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Tjockejocke

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  1. Tjockejocke

    Krokom, Sweden

    It is with some regret I want to inform you that I'll stop working on this project. There's simply not enough time to finish it while having a full time job and maintaining a healthy life simultaneously. However, with bad news there's always some good. The Swedish Forces Pack (SFP) team will be taking over the project. They are all dedicated and it's last longing team (since OFP) which makes me confident they'll pull it off very nicely :) It is likely that I'll be helping them out in a transitioning and polishing phase but for now I need to stop concerning about this project. I hope you understand. SFP will have the freedom to edit the map any way they please, like adding military bases and villages, something I simply haven't had time to do. Earlier I was asked to post an image of the "satellite map" and I said that I would at a later point - that's now - and since not all is finished I'll upload a cropped version. However, the version of this "sat map" is about a month old so some more things has happened since then. http://mellergardportfolio.se/krokom/satmap.jpg I can also inform that about 50% of the map is finalized with object placement and micro terrain details. With these words I'd like to share some more screenshots of the project's current status. Thanks for you support and kind words. Hopefully, with the strength of SFP, the project can be shipped to you soon :) If you feel that you cannot wait and want a sneak peak, add me on steam (Tjockejocke) and get access to an early, unfinished, build. It contains a "vertical slice" of finished work but also vast unpopulated areas and some debug geometry. I also want to especially thank @lappihuan for his great contributions to the project.
  2. Tjockejocke

    Photoshop to PAA exporter

    I'm sorry, there was a bug in the script making paa conversion not working. The script was reuploaded just now.
  3. Tjockejocke

    .paa plugin

    @Leviat feel free to try out my exporter :)
  4. This is a script I wrote to improve and speed up my workflow for the mod I'm working on. I decided to share it with the rest of you in case you are as frustrated as I am while iterating textures. It's pretty easy to use but for the sake of clarity I will write down details. Why? Copying and collapsing layers into their corresponding channels (gloss, specular, alpha etc), save as .tga, browse to correct data folder, write the name of the texture (in case your PS file had a different name), select number of bits, export, open TexView, save as .paa. <---- This times the number of textures needed to complete the asset takes a lot of time, especially when iterating. Also, working with channels in Photoshop can be tedious and this script/workflow fixes that too. So, what does the script do? All of these steps. .tga and .paa files are outputted. It forces a workflow but it is, in general, a good one to follow anyway. In detail, this is how the workflow works. 1. Setting things up: The script can be anywhere on your machine. The PSD can be anywhere on your machine (but in general place it in your source folder). To setup the Arma 3 Tools path for the script, open ps_to_paa.jsx (in notepad is fine), on the 4th line type the path to your Arma 3 Tools. To setup your EXPORT path, in Photoshop go to File>File Info... and type the path in the Description field. For example P:\myMod\data. Do not write/paste the last " \ ". This has to be done for each PSD you make. To setup an export keyboard shortcut (which is very much recommended): open the Actions window in Photoshop, "Create New Action", name it something like PS_To_Paa, set function key to any of your preference (I use F7), hit Record, Go to File->Scripts->Browse... and load the ps_to_paa.jsx file you downloaded. Stop recording. Now when you hit F7 the script will run. 2. PSD authoring Workflow. The workflow is based on Layer Groups. It does NOT support having layers outside of groups but hidden layers inside groups are OK (won't be exported). Groups within groups might not work (haven't tested it). Each texture, for example "myImage_co", has it's own group. In some instances, for example if you want an alpha channel for your "myImage_co" texture a special type of group is created, namely "myImage_co.a". This will during export place the information in the alpha group into the alpha channel. The exporter needs and will make use of the alpha channel in the document during export so consider it not yours. Also, please make sure there is an alpha channel in the document before attempting to export. Multiple alpha channels in the PSD is not supported. The script reads and processes following Layer Group names as something special: ".a" - alpha channel of a texture. Example: image_nohq.a ".specular" - if a specular AND a gloss group exists in your PSD it will combine these for you and fill the Red channel with 1. The texture exported will automatically be named _smdi. Limitation: you cannot have multiple spec/gloss textures in your PSD. Example: image.specular and image.gloss ".gloss" - see specular description ^ ".shadow" - Diffuse Shadow part of an ADS/ADSHQ texture - If you're only using Ambient Occlusion/ want the same data as AO in the shadow this group can be ignored. Example: image_ads.shadow "hq.shadow" - same as ".shadow" but as high quality. Example: image_adshq.shadow "REF" - group isn't exported. Example: REF_image See attached image to get a better understanding of what you PSD should look like when following this workflow and what textures it will produce. NOTE: This script was mainly created for my own work so I haven't made it bulletproof. There is almost no exception handling. Errors in your PSD won't be resolved by the script and could break the export half ways and you will have to clean up the mess manually. Undo is not supported but if you undo long enough you'll get back to your "real" history, assuming that you have enough History States. If I see a lot of interest in this, I might come back with one or two updates. One feature I'd like to put in is an option to flip the green channel on export to support for example OpenGL normals maps on the source side (Maya for example) and DirectX after export. Feel free to drop suggestions and if I forgot to mention any step, let me know. Download Photoshop To PAA here (right-click, save target as)
  5. Tjockejocke

