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Everything posted by Tonto-
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How can you edit these coordinates?
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I was wondering has anyone made any kind of step by step guide how to import shape data from Open street map to terrain builder project? Since theres tons of accurate data, it really feels pointless to draw shapes in TB. What would it take to get a shape file from Open Street Map from QGIS to TB? As far as i understand, once you have downloaded the data, you have to edit its coordinates and scale so it will fit your map. Am i right? So how do I edit polylines or heightmaps coordinates? With QGIS?
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SOLVED: I cant get rid of this error "Warning: surface mask tile "asd_555_555_lca.png" - found xx materials (6 allowed)" in Terrain Builder while trying to generate surface mask layer. It generates the layer but when i try the terrain in bulldozer, everything is just one surface texture. This is from TB console: Debugger info - Cannot evaluate 'X¢¨¤' - no file Debugger info - Cannot evaluate 'X¢¨¤' - no file Debugger info - Cannot evaluate 'X¢¥' - no file Debugger info - Cannot evaluate 'X¢¥' - no file Debugger info - Cannot evaluate 'X¢h¥' - no file Debugger info - Cannot evaluate 'X¢h¥' - no file Warning: surface mask tile "M_006_000_lca.png" - found 101 materials (6 allowed) Warning: surface mask tile "M_007_000_lca.png" - found 118 materials (6 allowed) Warning: surface mask tile "M_008_000_lca.png" - found 140 materials (6 allowed) Warning: surface mask tile "M_009_000_lca.png" - found 77 materials (6 allowed) Warning: surface mask tile "M_006_001_lca.png" - found 94 materials (6 allowed) Warning: surface mask tile "M_007_001_lca.png" - found 138 materials (6 allowed) Warning: surface mask tile "M_008_001_lca.png" - found 119 materials (6 allowed) Warning: surface mask tile "M_009_001_lca.png" - found 27 materials (6 allowed) Warning: surface mask tile "M_006_002_lca.png" - found 68 materials (6 allowed) Warning: surface mask tile "M_007_002_lca.png" - found 120 materials (6 allowed) Warning: surface mask tile "M_008_002_lca.png" - found 130 materials (6 allowed) Warning: surface mask tile "M_009_002_lca.png" - found 77 materials (6 allowed) Warning: surface mask tile "M_007_003_lca.png" - found 65 materials (6 allowed) Warning: surface mask tile "M_008_003_lca.png" - found 114 materials (6 allowed) Warning: surface mask tile "M_009_003_lca.png" - found 105 materials (6 allowed) Warning: surface mask tile "M_007_004_lca.png" - found 57 materials (6 allowed) Warning: surface mask tile "M_008_004_lca.png" - found 124 materials (6 allowed) Warning: surface mask tile "M_009_004_lca.png" - found 91 materials (6 allowed) Warning: surface mask tile "M_007_005_lca.png" - found 12 materials (6 allowed) Warning: surface mask tile "M_008_005_lca.png" - found 110 materials (6 allowed) Warning: surface mask tile "M_009_005_lca.png" - found 74 materials (6 allowed) Warning: surface mask tile "M_008_006_lca.png" - found 92 materials (6 allowed) Warning: surface mask tile "M_009_006_lca.png" - found 62 materials (6 allowed) Warning: surface mask tile "M_008_007_lca.png" - found 89 materials (6 allowed) Warning: surface mask tile "M_009_007_lca.png" - found 31 materials (6 allowed) Warning: surface mask tile "M_008_008_lca.png" - found 63 materials (6 allowed) Warning: surface mask tile "M_009_008_lca.png" - found 19 materials (6 allowed) Grid size is 8192 x 8192, same as heightmaps resolution. Cell size 2.250 Im trying to build 18.432 x 18.432km terrain. Sat image resolution is 18432 x 18432px Mask image 36864 x 36864px in .tiff format The mask image has no more than 6 colors strictly picked from maplegend picture. Heres layers.cfg: class Layers { class lapua_sammal { texture = ""; material = "p:\lapua\data\lapua_sammal.rvmat"; }; class lapua_hietikko2_gravel { texture = ""; material = "p:\lapua\data\lapua_hietikko2_gravel.rvmat"; }; class lapua_pelto { texture = ""; material = "p:\lapua\data\lapua_pelto.rvmat"; }; class lapua_pelto2_green { texture = ""; material = "p:\lapua\data\lapua_pelto2_green.rvmat"; }; class lapua_hakkuu2 { texture = ""; material = "p:\lapua\data\lapua_hakkuu2.rvmat"; }; class lapua_nurmi2 { texture = ""; material = "p:\lapua\data\lapua_nurmi2.rvmat"; }; }; class Legend { picture="p:\lapua\source\MapLegend.png"; class Colors { lapua_sammal[]={{0,255,0}}; lapua_hietikko2_gravel[]={{255,255,0}}; lapua_pelto[]={{0.255.137}}; lapua_pelto2_green[]={{7.0.254}}; lapua_hakkuu2[]={{255.128.0}}; lapua_nurmi2[]={{255,0,4}}; } }; Im all out of ideas. Why tb finds those materials?
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Oh boy how can a person be this blind. It was about those dots. :D Thanks a million, jakerod.
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No help.
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Awesome looking map! I think it has more middle east look than mediterranean. Iraq, Syria, maybe Israel..
