Jump to content

schultzit

Member
  • Content Count

    122
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by schultzit

  1. schultzit

    AppleGate Community Project WIP

    I started from the source files released by Falcos and ported the map to A3, it's still a WIP but most of the job has been done, you can preview it in this video if you want: http://www.twitch.tv/schultzit/c/4516675
  2. schultzit

    Satellite Image Overlap Issue

    I've got this same problem but I can't solve it... My sat_lco.bmp is 10240 x 10240 (same as mask) Grid size: 1024 x 1024 Cell size: 10 Terrain size 10240 Satellite/Surface size: 10240 x 10240 Resolution: 1 Sat/Surface Tiles size: 1024 x 1024 Desired overlap: 16 Texture layer: 40 x 40 Distant terrain is messy, its ok when you get closer What am I doing wrong?
  3. schultzit

    Preview roads (shapes) in Buldozer

    Tried it, same behaviour
  4. schultzit

    Stack overflow??

    Hello, yesterday night I finished editing a sector of the map, checked it in Buldozer and it looked fine. Then I exported it using proproject as I usually do to check it in game, .pbo was created, loaded it in arma3 as I usually do, edit, select the map, click ok and... arma3 crashes. I tried loading Altis and Stratis and they work, so I suspect it's something related to my terrain!!! my client .rpt shows: Exception code: C00000FD STACK_OVERFLOW at 00FDB9A6 but obviously I can't even understand where to start searching from! So far I tried: - restarting my PC... problem is still there. - verifying A3 steam files... problem is still there. - loading 2 days ago backup (it worked in-game 2 days ago)in Terrain Builder, re-exported it, re-packed it... problem is still there. Can't understand what I did wrong since I just added a few objects, also the backup is not working so I'm pretty stuck here!! ---------- Post added at 13:52 ---------- Previous post was at 12:24 ---------- After removing one thing at a time, apparently it was a faulty road shapes export.... PHEWWW!!!
  5. schultzit

    Preview roads (shapes) in Buldozer

    About 1.3 million objects... but buldozer works fine (and fast!) when I don't enable the shapes preview script!
  6. schultzit

    Preview roads (shapes) in Buldozer

    It doesn't work, Buldozer frozen and so is Terrain Builder unless I remove the P:/scripts folder
  7. schultzit

    Porting A2 Maps - Help needed!

    EDIT: I remade the config.cpp and now clutter works!!! So 2 out of 3 problems are solved, thanks!
  8. Hello, I am trying to port the WIP AppleGate Lake map removing every A2 references and replacing them with A3 objects. I need some good help from you though.. At this stage, I managed to replace every A2 object with A3 equivalents, but the map still uses some roads/buildings from its own models pack. Everything works like it should in Buldozer: http://i.imgur.com/CBHQ6OK.jpg But when I pack it up with pboProject and test it in game I've got some problems: 1) No custom roads 2) Strange "shadow" effect below the player: 3) No clutter at all! 4) Apparently I'm not using shapes as roads since this is a A2 port, would this be a problem? This is my config.cpp (not perfect yet, but I used it for testing): #define _ARMA_ //Class config.bin{ class CfgPatches { class Schultz_Lake { units[] = {"Schultz_Lake"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "Schultz_Lake.pbo"; author = "Schultz"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Schultz_Lake: Stratis { cutscenes[] = {}; description = "Your Sample Map"; worldName = "Schultz\Schultz_Lake\Schultz_Lake.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = ""; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; /* class OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "Schultz_Lake.hpp" }; }; }; class CfgWorldList { class Schultz_Lake{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" cfgClutter.hpp class Clutter { class abc_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; cfgSurfaces.hpp class CfgSurfaces { class Default {}; class abc_samplemap_grass_green_Surface : Default { files = "abc_samplemap_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "abc_samplemap_grass_green_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class abc_samplemap_grass_green_Character { probability[]={1.00}; names[]={"abc_StrGrassGreenGroup"}; }; }; Thanks for helping!!
  9. schultzit

    Porting A2 Maps - Help needed!

