liamgibs
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Posts posted by liamgibs
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Nevermind hahha, I fixed it.
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Hello!
So in Terrain builder everything is right; it is 2048x2048 and the Terrain mask, Terrain, Satelite image all match up perfectly.
However in game it looks like this, There if even two strange rectangle on a angle in the far part of the map (that should not be there)
It is quite strange because ingame the terrain size it perfect but when on the map it is too small, I dont want to scale it because that will make the terrain too big? Explanation for strange boxes?
Also here if a photo of what the Satelite image looks like in game:
My actual satellite image:
Why would this be occurring?
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I'm trying to do the same thing. Can you post what you have so far? I'll post my results if I can get something working too.At the moment Im pretty much just making a pistol, [Look at the Samples_F/Weapons folder for an example], I am then creating a custom Magazine to hold my custom bullets. I am then pretty much making the max [Distance] of the bullet can travel 1 meter.
I just need to work out not how to add the swing animation. :)
---------- Post added at 23:24 ---------- Previous post was at 23:20 ----------
Well you would need to create the animation, which is tedious but not to hard. Then you will need a way to fire that animation AND utilize your damage system. Perhaps speak with the guys that made the MOCAP melee addon, they might be a big helpAlright thanks. :)
---------- Post added at 23:32 ---------- Previous post was at 23:24 ----------
Okay, I think I have it sorted, You need to right a script using https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#Fired and when it gets trigged > Play Animation. :)
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Hello!
Okay, Im working on a mod. In this mod I would like a hatchet. I got the hatchet damage system ect ect, However at the moment the hatchet just floats their. I would like it so when I shoot a swing animation would occur, However I am highly confused how I would do so. If someone could point me a direction or help me out that would be great. :)
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Okay thanks!
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Hi! I am wondering in A3 near Kavala their is the following:
I am wondering how the concrete bit on the ground is done?
also... Can someone please send me the classes to put in my Roadslib.cfg for runways? Thanks!
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Where exactly you had a problem with the "/" and "\"? I have the same problem. The Bulldozer can see the road, but the game did not see any.Hi; I haven't been working on it; I noticed it wasn't really got around to putting it in game. Appearntly what is wrong is weird you are pointing your roads file in your config Try this if you think it is okay;
For instant;
"Test/data/roads/ect ect" to "Test\data\roads\ect ect" :)
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Hi; I know about these one; I was talking about making my own custom one so for example it would have Tarmac/carpark texture
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I got roads working! Found out I was using the wrong / instead of \ or the other way around! Haha
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Hello!
I was wondering if anyone knows how to put an "Overlay" on the ground like a helipad or a carpark / tarmac! Thanks!
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[/color]
Ok. Good. Yes it's 200000e 0nBut first things first. Unpack your pbo and make sure your roads shapes are indeed in the pbo.
If not then you need to add .shp,.shx,.cfg,.dbf to your list of files to copy directly in addonbuilder which I am assuming you are using since you say pboproject doesn't work.
Side note. I would stress that you try and figure out why pboproject is not working. I can't stress this enough *it's a better program*. I am a huge advocate for anything made by mikero. Whatever he makes you can rest assured it's better. That being said try that and see what happens
Hi;
Its definitely in the .pbo! PboProject crashes because binarize.exe crashes! Im little unsure why!
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Thanks for responding!
Here is my full path to the files. Roadslib.cfg, roads.shp
P:\Rockford\data\roads
Config:
Thanks for responding!
Just a side note? Is the roads required to be on a map with northing 20000 and Easting 0 or the other way around? Thanks!
---------- Post added at 22:07 ---------- Previous post was at 21:48 ----------
Hi; I tested 200000.000 and northing to 0 as directed on another page. It is still not visible in Bulldozer nor game.
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You realize you just stated two different file directories right?A3\structures_f_ind is not the same as a3\structures_f\ind
Run arma3p.exe and you'll have a properly set up p drive.
Yes I know; I fixed it up; its all working now! Anyhow. Now im still having problems with Roads. Any idea? :)
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Can you try using pboproject for you packing. It will give you a better error report if something is wrong. Which I have a feeling something is not right on your p driveI attempted to use pboproject. Binarize.exe crashed. Is this correct? and can you please attempt to use the Strucures_f_IND on one of your maps.
