-
Content Count
106 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Uro
-
[HELP] New map southern border glitch
Uro replied to [NxG] AnimA's topic in ARMA 3 - TERRAIN - (BUILDER)
It's a known bug see https://feedback.bistudio.com/T82052 for more information feel free to add more information to the issue, more information = more for devs to work with It's an engine mip-mapping issue. -
Help need Idiots guide to road smoothing
Uro replied to J0K3R 5's topic in ARMA 3 - TERRAIN - (BUILDER)
Did you change any parameters in the road integration plugin? TP heightfield: road integration works fine for me, after a little tweaking of the settings depending on the terrain the roads were on: Roads on steeper ground I exported a seperate shapefile for those roads and created setting for those in the plugin that gave me the best look in-game. Roads on flatter ground I exported in a seperate shapefile for those roads and again created a different setting in the plugin. Example results of roads on steeper terrain: -
Put your smaller objects in a different layer from your structures. TB will only allow you to select objects in the current layer, unless you switch layers or use the (object)layer picker tool from the toolbar it will not select objects from a seperate layer.
-
Ingame Map Satellite image Bottom Is Not generating?
Uro replied to D3F3CT3D's topic in ARMA 3 - TERRAIN - (BUILDER)
This bug has been around for a while now, I started a FB tracker issue on it in April last year - https://feedback.bistudio.com/T82052 -
Terrain Builder Map Size with Sat
Uro replied to Sandro Saitek's topic in ARMA 3 - TERRAIN - (BUILDER)
EDIT: Your terrain is 51200x51200. Your satellite tiles are 12800, and you want them in a 2x2 Grid. 12800x2 = 25600, which is half the size of your Terrain. The only way for them to cover all of your Terrain and in the correct place would either be to use a larger (25600x4) image set, or let TB stretch them to double thier original size. Regarding tiling rasters - I wrote this before I realised your source imagery would not directly fit your mapframe, but the same process still applies, albeit with a different set of numbers) You will have to offset your rasters' coordinates in the Rasters Tab in the Layer Manager, (You can also set these offsets when you import the data). Since your using 2x2 grid of images at 12800px each you have to offset the rasters' coordinates - same goes for your surface mask raster's if it is also split into 2x2 images the same way. Here's a rough guide for the offsets you'll need, given 12800px imagery: E = easting | N = Northing Left Bottom : E = 200000 N = 000000 Right Bottom : E = 212801 N = 000000 Left Top : E = 200000 N = 012801 Right Top : E = 212801 N = 212801 The Left Bottom image(12800x12800px) occupies the pixel coordinates from(inclusive) 200000 E, 000000N all the way up to 212800 E, 012800 N. To set the next raster (Right Bottom) up in the correct position you start it one pixel coordinate AFTER the final coordinates ^^^ of the first image in the grid. This means your Right Bottom raster goes into coordinates 212801 E, 000000 N. Which is 1 grid coordinate more than where the previous rasters pixel coordinates ends. The same method is used for adding the top row of rasters, which should be clear from the example above in the <code> section. This same process applies regardless of raster size, you just need to do the math for your raster size to get the coordinates you require. -
Without seeing your full config, I'll take a stab in the dark and say that your missing the defaultclutter class declaration in your config.cpp. Do a search in your config.cpp for "DefaultClutter" without the quotes. If it is not in your config.cpp, then do this: Open config.cpp Add this: class DefaultClutter; Above this: class Clutter { If you are using #include "cfgClutter.hpp" to keep your clutter in a seperate file, then you want your config.cpp lines to look like this: class DefaultClutter; #include "cfgClutter.hpp" The error message you have is telling you that your missing a config entry for the DefaultClutter class, so this should fix it up. If it doesn't then you may have another error breaking your config. Again without seeing the full config + all #include *.hpp files, I'm only giving you my best guess as to your issue.
-
Too many objects in grid x,y. But I have no objects on map
Uro replied to Aphex26's topic in ARMA 3 - TERRAIN - (BUILDER)
Try something along these lines for your samplers tab: There settings should keep your landgrid variable at a compatible value. -
Too many objects in grid x,y. But I have no objects on map
Uro replied to Aphex26's topic in ARMA 3 - TERRAIN - (BUILDER)
haha I just noticed your cell size of 1, read it as 10 :blink: what size of terrain are you aiming for? -
[HowTo] Work Drive Setup + Bulldozer
Uro replied to hoverguy's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Could you possibly add a little snippet to Step 2. When using custom paths if the "use default paths" box is ticked it will ignore whichever directories you enter and use the stock tools settings, un-check the box and it's all gravy. Out of all the things I've helped people with getting thier tools operational, it's that they don't notice this check-box and a lot of frustration comes out of it, when in essence they haven't done anything wrong bar uncheck this box. -
Too many objects in grid x,y. But I have no objects on map
Uro replied to Aphex26's topic in ARMA 3 - TERRAIN - (BUILDER)
Your landgrid parameters in your samplers tab is computed at 64,. Try reducing your texture layer size, an old rule of thumb was: texture layer = 4x terrain cell size. I pretty much stick by this rule. This will increase your landgrid value. -
Placing two roads of the same type, one on top of the other
Uro replied to Ben Harris's topic in ARMA 3 - TERRAIN - (BUILDER)
Like I wrote, the answers about roads your looking for is in the thread I linked in your other thread about the same topic. Your missing the order = x; parameter from your roadslib.cfg All your road overlaps will be set as the engine see's fit, which is usually in the order they are stored in the DB, I.E. The order in which you placed them. The order =x; parameter allows you to override this by "road type" defined within the roadslib.cfg and also allows you to set which "road types" go above / below other road types when they overlap/end on each other. -
The updated binarize.exe was pushed this morning to development branch. Switch your Arma 3 Tools to development branch in Steam: Library > Tools > Arma 3 Tools >> Properties > Betas tab, flip drop down box to development. Wait for it to update, launch Arma 3 Tools from steam to accept EULA, Try pboproject again.
