Vcz
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Everything posted by Vcz
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All the relative stuff concerning surfaces in layers.cfg need to be lower-case (also you'r texture files name). (Fr : lower-case : en minuscule) Take a look at this post from Bushlurker : http://forums.bistudio.com/showthread.php?185834-No-clutter-showing-possible-BinMake-error-in-pboProject-binLog&p=2824183&viewfull=1#post2824183 In you'r config.cpp : -> #include "cfgSurfaces.h" need to be #include "cfgSurfaces.hpp". Same with clutter //newRoadsShape = "TPS_DiegoGarcia\data\roads\roads.shp"; -> newRoadsShape = ""; class Map_Will_Paulines -> class A3_Map_Will_Paulines
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Thanks. :)
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Hey guy's. I have a problem with a map i made. Everything work fine but after a few minutes the game freeze and the only option i've got was to ctrl-alt-del and shut down arma 3. Here the .rpt log. Here my map settings : My config.cpp #define _ARMA_ class CfgPatches { class Vcz_Map_Bordeaux { units[] = {"Bordeaux"}; weapons[] = {}; requiredVersion = 1.0; version = "0.1a"; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Stratis"}; fileName = "Vcz.pbo"; author = "Vcz"; }; }; /* class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; */ class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Overcast; }; }; class Stratis: CAWorld { class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class Bordeaux: Stratis //remplacer plus tard { cutscenes[] = {}; // liste des classes definissant les missions affiché sur l ecran d'accueil de ARMA3 description = "Bordeaux - France"; // nom de l ile //icon = ""; // Icone s affichant devant le nom de l ile worldName = "Vcz\map\Bordeaux.wrp"; // chemin d'accès du fichier wrp de l' île //pictureMap = ""; // image de fond d'ecran au chargement de l'île //plateFormat = "AS$-####"; //plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; //author = "Vcz"; // Nom de l auteur s affichant sous le nom de l'île //mapSize = 28672; // Taille //mapZone = 31; // Zone UTM startTime = "13:37"; // Heure de depart startDate = "17/06/2014"; // date de depart startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; // position dans l editeur au chargement de la map seagullPos[] = {2560,2560,500}; longitude = 0.8; // Longitude de la carte latitude = -44.8; //Latitude de la carte sud est positif (wtf?) elevationOffset = 2000; // Altitude de base de la carte. envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = ""; // route Vcz\map\data\roads\roads.shp //loadingTexts[] = {"Salut"}; // Message au chargement de l'île 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 // Terrain externe au mapframe, crash atm { satellite = "Vcz\Map\data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "Vcz\Map\data\grass_green_nopx.paa"; texture = "Vcz\Map\data\grass_green_co.paa"; }; }; }; */ class Grid: Grid //affichage des coordonnées en fonction du zoom. { 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 //villes et point d interet sur la carte. { }; }; }; class CfgWorldList { class Bordeaux{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" Any idea of what causing this? Edit : More lisibility for config.cpp
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Bulldozer problem - some objects are not displayed
Vcz replied to ronhillultra's topic in ARMA 3 - TERRAIN - (BUILDER)
Hey, for the road not showing in buldozer you can try to make a mask image with a new material like concrete for your road. Then once all the object are here remove the mask image with concrete-road. -
No clutter showing, possible BinMake error in pboProject binLog
Vcz replied to viper2511's topic in ARMA 3 - TERRAIN - (BUILDER)
I think pboproject by Mikero is actually the best for mapmakers. With other's, maybe i'm wrong but you will have some problem with roads. -
Ok thanks, i will try, that's true 88x88 is horrible (but hello 60fps). When you say closer to 40x40, is it better to choose 28x28 or 56x56 (This number are the closest i have for 40x40. cause i have change my map settings to 4096x4096 7m/px) ? 28x28 more detail but less performance, 56x56 less detail but more performance. Does it impact anything else ?
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Hey guy's. I think i found the problem ; Memory. I have change the size of the texture layers, 88x88 instead of 5.5x5.5. Now everything work fine. Hope this help.
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Issue when compiling terrain from TB to ArmA 3
Vcz replied to Sgt H. Taylor's topic in ARMA 3 - TERRAIN - (BUILDER)
In you'r config.cpp change the "elevationOffset = 2000;" to "elevationOffset = 0;" I didn't see you'r normal sat image in TB, maybe it's you'r problem. -
Thank you Jakerod, it fix the bug too without cuting part of my map (even if it was just some metters). :) You'r method is better than mine.
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Hey guy's. I'm mapping some stuff right now but i have a problem with some border (frontier, wilderness?) of my map. When i'm importing my heightmap.xyz to Terrain builder, Terrain builder generate some new tiles in the border of the map (at the North and East). Here is my problem those new tiles are water, cause my imported heightmap was not a island but a coast. Here is a screen of my problem : http://img15.hostingpics.net/pics/561149prob3.jpg same spot in game : http://img15.hostingpics.net/pics/3338242014110700001.jpg and an another screen from my mapframe settings : http://img15.hostingpics.net/pics/504189prob2.jpg Funny fact, in terrain builder the South(earth) and the West(sea) border are ok. (In L3DT i don't have the problem) I wan't my border like Chernarus in arma 2. (like that, my south border http://img15.hostingpics.net/pics/4901682014110700003.jpg) Any idea on how i can change/fix it?
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Hey guy's. I fix this problem by reducing the scale of my terrain size(m) by 10 meter. (28672m -> 28662m) Then i rebuild terrain and voilà . That reduce the frame of my mapframe and cut this unwanted part. Hope this will help.
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Same question, i suppose we need more posts.
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Hey there, i'm Vcz, 25 years old. I'm playing arma since arma 2. I'm actually madding a map for arma and i have a few questions but i can't start a new thread. So excuse me for the flood.