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paranoid_giraffe

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Everything posted by paranoid_giraffe

  1. Although I am a noob to making terrains, I have been somewhat familiar with the work flow for using TB for a couple months. I still don't understand all of the texture sizing and what they mean, but this program crashes more than a drunk old lady. It has crashed today probably a few hundred times. I am trying to make a 20km x 20km terrain using a geotiff (8192x8192) that I converted from a .ter in QGIS, originally exported from World Machine. I have no problems using lower resolution data, but what is the point of making a nice looking terrain if your height map is a blocky low res mess? TB crashes when I load the program, it crashes when I rebuild my terrain, it crashes on the final step of trying to generate layers, it crashes when I save, it crashes when I move the mouse, it crashes when I try to reimport sat or terrain maps, it crashes when it tries to generate a .t4w file, and it crashes when it generates a .wrp. Keep in mind, this is all before I've even added any objects. If I am lucky enough to make it through without crashes, then mikero's tools hang indefinitely while trying to binarise (yes, I left it go for 3 hours before I decided I wasn't being impatient). None of this happened when I used 4096x4096 resolution for scale testing. Are there any good practices to use to avoid such frequent crashes? How do you make large worlds with a good resolution if it crashes on high res data? For reference, I used to use a i5-4670k and 16GB of DDR3 RAM. The program never seemed to use much CPU power or memory anyway but I recently upgraded to an i7-7700k with 32GB of DDR4 RAM, and have seen absolutely no improvement. Has this program always been this unstable and difficult to use? How do the devs even use it to make a map when hardware is capable of handling a heavy load but the software doesn't work? Is this my fault or TB? This software is incredibly infuriating and inconsistent to say the least.
  2. paranoid_giraffe

    Terrain Builder, unstable and unusable at high res

    I've tried several times with several different settings and I cannot get it to binarize with 8192x8192 data. Is there some other setting I can tweak besides the mapframe properties?
  3. paranoid_giraffe

    Terrain Builder, unstable and unusable at high res

    Rebuilt and layered at 32x32 with other res's at 4096x4096 and it works fine. I'll try to rebinarize at the higher res but wait a long time
  4. paranoid_giraffe

    Terrain Builder, unstable and unusable at high res

    I've gotten it to stop freezing, etc, and I can rebuild and generate layers without freezing or crashing. These are my mapframe and file properties. rasternew.tif 8192x8192 16 bit 132 MB mask_Ico.bmp 8192x8192 24 bit 197 MB sat_Ico.bmp 8192x8192 24 bit 192 MB I even schwacked a few km off the sides to make it a nice round number for cell size ratios for testing. Still doesn't binarize, but everything else is fine. I delete everything in P:\temp, I manually clear the layers folder before making new ones, and I export a new .wrp every time, but it still hangs. I don't know what would have changed, because a few days ago I was iterating through terrains fine until I decided to switch to 8192x8192 resolutions. I even have pics to prove it worked on different resolutions. I am at my wit's end
  5. paranoid_giraffe

    Terrain Builder, unstable and unusable at high res

    Instead of hard crashing and closing, TB is now just freezing instead. This is what I found in the Arma3Tools.rpt, snipped to the time I was using the TB program. Any advice would be greatly appreciated. This is after I set it to compatibility mode, Windows XP SP3 2017-07-20 10:08:23,949 [INFO]: p:\steam_appid.txt exists and looks good. AppID=107410 2017-07-20 10:08:23,951 [INFO]: FileName adjusted - TerrainBuilder.exe 2017-07-20 10:08:23,951 [INFO]: filePath validated 2017-07-20 10:08:23,952 [INFO]: process ready to be started 2017-07-20 10:08:24,762 [INFO]: Unable to retrieve all process info: Access is denied 2017-07-20 10:08:24,763 [INFO]: at System.Diagnostics.ProcessManager.OpenProcess(Int32 processId, Int32 access, Boolean throwIfExited) at System.Diagnostics.NtProcessManager.GetModuleInfos(Int32 processId, Boolean firstModuleOnly) at System.Diagnostics.NtProcessManager.GetFirstModuleInfo(Int32 processId) at System.Diagnostics.Process.get_MainModule() at Launcher.runInternal.StartProcess(String fileName, String workingDirectory, String arguments) 2017-07-20 10:08:24,763 [INFO]: Process started: TerrainBuilder.exe Any advice to stabilize this program would be greatly appreciated. EDIT: I've gotten it stabilized for the most part using the windows compatibility troubleshooter, but it still won't binarise for some reason
  6. paranoid_giraffe

    Terrain Builder, unstable and unusable at high res

    My goodness, you have saved me from a lot of stress. Should I run pboproject in compatibility as well? It's still hanging after attempting to binarise
  7. First of all, thanks to all who contributed to CUP and JBad. You guys did some awesome work. I'm making a scene if afghanistan, and for some reason when I am in TB, a lot of the models extracted from the CUP CORE mod don't show up in buldozer. I find this strange since JBAD models of the same items do show up. I want my map to have CUP core dependencies rather than JBAD dependencies since CUP is a bit more ubiquitous in people's mod lists. So then I figured I'd just build everything in eden and export it to TB, but not all models are available. For example, the mud walls in takistan are not available to put down in the editor, and are also invisible in buldozer. Any way to fix? EDIT: more specifically, is there any better standard workflow than unpacking and importing object libraries?
  8. I have been using the terrain builder and addon builder tools for a small bit of time, and haven't had this problem before, ever. It doesn't seem that there is any ubiquitous fix either. This is what is says in the .rpt: It says that the include file is missing. What does that even mean? This never happened until last time I packed the addon. Now, even when I unpack the working backup version I have and replace the files and pack the addon with the working files, I still get this error. I cannot seem to find any way to fix this. Any way to work it out? Edit: Everything was fine in terms of file structure, but packing it this time just broke it. There's nothing different from what I can tell.
  9. paranoid_giraffe

    Mikero's Dos Tools

    @.kju Thank you for providing simple instructions. My 6 years of programming is limited to Matlab and Excel macros, so I have never had to use cmd for anything important. @mikero I am not trolling you, I was just following instructions I was given without prior relevant knowledge that they required. I google'd "environ path", etc, but that does not help if you don't know for what answer to search. Regardless, thank you for ridding me of the awful addon builder
  10. paranoid_giraffe

    Mikero's Dos Tools

    I went into regedit and set path to the /bin folder for both deogg and depbo, reinstalled the other .exe installed files, as well as copied DePbo64.dll into the syswow64. Excuse me for not catching on exactly all that quickly. What little programming I know is self taught and I am not exactly familiar with a lot of terminology. Unfortunately that did not change the error I was getting.
  11. paranoid_giraffe

    Mikero's Dos Tools

    Well, dePbo64.dll is in the bin folder, even though it stated(?) that it wouldn't be. "There is no requirement for this dll to be global (eg system32), if all exe's use their auto installer." I used all of the auto installers, and all of the respective .exe files and .dll files are in the bin folder. The auto installers are also all placed in the downloads folder. There must be something I am doing wrong still. I've also installed the microsoft dlls just in case. I've uninstalled, deleted the Mikero folder, and reinstalled everything, and I am still getting the same error. I don't know if I am doing something extremely obviously wrong, or what, but I'm going crazy
  12. paranoid_giraffe

    Mikero's Dos Tools

    Hey mikero, I am having an issue packing my addons. My folder structure: /anc /anc_afghan /anc_main /anc_roads When I pack the subfolders separately (each gets its own pbo) it tells me rapify is not recognized as an internal or external command, operable program, or batch file. When I pack the root folder, it tells me the pbos cannot be packed due to an error with MakePbo.exe. The same error it had with rapify.
  13. paranoid_giraffe

    Include file "..." not found

    My folder structure: /anc /anc_afghan /anc_main /anc_roads When I pack the subfolders separately (each gets its own pbo) it tells me rapify is not recognized as an internal or external command, operable program, or batch file. When I pack the root folder, it tells me the pbos cannot be backed due to an error with MakePbo.exe
  14. paranoid_giraffe

    Include file "..." not found

    Update: deleted the configs out of all of my .pbo files and there is no more error. Obviously it goes without saying I can't use anything from my mod now. So it's obviously a config error. There is a problem with all of the config files. It says that the config file is not in the specified location but they are all in the correct location. I deleted them one by one and it gave the same error for each config file in all four pbos
  15. paranoid_giraffe

    [SOLVED] Some CUP CORE Models Not Showing in Buldozer

    AHA!! It worked! Thank you so much!
  16. paranoid_giraffe

    [SOLVED] Some CUP CORE Models Not Showing in Buldozer

    So after unpacking all of the PBOs, I need to go into each folder and put the ca, CUP, or dbe1 folders in the P:\ as in P:\ca? My current configuration is P:\cup_stuff\core\cup_terrains_ca_structures_e\ca
  17. paranoid_giraffe

