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Vcz

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Everything posted by Vcz

  1. Hey guy's. I have a question for you, is there possible to create a polyline with object ; Like the rail A2 object ? I spend some hours to try making a railway but honestly it's a real nightmare, even more with a 822km² map. :D When i see the DayZ standalone Chernarus+ i think there is a way to do it. The new railway fit very well, even with the elevation of the terrain (my biggest problem with my railway).
  2. Hey guy's. I got a question about importing arma 2 buildings an object into an arma 3 map. I have imported "Land_rails_bridge_40" from the arma licensed data pack with movefolder tool from mikero. I read a lot about crunch from .p3d, but i didn't find this option. So i have crunch from config. It work well and it import everything the .p3d need to work properly into a new folder. Then i place this object with TB, as you can see it work well : But ingame the building/object doe'snt work, we can see it in the ingame map but not ingame : Here is my question, how importing stuff like objects and buildings from this licensed data pack to my arma 3 map?
  3. Fixed it ! Wanna laugh ? I forget to set the path to config correctly in pboproject. :banghead: Anyway... i'm happy. Thank you for help.
  4. Yes the bounding box is here. Ok thanks for the detail, mine come from ALDP_A2_PBOs_APL-SA_part3. I thought mine was already the unbinarized one... Will try with the unbinarized model.
  5. Thanks, it's very nice. Look like our .p3d was not the exact same. mine come from the licensed data pack from arma 2, i think your's come from arma2/ca folder ? But... this don't work too. I begin to be crazy.:banghead: Even if i do not touch anything in your .pbo, the exact same path ect..
  6. Vcz

    Mysterious Problem

    Hey, try with this config. #define _ARMA_ class CfgPatches { class A3_Map_ofc_test { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; magazines[] = {}; ammo[] = {}; }; }; class CfgVehicles{}; class CfgLensFlare { flareSizeEyeSun[] = {0.2}; }; class CfgWorlds { class DefaultWorld { cutscenes[] = {}; class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class ofc_test: CAWorld { cutscenes[] = {}; author = "HD Christopher"; description = "Test"; //pictureMap = "ofc_test\data\picturemap_ca.paa"; //pictureShot = "ofc_test\data\.paa"; worldName = "ofc_test\ofc_test.wrp"; startTime = "12:00"; startDate = "11/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 72.4111; latitude = 7.3133; //south is positive elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = ""; 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 Grid: Grid { offsetX = 0; offsetY = 10240; 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.h" class Names { }; }; }; class CfgWorldList { class ofc_test{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" But if you still want to inherit stratis config map, just add "newRoadsShape = "";" as it's already said by the others. ;)
  7. Hey. When you launch buldozer, once everything is loaded push "F1", there is few option like video option. ;) Maybe there is something for the fog underwater.
  8. Vcz