    Krokom, Sweden

    Thanks! Clear cuts? :)
  6. Tjockejocke

    Krokom, Sweden

    @Rayko Hahaha that's good to hear! @bad benson Yes, finding what colors works takes a long time. Blud used my puddles before but now I believe he made his own textures. I like sharing my assets but not until I've released Krokom and he couldn't wait for that :)
  7. Tjockejocke

    Krokom, Sweden

    Thought I'd share some progress :) More screenshots here. New foliage: mountain birches (betula pubescens tortuosa) and downy willow (salix lapponum). Some tests on villages/settlements and other marks by civilization.
  8. Tjockejocke

    Krokom, Sweden

    Thanks! Cell size is 2m - i would have gone for higher but that crashes the tools. "Satellite" map is 1m/px and streamed as 16 2048x2048 textures. No normal map for now because I prefer more surfaces and I think the shader implementation of the normal map is quite bad.
  9. Tjockejocke

    Krokom, Sweden

    Ah ok! Should have figured.. the whole layout isn't set yet so I will hold off with posting this until it is. :) Thank you! Yes and yes :) The fields look fine yet flat in direct lighting and really quite dull in ambient lighting only. Why don't you have one of your friends over there writing a parallax occlusion shader for non terrain surfaces? ;) Or preferably I'd like to see custom shader support and I'd write it myself. Another problem with this (and roads in general) is the second/first "end". The ending does not tile seamlessly with the road. To fix this a second ending would have to be introduced.
  10. Tjockejocke

    Krokom, Sweden

    Thank you all for the support :) Thank you, that is a very generous thing to say hehe :) Huh? :) I don't know what that is. Send me an explanation or link please!
  11. Krokom is a part of northern Sweden brought to Arma 3. Most of the area exists in reality but has been heavily modified and fictionalized to some extents to meet quality. More screenshots can be found here. Krokom currently features: Size: 8x8 km. Season: Late summer. Terrain: Wetlands, lakes, mires, rivers, fir forests, deforested areas, the mountain Ansätten, small villages, industries and farms, military airfield. Objects: Custom trees and vegetation, roads, textures along with some modified vanilla objects. Current mod dependencies are @sfp_objects and @CUP_TERRAINS_CORE. Release is scheduled for January 2018 - this, all of it's features, dependencies and other details, is obviously subject to change. I have stopped working on this project and the project's ownership has been moved to SFP. For more details, read my post on the third page.
  12. ​No. However I think I know what causes it. I am offsetting satmap and surface mask 1 meter in each direction to match the height data. It still doesn't completely match but it helped a bit. I think the white line is a product of this however. ​Do you know a better way of aligning height with satmap and mask or why they don't match? Height is 4096px and satmap/masks are 8192px. All created with L3DT and Photoshop. They match in L3DT.
  13. Tjockejocke

    Satellite Image Alignment

    I used the windows 10 app "Maps". It doesn't distort the perspective and has good aerial images (often better than google). If you have a high res monitor available I suggest taking the screenshots on that one so you don't have to take thousands of them.
  14. Hi, ​I have a couple of questions. ​ 1. How would I replace the ocean sound with a more calm lake sound and perhaps change the distance the sound travels? ​2. (off topic) Do you know how the "enableTerrainSynth" works except having it on or off? I get very high frequent hills in some areas (in the far distance of the screenshot) and more nice geometry in others. What controls this? 3. (off topic) Any idea what causes the white lines (reference screenshot again)? The line gets thinner as you get closer to it.
  15. Tjockejocke

    Arma footage used in journalism. Again.

    You might remember when a UK documentary used Arma 2 footage and labeled it as "IRA 1988" a few years ago. Well, history repeats itself - now with IS. http://aranews.net/wp-content/uploads/2015/06/mis-isis-terrorists-v01-2_4-620x388.jpg (102 kB) Link to news site http://aranews.net/2015/07/isis-declares-jihad-against-kurdish-people-sends-military-reinforcements-to-northeast-syria/
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