    Thanks for your reply! I'm loading the "roads.pbo" with the map, but I just noticed that if I open the road types window and inspect the different roads, most of them have references to a2 roads: Anyways, I can't even export those roads in order to convert them to the new system as M1lkm8n suggested before, because TB crashes :( If I start Buldozer they are fine: http://i.imgur.com/5Dw9u6Z.jpg (130 kB) It's just in-game that they won't work. It won't be an issue rebuilding them using the new system cause this map doesn't have tons of roads, but for example if you look at the image that particular type of road's replacement goes beyond my skills. I managed to replace country roads with standard A3 roads, and they work, but I'm stuck when it comes to defining new road types using new models for making those complex intersections... FIXED IT! THANKS! I changed them all, but I was only loading my map. Still doesn't work. The whole outside terrain class was commented out, should I uncomment it and set terrainsynth to 0 then? Anyways, thanks again for your support! ---------- Post added at 15:23 ---------- Previous post was at 14:19 ---------- Uh, and another question: is it possible to create fences using the same method for roads?
  10. schultzit

    What does Roads Tab do ?

    In my case, the map I'm porting over uses roads with lanes, arrows on lanes and stuff. Doing it with the new tech would be crazy, I think..
  11. schultzit

    What does Roads Tab do ?

    elaborate please!
  12. schultzit

    How to replace objects?

    Ok I replaced every A2 objects with A3 equivalents, now I started exporting the map using pboproject but I'm stuck at this error: missing \ca\roads2\mud_10 100.p3d where is it defined?
  13. schultzit

    How to replace objects?

    Sure, but any of your methods make my TB freeze. The only way is to right click on the template and hit remove. I also noticed TB is mostly using just one core, is that normal?
  14. schultzit

    How to replace objects?

    Thanks again, tried now and it works. It's just painfully slow to select all the objects of a kind (for example I've got almost 900k pinetrees and it's taking 10 mins and counting!) Is there a more efficient way to do this? I'm selecting all the objects (one model at a time) and then cutting them away to delete them... there must be a better way cause selecting 900k objects makes TB BBQ himself..
  15. schultzit

    How to replace objects?

    Oh great that would be a pretty quick task. Thanks! Now, getting away from the main question, I've got a couple of stability issues with my map. After some tries, I was able to import the sat mask (it froze 2 or three times), but I can't import my sat image, it freezes all the time. Is that a lack of hardware on my part (i5 @ 4,2, GTX760 and 12 GB of DD3 ram) or is there a trick / hint to prevent that? Edit: I read about importing them as tiff or bmp, while mine are png now. Gonna try that later when I get back home. Thanks again for helping
  16. schultzit

    Altis Life RPG

    Hello Tonic, I've got an issue with shops (3.1.2). Basically I'm trying to include extra items using addons, as an example I will use the XMedSys Bandage: class CfgWeapons { class ItemCore; class x39_medicSystemItemInfo: ItemCore { scope = 0; }; class x39_bandage: x39_medicSystemItemInfo { scope = 2; displayName = "$STR_X39_MedSys_var__Items_Weapons_Bandage"; class ItemInfo { mass = 2; type = 201; }; picture = "\X39_MedSys_Ressources\X39\Mods\MedSys\images\bandage.paa"; descriptionShort = ""; }; I configured the shops and I can actually see the item. When I buy it, I've got no errors, money gets taken from me but the item is not there. This happens with a lot of "addon" items (also attachments, headgear, glasses). Do you have any clue on how to fix this? Thanks.
  17. schultzit