    Building now showing on MAP

    Wait for the next update of pboproject. I think mikero is aware of this problem.
  9. Well thank you, i didnt figured this out. Now i understand. :) So i redone everything, i follow your tutorial step by step, check the config, the path ect.. but still not working ingame, the bridge can't be show... :( No any error anywhere the .rpt, TB, movefolder and pboproject logs are just fine. I upload my object folder, please check it out -> https://1fichier.com/?qo90i2kr8h (~10mo, download link at the bottom of the page ;) )
  10. Yep, thanks. I already know this thread, i have made some research before posting. ;) But as i said, i can't follow exactly the steps he said because i can't crunch from .p3d. As you can see i can't find "Crunch from .p3d". I will take a look at moveobject instead of movefolder.
  11. Yes there is an another small part for this bridge, but i don't think i can throw any problem. It is nice looking without it anyway. Yes thanks, it solve the compile problem. But the bridge still does'nt appear in game. I have work a little bit on the config but it's still don't appear in game... :( Here the new config : #define _ARMA_ #include "basicdefines_A3.hpp" #include "cfgPatches.hpp" //Class P:\vcz\vcz_object\config.bin{ class CfgVehicles { class House; class House_F: House { class DestructionEffects; }; class Ruins_F; class Land_rails_bridge_40: House_F { scope = 1; displayName = "Railway bridge"; model = "\vcz\vcz_object\rails_bridge_40.p3d"; armor = 800; }; }; //}; cfgPatches class CfgPatches { class vcz_object { units[] = {"Land_rails_bridge_40"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Structures_F","A3_Map_Bordeaux"}; }; }; I will download some maps to see how the guy(s) who made it make it. =====================EDIT================================== So i have download some maps, and the only one i find interesting with porting buildings & objects as stand alone addon was Bornholm. Looking at the configs does not help me, everything seems okay in my config. Here the config from bornholm object : Honestly i'm now stuck... :(
  12. Yes i compile my addons with pboproject up to date. Not any error in the .rpt logs. Just a pop up error at the loading screen. something like "no cfgpatches in bin/config.bin ". here my config.cpp : //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.87 //Wed Dec 10 18:08:38 2014 : Source 'file' date Wed Dec 10 18:08:38 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class P:\vcz\vcz_object\config.bin{ class CfgPatches { class CAStructures_Railway { units[] = {"Land_rails_bridge_40"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData","CAStructures","CABuildings","CABuildings2"}; }; }; class CfgVehicles { class HouseBase; class House: HouseBase { class DestructionEffects; }; class Ruins; class Land_rails_bridge_40: House { model = "\vcz\vcz_object\rails_bridge_40.p3d"; scope = 1; armor = 150; }; }; //}; I did not touch anything. I know the "requiredAddons[] = {"CAData","CAStructures","CABuildings","CABuildings2"};" call for unexisting files. I have try to make this empty like "requiredAddons[] = {};" but i can't compile it with pboproject like that. dos log :
  13. Hey guy's i come back with some news. So i've made a new railway, the same way as road. It work and that's how it look like in game (do not look at the strange clutter & surfaces color, it's my satmap with premade road to follow with polyline) : At this point everything is ok, except rvmat i have just copy/past an existing one. Doe's this matter ? If yes, how can i generate new one for this road especially? Then there is the map, with main road, road and the railway (the little white line). Everything is ok too, but the railway line is white, i want it black. Is there a way to change this color without touching the configmap in Dta/xxx.pbo ? I've got another problem concerning arma 2 import object, but i will create a new thread for this, please take a look at : http://forums.bistudio.com/showthread.php?186499-How-to-import-arma-2-buildings-amp-objects-into-arma-3-map-properly&p=2836209#post2836209
  14. Hey guy's, since the last A3 update i'm not able to launch buldozer. Look like shader problem. :( Here the full .rpt log : Edit : I'm so stupid, i have forget to update my P:\ drive. Solution : Update arma3p tool by mikero (and all his dependance) then update P:\ drive. Sorry for the post.
  15. Vcz

    setup a forest ??

    This is not really a solution, this is a terrible way to do that but you can paint manually your forest in your satmap. But you will not see it in your in game normal map, as i said it's a terrible way to do that, but it can do the job temporarily. (Like for the new deadline of MANW ;) )
  16. Vcz

    setup a forest ??

    Do you try with official tree (from A3) ?
  17. Yeah i think i gonna give up the 3d railway idea for now. And making this. By creating a railway.paa the same way as road.paa and use the same procedure (polyline) for road but with the new railway.paa.
  18. Vcz

    setup a forest ??

    Not sure about what i'm gonna say but try add to you'r config.cpp : minTreesInForestSquare = X; Just change X by the number you want like 2 if you wan't to define any zone with more than 2 tree for ?m². I don't know how big the square² is. Then repack you'r map. If the forest zone was too big or unrealistic try with 4 ect...
  19. Thanks for the answer. Well this is a lot of barrier to railway... :( Is there a way to unbinarize assets ? i'm quite new to modeling.
  20. Vcz

    Grid problem ?

    Hello Kakarot, the "grid" problem you have is'nt really a grid. That kind of "grid" mean it is perfectly flat. Try to make more slope and then smooth it (or not). ;)
  21. Thanks for the answer. So, i try to find an object with snap point but i don't find any of them. Does snap point was an another stripped feature from Terrain builder or i am doing something wrong (Placing the object then i click on toggle snapper) ? I have try with a lot of object, like fence, walls, rail ect. https://manuals.bisimulations.com/vbs3/3-4/devref/Default.htm#VisitorNG/Object_Snapping.htm%3FTocPath%3D6%2520Terrain%2520Manual%7CObjects%7C_____6
  22. Yes the fact the railway does'nt align to slope is the main problem i have encountered. Nice idea, i did not figured this out. Congrats', it look really nice ! So you place it manually, i mean you just spawn the object and then place it correctly with bulldozer without any line* tools or scripts ? (*Like polyline)
  23. Sure i'm interested, any solution is welcome. Let me know if i can help you. skype or something. Yeah the feature is already here, "Add (fill new object)" but it does'nt work atm. It just put a very ugly kind of texture path on the ground, but no objects. I didn't understand why they have stripped this features. :(
  24. Yeah i think it will work. But it will be just a flat texture on the ground without the model. :(
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