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Found 5 results

  1. This method is the one I use, I do not know if someone else uses it, that's why I share it, I see that many people do this task manually with a brush, in my project I have a really big satellite texture, separated into 16 tiles of 27526x27526px, so I needed an agile way to automate the process, and to match each of the tiles The solution was to use the indexed color mode of PS, summarize the satellite to 5 or 6 basic colors to which it comes closest, and I can use the Magic Wand and Paint Bucket tools to create new layers with the colors of the layers.cfg (Tolerance = 0 / without Contiguous) Satellite Image > Mode > Indexed Color (You can use some extra colors if you want to differentiate something) Indexed Overlapping colors Zoom Another improvement I got is to work with 2 different resolutions for satellite and mask, initially because of the size of the map I worked with m / px = 2 with 1024px tiles but I was not satisfied with the ingame result of the mask, so I changed am / px = 1 and doubled to 2048px (we must keep the same amount of "Tiles in Row"), but only regenerated the mask (and with it new .rvmat files) In this way I improved the resolution of the mask and kept the files of the satellite and normalmap (and I kept the size) You can download the following 2 images to compare the difference of definition and therefore of hd texture assignments Mask 1024px Mask 2048px
  2. Hey everybody, I am working on my first script and unfortunately can not find any results at google or in here for a specific question. I hope it therefore is actually possible! Please consider following script snippet _tent = _tentType createVehicle [0,0,0]; 'tent spawned to world' call ReconMod_fnc_log; _tent setpos (_caller modelToWorld [-5,5,0]); 'tent moved to player position' call ReconMod_fnc_log; And this is how the tent spawns. I would like to have it snapping to the surface. When I try so spawn it on a hill or something it happens to disappear completely
  3. Hello, I can't get the AI divers swims at the surface level... Anyone can help? The following command in the diver's init field dosen't work for me: this swimInDepth 0; Thanks and regards.
  4. Hey guys, I am currently making a map and I run into trouble. Whatever I am trying to do in my cfgSurface.hpp and my cfgClutter.hpp doesnt work. I could really use some help here! Layers.cfg: class Layers { class texture_grass { texture="Map1_Saves\data\middle_mco.paa"; material="Map1_Saves\data\texture_grass.rvmat"; }; class texture_gravel { texture = "Map1_Saves\data\middle_mco.paa"; material="Map1_Saves\data\texture_gravel.rvmat"; }; class texture_rock { texture = "Map1_Saves\data\middle_mco.paa"; material="Map1_Saves\data\texture_rock.rvmat"; }; class texture_forest { texture = "Map1_Saves\data\middle_mco.paa"; material="Map1_Saves\data\texture_forest.rvmat"; }; class texture_sand { texture = "Map1_Saves\data\middle_mco.paa"; material="Map1_Saves\data\texture_desert.rvmat"; }; class texture_field { texture = "Map1_Saves\data\middle_mco.paa"; material="Map1_Saves\data\texture_field.rvmat"; }; }; class Legend { picture="Map1_Saves\source\mapLegend.png"; class Colors { texture_grass[]={{0,255,0}}; texture_gravel[]={{0,0,0}}; texture_rock[]={{255,255,0}}; texture_forest[]={{255,0,255}}; texture_sand[]={{0,0,255}}; texture_field[]={{255,0,0}}; } }; cfgSurface.hpp: class CfgSurfaces { class Default{}; class Water{}; class texture_grass_Surface : Default { access = 2; files = "texture_grass*"; rough = 0.1; dust = 0.35; soundEnviron = "grass"; character = "texture_grass_Character"; soundHit = "soft_ground"; maxSpeedCoef = 0.9; }; class texture_gravel_Surface : Default { access = 2; files = "texture_gravel*"; rough = 0.05; dust = 0.45; soundEnviron = "gravel"; character = "Empty"; soundHit = "soft_ground"; maxSpeedCoef = 1; }; class texture_rock_Surface : Default { access = 2; files = "texture_rock*"; rough = 0.1; dust = 0.05; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; maxSpeedCoef = 1; }; class texture_forest_Surface : Default { access = 2; files = "texture_forest*"; rough = 0.1; dust = 0.25; soundEnviron = "grass"; character = "Empty"; soundHit = "soft_ground"; maxSpeedCoef = 0.8 }; class texture_desert_Surface : Default { access = 2; files = "texture_desert*"; rough = 0.15; dust = 0.75; soundEnviron = "sand"; character = "Empty"; soundHit = "soft_ground"; maxSpeedCoef = 0.5 }; class texture_field_Surface : Default { access = 2; files = "texture_field*"; rough = 0.15; dust = 0.45; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; maxSpeedCoef = 0.8 }; }; class CfgSurfaceCharacters { class texture_grass_Character { probability[]={0.99}; names[]={"texture_grass_clutter"}; }; }; cfgClutter.hpp class Clutter { class texture_grass_clutter: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; config.cpp: #define _ARMA_ class CfgPatches { class Map1_Saves { units[] = {"Map1_Saves"}; weapons[] = {}; requiredVersion = 1.0; version = "21/04/2017"; fileName = "Map1_Saves.pbo"; author = "Jannis"; }; }; class CfgWorlds { class CAWorld; class Altis: CAWorld { class Grid; class DefaultClutter; }; class Map1_Saves: Altis { cutscenes[] = {}; description = "Map1_Saves"; worldName = "Map1_Saves\Map1_Saves.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Map1_Saves\data\roads\roads.shp"; 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 = 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 "Map1_Saves.hpp" }; }; }; class CfgWorldList { class Map1_Saves{}; }; class CfgMissions { class Cutscenes { }; }; #include "cfgSurfaces.hpp" Thanks for your help
  5. Hi everyone. First of all, i must say that my native language is not English, so...sorry for the mistake i m making. Now, to the point: I started to make a custom terrain following CAPTNCAPS tutorial: https://www.youtube.com/playlist?list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5 Most of the files I edited as show on the video, and used the given templates. With some difficulty I managed to make a simple map, but I cannot make the Clutter to appear on game (they don’t show on bulldozer, but apparently this is normal). I tried some of the workarounds that I see here in the forum, but apparently my problem must been specific. Config.cpp CFG Surface Clutter And Layers Config: Ah! And I used capital letters on the paths and some names: "MPJ\Omaha\data\MPJ_soil.rvmat"; Can this cause problems? And Last, but not least: When I exit the map on the editor I get the following message: No entry bin\configbin/cfgworlds.Omaha. Thanks.
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