-
Binarise crashes after 1.58 update
Uro replied to DarthRogue's topic in ARMA 3 - TERRAIN - (BUILDER)
Binarize fixed on dev-brach tools for those waiting on official fix - https://forums.bistudio.com/topic/169362-tools-development-branch-changelog/page-5#entry3014471 -
Placing two roads of the same type, one on top of the other
Uro replied to Ben Harris's topic in ARMA 3 - TERRAIN - (BUILDER)
If you'd read the thread I linked to you in your other thread about roads the mystery would already be solved ;) order = https://forums.bistudio.com/topic/190221-roads-not-working/#entry3013981 -
He means in your roadslib.cfg you have no order parameter defined for your roads, this will create undesired effects and possibly break your terrain/roads again further down the line. See this thread for more information on roads/roadslib.cfg -> https://forums.bistudio.com/topic/169148-tutorial-making-roads-in-terrain-builder/
-
@mondkalb's post is pretty much spot on. We have created a ton of structures for 2017mod, all custom for our terrain and our mod's theme. Generally we use our existing library of assets, but every now and again we hit an area that needs something that little bit more special and suited to that area so we create something for it and getting your structures looking, behaving and textured the way you want takes time, time away from editing the terrain itself. If you were to release a pack or a series of structure packs, I'd stick with mondkalb's suggestion of a themed pack's of say 4-5 structures with a similar style, you can always expand those at a later date. The reason I say theme'd pack's of similar structures is that when setting up a townscape all the buildings feel & look more natural to the surrounding area, rather than mixed structure type's with texturing that doesn't group them together. Vegetation wise, again themed style of packs with 3-4 different tree types with variations + associated bushes/clutter. If something like that were to be created, not to mention the serious amount of time it's going to take to port into the engine and get behaving/looking the way you want, I would be tempted to stick to theatre's of operation that have a lack of existing vegetation. Although I do agree that custom vegetation is the one area that modders tend to shy away from due to the timescales and diffculty involved in creating them.
- 37 replies
-
- buildings
- structures
-
(and 1 more)
Tagged with:
-
Binarise crashes after 1.58 update
Uro replied to DarthRogue's topic in ARMA 3 - TERRAIN - (BUILDER)
No need to wipe your P:/ drives and start with fresh data people. The only thing that has changed is the update to the tools, specifically binarize.exe It's binarize thats crashing, any data that compiled pre-patch there shouldn't be any issues with. So save yourselves some hassle and just wait for a fix from BI. I know it's frustrating having to wait, but there is also no point slamming your head against the desk trying to create a work-around. This is something that only BI can fix by patching the executable. -
Binarise crashes after 1.58 update
Uro replied to DarthRogue's topic in ARMA 3 - TERRAIN - (BUILDER)
I just switched to dev-branch and ran a build, same crashing issue. sent more crash-dumps to Dwarden. -
Binarise crashes after 1.58 update
Uro replied to DarthRogue's topic in ARMA 3 - TERRAIN - (BUILDER)
Reported to Dwarden on discord, expect update on situation tomorrow. -
Binarise crashes after 1.58 update
Uro replied to DarthRogue's topic in ARMA 3 - TERRAIN - (BUILDER)
Could you guys running Arma3 Tools Stable Branch - go to your arma3tools\binarize\ directory and open binarize.rpt, go to the latest entry in the RPT (Bottom most one) and tell me the Build it's giving you? The reason I ask is because I am on stable branch tools atm, yet when binarizing in the log it says: Type: Internal Build: Development Version: 1.59.135016 And usually of late, Dev branch versions of tools are wholly incompatible with Stable branch of tools. So to hazard a guess BI pushed internal dev branch tools to stable. If you guys could verify, that'd be sweet. -
Uro's Map Builder Billboards v2.1 [Rearmed] This addon was initially created for a bit of fun and has developed into something more.. as I delved deeper into Arma modding than just code/config/terrain/textures and embraced the modelling side! So I present to you: Uro's Map Builder Billboards v2.1 [Rearmed] - Now complete with it's own custom billboard model, including lights! I am releasing this for people to enjoy and get the use out of it. However, if you use my addon and would like to include it as part of ANY mod you still require permission from me - This being due to certain groups in the Armaverse and thier disrespect of other content authors within this great community. You can contact me here via PM, on twitter @Urotsukidoj1 or find me ( Uro ) in the Arma 3 discord and drop me a PM Always