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schultzit

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Everything posted by schultzit

  1. Jackson County Community Project WIP Jackson County is the terrain I developed starting from Applegate Lake Community Project. Some people call it Lakeside Valley, I prefer the original name. http://i.imgur.com/AxeNiSB.jpg"] Technical Infos: 1024 x 10m heightfield 10240px sat map/mask/normals Source Files: This download includes FULL source files, it's meant to be a starting point for a terrain developer who wants to continue this project as I dont have the time/willing to do it myself. Map isn't finished and got some bugs/messy stuff, but it's better than nothing! Objects placed on the map are a3 and a2 assets, with custom EL76's objects/roads/buildings - nothing else. If you need help in setting it up, I can give you a hand in the A3 Maps channel on Skype. Download Links: Full Source: Google Drive Mandatory Patch (config.cpp goes to P:/Jackson_County/config.cpp ): Google Drive you are free to host it on your server, as I'm not sure about GDrive limits yet! Dependencies: Arma3, AiA-TP, EL76 Assets
  2. Hello, I read somewhere that if you put buldozer_LoadNewRoads in a file called scripts/editor.sqs Buldozer should show your roads, but if I set it up and load Buldozer, it just crashes! My editor.sqs: ~.1 diag_log "Before Loading Roads"; result = buldozer_LoadNewRoads "P:/Schultz/Schultz_Lake/data/roads/"; diag_log "After Loading Roads"; and obviously in that dir I've got my exported shapes and RoadsLib.cfg My roads are also correctly displayed in-game if I pack my project with pboproject... Any ideas?
  3. Hello, first of all, I'm pretty new to TB so don't be angry at me :D Let's say I have a lot of trees I want to replace with another object. In V3 there was a tool to do so (find and replace), but I can't find the equivalent in TB! How can I do it? I'm trying to replace A2 trees with A3 trees... Thanks for helping!
  4. schultzit

    Odd error with multimaterial shader

    Hello! Yeah that format is way more readable, unfortunately that didnt solve my issue :( Thanks anyways
  5. Hello! I'm banging my head on the wall on a particular model that's got a strange error. This is how the model looks in buldozer - all fine!: this is how it looks in game (ouch): it looks like the multimat .rvmat doesnt work in game for some reason I can't seriously figure out. the rvmat: ambient[]={0.57500011,0.57500011,0.57500011,1}; diffuse[]={0.57500011,0.57500011,0.57500011,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.31700015,0.31700015,0.31700015,1}; specularPower=35.5; PixelShaderID="Multi"; VertexShaderID="Multi"; class TexGen0 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen1 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen2 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen3 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen4 { uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen5 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen6 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen7 { uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage0 { texture="2017\map_data_2017\textures\concrete_dirty_slabs_co.paa"; texGen="0"; }; class Stage1 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_co.paa"; texGen="1"; }; class Stage2 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_brick_co.paa"; texGen="2"; }; class Stage3 { texture="a3\structures_f\data\metal\metal05_co.paa"; texGen="3"; }; class Stage4 { texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mask.paa"; texGen="4"; }; class Stage5 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="5"; }; class Stage6 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_smdi.paa"; texGen="6"; }; class Stage7 { texture="2017\map_data_2017\textures\terraced_house_brick_dtsmdi.paa"; texGen="7"; }; class Stage8 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="3"; }; class Stage9 { texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mc.paa"; texGen="4"; }; class Stage10 { texture="2017\buildings2_2017\ind_estate\data\ind_est_as.paa"; texGen="4"; }; class Stage11 { texture="a3\structures_f\data\concrete\concrete_old_nohq.paa"; texGen="0"; }; class Stage12 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_nohq.paa"; texGen="1"; }; class Stage13 { texture="2017\map_data_2017\textures\terraced_house_brick_nohq.paa"; texGen="2"; }; class Stage14 { texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="3"; }; does anybody have any idea? There's no missing files since PBOProject packs it with no errors... Nothing in the RPT aswell. Thanks in advance ;)
  6. schultzit

    Odd error with multimaterial shader

    UV SET 0 (I selected the multimat parts): UV SET 1:
  7. schultzit

    Odd error with multimaterial shader

    Ah here's thethe difference LightMaps _AS - ambient shadow texture contains stored information "how much ambient light is in given place'. White color means full ambient lighting. 0 means none.In fact only channel which is taken advantage of is G - it's thus important that information is correctly in him. Rest of channels doesn't matter and anything can be placed there (may be same as in G). _ADS - similar map like previous with difference that channel B (blue) keeps information about diffusion shadow. That one will be used when normal shadows aren't (either they off or too far). Green will have to be brighter to match the results AS would give you (~150%? ~40% gamma).
  8. schultzit

    Odd error with multimaterial shader

    Thanks for your support PuFu and Sixteen! The two uv sets look fine, if they were fubared I would have seen the same problem in buldozer - but it works in buldozer! PuFu- I'm at work now, but I'll upload the textures later. I always used_as for my multimats, what's the difference?
  9. schultzit

    2017mod - full conversion mod

    and more pics will follow, stay tuned!
  10. schultzit

    2017mod - full conversion mod

    A small update on our vehicle addons system: http://imgur.com/a/FltqR
  11. Amazing! been playing Verdun game a lot lately, but I would love a more simulative approach. If you need help with 3d modelling or terrain editing, I can help you in my spare time from 2017
  12. schultzit

    2017mod - full conversion mod

    No Arma mod is complete without a fire station! .... and we have one + there's a new village: Nechells
  13. schultzit

    2017mod - full conversion mod

    Thanks! We didn't really think about your question yet, but it's something well need to consider further down the line Inviato dal mio SM-N910F utilizzando Tapatalk
  14. schultzit

    2017mod - full conversion mod

    The airport area is coming up nicely!
  15. schultzit

    2017mod - full conversion mod

    We opened our own Discord server! Come chat with us! https://discord.gg/0b7cH0bprqw784bZ
  16. Hey didnt check it out yet, do you need some texturing done by any chance?
  17. schultzit

    2017mod - full conversion mod

    Architecture strikes! Bamburgh Train Station (all around it it's still WIP/empty!)
  18. schultzit

    2017mod - full conversion mod

    Motorway bridge (WIP):
  19. schultzit

    2017mod - full conversion mod

    Train station (WIP):
  20. schultzit

    2017mod - full conversion mod

    Update: new airport assets including a modular pedestrian bridge: this will connect our terminal with the multi-storey car park and the train station creating a big interchange hub in the North of our island.
  21. schultzit

    2017mod - full conversion mod

    Glad you liked it! I didn't want a huge structure as it wouldn't make sense on an island, although I might expand it in the back with some boarding piers. Maybe also a covered bridge from the security office leading to the control tower (next on the list!) Inviato dal mio SM-N910F utilizzando Tapatalk
  22. schultzit

    2017mod - full conversion mod

    Airport WIP video:
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