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Cosmo_D41

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Everything posted by Cosmo_D41

  1. Thats nothing sad, why should they release their own professional maps to the public to be edited? They invested whole teams, money etc to produce those maps (including some of them imprissoned ;) ). As R0adki11 already mentioned, there are a lot of scource files already released from the old A1-A2 maps, more then enough material to work on if you want to create islands etc (without doing the work to make you own terrain). And you can see the results if you take a look at Torndecos Chernarus Isles where he combined the Chernarus map with the smaler islands of Utes. And please don`t talk about "lot of community" members if you just mean yourself... you can create your own large terrains, with islands and stuff. But you have to do the work, there is no easy way like just copy and paste recent maps.
  2. As Bohemia did not yet release the scourcefiles for their maps Altis and Stratis there will be no (legal) way to edit those maps or even put them on the same Terrain. That is why nobody has done it yet. The only way possible would be to try to recreate them from the orgininal islands: Google-Maps Link to the original islands Good luck with that, because recreating all on your own, including heightmaps, satimages, objects etc will be a hell lot of work...
  3. Cosmo_D41

    Arma 3 Tools Wont extract game data

    Here you can find the basic controlls for buldozer: https://community.bistudio.com/wiki/Buldozer_Manual And no, usually it should be colored (just like normal Arma, with reduced quality and without clutter). Of course this depends on the config of your map (light-settings etc.)
  4. Cosmo_D41

    [Resources] How to make a Terrain

    Either do it in Bulldozer (but this is usually only for adjusting smaller areas) or use L3DT (there is a free version with reduced resolution) and load the .asc heightfield there, edit it, safe it and reimport it into terrainbuilder.
  5. Cosmo_D41

    [Resources] How to make a Terrain

    Best thing would be to read those logs, pboprojects points you to. Usually the last line indicates the error. In your case this will be either of the two "rnj_XYZ_packing.log" data in your temp folder (depending on which map you tried to pack) where pboprojects links you to.
  6. Cosmo_D41

    Help please

    That just means you have to export your layers, by activating the boxes above: "Export satellite texture" and "surface mask" The yellow warning symbol justs says you can export/generate anything as you have not selected anything.
  7. The solution has already been posted from da13thMonkey. Normaly mods dont delete any other objects. Only if you use/alter existing objects, that might happen. Easiest way to get around such a thing is to give them own classnames with their own configs. That means dont just edit existing magazines/weapons etc. but make new ones. To take you above example: create your own weapon "belbo_LMG_03_F" and edit the magazines etc to your needs. It is very unlikely that any other mod will change something in your own classnames.
  8. When you are resizing your basic mapframe properties, you also have to resize the different raster-layers (and perhaps update them from the scourcefiles after that). Just rightclick on every layer and choose "Terrain coordinates & properties" and change the width and height to the same sizes like shown on the picture: After doing that, everything should be fine with your new size.
  9. Cosmo_D41

    Stratis Geolocation Requirement for Roads?

    Roads are handled like objects after making a pbo, that means they fade after some time (depending on your view-range). To conter this and make them still visible from air or further away you have to "paint" them onto your satelite image. Here is a nice tutorial, how to export the shapes to images. Its meant for the attributes map, but the same way you can put them on your satellite map. http://pmc.editing.wiki/doku.php?id=arma3:terrain:road-painting-and-concrete-surface-tutorial Perhaps you have to play with the colors and the size of your roads, so they fit and merge. After that, the satelite layer will take over when the roads are beginning to fade (can be seen in this picture, right behind the trees):
  10. Cosmo_D41

    Stratis Geolocation Requirement for Roads?

    Either try to change the settings for the heightmap in L3DT etc. or do it manually by opening the asc-data with a notepad or something and edit it there. Right at the beginning there are usually the coordinates etc (example from my heightdata): ncols 4096 nrows 4096 xllcorner 0.000000 yllcorner 0.000000 cellsize 4.000000 NODATA_value -9999
  11. Cosmo_D41

    Stratis Geolocation Requirement for Roads?

    2) There is a difference between the settings for terrain builder and your "real" map location. For all terrain builder layers you should use 2000000/0. The real coordinates are set in your config.cpp for ingame purpose: mapZone = 32; mapSize = 16384; longitude = 31.54; latitude = 42.90; 3.) To make bulldozer show roads you have to use some editor.sqs like explained here: This will instantly load your actual shape-file and show the roads. If one road is missing, perhaps have a look in the shapes. Maybe that one is missing the proper list-number, i.e. doesnt know that it is a road or which (right click on shape and then "data base properties" or something, dont remember the name).
  12. Cosmo_D41

    Civil Aviation

    Great work so far, especially for the civilian planes! But is there any way to make those waterplanes work in multiplayer/on a server? As far as i tried, you are able to land/start on water without trouble in singleplayer, but when you try this on a server they sink like a stone. Has anyone a solution for this problem?
  13. Cosmo_D41

    Combining Maps

    There is no easy way to do so. Might work if you use L3DT but i dont know how to combine different heightfield as this will be the most important thing. Combining different Attribute-maps or satellite can easily be done via Photoshop etc. L3DT offers the option to merge heightfields. Perhaps you take a closer look at this tutorial: http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:stitching_heightmaps
  14. Perhaps you better look in this forum areas: For terrain-making (and placing road-shapes): https://forums.bistudio.com/forum/164-arma-3-terrain-builder/ And especially some tutorials and usefull links: For making own objects (if that is what you mean by custom roads): https://forums.bistudio.com/forum/165-arma-3-modelling-o2/ Next time, better have a look through the forum, before posting in the wrong section.
  15. Cosmo_D41