This is were the Strucures_f_ind is installed: P:\A3\Strucures_f_ind\
I looked at the "$PREFIX$ File; It was pointing to a3\structures_f\ind so I copied it to their. and well it worked! :D
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Firstly how did you unpack that data into your p drive? Something doesn't look right.I would suggest grabbing Mikeros arma3p and run that. It will extract all data into your p drive properly.
As for roads the only two cells you actually need are ID(references the class number of the road specified in the roadlib.cfg. So ID 1 = class 0001
And order if you have more that one road. Good for intersecting roads to specify which road is drawn first
I did as you said before! ^^ :) It looks like it didn't really make much of a difference. What .pbo do you use for households? Atm I was using the extracted structures_f_households or what ever.
- Structures_F_ind
- Structures_F_mill
- Structures_F_wrecks
- Structures_F_households
^^ DO NOT WORK
- Structures_F
- Structures_F_epa to Structures_F_epc look to be working fine. I may be using the wrong pbo for the buildings. also I add a libary everytime a use an extracted .pbo so like as follows:
Vegetation
Structure
Industrial
ect ect
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Hello! I was wonder does anyone know how to rotate & Delete objects while in Buldozer for Terrain Builder! Thanks!
---------- Post added at 08:44 ---------- Previous post was at 06:45 ----------
Dont worry found the controls! If anyone else is wondering here:
Right Mouse button + Move around = Rotate
Delete = D
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Hello, I found something that you could use! [Possibly] after I looked threw the configs I found a "Weather" class it looks like they would define the skyboxes hear is the code:
You can see it under the Weather* CLasses you would need multiple skyboxes regard the weather.
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Building Problem
Hello! So I am currently working on a map! I was working on a "Military Area". This area included hangar and other buildings.
Now this seems to be only occurring from structures_f_*, structures_f objects work fine!
This is my P:/a3/ folder with all the sources for terrainbuilder to use.
I seem to be getting this problem when I add a libary and get this:
I have tried "Automatically rename all" & "Ok" but it doesn't fix my problem.
Here is the information when I click on the hangar LINK TO IMAGE
I get error messages saying stuff like "Warning Message: Cannot open object a3\structures_f_ind\airport\hangar_f.p3d"
& When I imported the libary from my P drive i got this error:
Warning Message: Cannot open object structures_f_ind\transmitter_tower\communication_f.p3d
^ Diffrent building, All of the buildings under the pbos listed above to not show in game on custom map.
Anyway on to my road issue.
This is what I do to add roads:
1. Draw Polyline
2. RightClick > Database properties
3. Setup table like follows:
<Polyname>, ID(Int), ORDER(int), _ID(int), _LAYER (text)
NAME 4 1 2 roads
4. Select Polylines export to shapes file under data\roads in my project folder.
Here is my roadslib file:
class RoadTypesLibrary { class Road0001 { order=1; width = 14; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; }; class Road0002 { order=2; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; map = "road"; AIpathOffset = 2.5; }; class Road0003 { order=3; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0004 { order=4; width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; }; class Road0005 { order=5; width = 7; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 2; }; };
Is my config or something meant to be linked to that file ^^.
This is what is in my config currentl
newRoadsShape = "\Rockford\data\roads\roads.shp";
When I launch it in Buldozer as well I get "scripts" folder is no longer supported, ingorning "(Just example error message)
Nothing shows ingame either for the roads.
Thanks guys.
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We can only hope.. Still a long time to come tho! :)
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I had a familar problem today; I found out it was because my satellite texture was not to the right size. :) Try playing around with that
Map Scaled down? Texture file too low res
in ARMA 3 - TERRAIN - (BUILDER)
Posted
Okay sure! Thanks for the idea!
So the problem was that I had the "Cell Size" to large, My terrain size was 2048 x 2048 and my Mapframe was originally set too 2048 x 2048 with a cell size of 40. It needed to be set to 1.
I hope this may fix any problems for anyone in the future! :)
Thanks,
Jester