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Posts posted by zgmrvn
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it's not, i directly implemented SCAR's function, however i think it's the early version with those two non-matching objects at poles
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well, i did not expect so much objects to be exported at once ^^
- added hability to export objects directely in a .txt file
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I'd suggest to split this work in several shorter sessions next time ^^
It cofirms that an async export through the dll might be usefull
How long did it take to place thoses 45000 objects ?
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- object pool completely reworked - settings are not reset anymore when closing SP
@icebreakr scale is now exported
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@miguel93041 also, there might be something wrong with how you generate your surface map in first place because as you can see on the following image all your transitions are blurred
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@miguel93041 if you want to get rid of this issue convert your image in 8-bits, that's what SP ultimately outputs.
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can you provide image file ?
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hi @icebreakr, that's the next step, the Object Pool will be refactored to allow more flexibility, here is a photoshoped prototype of what i'm looking for.
Thanks @foxhound.
- fixed UI scale - fixed TIFF conversion from 32-bits to 8-bits
Also, source code of dlls has been pushed on the repository.
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DLLs have been implemented in the mod directory, so if you have the v0.1.4, you have to delete sp.dll and sp_x64.dll from your Arma 3 directory.
added - notification system
enhanced - refactored surface painter tool, it now supports large images, instructions here : https://github.com/zgmrvn/surface-painter-mod/blob/master/readme.md
enhanced - splited modes and extras in modes list (export module is now in the bottom-left corner)- 2
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Mesh Terrain Modifier looks awsome
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sorry, i fix this in a couple hours.
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The DLLs have changed and are now packed in a single one so you should remove the old ones :
x32
corp_tls.dll libgcc_s_dw2-1 libstdc++-6 libwinpthread-1
x64
corp_tls_x64.dll libgcc_s_seh-1 libstdc++-6 libwinpthread-1
then copy the new one corresponding to your system.
Changelog :
- scalable pixel, any world size/surface map size ratio is supported (it has nothing to do with image file, still limited to BMP 16k)
- UI has been reworked
- module options are now config based and automatically created so it's easier to create and configure modules
- pixel visualisation optimization
WIP features :
- DLL will handle TIFF LZW as default image format since it happens to be the faster for TB
- Objects Pool needs to be reworked : UI and more parameter per object, like z-offset, min/max scale, keep horizontal...
- notification system
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You might be interested in this
Combined with socket.io you could easily push your data from Arma to your web app throught sockets, or even streams with the correct node packages but i dont know if the Node.js Extension for Arma 3 supports streams.
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On 30/08/2017 at 3:04 PM, mondkalb said:which will make working long stretches of time with it not as tiring/frustrating as with similar tools.
Be carefull since this mod does not has project management functionnalities, you can't save or recover your work...
On 30/08/2017 at 3:04 PM, mondkalb said:As I am clubbing my way through almost 50 villages on my terrain I found that assembling fences is always the most time intensive part. Do you have any plans for rapid fencing of areas that includes matched edges and corners?
First I want to clean the code and refactor few things then i'll look for new features.
Silola made a crazy work on what he calls "wall builder" but it's not released and i don't know if it will ever be
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@HorribleGoat it looks like its ok for object's pitch/bank, however, it appears to be a little mistake that prevents the exported objects to be imported in Terrain Builder. Will be fixed very soon.
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Surface Painter
a simple toolbox for map makers
by [CORP] zgmrvn & [CORP] Hashlych
Current version : 1.1.2
Date : 10/19/2017
Surface Painter is a simple toolbox to help map makers in specific tasks. It's not meant to cover all your needs, the mod currently has very few features but it's open source and meant to be modular, allowing you to create your own modules using the interface, controls and other features like the Object Pool.
GitHub : https://github.com/zgmrvn/surface-painter-mod
thanks to :
- @cptnnick an @commy2 for their maths knowledge
- @lappihuan and @NeoArmageddon for helping me with model configuration and optimisation
- @_SCAR and its E2TB
- for your feedbacks
features
Surface Painter
This tool lets you tweak the surface map directly in Arma using a dll that replicates your actions in an image file.
instructions here : https://github.com/zgmrvn/surface-painter-mod/blob/master/readme.md
Run Arma with Battleye disabled. Take manual backups of your surface map.
Object Pool
It lets you define objects that will be used by modules. You can search objects by name and set the spawn probability for each one.
Brush
A simple brush tool for random object placement.
Edge
Draw lines and create objects along them, can be set to detect terrain and follow it.
Export
Allows you to export created objects in your clipboard in a Terrain Builder format.
Download
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Hi guys,
with the new multiple keybinds support, it is possible to add multiple keybinds via the UI but is it possible to register them directly in the code ? Something like :
["modName", "actionId", "displayName", {[] call Z_fnc_function}, {}, [[DIK_1, DIK_RALT + DIK_1], [false, false, false]], false] call cba_fnc_addKeybind;
thanks
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On 05/06/2017 at 2:50 PM, [Dust]Sabre said:rvmat seems to get stored inside the p3d
they are not, all of your models are looking for a glass rvmat file located in one of your pbos
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C) you have to make separate p3d for each variation
you can't do as much with hidden selections on uniforms as you can on vehicles and objects
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take a look to a3\map_altis\data\water\data\test_water.rvmat, it uses a shader named CalmWater
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If a mission on Stratis/Altis contains buildings from Tanoa and you don't own Apex, you can't join, just saying since as you said you were on this server before the update.
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is it stretching or it doesn't even moves from it's initial position ?
Surface Painter - a simple toolbox for map makers
in ARMA 3 - TERRAIN - (BUILDER)
Posted
@Kaleu Apparently it is because of the spaces bewteen the curly brakets and the color values. Try this :
instead of :