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Walkero0

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Everything posted by Walkero0

  1. Walkero0

    Surfaceclutter black

    that helped thank you!
  2. Hy. I wan't to know why I can't adjust the rvmat color settings on the Material file. There are no changes visible on the opened Buldozer. I tried to remove the texture path of asphalt texture in layers.cfg and regenerated the tiles in Terrainbuilder with no luck. I export textures with 5 materials per cell. My layers.cfg: https://pastebin.com/SGmbQ8ne My asphalt material file: https://pastebin.com/Zxz0vbcC
  3. Walkero0

    Terrain Material

    ok then I need to make it darker in photoshop. thx
  4. Walkero0

    Terrain Material

    thank you for your answer. I changed the nohq colorlevel to nopx and removed smdi. But still can't adjust material color
  5. Can anyone explain whats going on here? There is the same texture on any roadshape and it becomes a different look depending on the sunlight direction. How can i fix this? I tried to reduce specularpower in rvmat but still the same result. used rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=5; PixelShaderID="NormalMapDetailSpecularMap"; VertexShaderID="NormalMap"; class Stage1 { texture="wlk_roads\data\ab1_hw_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={14,0,0}; up[]={0,14,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(1.0,0.0,1.0,1.0,SM)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; };
  6. Walkero0

    Roadshape texture

    I copied, then I saved as... in new location. Deleted the old one. Have no problems except the settings on last post.
  7. Walkero0

    Roadshape texture

    I copied the saved folder into the source folder and loaded project from there. Deleted the old one. Shapefiles are in new folder and exporting shapes fail. You need to change ProjectDirecoty in Terraibuilder-->Tools-->Preferences-->User Settings-->Path to the new location:
  8. Walkero0

    Roadshape texture

    another issue: i cannot export Shapes to imagery because the shapefiles are moved now. how can i fix that?
  9. Walkero0

    Roadshape texture

    it was the filesize. thank you
  10. Walkero0

    Roadshape texture

    my normal sat file suffix: i should change to nohq i think
  11. Walkero0

    Roadshape texture

    OK it also fails with no objects loaded. Confusing error: pbo exceeds 2gig Logs: https://cloud.walk3r.info/index.php/s/DuqH2gPNZ3mx0bO
  12. Walkero0

    Roadshape texture

    setted up fresh p drive and latest mikero tools. after correcting bridge height and their street, it fail. I always export wrp. Trying right now....
  13. Walkero0

    Roadshape texture

    I experienced an issue during your grid update. I can't pack my project anymore. Only did your steps for grid update, packed project with pboproject--> works Then i saw all bridge objects were moved and corrected their height-> packing failed I rollbacked the project, and that happend twice. Error in PboProject: Generic error or premature EOF Packing fails on ending of crunch and its very annoying Cannot figure out the reason. Logs: https://cloud.walk3r.info/index.php/s/SN68jbr2QzzqLPX New Sampler settings: P drive & mikero tools should be ok. I can pack old releases. I rollbacked project twice. I'm creating a new Virtualmaschine with new P drive right now for testing. I also moved the new heightfield.asc on top of rasters and i didn't know if this is right Do i need to export the terrain again when i make Terrain Manipulation changes to it?
  14. Walkero0

    Roadshape texture

    already tried a normal with high and low transparecy with no difference in the result. thx for your help!
  15. Walkero0

    Roadshape texture

    That grid update worked very well. thank you! But roads still have shimmer from different angle:
  16. Walkero0

    Roadshape texture

    i try.. Step2: how can i delete imported heightmap? it won't let me: i got it i need the raster on top to delete
  17. Walkero0

    Roadshape texture

    for temporary fix i disabled material file in roadslib.cfg. but i don't have any decals near it. only trees and roads: I don't have any puddle or water decal object on my map.
  18. i think you have to set the Samplers in Mapframe properties correctly and rebuild terrain in Processing tab
  19. Hy it's me again. I try to make a elevator for a apartment building. I managed to get it work exept the useraction. my elevator has a controlpanel, wich should pop out the useraction. I had some similar issues on my houses ( ). I thought I know how to get useractions work but on this model It won't work and I don't know why. I redefined all relevant faces on the model, but useraction never shows up. To move the elvator use this command in Eden: Model animateSource ["elevator_1to2", 1]; I only tested this through Eden and not Terrain Builder. https://www.dropbox.com/s/clj2rp97cl3fkoz/wlk_elevator.rar?dl=0
  20. Walkero0

    Buldozer movement blocked

    I runned Arma3P 3Weeks ago. Arma3p job is to extract data. What kind of issues will be removed during an extract?That makes no sense to me. Arma3P hasn't moved that folders for me. Good luck without that folders. If you wan't to say you only need to setup Arma3P and link to a arma3.exe in your steam Folder-->didn't work
  21. Walkero0

    Buldozer movement blocked

    ok got it. you need to move Dta Folder Dll Folder arma3_x64.exe from Arma 3 gamedirectory to your P drive. I also added every dll from Arma Directory to P just to be save. Then simply link to the arma3_x64.exe in your P drive
  22. Walkero0

    Buldozer movement blocked

    I have the same Problem right now. 32bit is working fine and with TerrainBuilder setting, EXE file path of buldozer with P:\buldozer_x64.exe i cant move or select anything. and yes the correct layer is selected. and the close button is missing on the welcome message of the buldozer Tools Help. can only be closed with esc. I also tried to use the buldozer_x64.exe fron P:\patches Folder with no luck. My last fresh P Drive setup with Arma3P is only some weeks ago
  23. Walkero0

    Useaction not visible (Elevator)

    Fixed it: If someone want to add a elevator to his building here is a reference: https://www.dropbox.com/s/vaqmf2vuyan71bj/wlk_elevator.rar?dl=0
  24. Walkero0

    Housedoors with terrainbuilder

    Small to do List for debugging doors: redefine doors after convex hull use Land_xx for your house class if a window is on the door, fix its damage machanics
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