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ronhillultra

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Everything posted by ronhillultra

  1. I started work on a big 13x13km map with a lot of detail. I worked on some cliff side with a lot of carefully placed rocks and plants to make it look realistic. Every new object i place i can see just fine but the stuff I added some time ago i can't see properly.... Bulldozer screenshot http://i.imgur.com/kt4rKJA.jpg same shot in game http://i.imgur.com/EcJMEtE.jpg I thought it might be some optimization thing. Also roads work in game just fine... they display in Terrain builder... but i cant see them in bulldozer... This is critical problem for me, i don't plan to just add few buildings and trees... going for real world based, high detail terrain and I have to be able see what i am doing P.S. Some objects appear black... some without textures... some displayed as white box... and some with a white table model.
  2. We are going for high detail realistic terrain based on real world location in Bosnia. Map is designed with survival based gameplay in mind... we are trying to balance realism with gameplay, rewarding player for map exploration and customizing each location as much as we can Some recent screenshots from the map. * UPDATED* http://imgur.com/a/fsxW0 and finaly a video trailer The map has been released to the community beta 0.55... it will be free to use for anyone as they see fit. If you think this project is worth supporting or you have monetized mod running our map, please donate any ammount you deem fair.... It is much needed [Homepage where you can download and provide feedback: http://a3esseker.info Pateron: https://www.patreon.com/user?u=494869
  3. First footage of new post-apocalyptic map for Arma 3. Inspired by Chernarus and ment to be realstic real-world based enviroment for survival gameplay, with rewarding exploration and even couple of secret areas. 169km2 overgrown world with one capital city and 10 small towns. Map is made by me and my brother (TheMonkee). This is very big project we have been working on for months so please if you like it please support the project on "Make Arma not War" contest http://makearmanotwar.com/entry/YWM0kZfNoj#.VKrp8yvF9mw
  4. I am one of two devs (brothers) working on Esseker map. It has been in development for over a year now. Due to some real life problems we had to take a break from map making for about 5 months. We have recently installed all the tools and started working on the map again. We have problems with buldozer not showing the roads, while after crunching the map with PboProject, roads work ingame. We delt already with this problem when we started working on Esseker, buldozer was displaying roads just fine. Our roads system is made with .shp files. This is content of my editor.sqs file on P: drive ~3 diag_log "Before Loading Roads"; result = buldozer_LoadNewRoads "P:/Esseker/data/roads/"; diag_log "After Loading Roads"; I have tried different values instead of "3" and without "diag_log" thing. This is a bit of a problem since I have to save project, pack it in .pbo and than run the game just to see the result of small changes I make. I have already spent hours trying to fix this problem and talked to a lot of people about this, but still no luck. Does anyone have any idea what can I do to fix this?
  5. ronhillultra

    Roads showing in game but not in Buldozer

    I am under impression that some comma or quotations mark is missing somewhere... its so frustrating. Road system when we started working on Esseker didn't really work in TB so we used shapes. There is no .p3d files associated with these roads and I guess it might be problem for some mod devs to use because AI doesnt properly recognize these shape files as roads. And I want to make the map as functional as Chernarus. What I want to ask Is it a bad thing using this shape file road system?
  6. ronhillultra

    Roads showing in game but not in Buldozer

    Yes ... editor.sqs is in "P:\scripts"
  7. This is new update video from Esseker 0.2 Since we were disqualified from Make Arma Not War contest i took the time to realy make the map look the way we wanted before any release. I would like the first experience with the map be the best that it can be. Since the map is actualy very huge 169km2.... it really takes time to make all location look realistic. thank you for the interest :).... if you wish you can support our patreon campaign ( https://www.patreon.com/user?u=494869 )
  8. I've got this problem for about two days now. Pboproject worked perfectly so far until 2 days ago so i downloaded Mikreo's tools again and reinstalled them to no effect. But I binarized the map with addon builder ( map works fine), but there are no roads. I never managed to get roads on my map while I was using addon builder that was one of the first frustrations and the reason why I switched to pboproject. I was wondering if someone knows the reason why would binarize crash while addon builder packs the map and works fine in game (except the roads).
  9. What sort of problem was it for you.... maybe its something similar to me
  10. I actualy had some errors with roads. I did cuople of custom ones. But i've delt with wrong paths and when no errors were reported and as soon as it starts binarizing it crashes.... allthough it worked fine for months... I dunno... I will keep trying....
  11. Yea... pboproject if fucking awesome ( all praise Mikero :) ..... I seriously dunno how would i do anything if that guy never made those tools. I actualy learned the logic behind the code just because pboproject was pointing me in right direction, but this time... no error was in log... it just crashes with this (bunch of pages of config) . . . rapify x32UnicodeVersion 1.75, Dll 4.90 "roadslib.cfg" No Error(s) Esseker\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. and than crash
  12. Hello I posted one of the submissions on the contest. And this might sound like a stupid question.... I was just so burried in making a new map for the contest i seariously didnt go to this part of the forum that much.... and in my mind deadline was 15.01.2015. ... tomorow... For the past couple of months i've spent every free moment i had to work on map for this... can I still upload my work?
  13. ronhillultra

