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Yuval

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Everything posted by Yuval

  1. I was talking about porting from ArmA 3 to ArmA 2. The reverse process
  2. replaced the proxy with the attachment and viewed it.. then switched back
  3. I am really stuck. I'm pretty much past the heightfield and mask layer in L3DT but the way L3DT does the texture map isn't good for me. I need a way to create a really good sat map (such as Taviana for example). How can you make a good satellite map? L3DT simply sucks at textures.. You can't make textures smaller because they look ugly.
  4. Started working on the sat map on L3DT. Got a better hold on how things work. The mask layer is very efficient in creating sat maps actually. I guess I should first create a sat map and then a mask map
  5. I have everything setup: - Heightmap - Layers.cfg and all textures/rvmats All I need is to make my mask image and satellite image. My map is fictional (made everything in L3DT). How do I make these images? The textures in L3DT aren't similiar to the ones I use and when I import them to L3DT they are way too big. I want my satellite to look as realistic as possible and I also want to add roads to the satellite so the roads will show up in big distances. How do I make these things possible? Any tips? By the way, I am not using Terrain Builder - I use Visitor (don't ask me why lol). I will see how I add roads later but currently I want the basic setup ready first (heightmap, satellite, mask)
  6. Okay, so I'm trying to set each PC a variable that defines the player's kills (AI kills, COOP mission). I have added a "Killed" event handler to every AI in initServer.sqf but taking the fact that the EH runs on the computer of the unit that was killed AKA the host into consideration - I know no other way of doing this. Anyone knows anything. I am still adapting myself to the way ArmA works so I am pretty low on the whole 'run on a specific PC thing' (I'm originally coming from server-sided scripting games, where everything is done on the server).
  7. 7 posts on topic and 9 posts off topic. lol just move this to general discussion and change it to discussion about swearing.
  8. I am currently working on a mission. I added an action to a prop which I want players to "interact with" in order to trigger an event I scripted. How can I make the players interact with it using the action, play an animation with a progress bar of lets say 10 seconds until the "interaction" is done and then if they are still alive, trigger the event?
  9. In my mission, I want 4 players to capture a base. I want them to not be able to respawn until they do so and after they successfully capture the base they should be able to respawn in it. I know how to make them respawn in it but my problem is that I don't know how to change the respawn type in the middle of the game. Does anyone know how to do that?
  10. The wiki is down for me too, been using BISim wiki ever since. Anyway, thanks for the help - I'll see what I can do. Appreciate your reply!
  11. Working fucking great! Thanks man I love you
  12. Seems very nice! Can you post the rest since I don't exactly understand what to do with _actionTime. Do I need to set it myself or is there anything that generates it?
  13. It is very very critical for me to know whether the animation succeeded (done properly) or failed (cancelled or player died before it finished). I am using a variable that says whether the prop is being interacted so only 1 player could interact with it at once. Also I want the animation to be done successfully so the players will have to take consequences incase they haven't cleared the area properly.
  14. I think the answer I'm looking for should come from experienced ArmA mappers with a long history in the modding community. I have been working on my heightmap for quite a while, it's kind of an Island and my goal is to make it somehow in the style of Taviana and Chernarus. I have my heightmap pretty much set, I even compiled it to A3 and run it. Now, in the future, I will probably make some design changes to the map - probably to add more detail but before I even think about making the mask and sat images - I want to know some tips from people who already experienced map making. I know the difference between mapping with V3 and TB is pretty drastic, taking the new road system into account. I made some flat areas in shorelines where I wish cities to be laid at. But I want to know if I should put some specific effort in the heightfield of my map. I really want my first map to be something as perfect as possible, so I can learn the best I can from this "map making study trip". If anyone can give me some guidelines or/and examples of specific stuff I should put my attention too before I start working on sat / mask I'd highly appreciate that - and I'm sure it will be great material for newcomers in the future! Note: I am at the very beginning of the map, I haven't set up any TB project yet although I did set up some basics such as surfaces, clutter, layers.cfg, config files and basic map source files for use later.
  15. Yuval