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VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the heads up, pellejones! I don't believe i have encoutered such problems yet. I have been waiting for final release of CUP before making VT5 support it, but I'll check into it. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your addon will end up to use for sure. In Vt5 and of course in future projects. I appreciate your gesture very much. :) EDIT: Any idea why my nickname isn't Tonto- anymore? -
Holy crap there is a lot of stuff in this thing. Amazing work. Great addon! Thanks for sharing it with a community. :)
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Discover, Play, Promote missions and mods withSIX
Tonto- replied to sickboy's topic in ARMA 2 & OA - GENERAL
PWS seems to be broken since it added GTA V to its game repertory. It's stuck either in "initializing", "syncing" or "processing" states. After a while it crashes with crash report that tells "Leaked a mutex" or something about updater. -
Surprisingly it doesn't seem to work in briefing screen. :huh: Is there ever going to be such feature? Otherwise, really great mod! Simply adds tons of accessibility to the game.
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Wow, BIS. :o You really helped terrain makers with this Terrain Processor! This tool makes so many things so much easier than it used to be. Especially editing the heightmap. Before it was nothing but a pain in the ass give your terrain some detail with perlin noise brush tools etc. :D DEM converter is just mind blowing! Im sure the community will see much more detailed terrains in the future just because of this tool!
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Can you import objects from .wrp to Terrain Builder?
Tonto- posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hello again. Is it possible to import objects from .wrp file to Terrain Builder? I had about 30 layers of objects, about 400k in all, placed to my map when I started having problems with TB and basicly had to start with new project. Importing every layer again and making sure everything is where it should be would take too long and now I'm looking the way to cut some corners. :) So I need my already binarised objects to TB to be able to continue the work. I know Mikeros dewrp can list objects but i don't know how to print them to the format that TB can understand. Can I just import .wrp to TB? EDIT: SOLVED. -
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Santa Catalina Island, USA: Terrain
Tonto- replied to gotdead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks great! I hope you will publish those buildings as separate addon also. :) McDonalds lawyers must be rubbing their hands right now. :D -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think it adds great strategic element to the map and it really should be default feature in game that calls itself "simulator". I mean try sometimes how it does feel to drive next to road. :) Though I understand well why it divides opinions. I'll see what i can do with the fields. I'm not satisfied to the visual neither. The 'object' option in video settings is tied with clutter view distance btw. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
It definitely would and I recommend it even I've not tested it with my map yet. :) I'm waiting for CUP terrains to be released. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I just updated VT5 to v0.2. Vanilla APCs are now at least moving on the map. :D Download link can be found in first post. You can download it now from Steam also! Changelog: 3-7-2015 - v0.2 -Added new surface. -Fixed misplaced objects. -Fixed APC movement on forest surfaces. -Tweaked terrain lighting. Rain and storm weathers are brighter. Ambient light should be less blue-ish. -Tweaked heightmap. -Removed unnecessary dependencies. -
Orshanets terrain 12.8x12.8km (Ukraine)
Tonto- replied to Shelestov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This looks amazing. All those small details make this look really immersive. No matter how much time and work that takes, it really is worth the effort. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for telling, Sparfell. I don't believe map will need afghan.pbo and I will fix it for next version. I wasn't sure would there be any problems if I left some aiatp addon's out, so the whole mod is required. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Vehicles that inherit vanilla configs are problem ofc, but for example RHS vehicles work just fine. It's just about vanilla configs. I'll have to think about this but I would not want to fix problem that is caused obviously broken vanilla config. EDIT: But just to be clear. Vehicles are not supposed to be used in forests in VT5. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I noticed that the vanilla apcs are less capable in offroad than offroad car. So i guess problem is in marshal config. I was going to register bug report about this, because i think huge wheeled armored car should work better in offroad. Now its like suv -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd love to have more nordic look on map too. I had no idea Swedesh Forces Pack team were doing map :o I'll have to ask them about it definitely. Every building is replaceable ofc. I personaly just value buildings with indoors much much more than building with right looking paint coat. Indoors add more gameplay elements than visual look. Map will not have cities. I might add runway to the outside of the map. The in itself will have to do as runway for now.I find the performance to be surprisingly good. It has not been tested with high player count + AI, but for TVT purposes it is proven to work fine. +30 players with +120 AI units worked fine as far is I know. I'm sure the map will have some AI issues, especially because of objects close to narrow roads. AI seems to navigate pretty well though. I guess the map is made purely TVT in mind. Higher object distance means lower performance. I'll have to check my gpu-load when i get back to my pc, but im pretty sure it is heavier load for GPU than most maps. I think the map is fully playable with object distance of 2000 since low distances on ground at least.. I5 4960k @4,7ghz, GTX770 2gb with very high settings and 2x fxaa gives me a pretty solid +50fps. Lowering the texture quality under high makes a huge difference in performance and visual ofc. :D Here is the area IRL https://www.google.fi/maps/@61.8275906,27.6305537,13z -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes but with cell size of 5.859 it really wasn't that detailed. The heightmap is modified manually with L3DT to add elevation changes and ditches etc. To get all the details from heightmap I first tried to build terrain with cell size of 2.930 but it caused some performance issues. ---------- Post added at 21:00 ---------- Previous post was at 20:54 ---------- Actually there really wasn't that much of a choice. Only requirement was to get inside to the building. Maybe in future versions. I've been thinking retexuring used buildings to give them a bit more Finnish look. The look of the buildings doesn't really bother me. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
Tonto- replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice to hear you like it. Unfortunately there was no real mökkis in vanilla Arma assets. :D I added v0.1.1 with proper keys.