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Uro

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Everything posted by Uro

  1. Uro

    slope behaviour

    you can alter an objects pitch/angle in buldozer+TB quite easily, lookup the controls while buldozer is launched or check this post for more info: https://forums.bistudio.com/topic/177238-bulldozer-controls/?hl=buldozer+controls#entry2781241 Check the last 4 keybinds in Jakerod's post ;)
  2. Nice work Richie & team, it's coming together nicely!
  3. Uro

    Satalite image resolution?

    I have a 40960x40960 terrain (its a test subject with all sorts of crazy on it :D). I divided the satellite & surface masks into 4 tiles(a 2x2 grid, you could do a 4x4/6x6/8x8 tile grid to make managing the larger tiles easier). This way you can edit portions of your masks and only have to reload the appropriate tile(s). Also in your imaging software I recommend saving your images as a compressed tiff - it saves a lot on disk space - import times are the same vs. uncompressed tiff. Tiff can handle much larger sized imagery than png/bmp and a lot more easily too :)
  4. It will be released as part of 2017mod - begging us to release it as a standalone at this stage of development is not going to happen, period.
  5. Uro

    Changing water color

    Here ya go dudes, these should help you both out a little - dug these up while I was messing with lighting configs class Underwater { /// fog color is changed based on the depth under the water surface /// normal fog color -> water color -> deep water color /// ^ /// noWaterFog -> fullWaterFog -> deepWaterFog /// depth under the water, where water color starts (can be negative = distance above water) noWaterFog = -0.3; /// depth under the water, where water color is at full strength and deep water color starts fullWaterFog = 0.1; /// depth under the water, where deep water color is at full strength deepWaterFog = 10; /// distance of the water fog (fog far) waterFogDistance = 20; /// distance of the water fog (fog near) waterFogDistanceNear = 0; /// color of the water fog at fullWaterFog depth waterColor[] = {0.02,0.08,0.12}; /// color of the water fog at deepWaterFog depth deepWaterColor[] = {0.01,0.06,0.14}; /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?) surfaceColor[] = {0.20,0.30,0.25}; /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?) deepSurfaceColor[] = {0.10,0.18,0.22}; }; class SeaWaterShaderPars { // coefficient used to multiply move value of refractions refractionMoveCoef = 0.01; // minimal water surface opacity, when we are looking from above the water surface down minWaterOpacity = 0.65; // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef; waterOpacityDistCoef = 0.07; // opacity of water surface when we are under water underwaterOpacity = 0.2; // distance from object, where we start to fade the water surface to full opacity waterOpacityFadeStart = 100; // length of water surface opacity fading waterOpacityFadeLength = 20; };
  6. Uro

    [WIP] Terrain: Sugar Lake

    Looks awesome! Now where's my boat :D If you'd bothered to read major_desync's post there is "screenshots or it didnt happen" subtley linked within ;)
  7. Uro