    WIP - Esseker - post apocalyptic map

    Water :/ .... I so want brown muddy water for everything, it looks 10x better, but I still didn't figure out how to do that. Right now the river is actualy arma 3 sea, with its own shader that takes main color from the reflection of the sky. Water is actualy brown but only at night when illuminated with some light source and not the global illumination. If anyone knows how to change the actual shader of the sea... please let me know...
  14. ronhillultra

    WIP - Esseker - post apocalyptic map

    I have posted a video trailer for the map
  15. thx guys... really glad peole like the map.... its been months of hard work for both of us. Also would not be possible without this community and people on this forum like Mikero, Bushlurker, M1lkm8n... and all the others that took the time to help me with this complicated system for building maps
  16. thx man... glad you like it. Yes I wanted lush green summer forests... I chose three different types of summer forests to give variation but to still seem like realistic forest with no trees that feel out of place. It took some time to get everything look right on the horizon
  17. ronhillultra

    WIP - Esseker - post apocalyptic map

    I will be releasing the map around 10.01. You will be able to check it out first hand
  18. ronhillultra

    WIP - Esseker - post apocalyptic map

    competition ends 01/15/15 ... last month was just closing of aplications
  19. nice tip... thx... will do
  20. ronhillultra

    The layers won't generate

    Thx for reply.... my textures are 8192x8192 .... typo...sorry You say it will need extra performance with 6m cell size.... shit... Somehow I knew that not dealing with those lines will bite me in the ass eventually. So changing cell size will resize my map or? I have a lot of objects carefully placed :/ What would be optimal setting than for 12km map... with best performance in mind
  21. ronhillultra

    The layers won't generate

    Hey man..... thx... as soon as you sad layers.cfg... I found some missing brackets ( there is always some brackets missing I guess ) Works now, layer generation and map works in game with new textures. I have some issues with texture clutter but i will work it out i hope. Only thing is I am still getting those square lines on the map... dunno how to fix that... my sat.png was off it wasn't 8192x8192... now that i fixed the resolution still get the lines
  22. ronhillultra

    The layers won't generate

    Hey guys... I am having a problem with the layers also... i made a map,allready a lot of objects. But i never resolved the lines I was having over the map. now i fixed the sat image and mask... implemented a lot of new ground textures i needed... I get the message "Layer generation - Unable to load file "P:\" Settings in samplers tab... Grid Size: 2048x2048 Cell size (m) : 6 Terrain size (m): 12288.000 Satellite / Surface (mask) source images Size (pix) : 8149x8149 Resolution (m/pix): 1.500000 Satellite / Surface (mask) tiles Size: 1024x1024 Desired overlap: 16 Texture layer Size: 48.00 x 48.00 I crunched the map with Pboproject (without generating layers)... it didnt report any errors in configs...
  23. ronhillultra

    [3.JgKp] - UV Mappers and Texture experts

    Hello I can model, uv map and create custom textures (Photoshop, 3D Studio). Although my experience is mostly architecture... but uv mapping is the same. I am making an Arma 3 map atm with some custom buildings and models. I have no knowledge of scripting and it would be nice to team up with someone for a serious mod. And I know that German Arma community was always very active and contributing a lot over the years.
  24. I am creating a custom map with custom objects. I've used real world elevation data and satellite image to create custom terrain in L3DT. I've imported into Terrain Builder. Now I'm getting an error message when i try to generate layers under MapFrame properties. I'm stuck... tried messing with paths in Tool/properties (drop down menu)... didn't help These are my settings and the last one is with the error message... can anyone help? http://s20.postimg.org/5datf1zql/visitor_problem1.jpg http://s20.postimg.org/llmgasj71/visitor_problem2.jpg http://s20.postimg.org/v7km4tzql/visitor_problem3.jpg EDIT : I've seen someone post this problem on this forum... apparently he solved the problem changing path under tools/properties drop down menu... didn't work for me... change them to what? Also someone suggested to me that i should keep my Arma3ToolBox on C:\Program Files... but my root folder for steam is D:\Steam... I would rather not move all the gigabytes from my D: to my system drive C:
  25. How about your path? "newmap\newmap\data\gdt_strconcrete_co.paa"; I would expect just "newmap\data\gdt_strconcrete_co.paa"; Also you can change texture path for each class to texture = "";
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