liridonx92
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Posts posted by liridonx92
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Boss $$$$$$$$$$$$
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Eh - TB and Buldozer are not great, but, with practice, they're surprisingly useable. I can imagine with enough of a team, they could have done their maps with it.X-Cam is far better, but is missing a few things that TB has in terms of object placement - pitch, yaw, roll, resizing, for example.
TB and X-Cam together are awesome. :)
Thanks, Im getting this rediculous error " layers generation - default satellite file doesnt exist...!??!?" how do i i fix that? - I imported satellite, then changed the coords to 200,000 and the size to 10240x10240 it is originally 2048x2048.. what am i doing wrong?
- edit : i turned up my sampler tile size to 1024x1024 from 512x512 for anyone that needs that info
Also have a question : Why is it 10240? instead of 1024? same with 2048, why do we multiply it ?
Anyone know how to change the Arma Editor Difficulty? Im always on hardcore/elite/veteran... this is really frusturating to test anything.
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Question 1 sounds like you need to rebuild terrain with the new heightmap and also refresh your new sat map from source and regenerate your satellite map texture layers in the processing tab. Just replacing the files in the source folder, and then refreshing from source in TB is not enough - you need to actually rebuild the terrain with the new height map, and regenerate all your layers (sat, mask, and normals if you have it) when you change them.Question 2 sounds like you have not scaled your sat map and/or height-map correctly when importing them into Terrain Builder.
To solve both of these issues - I suggest you look at and follow the Atlas and Capn Caps tutorials - they'll not only help you solve these problems, but understand where problems are when they arise.
Jakerod's Atlas: http://forums.bistudio.com/showthread.php?188299-The-Atlas-Guide-to-ArmA-3-Terrain-Making
Cap'n Caps: https://www.youtube.com/playlist?list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5
Question 3: And for this I suggest you watch the X-cam tutorial videos - part 20 has the how-to for importing X-cam projects to Terrain Builder, plus check out the v1.05 video for the export by object type option (but really - watch them all to understand all the awesome things you can do with X-Cam):
http://www.x-cam-editor.de/home/x-cam-tutorial-videos/
Short answer though - X-Cam outputs a TB object import file, that you can then import into TB using the File>Import>Objects command.
There's no way bohemia used bulldozer to create their maps..
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1. I remodeled my terrain inside bulldozer and the current satellite image aswell as everything else is not showing in my imported version of the satellite image for me to create roads on for the modified bulldozer landscape that i did, for me to build roads on i might be building roads on water for all i know from the last satellite image...
2. when i go in game with my map , my current map is very small and is at the bottom left corner of the whole arma map...
3. how do you save an x-cam object placement Save file , to an actual arma 3 terrain map that i made?
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The terrain looks great so far, but i would recommend you to start with a 5x5 or 10x10 km map. I did this mistake with Highway and i lost my desire very fast ^^Can you give me your sampler settings for a 10x10 km map? and the L3DT size to use 2048? Im just confused on these things I dont know exactly how the values are to be made. or what its multiplied by
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I looked at some things in the atlas, its usefull - and i looked with skype and didnt find any results for groups, where do i find it?
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nice!but IMO you should start with a little map. 5-10km for example.
More easy for you and for everyone to learn ;)
I make that small too.. but the map itself is really tiny in bottom left corner of the map
---------- Post added at 08:02 ---------- Previous post was at 08:01 ----------
I have to perfect some numbers too like you said, Im learning of what I can find on the internet which isnt much
---------- Post added at 08:05 ---------- Previous post was at 08:02 ----------
I only did that because I seen the altis map is 270km'2 and I thought I can use these values to fill the whole map beacuse when i make 2048 map the whole 2048 is small and is -200,000 easting bottom left corner of actual map in game.. like small square and the rest is all water? weird.
here is picture of what i mean
---------- Post added at 08:10 ---------- Previous post was at 08:05 ----------
Can you give me good size and sampler settings?
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Hey fellow Modders. I created my first ever 270km map, i call it audeamus, with some crazy luck haha, I have only been making maps for 3 days now and I learnt , well a good ammount!
I came here to show you a map I made but it has some issues that i believe this community will understand better then me!... I present some pictures below if anyone has ideas or wants to also help me make this map come to life with no texture errors like in the pictures, please do. I can be contacted via skype.
http://i.imgur.com/POY3rHU.png (459 kB)
http://i.imgur.com/RkPePbX.jpg (121 kB)
http://i.imgur.com/6ySEFRM.png (868 kB)
http://i.imgur.com/yUfdiSS.png (713 kB)
http://i.imgur.com/BwZgll1.png (784 kB)
http://i.imgur.com/TSofNKN.png (924 kB)
http://i.imgur.com/p2tnMb0.png (912 kB)
http://i.imgur.com/YAzMVNR.png (368 kB)
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getting a weird error for a missing file, but its looking inside the wrong directory because i changed the source folder name after the fact.
1. heres the new folder directory.