remember.. without the diverse addons, missions and mods created by this community.. there is no community! CHANGELOG: Added AS Textures. New RVMAT's. New versioned bikey/serverkey. Updated version to reflect changes. CLASSNAMES: Land_uro_billboard_new Land_URO_BillBoard_MB1_Base Land_URO_BillBoard_MB1_Xtra Land_URO_BillBoard_MB2_Base Land_URO_BillBoard_MB2_Xtra Land_URO_BillBoard_MB3_Base Land_URO_BillBoard_MB3_Xtra Land_URO_BillBoard_MB4_Base Land_URO_BillBoard_MB4_Xtra Land_URO_BillBoard_Mikero Notes: You will find my billboards in the editor menu under "Uro's Billboards" Land_uro_billboard_new contains a hiddenSelection ("camo") that you can utilise to put your own textures onto my billboard. Custom textures should be 2048x1024 for the best results. DEPENDENCIES: None! INSTALL INFORMATION: STEAM WORKSHOP: 1) Go to this URL: http://steamcommunity.com/workshop/filedetails/?id=595515860 2) Subscribe to my addon 3) Start the Arma 3 Launcher 4) Wait until the mod is downloaded (this step should automatic) 5) Ensure the mod is activated, then click play from the launcher CREDITS: NeoArmageddon - for @MapBuilder & also his work on @CUP_Terrains! Mikero - for his tools, knowlege and dedication to all things OPF/Arma Milkman - for inspiration/guidance/advice and the amazing JBAD! Bushlurker and Jakerod - for their knowlege of all things terrain & config and constant helping of community members! Jona - Map Images CypeRevenge - Map Images Kerkkoh - Map Images Schultz - Help/Advice/Inspiration Arma 3 Terrain Skype group! The amount of help/advice/critique/support these guys dish out is admirable and inspiring! THANKS: Bohemia Interactive - for allowing us to keep modding thier game!
-
Addon updated to version 2.1, see first post for changelog :)
-
Could you add another water shader or fix the "CalmWater" shader so it is un-affected by fog? Currently with pond models in Arma3 they look fine, you can modify them till your hearts content using the "CalmWater" shader, except when there is fog. They end up having a strange visual glitch that turns them black and speckly, objects in the water are effectively invisible due to the broken shader. I have tested this using BI's water RVMAT's and my own with various textures/settings, so long as you use CalmWater shader and fog rolls in they go this black way. Using the standard "Water" shader they do not go the black way, but you are limited in the scope you can change them - they look fine from a distance but close up they appear to have a static texture & the sun's reflection also appears as a yellow/orange orb on the water when in the sky it is white - as in reality the sun shining through water appears white when looked at through fog, and the reflection of the sun-sphere also appears white on the water. One of the few things you can really change with the "Water" shader materials is the uvTransform in the RVMAT to change the "motion" of the water surface, you can alter the texturing of the resolution LOD in the model for slightly different effects. Overall the water effect of the "calmwater" shader is more appropriate for ponds/simulated rivers / slow moving water areas in terrains, so if that was fixed (or another shader specifically for ponds) it would alleviate 1) Huge bug with ponds/fog, 2) Allow us to create more diverse waterscapes within Arma terrains, 2) Add water features into models/assets used in terrains! See attached picture for visual representation of the difference between the two shaders - "CalmWater" (Left) and "Water" (right): NB: Exact same model, duplicated and switched out the textures/materials on the second model, Game Settings: Overcast 1.0, Fog 0.8 (Fog effects this shader all the way from 0.1 - 1.0, regardless of Overcast setting), when you set Fog to 0.0 - all the glitching while using the "CalmWater" shader goes away.
-
Yes they partially fixed it after I reported it after weeks and weeks of testing different mapframe settings, only to go from one extreme (really messed up tartan at every zoom level) to another - the current one (unzoomed tartan), I guess they did something to the engine with one of the latest updates for this issue to re-appear en-masse like this. Correct, although it's probably more near 11/12 months since I reported the issue and only a minor fix was applied to the engines mip-mapping. (Some settings still suffered from the newer tartan the last time I checked all the test terrains I created anyways). I don't expect much will be done about it to properly fix it - with incoming expansion and engine/shader updates this is probably low down on thier priority list. There are issues on the now defunked feedback tracker stretching all the way back to Arma 3 Alpha that havent been tackled yet - hell dev-branch only just got weapon switching while moving, a feature that has been in FPS style games since the birth of the genre.
-
Addon updated to version 2.0, enjoy :)