    X-Cam-Taunus Version 1.1

    No Bohemia doesnt help with the lightning. They updated their wiki, but just with the parameters and no further explanations how to change the different lightning-styles (e.g. for European Countries, Desert, Jungle etc.) The whole topic, especially about Taunus, has been discussed a long time ago when the light-effects where implemented. Read on from here for further information and comparission (old light vs new light and shadows): There are also some pictures for comparisson.
  16. Cosmo_D41

    X-Cam-Taunus Version 1.1

    From the list of missing mods, it seems you dont have APEX/Tanoa installed. Perhaps try to check your Steamfiles for errors if you own this expansion. All these missing pbo with _exp_ are from that expansion.
  17. As it states, you are missing the APEX-Tanoa content. Do you own the expansion? Cause this are the modpacks, that are missing (_exp ending in the pbos) If you want to play that mission, you either have to buy the expansion or edit the mission.sqm and delete those required mods (with the risq that some things may brake)
  18. Cosmo_D41

    Terrain Builder Problem

    In your class-definitions for you are missing some "". Yours is: class Grass_Green { texture = ; material = "Moray\data\grass_green.rvmat"; }; While it should have this: texture = ""; ______________ And you are missing one { in your class Legend { { picture = "Moray\source\maplegend.png"; Perhaps this might be enough to solve the problem
  19. Cosmo_D41

    X-Cam-Taunus Version 1.1

    I suppose that will work to as it organizes the order the mods are loaded. In my case i made my surface-configs depending on the CUP_Terrain_World by adding CUP_Worlds_DustEffects to my required addons and everything worked fine. Try adding this dependency to your xcam_taunus.pbo config in "requiredAddons" and i suppose it will work, too: class CfgPatches { class xcam_taunus { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","GlasContainer","taunus_a3_signs","MaXx_Minigolf_Taunus","MBG_Buildings_2","MBG_Buildings_3","mbg_killhouses_a3","MXDorfschild","Max_FuelStation","Maxx_RFTower","plp_beachobjects","plp_containers","plp_rmairport","TACO_Buildings","taunus_bridge","taunus_markierung","taunus_misc","taunus_a3_wall","TaunusObjects","xCam_groundElements","xCam_Indust_Buildings","xCam_Indust_Concrete","xCam_Indust_Pipes","xCam_Indust_Stairs","xCam_Metal","xcam_objects","xCam_Pipe","xCam_Plants","xCam_Walls_01","xCam_Walls_03","xCam_Walls_04","xcam_wood","xCam_Woodworks","xyz_library","deox_Obj","deox_Obj2"}; version = "26/03/2014"; fileName = "xcam_taunus.pbo"; author = "X-Cam-Team"; }; };
  20. Cosmo_D41

    X-Cam-Taunus Version 1.1

    Here is the solution from the CUP-Bugtracker: http://dev.cup-arma3.org/T1864 Perhaps you can try this for Taunus, at least it worked for me (also it will disable the dust-effects for other maps loaded at the same time)
  21. Cosmo_D41

    L3DT Question

    In fact they do, as they are only relevant for L3DT. The results look fine. And after processing all your layers, the only relevant ones to export for the terrain builder are - Heightfield (affected by your brushes, of course) - Attributes Map - Terrain Normals (generated from Heightield) - Texture Map Those brushes mentioned help to give the Heightfield and the Terrain Normals a more realistic look (and shadows) without flat and even terrain everywhere. Especially for cliffs and mountains they are quite usefull and i use them on a regular basis to give the surface more "character". .
  22. Cosmo_D41

    X-Cam-Taunus Version 1.1

    Regarding this dust-topic: Its a problem with CUP, as they are already defining their own surfaces in their vehicle-config (CUP_Terrains_Worlds -> DustEffects). That overrides any own configs (i found this out on my own map-project -> loading with the CUP-Mod: No Dust-Effects / loading without CUP: Dust works as intended in my own configs, but i am missing all the A2-Objects of course). So far I have not yet found a solution around this problem... but i suppose this is the same for your map. If anyone comes around with a solution for this problem the Taunus-Map could be improved further (and I would also be happy for my own project).
  23. You dont need to unpack those pbos, you can just use the internet ;) Have a look here, very usefull site: https://configs.arma3.ru/162.137494/configFile/CfgWorlds/Tanoa.html
  24. Cosmo_D41

    setup a forest ??

    Does anyone already have a solution to this problem, as i face the same strange thing with my map: Several amounts of trees: But only single trees shown on the map, no forest-area markings: I tried both only A3 Trees as well as a mixture of CUP-Tress etc. I tried increasing and decreasing my " minTreesInForestSquare = X; " from 1 till 50 in different steps between I tried to change the tile-size of my map All is packed with the newest PboProject-Version Nothing works... there are still only single trees shown on the map, no forest-squares.... Has anyone any ideas or solutions to this problem? (And as mentioned above: rocks work without problem and are marked correctly)
  25. Cosmo_D41

    RDS A2 Civilian Pack

    Just a short question: How do i switch the flashlight colours like shown in your video? I tried the different usual keys like "F" for Firemode etc but didnt find out how to do this
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