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TerrainAlien

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About TerrainAlien

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  1. So, what i want to do is to create an island with mask and sat with L3DT and finsihing the island with all the objects, vegetation and roads. After that i want to export the satmap and paint it. I found this here for visitor 3, but i cant transfer it to Terrain Builder. just scroll to the middle of the tutorial and read from "Exporting Reference Layer" to "Creating the Satmap". Seems like this stuff doesn not apply to Terrain Builder, so id be happy if someone could explain what to do here. Id understand the blue edge stuff also, but this doesnt apply for TB then? If not what i have to do exactly, how exporting the emf´s? https://community.bistudio.com/wiki/Mondkalb%27s_Terrain_Tutorial Thanks in advance!
  2. ahhh...makes sense. thx very much bushlurker!
  3. Only abc_c_Thistle_High shows on the rock surface, but not the secound one. This is what my surface.cfg looks: 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 abc_sampleMap_rock_Surface : Default { files = "abc_samplemap_rock_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "abc_sampleMap_rock_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class abc_samplemap_grass_green_Character { probability[]={1.00}; names[]={"abc_StrGrassGreenGroup"}; }; class abc_sampleMap_rock_Character { probability[]={1.00, 1.00}; names[]={"abc_c_Thistle_High","abc_c_Grass_BrushHigh_Dry"}; }; }; And this is the clutter.cfg 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; }; class abc_c_Thistle_High: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_High.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class abc_c_Grass_BrushHigh_Dry: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_BrushHigh_Dry.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; };
  4. you dont even have to do this. i dont know how he included the plants, but on my test island they work perfectly, even without the dirt thing, they drop leafes when shot and ai cant see through it. i do also think its a bad idea to not optimize maps for AI. its not like you have to create an ugly map then.
  5. The map icon problem is easily fixed, and im pretty sure along with that the -AI can see through vegetation problem is gone also. Just copie the stuff you use from A2 from the CA folder to the P:temp folder. Tested some bushes on my terrain right now from A2, no problems.
  6. TerrainAlien

    Satellite Image Overlap Issue

    Im having the same problem actually, and im pretty sure it worked as i changed it to this settings: Grid size: 4096 cell size: 5 terrain size: 20480 sat surface mask source: size: 20480 resoltion: 1 satellite surface mask tiles size: 512 layer size: 40 its a pain in the ass having to rebuild a terrain everytime just to get the satmap working, thats what i do right now and i hope this time i remember right how it worked some time before.
  7. TerrainAlien

    Building now showing on MAP

    Yes, very annoying to still have that issue. But it seems there is a very easy fix for it, i dont fully understand it. Quote from the feedback tracker, the possible fix. Can someone easily explain what to copy and to do? Btw, even Arma 2 buidling are not showing for me ingame map.
  8. Weird problem, i can see through the terrain as it gets a bit higher...?! http://www11.pic-upload.de/02.06.14/mko26d13dt7.jpg (267 kB)
  9. TerrainAlien

    Mikero's Dos Tools

    how do you use the makepbo.exe? it just starts a DOS window for me...am i missing something?
  10. Why i ask this,-i can no more select objects to rotate them ingame, or drag them and i cant find the key for this purpose. Want to create a small test town and need to edit it in 3d in bulldozer. Whats the keys to select and drag objects, -and secound question, -how do you get the actual object, in this case a house in the editor shown so you can let the AI go in with a WP for example? Didnt find any tuts on this...Thanks!
  11. TerrainAlien

    Line moving with character on surface

    Ok thank you. As this only happens with terrain which is connected to the outside area, i would mind making a island which is not connected to the actual outside area. Is there a way to set the preferences in L3DT so the island has no terrain connected to the outside, but only water? Overall this is the idea of the island of course, if we taling about "island";-) Stupid question...for what do i have L3dT!
  12. TerrainAlien

    Line moving with character on surface

    But doesnt this work on other usermade islands for A3? pretty sur there are islands where the outside is ok?
  13. TerrainAlien

    Line moving with character on surface

    doesnt fix the problem, set it to zero. is that a problem with layers maybe? wouldnt know which?
  14. TerrainAlien

    Line moving with character on surface

    this worked...! However, the outside terrain where land connects to the outside, not water, looks very weird. this part was edited out in the config and it looked like on the screenshot. not i tired to play around leaving the part in the config, same result. class OutsideTerrain { satellite = "abc\abc_sample\Data\sat.bmp"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "abc\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "abc\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; };
  15. TerrainAlien

    Line moving with character on surface

    Same problem, only other dimensions. I know that this does not occure if i set the overlap to zero, tested this on my last test project. If that works, is that ok?-if not why not? and please could you tell me what could cause that at bigger heights and cliffs i can see through the surface? only 2 problems remaining to really start to work on a project;-(^^
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