    [Terrain] Mach Loop

    Congrats on the release Spooky! :D
  8. I'm working with 4x20480 images tiled 2x2 giving me an overall Sat/Surface mask of 40960 - The reason being its easier to edit 1/4 of my masks and refresh from sources to the applicable area of terrain and it is much faster than re-importing or refreshing a 40960x40960 single image. As already mentioned in this thread working with large 40960x40960 files in image editing software is cumbersome due to the massive image size..import times in Terrain Builder are longer too. Regarding filetype I save my images as TIFF's over BMP or PNG. I use ZIP compression on the TIFF's while saving to shrink the filesize down. @tom_48_07 - RE: http://feedback.arma3.com/view.php?id=23685 The issues I referenced on the FB tracker - tartan map and mapframe/default satellite file doesnt exist error have been squashed with the latest dev branch versions of Arma3 and A3Tools - I now have a much more workable sat/surface tilesize of 512x512 and TB is accepting my tiled sat/surface images at thier full size - getting my sat/surface masks down to 1m/px - with no tartan :D I'm willing to pay the price of long build times with these settings (many many tiles!) due to the extra levels of detail my terrain now has and the extra flexibility I have with the much smaller tilesize :) Please pass thanks onto everyone involved in fixing these major issues for us - I look forward in seeing what future updates to TB will bring to the table :)
  9. After Neo & Miro's investigation into the layers/rvmats generated from a few maps with these issues (which showed nothing wrong with them), he suspects it to be an issue with the engine itself. Since some A2 maps - that work correctly in A2 also have this issue when loaded in A3, we can only await the outcome of BIS' investigation into this issue, You can find his full explanation in the feedback tracker issue above. It's not only satellite quality you will be sacrificing by going to a 10m/pixel sat/surface mask - it's surface detail. There are a lot more pixels for a detailed surface mask in a 20480 mask image than in a 2048 mask image, and 1m/pixel looks way better in game than 10m/pixel, since 1 pixel = 1 surface texture. I've spent literally weeks trying to figure out if this was an issue with my map and its sources et al, resizing/reproducing hundreds of GB of source files at different resolutions just to rule out anything in the processes I use for my source data. It was only really when I posted up my issues in the map makers skype chat and explained everything I'd tried. Then the more experienced terrain guys started to look into my problem - along with many others having the same problem that we started to make some headway with the issue. The FB tracker issue has been assigned, so hopefully we will see some resolution to this issue soon. In the meantime, keep on building! :)
  10. Save them as plain TIFF's or TIFF's using ZIP compression - this will dwindle your file sizes to something more manageable - The save time from Photoshop will be longer for the zip compressed version - depending on how you have PS configured (Mine take around 5 mins for a single 20480 surface mask image, ~8 mins for the sat mask of the same dimensions.). TB Import time for a single 20480px tiff is ~8 minutes for me and I have 4x20480 sat & surface mask images. When you compare that to waiting an era for PS to work with large PNG/BMP's and then crashing after a few hours, the 5+8 minute time spent working converting the filetypes is worth it. :) Unlucky with the tartan dude, there are quite a few of us suffering from the issue, I created a feedback tracker issue about it - you might wanna hit it with an upvote to help push it through the system a little more - http://feedback.arma3.com/view.php?id=23685 :)
  11. Feel free to add to the feedback tracker issue with any settings that generate the same issue with your terrains - more details = more repro = more action (hopefully) :D
  12. I dont know about the people used real DEM data - I only have experimental maps where I have used real data, and never really put that much work into those... Generally in L3DT I use the "Change Heightfield Vertical Range" option and then raise/lower the min & max values by the same amount - a little processing later and it will raise or lower your entire terrain. Note: Providing you adjust the min & max values by the same amount it won't affect your heightmap, it will just change the elevation from sea level. Operations Menu >> Heightfeld >> Change Vertical Range. Hope this helps you out a bit, going round an entire map using brushes to lower the terrain seems a little bit tedius :D
  13. Add more vertices in your corner sections, this way it has more points to calculate the curve and you get a smoother "bend" on the road pieces - even on sharp bends. You do have to watch though as too sharp and you end up with overlapping road textures sometimes. :)
  14. Congrats on the release dude! :D
  15. Thanks guys! :D Thats fine by me Neo! :)
  16. copy \arma3\dta\bin.pbo to your P: drive use extractpbo (mikero's tools) or/and pbo manager to extract the pbo file to your P: drive. (I use extractpbo, followed by pbo manager on bin.pbo as then i have both the unbinarized(cpp) and binarized(bin) config files from the pbo in my P: drive) this will create a \bin\ folder on your P: drive which includes the binarized (bin) and unbinarized (cpp) config files that TB requires. NB: PBO Manager does NOT unbinarise files when you extract them from the pbo, therefore you preserve the bin.pbo/config.bin file for TB to utilize. ExtractPbo unbinarises any file it comes across that it is able to unbinarise. (There are probably commandline switches in ExtractPbo to not un-binarise files contained within pbo's, but i find the PBO Manager method quicker and easier) :)
  17. Uro

    Kirkwall Islands

    Those are the Orkney Islands, not the Kirkwall Islands, Kirkwall is the main town. I know because I live here ;) These islands are littered with old WW1/WW2 bases, airfields, etc. :)
  18. You have probably already done this but a lot of people overlook these when reinstalling or doing a fresh install, have you made sure all the VisualC++ x86/x64 and .NET redistributables are installed correctly?
  19. Uro

    Bornholm, Denmark [Terrain]

    Hey Egil, any chance of a server key for 1.3? I'm running Bornholm v1.3 + EpochMod and players joining with 1.2 are unable to chop down trees :) Regards, Uro
  20. There are Oilrigs on the Taviana map. Here's the link to those objects on Armaholic - http://www.armaholic.com/page.php?id=16091 IIRC they were pretty glitchy in certain areas and you could fall through some of the railings.
  21. Uro

    Bornholm, Denmark [Terrain]

    +1 to the Oilrigs ideas and community objects! Any thought's about adding more features such as ATM / Phonebooths / Garbage piles etc ? I pm'd you with some information that may be helpful.
  22. Looking good Kiory, im interested to see where you go with this, espcially after reading up on your blog about it :) Wish you luck !
  23. Added: Possibility to force Advanced Flight Model from server config (forceRotorLibSimulation: 0 - options, 1 - forced on, 2 - forced off) - overrides description.ext In the Changelogs :)
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