    @A3MP - ArmA 3 Map Pack

    Hello, I was running a dedicated server using @A3MP but suddenly after a restart it crashes whenever somebody joins. If I run it without -mod=@A3MP everything loads fine. I tried a fresh install of Arma3, re-downloaded @A3MP... no luck so far. This is what my RPT looks like: http://pastebin.com/Tg3rZ8Bc
  18. Server Information: IP: 62.210.146.40:2302 or s1.bhgaming.com:2302 How to join? How to join Cherno Life RPG [Guide] Server Rules: Rules Forum Features: Cherno Life RPG is Altis Life RPG by TAW_Tonic ported in the good ol' Chernarus! Obviously we modified the layout of the map to fit South Zagoria and we have some unique features: Strict RP: Roleplay is enforced on Cherno Life: you are required to have a valid RP name, you are required to stay in character all the time and to value your life Gangs / Rebels: In order to obtain the Rebel License, you have to register your clan/rebel cell on our forums, provide and use a valid squad.xml with a logo and write a roleplay background. Doing so, will allow you to access the Rebel vendors in Devil's Castle with better weaponry and vehicles. You can also team up easily, as ingame Gangs are free to create. You can either create your Gang and claim an area, or choose to apply for Rebel affiliation. If your Clan becomes a Rebel cell, you can rule over Devil's Castle area and shoot Cops on sight there. In the near future, we'll also provide clan skins! Cops: Cops are the armed branch of the Government of Chernarus. At this moment, Government only controls the coastal area from Berezino to Kamenka, including Zelenogorsk so the Police jurisdiction is limited to that area. Nothing prevents Cops to move freely around the map, but there are some danger areas for them: remember that Rebels own Devil's Castle, so if they spot cops in that area, they will shoot on sight! Being a cop is a tough job, so we decided to give them some extra tools to keep things quiet: - Tear Gas and Gas Masks: riot control! - Vehicle Megaphones: yell when somebody is not pulling over! - UAV: available for higher ranks, it's gonna help HQ to guide Officers on the field. Revive System: Human beings are easy to injure but extremely difficult to kill in real life: that's why we implemented an injury/revive system. If you are injured, there's a bleedout timer of 10 minutes. Civilians can stabilize you and stop your bleeding if they have a FAK, Cops can revive you if they have a medikit. Housing System: If you gained Donator level 1 (€ 10,00 +) you can access our housing system. There's an array of buildings you can buy and you will be able to lock doors and respawn there. If you also buy a garage, you will be able to store/fetch your vehicles. Remember that Police can still raid your house if they receive a warrant from higher Officers. There will also be special compounds available for Donator Level 2 players, we will let you choose the location and the admin team will build the house of your dreams there. Election System and Civil Wars: We will regularly hold elections for Chernarus Government and the Rebel Federation. Governors will be able to declare civil war areas to push the border a little bit further. In those areas, there will be some events which will decide the outcome of the declaration. Chernarus News Network: Chernarus Government is going to hire reporters for the CNN. If you are good at recording/editing videos and you want to be in the middle of the action with your camera, this is the job for you! If chosen, you will be given a Press Vest and a pay of $ 100.000 per every video submission. Bank Robbing: Robbing the bank is now extremely difficult as it should be. National Bank of Chernarus is located in the middle of Chernogorsk and breaking into the safe will trigger a loud alarm. The reward will be interesting though... Other Features: - You can jump by double pressing C - Complete saving of Inventory (Clothing, Weapons, Items) for everybody, Y Menu items are not saving to prevent abusing. - Auto-Saving every ten minutes. - LOUD car alarms if you successfully lockpick one. - Drug effects, be the 21st century Bob Marley! - Some areas on the map have been highly edited in the editor to fit the server. - Custom police skins also for vehicles, civilians will be retextured soon!
  19. schultzit

    @A3MP - ArmA 3 Map Pack

    Hello, Any chance you can include the "numberofdoors" parameter to structure configs?
  20. I can provide ts3 and test server. Get in touch with me!
  21. Hello, first of all, you did an awesome job with the map! I am using it with Epoch and I must say it's the best one, the hundreds of enterable buildings fit a lot with the base building features of Epoch. In the upcoming 1.0.4 update, Dayz Epoch is going to include a couple of new maps (Napf and Sauerland) so the players won't have to download those map separately. This is a huge problem for us server admins because the average player is lazy and so my server isn't that populated right now. BUT I'm pretty sure that if you like the idea, you can contact them and they will add your map into the mod. This would boost your map into one of the most used ones! What do you think?
×