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MiauX

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About MiauX

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    Lance Corporal
  1. Holy mother of fuck Neo, this is a masterpiece of the modding comunnity.
  2. Hey DigitalCenturon, i use PBOproject to compile the map. I noticed that you use "A3_Map_DGC_LostCoast" as a map class and the same structure in the clutter definitions "DGC_LostCoast_*" I would try simplifying those tags with just "DGC". Examples: A3_Map_DGC_LostCoast > A3_Map_LostCoast And the clutter/surface definitions like: DGC_LostCoast_WeedGreenTall > DGC_WeedGreenTall My current configs: config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Serifos { units[] = {"serifos"}; weapons[] = {}; requiredVersion = 1.0; version = "05/11/2014"; fileName = "serifos.pbo"; author = "MiauX"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Serifos: Stratis { cutscenes[] = {}; description = "Serifos Island"; worldName = "serifos\serifos.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {7680,7680,500}; seagullPos[] = {7680,7680,500}; longitude = 65; latitude = -34; elevationOffset = 2000; pictureMap = "serifos\data\sat_preview.paa"; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Serifos\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; /* class OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "serifos.hpp" }; }; }; class CfgWorldList { class Serifos{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" cgfSurfaces.cpp class CfgSurfaces { class Default {}; class mux_grass_green_Surface : Default { files = "mux_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "mux_grass_green_Character"; soundHit = "soft_ground"; }; class mux_rock_Surface : Default { files = "mux_rock_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "mux_rock_Character"; soundHit = "soft_ground"; }; class mux_gravel_Surface : Default { files = "mux_gravel_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "mux_gravel_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class mux_grass_green_Character { probability[]={0.99}; names[]={"mux_StrGrassGreenGroup"}; }; class mux_rock_Character { probability[]={0.99}; names[]={"mux_samplemaprock"}; }; class mux_gravel_Character { probability[]={0.99}; names[]={"mux_StrGrassDry"}; }; }; cfgclutter.cpp class Clutter { class mux_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class mux_samplemaprock: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class mux_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.7; scaleMax = 0.8; }; }; Once i had the exact same problem than you, and cleaning the tags structure solved it completely. Good luck with this, i know how frustrating it can be
  3. MiauX

    [WIP] New map incoming need help

    I would play on that map :P Its a small and affordable starting point, im struggling with my current island for beign too big (well, actually not so big, just too much for a lonely wolf like me)
  4. MiauX

    [WIP] New map incoming need help

    But when you do the first fly-by of your (bad) terrain on Arma...
  5. MiauX

    [WIP] New map incoming need help

    In your first map you ussualy need weeks just to setup the editing environment properly and then, starting to work with Buldozer. And yes, you need to read a lot of guides to do so. Some Youtube tutorials will come in handy too
  6. There you go :P https://www.dropbox.com/s/wn6a81r2pi8ej7i/Defining%20Airstrips%20and%20Taxiways%20tutorial%20ver2.0.7z?dl=0 Its a package containing some useful info about the subject, hard to undestand but it probably works
  7. Nice stuff! Someday ill try some of these tips
  8. Its gonna be boats, ill do a port somewhere in the terrain
  9. Aaaaaaaaand... Finally somewhere to land ^^ Still needs a lot of work to be a decent airport, but its something: Full resolution image: http://i.imgur.com/SDGPhAx.jpg (485 kB)
  10. You mean cleaning the coast texture? Or aligning the coast to the actual heightmap coast. Because that would use two diferent thecniques. If you mean clening the texture, there is no magic button, you must clean it by hand with the eraser tool
  11. Dont worry about the config.bin error, my buldozer shows the same after a Tools update (sigh...) and runs like charm.
  12. MiauX

    Map Lighting

    I wonder the same :p
  13. Thank you all for your good feedback! Regarding the Airfield, even considering that i agree on a 100% unmodified island and focusing only on helicopters, having at least one Airfield its like a comunnity standard and i feel "forced" to make one to appeal to a wider player base. If someone played "Isola Di Capraia" that kind of airfield (an independent model made of concrete "floating" near the island) would fit really well, maybe i'll use something like that to avoid touching the heightmap once again. By hand, just make one line, and copy-paste the others, its quite easy that way. And again, thanks everyone for your feedback, its really motivating!
  14. Look for the file steam_appid.txt (its in P:\) and make sure the number inside its "107410", otherwise change it. Its a known bug that happens sometimes when installing the tools
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