P:\1ModCollection\MyRealTerrain\data\layers
2. This is my output for error when compiling.
rapify x64UnicodeVersion 1.75, Dll 4.97 "config.cpp"scanning cfgPatches...ok (altered)
No Error(s)
Output is to config.bin
rapify x64UnicodeVersion 1.75, Dll 4.97 "grass_green.rvmat"
No Error(s)
Output is to grass_green.rvmat
1ModCollection\MyRealTerrain\data\grass_green_co.paa
1 File(s) copied
1ModCollection\MyRealTerrain\data\grass_green_nopx.paa
1 File(s) copied
rapify x64UnicodeVersion 1.75, Dll 4.97 "P_000-000_L00.rvmat"
No Error(s)
Output is to P_000-000_L00.rvmat
1ModCollection\MyRealTerrain\data\roads\roads.dbf
1 File(s) copied
1ModCollection\MyRealTerrain\data\roads\roads.prj
1 File(s) copied
1ModCollection\MyRealTerrain\data\roads\roads.shp
1 File(s) copied
1ModCollection\MyRealTerrain\data\roads\roads.shx
1 File(s) copied
rapify x64UnicodeVersion 1.75, Dll 4.97 "RoadsLib.cfg"
No Error(s)
1ModCollection\MyRealTerrain\data\roads\RoadsLib.cfg
1 File(s) copied
rapify x64UnicodeVersion 1.75, Dll 4.97 "Seabed.rvmat"
No Error(s)
Output is to Seabed.rvmat
1ModCollection\MyRealTerrain\data\seabed_co.paa
1 File(s) copied
1ModCollection\MyRealTerrain\data\seabed_nopx.paa
1 File(s) copied
1ModCollection\MyRealTerrain\myrealterrain.hpp
1 File(s) copied
1ModCollection\MyRealTerrain\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.
Building entries:...
config.bin
grass_green.rvmat
grass_green_co.paa
grass_green_nopx.paa
P_000-000_L00.rvmat
roads.dbf
roads.prj
roads.shp
roads.shx
RoadsLib.cfg
Seabed.rvmat
seabed_co.paa
seabed_nopx.paa
myrealterrain.hpp
myrealterrain.wrp scanning wrp
p3d: P:\temp\1ModCollection\MyRealTerrain\myrealterrain.wrp
missing \1_mod_collection\myrealterrain\data\layers\p_000-000_l00.rvmat
^
missing \1_mod_collection\myrealterrain\data\layers\p_000-000_l00.rvmatI looked everywhere inside config to find the 1_mod_collection directory its asking for; to change it to the current P:\1ModCollection\MyRealTerrain\data\layers
- with a quick search of p_000-000 rvmat , i figured out its inside this directory : P:\a3\map_altis\data\layers .....now how the heck is this doing this?
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Hello everyone, Im making terrain, I open bulldozer and terrain is so huge and crazy, Bulldozer is my first time using it. I want to figure out how to flatten everything to the right level , I use cryengine before and I love the editor it is so simple!, I think i heard somewhere I can import the cryengine the terrain heightmap I have from L3DT that I make and then edit the height map the way i like in cryengine instead of using this bulldozer... here are some pictures below, how do i fix this and why do my textures not show up in bulldozer.
i want to smooth mountains like in cry engine editor is so easy, is it possible to import this heightmap and then use it in arma 3
-- and how do you finalize a project wrp, I made folder in arma 3 @island>addons .. I dont know how to finalzie project,ie, convert wrp to the .pbo
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;2931015']try a path without spaces and dashesthanks that worked
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18:54:26: Can't load image from file 'P:\0-My Projects - Mod List\0Terrain\source\mapLegend.png': file does not exist.
18:54:26: Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\0-My Projects - Mod List\0Terrain\source\mapLegend.png" ) Unable to open the image file.
18:54:26: Layers generation - Unable to load the file "P:\0-My Projects - Mod List\0Terrain\source\mapLegend.png".
http://i.imgur.com/L8EhVTj.png (1023 kB)
k wel i figured above out , now buldozer not running --....
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RUNNING FUTURATOP.BAT AND TYPING YES > ENTER = NO DEOGG.. EVEN THO I INSTALLED IT FROM EXE AND FROM THE COMMUNITY UPDATER... -.- STRANGE...?
i have restarted many times and made sure the p is mounted of course, my p folder is up to date with developer option in steam.
http://i.imgur.com/YBKOVVI.png (898 kB)
http://i.imgur.com/YBKOVVI.png
---------- Post added at 00:50 ---------- Previous post was at 00:35 ----------
found a solution for anyone that has this problem in the future - Woohoo THE solution !
Install deOgg the go to the installation folder :
C/Programe/Mikero/dePboTools/bin then
copy and rename deOgg64.dll to deOgg.dll
you MUST have 2 files, deOgg64.dll and deOgg.dll
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Thanks silola this is honestly the easiest and fastest way to place objects on any map! Your amazing
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how do i make a new thread i have an arma 3 tools issue
I am gonna create a Movie Look for Arma 3 with ReShade - Which Look would you want?
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted