itsdonjon
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Everything posted by itsdonjon
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Hey, i'm missing the teasing!
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Visitor3/World Tools Object Export to Terrainbuilder
itsdonjon replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
I can't help you neo, but this would be quite nice! -
Yeah, just pack your map as a pbo, it won't look that bad. Thats normal!
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Looks like a Mass Effect N7 Helmet. Like it! Also the Aliendesign is interesting!
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[WIP] Serifos Island (Greece)
itsdonjon replied to MiauX's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Damn! MiauX, that is SEXY! Congrats on your release mate! Looking forward to play on it! -
Collaboration Wanted on Terrain Builder Maps
itsdonjon replied to geozero's topic in ARMA 3 - TERRAIN - (BUILDER)
I could help you with the basic configs. -
Is your problem the "clean" border? If so..it isn't a problem. it's normal. It looks better with clutter!
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fixed it, thanks. :)
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Terrain Builder Crashing !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
itsdonjon replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Yeah..just delete your old grid file..and then generate the texture again, works for me! -
This error messag could mean, that your layers.cfg isn't correct, could you post it here?
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Isla Duala for Arma 3 (WIP)
itsdonjon replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A3MP isn't in developing anymore..so i think AiA will be the only coice ^^ -
Collaboration Wanted on Terrain Builder Maps
itsdonjon replied to geozero's topic in ARMA 3 - TERRAIN - (BUILDER)
Maybe you should add the languages you speak, could be interesting for some people ;) -
Ah! Yeah the "erde_2" and "erde_zwei" was a first try for fixing it, i thought that it maybe can't work with numbers, just forgot about the other two. Thanks for that! @19thCypeRevenge: Actually i got my "knowledge" from a tutorial, and there he had 3 example-textures with the "middle_mco.paa". I actually don't know what i could get there tbh.. If you could explan it to me, i would be happy to learn :) PS: I renamed them and added the "=", it worked. Thank you!
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You need to use pboProject, not makepbo.
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Hey there! I now finally tried to make a real layers.cfg (the former one was only for testing). But now my layers won't generate (again..). I don't know what i did wrong, but when i hit "Generate Layers" i get the error message "Unable to load file "P:\jorapp\source\layers.cfg"". I think i made an error during the editing of the cfg. I hope you can find it. class Layers { class stein { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\stein\stein.rvmat"; }; class beton { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\stein\beton.rvmat"; }; class gras_gruen { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\gras.rvmat"; }; class gras_trocken { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\gras_trocken.rvmat"; }; class gras_wild { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\gras_wild.rvmat"; }; class feld { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\feld.rvmat"; }; class erde { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\erde.rvmat"; }; class erde_zwei { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\erde_zwei.rvmat"; }; class matsch { texture = "jorapp\data\middle_mco.paa"; material "jorapp\data\boden\matsch.rvmat"; }; class Steppe { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\boden\steppe.rvmat"; }; class waldboden { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\wald\waldboden.rvmat"; }; class grasstein { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\wald\grasstein.rvmat"; }; class grasstein_zwei { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\wald\grasstein_zwei.rvmat"; }; class strand { texture = "jorapp\data\middle_mco.paa"; material = "jorapp\data\strand.rvmat"; }; }; class Legend { picture="jorapp\source\mapLegend.png"; class Colors { stein[]={{120,120,120}}; beton[]={{}}; gras_gruen[]={{140,220,80}}; gras_trocken[]={{120,230,80}}; gras_wild[]={{110,220,80}}; feld[]={{140,220,70}}; erde[]={{110,220,80}}; erde_2[]={{110,225,80}}; matsch[]={{}}; steppe[]={{120,230,80}}; waldboden[]={{140, 220, 70}}; grasstein[]={{175,161,131}}; grasstein_2[]={{120,122,122}}; strand[]={{230,230,120}}; }; }; Thank you guys!
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@Silola: Yes..yes..thats exactly what i meant! How long was it in real-time?
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Hey there! After "starting" my terrain a few weeks ago, i now face a problem. The heightmap.xyz was made with l3dt, because i thought it may would be easier to design an unknown island (especially the satimg, which can be generated with l3dt). But now after making some roads and testing the island itself ingame, i have come to the point where i need to say: My island is to wavy! Driving with a Humwee is quite slow, with a tank it's nearly impossible. So before i waste to much time with this terrain i thought you could help me maybe. Where do you guys get your terrains from? I think most of you will work with real-heightfields from GlobalMapper. But how do you get a good (or at leat acceptable) satimg? May some of you help me? Because the things i tried won't work properly, i think because i am to unexperienced. Other question is: Has anyone of you ever made a terrain out of l3dt? Are there some options i may need to activate so the heightmap won't only consist of thousand of hills? I hope you guys can help me somehow, because i really am motivated to invest a lot of time for an awesome terrain, but i also want it to be playable, so people can enjoy it. Greetz, Don
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Shows again how awesome Xcam is! Could you make a before/after-picture of one of your sessions? So we can see what is possible in a few hours :)
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Finding a good terrain/making one
itsdonjon replied to itsdonjon's topic in ARMA 3 - TERRAIN - (BUILDER)
So i try to export my road-shapes for using them as drape with l3dt, problem is that the png i'm exporting is completely blank. Somebody knows what i'm doing wrong? And when i got the png, who do i merge it in l3dt for using it as a drape? Greetz, Don! -
Finding a good terrain/making one
itsdonjon replied to itsdonjon's topic in ARMA 3 - TERRAIN - (BUILDER)
@Para: Thank you for that tip! @BadLuckBurt: Yes exactly, the island consists of thousands of hills and..that...kills the vibe. but i'll play around with the settings :) -
Man. This is why i LOVE this forum. Milkman and all the others are so awesome helpful guys! (y)
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Ah! Is your terrain on 200000/0? Are you making the roads with the "make roads"-Tool in TB? Because that isnt working. You need to use polylines and their database properties to define the roads.
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Hey there! ATM i'm trying to implement roads on my island. I use the polylines and define everything in the database properties. Problem is: Some roads work, others don't. There is no difference in the database (well, ofcourse the id is different). Does anyone know what my problem is? Greetz, Don!
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Hey! So i just restarted TB and tried it again (i actually did this 3 times before posting) and now it works..don't ask me why!
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Of course: This is working And this is not: And this is my roadslib.cfg: class RoadTypesLibrary { class Road0001 { order=1; width = 14; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; }; class Road0002 { order=2; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; map = "road"; AIpathOffset = 2.5; }; class Road0003 { order=3; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0004 { order=4; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0005 { order=5; width = 7; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 2; }; };