    [SOLVED] Some CUP CORE Models Not Showing in Buldozer

    I just realized that there is the Public Data Pack, then the Licensed Data Pack. I was using the arma 2 Public Data downloads. Are those devoid of the proper files? Would I fare better using the licensed data pack? Do those have the proper textures, mlods, etc, to make buldozer use them correctly? I didn't even realize there were two separate packs and have probably been trying to do it wrong the whole time.
  18. paranoid_giraffe

    Need Guidance

    I recommend giving this a read: http://pmc.editing.wiki/doku.php?id=arma3:terrain:real-world-data-tutorial I would just say make sure you change your asc height data to the standard 200000/0 location otherwise your roads will be broken and never show up
  19. paranoid_giraffe

    [SOLVED] Some CUP CORE Models Not Showing in Buldozer

    I did try that. I downloaded the A2 models (structures, more specifically) and unpacked them. I placed them in my project drive, and those are also not visible just like the CUP models. I am at my wit's end trying to remedy this issue. I don't know why but unpacking JBAD worked fine. If I absolutely have to use JBAD as a dependency, I will, but I don't want to force people to download it when most of the same content is available in the CUP download, a download which most people probably already have. Thanks for the suggestion, but unfortunately I couldn't get it to work. Also, I do not own A2. Jumped on board when A3 alpha'd
  20. paranoid_giraffe

    Stratis Geolocation Requirement for Roads?

    Thanks, I saw an example of this in the Terrain Builder wiki about making a sat image from scratch. What I meant was when I press M to go to the (should've specified - tactical) Map, the orange "Main Road" marker that follows the road only shows up when I am pretty closely zoomed in. Considering my map is a somewhat rural area in a desert/mountain region where roads are nearly the same color as the land, zooming out and trying to plot a route while driving could be difficult.
  21. I followed the Atlas Terrain Building Tutorial and completed it successfully. I did have a problem where my roads wouldn't appear with buldozer, but when I packed everything (included all relevant file extensions in the options section) using the addon builder, I was able to see the roads in-game. Now when I make my own terrain, I followed the same process, but I am using a different location. I've been reading tons of posts from 2013 that mention that you have to locate your terrain in the same location as Stratis. Is that still the case? There are no new up-to-date tutorials I have been able to find that don't give an error of some sort. Anyways, I placed one road down to test and gave it parameters ID and ORDER, and exported the shapefile as "anc/anc_afghan/data/roads/roads.shp" right next to my RoadsLib.cfg, yet nothing shows up. Nothing appears in buldozer, and nothing appears when I export the .wrp file and pack/binarize it. Any suggestions? I would provide scripts or errors, but I do not know what to provide since I do not know what the problem might be. And yes, I did insert the editor.sqs script into a scripts folder in my P:\ drive. Thanks
  22. paranoid_giraffe

    Stratis Geolocation Requirement for Roads?

    Success! Is there any way to make my roads more visible from zoomed out? My terrain is about 34km x 34km and you have to zoom in kind of far (relatively speaking) in order to see the road on the map. Thanks again, guys. I've got mad respect for everyone who had to figure this stuff out before everyone else. These tools are something else
  23. paranoid_giraffe

    Stratis Geolocation Requirement for Roads?

    Thanks. I made a copy of my heightmap and changed the second and third values to 0, and was able to import my data at the standard 200000/0 location. I haven't had time to test otherwise, but I'll update with my results tonight
  24. paranoid_giraffe

    Stratis Geolocation Requirement for Roads?

    Ah, thought that might be the issue. Unfortunately, that doesn't exactly solve my problem, because when I make a new project file and try to import my .asc heightmap, it tells me that it is too far from the project destination (not sure on exact wording). It won't let me import the global height data since it is height data that was ripped from the USGS. Thanks! Any way to circumvent that issue?
  25. paranoid_giraffe

    Stratis Geolocation Requirement for Roads?

    1) newRoadsShape = "\anc\anc_afghan\data\roads\roads.shp"; is in the config.cpp, and that is the location to which my roads shapefile is exported 2) ah, okay. His PDF says to set Easting to 200000 and Northing to 0. That is impossible since my zone is 42 (N, I think), and not 31 N. Those values are out of range. 3) I have my *.pbo in an addons folder. After repacking/binarizing and unpacking, I see that my road files are all there and my roadslib config is there. After playing my map, I see that my one asphalt road is still not there.
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