    Heightmap Creation Tips

    Thanks! Really helpful, I'd use these when I resume my work on the heightmap!
  16. Yuval

    Heightmap Creation Tips

    I'm using L3DT. I want to know what kind of detail or optimization should I give to my heightmap before I push it towards the next stage (which is mask image I guess)
  17. I am new to mapping. I wanted to create a map a long time ago when I was playing ArmA 2 (and the dayz mod) but I never did anything about it. I wish to learn how to make maps, but for ArmA 3. I know nothing, I have no previous knowledge or experience in mapping (I do know how to script a bit tho). I wish to learn from the very scratch. This tutorial didn't help me because I'm pretty sure it's there for mappers that already know how to make maps for ArmA 2. I don't want to waste time learning how to make an ArmA 2 map (though I really like ArmA 2 and if I could port my dayz code to a map I create that can be awesome) while I know there's a way to learn how to make an ArmA 3 map directly without any other games involved (I don't find learning something in order to learn something a great idea.. :D). I want to focus 100% on ArmA 3. So, I need to know where to START and not where to CONTINUE. I want to get more familiar with mapping and how to do it. Can anyone give me a tutorial for beginners / give me dummy instructions directly? P.S: yes, I have ArmA 3 tools.
  18. So I've decided for the first time to take my heightmap, mask and sat for a test drive in the terrain builder, just to see how things look like in the buldozer. I'm having problems at the very beginning. I really need answers for the following questions, if anyone could contribute answers to one or some of these questions please do as it will be very appreciated. 1 - The terrain builder says in the layer manager properties that the sat map and mask image are both 2048 in size while the heightmap is 20480 in size. Are they supposed to be exactly the same size? If not, where do I exactly optimize the settings to balance the gap between the sizes? 2 - This one probably relates to the first question. There is a very big lack of information about this around: I really find it hard to understand the Samplers tab in the mapframe properties. I don't know what I'm doing (insert "i dont know what im doing" dog meme here) there and I am currently stuck at getting the numbers correctly. Sadly all the tutorials I've read don't really cover what the Samplers tab do but simply "dictate" the readers which values to put with no further information than that :(. 3 - While making my mask, I have accidently put extra layers on very small areas that I can't find. These extra layers are supposed to be an existing layer with a VERY similiar RGB code (aka 1 units a head of the Green value or R value. For example: 124,152,192 and 124,153,192). In the layers.cfg, can I ignore these and simply define the most dominant color of the two and the terrain builder will treat them as one or am I supposed to add an extra definition at the layers' legend for the extra layer color? I'd really appreciate your help guys!
  19. I wish to rename a p3d model (I'll use MoveObject to change paths later). Can I just do it, or renaming the .p3d will break the model and how it works ingame?
  20. You don't get what I'm trying to do. I'm moving clutter models that are probably lying around in ArmA 3 (Grass, etc...). I just find it easier to use the configs of ArmA 2 (To me, seems more organized and understandable). I'm pretty sure the authors of AiA didn't create those models either ^^.
  21. I am currently working on terrain in l3dt while adding up the layers to the terrain's files (the .paa's, clutter, surfaces and layers.cfg). My map is designed to be detailed, just like the Taviana map. I am planning to add fields and terrain details to make it look very nice. Now, I don't specifically know how did the Taviana guy made it (and the map was designed for ArmA 2) but I have way more than 4 terrain types (7 currently and possibly more coming up). I've heard that the engine limits 4 and under some kind of circumstance 5 terrain types in the same "tile". I barely know what it means and I'd love to know how can I use these stuff effectively to be able to run more terrain types. If someone could please tell me or help me with it, It'd be very appreciated.
  22. I don't really know how modelling works (yet) as I am currently making a map. I have used MoveObject to re-address the path to the correct paths of my map's data. Is there a way to check whether it will screw something up or perhaps I'd appreciate if you'll give me a background on how can the renaming break things :D
  23. Its a clutter model from AiA. I just want to know if renaming the model's filename would break anything.
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