elsewhere contact the author and inquire about Workshop availability, if they come back and say no, then that means no. Remember, just because something is available on the internet it does not automatically give you rights to do with that content what you please.
  9. @Tom_48_97 is it possible to have the test_house_01_F model in the samples updated with https://community.bistudio.com/wiki/Geometric_Occluders so we have a working example to go along with the wiki article? Edit: also opening up any internal diag.exe tool functions for GO's would be useful to us too, thanks :)
  10. Need Help Bridge Issue

    Do you have a screenshot of the bridge? A visual aid can help us help you debug your situation. Further to the above comment, there can be some AI driving issues when they is geometry or other roadway lod planes above the road section. I would also recommend using Lappihuans Buldozer tools road vertice tool to verify your road vertices 'connect' to the roadway lod of your bridge.
  11. I reported this issue 2 weeks ago, it is yet to be assigned a developer on the feedback/bug tracker. Issue is here - https://feedback.bistudio.com/T127168
  12. @Tom_48_97 I just posted up in the Feedback tracker regarding Windows 10 'Fall Creators Update' issues with Object Builder's viewports. FB link - https://feedback.bistudio.com/T127168 Video of issue: Are you aware of this issue and if so is there an incoming fix for it?
  13. 16 Months since I asked for Official documentation on the lighting, they also haven't even replied to @PuFu 's request for diffuse/AO baseline bake settings for buildings under the new lighting yet so I wouldn't get your hopes up :)
  14. Hey guys, I keep seeing the same topic of 'How do I get x-cam working with 64bit Arma?' coming up on the Arma 3 discord #terrain_makers channel, so I thought I'd post up this quick guide so it is documented somewhere other than discord and to save me having to repeat myself over and over, anyway here goes... This quick guide assumes you already have X-Cam installed and working with the 32bit version of Arma 3, if you do not then please run through X-Cam's install instructions prior following this guide and validate it is working with the 32bit version of the game first. I will not be offering any support for this since it is simply updated dll's and nothing to do with the inner workings of inidbi nor X-Cam which are both discussed at some length within their own forum threads. Grab the new dll's (iniDB.dll & iniDB_x64.dll) from my github page https://github.com/Uro1/-inidbi (You only need the dll files, the rest of the repository is exactly the same inidbi addon that you should already have installed). Grab make_file_x64.dll from @killzone_kid 's website here - http://killzonekid.com/arma-64-bit-extensions/ Drop the iniDB.dll & iniDB_x64.dll into the Arma3\@inidbi folder. Drop make_file_x64.dll into the \Arma3\ root folder. You may have to 'unblock' the dll files in Windows depending on your systems security setup, to do this right click on each DLL and select 'Properties', go to the 'Security' tab and hit 'Unblock', Click 'Apply', and then 'OK'. Do this for each of the DLL files you have just installed and you shouldn't have any issues with those files in relation to Windows security. In the Arma 3 launcher DISABLE BattleEye. (FYI - You do not need BE running for offline work and there is a chance it will block DLL's used by addons causing you more grief down the road, remember to re-enable BE for online play). Congratulations, You can now launch X-Cam with the 64bit Arma executable as you would with the 32bit version. NB: You may need to grab the Visual Studio 2015 redistributable's (both x86 & x64 versions) from Microsoft's website for the dll files to be compatible with your system, modern versions of Windows should have these installed already but just in-case you run into issues I have linked the download page here - https://www.microsoft.com/en-us/download/details.aspx?id=48145 For those interested I forked the original inidbi repository on GitHub, updated the code-base to VS2015 and compiled both x86 and x64 dll's from the updated code all of which you can find on the GitHub page linked above. I have not updated anything else within the inidbi addon other than creating new DLL files so you can stick with using the default X-Cam install instructions and inidbi setup, then just drop the DLL's into place as described above. As for BattleEye compatibility, I did contact BE via email and requested they white-list the DLL's used by IniDBI & X-Cam and provided the source code to the iniDB DLL's, but they weren't interested and the reply I got wasn't exactly what you would expect from an outfit touting themselves as a professional anti-cheat vendor, so just disable BE to keep your sanity. Hope this helps some of you out on your quest for x64 glory!
  15. Win10 Pro x64 My PC does not randomly lock up like reported above, however TB and Buldozer frequently disconnect from each other resulting in one or the other of the programs crashing and a resulting loss of work. Running TB in compatibility mode does nothing to improve the situation for me and really should be used as a last resort for legacy software that is no longer being updated, afaik the A3 Tools as a whole are still being updated so aren't quite legacy yet. Part of the problem I think Terrain-Builder is having with Windows 10 and specifically the Creators Update that has recently rolled out is that it comes with an updated TCP stack supporting some new features and while TB does not utilize these it will not know how to interpret them either which could be part of the issue I am running into regarding the two applications disconnecting from each other. Prior to this Windows 10 update I could run TB+Buldozer without too much fear of it crashing, although it did, just not nearly as often as it does now. I'm all for TB getting some love from BI since it really hasn't been touched since it's addition to the Arma 3 Tools suite. The GDAL libraries it uses for example are version 1.6x which stem from 2009, that's an 8 year old library now and the current version is 2.2.1 which brings with it a raft of bug fixes and feature improvements. Anyways just adding my 2 cents to this thread, doubt much will happen but you never know.