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Found 54 results

  1. Alright, I've just suffered the nightmare situation... Was saving X-cam project, halfway through Arma 3 just blackscreened. I waited for a while, tried to get it to respond, nothing. So, I had to force it closed, and surprise surprise, my X-cam .ini project file is totally corrupt. This is how the .ini looks now (just a preview) [Group_0] obj_0="[[0,225,0,1,"[3994.800781,7219.58252,-0.000841737]",-100,[0,0,0],[0,0],0,[],0,1,-1],[1,225,1,1,"[3987.574951,7189.14209,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[2,225,2,1,"[3985.406982,7189.813477,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[3,225,3,1,"[3983.2229,7191.0615234,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[4,225,4,1,"[3981.425781,7192.0415039,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_1="[[5,225,5,1,"[3968.746826,7192.789063,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[5,225,6,1,"[3971.374023,7190.682617,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[6,315,7,1,"[4885.00537109,5408.311035,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[6,346.174,8,1,"[4849.862793,5388.106934,0.0740741]",-100,[0,0,0],[0,0],0,[],0,1,-1],[7,46.1489,9,1,"[4144.345703,6513.947754,1.89739]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_2="[[8,110.542,10,1,"[4093.045166,7368.766602,-0.000841752]",-100,[0,0,0],[0,0],0,[],0,1,-1],[9,303.346,11,1,"[2159.0793457,6156.963867,-0.00168347]",-100,[0,0,0],[0,0],0,[],0,1,-1],[10,30.1513,12,1,"[3957.652832,7259.290039,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[11,206.856,13,1,"[4016.49707,7270.161133,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[12,57.8652,14,1,"[4186.0810547,6529.321777,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_3="[[13,87.9157,15,1,"[4260.229492,6737.12207,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[14,24.974,16,1,"[3980.540527,7260.585449,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[15,24.974,17,1,"[4000.381348,7226.234863,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[16,335.732,18,1,"[1755.595703,2954.227539,-0.965892]",-100,[0,0,0],[0,0],0,[],0,1,-1],[17,335.732,19,1,"[4745.467285,5990.625,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_4="[[18,119.444,20,1,"[4876.893555,6088.448242,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[19,119.444,21,1,"[4944.424316,6114.696289,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[19,538.85,22,1,"[4925.703125,6123.28125,-7.65979]",-100,[0,0,0],[0,0],0,[],0,1,-1],[20,178.85,23,1,"[4765.703125,6212.195801,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[20,239.456,24,1,"[4950.0419922,6032.199707,-2.09933]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_5="[[21,239.456,25,1,"[4919.831543,6061.807617,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[21,312.183,26,1,"[4912.575195,6047.895508,-1.25673]",-100,[0,0,0],[0,0],0,[],0,1,-1],[21,312.183,27,1,"[4887.158691,6173.29248,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[22,312.183,28,1,"[4795.969727,6091.355957,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[23,301.451,29,1,"[4777.470215,6076.231934,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_6="[[24,301.451,30,1,"[4777.97998,6033.415527,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[23,217.929,31,1,"[4763.0986328,6009.155762,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[25,152.02,32,1,"[4872.791016,6010.240723,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[26,120.707,33,1,"[5309.62207,5947.742676,-3.42929]",-100,[0,0,0],[0,0],0,[],0,1,-1],[27,120.707,34,1,"[5357.418457,6179.757813,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_7="[[28,209.532,35,1,"[5390.36084,6190.995605,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[29,289.646,36,1,"[5382.0327148,6202.0688477,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[30,359.595,37,1,"[4423.893555,6066.460938,0.121212]",-100,[0,0,0],[0,0],0,[],0,1,-1],[31,359.595,38,1,"[4386.387207,6002.249512,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[32,328.219,39,1,"[8061.634766,5844.299805,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_8="[[33,352.272,40,1,"[6053.805176,6929.761719,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[34,270.202,41,1,"[4724.726563,5575.610352,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[35,264.836,42,1,"[4679.0356445,5550.554199,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[36,88.1062,43,1,"[4410.0952148,5845.835449,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[37,69.2928,44,1,"[4766.910156,5558.0263672,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_9="[[38,90.1893,45,1,"[4365.835449,5546.89502,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[39,90.1893,46,1,"[4602.666992,5649.61377,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[40,42.3989,47,1,"[4618.872559,5650.753906,-1.59091]",-100,[0,0,0],[0,0],0,[],0,1,-1],[41,342.992,48,1,"[4620.616699,5640.652344,-3.00809]",-100,[0,0,0],[0,0],0,[],0,1,-1],[39,342.992,49,1,"[4602.995117,5627.614746,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" obj_10="[[42,342.992,50,1,"[4587.261719,5571.00244141,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[42,6.16096,51,1,"[4981.869629,5547.14209,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[42,6.16096,52,1,"[2060.720947,3370.146973,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[43,318.307,53,1,"[2153.697754,4206.829102,0]",-100,[0,0,0],[0,0],0,[],0,1,-1],[44,87.7896,54,1,"[4488.65332,5834.851563,0]",-100,[0,0,0],[0,0],0,[],0,1,-1]]" I have already tried several different file recovery solutions, and none of them can see a previous version of the file. Unfortunately, the last backup I did of the project file was a couple of months ago - or, tens of hours of object placement ago... My most hopeful solution is that I do have an X-cam output txt file (for Terrain Builder) which isn't too old. So, my question is, unless there is something else I haven't thought of, how can I get my X-cam output file re-imported to X-cam as a project? I really don't want to resort to having to use Buldozer... Cheers!
  2. So I've got a small problem with my terrain. There are a lot of bushes wich have collision. Usually that's totally fine but when there are big fields of bushes, those will block shots far too good. (making infantry within those fields nearly invulnerable) So I'd like to turn off the collision on those bushes to offer better gameplay. Is this possible at all? And if so, HOW do I do it? I haven't found any setting or option. (Of course I could rework all fields so that they just consist of a texture with those bushes added as clutter. But I wanted them to be good spots for hiding. And clutter will disappear on lowest gfx setting ingame, wich completely ruins the purpose of those dens bush-fields)
  3. So, object placement on my terrain is coming along (slowly but) nicely, having painfully aligned many objects with elements visible on the satellite image. It's almost time for me to start thinking about ironing out the remaining inaccuracies from the satellite image that I simply can't sufficiently smother with the right objects - all sorts of weird colours and shapes, things out of scale etc... So, the mask tool in Photoshop is obviously a good place to start for removing things in the satellite that aren't there - but what about the other way round? Ie, re-photographing my terrain with placed objects from above, so that my sat image reflects the object placement, and road textures too - as closely as possible. Is there an official way of doing this? Or do I need to hack it with some screenshot aerial photography in Eden? :p
  4. Dear all, Those of you who have tried importing roads from real data might have experienced the pain. There are multiple tutorials out there, but most of them give bits and pieces and it's hard to understand the exact workflow that needs to be followed. FYI, reference is mainly from these tutorials: Terrain Processor PMC Editing Software that you'll need: Terrain Builder Global Mapper QGIS SAS Planet Photoshop / Gimp Some of these software are not free, however there are trial versions that you may consider using. Let's get started. SETTING UP TERRAIN BUILDER & EXPORTING THE REFERENCE HEIGHT MAP Fire up Terrain Builder. Click on "Mapframes > Add mapframe": Leave the default Zone 31N selected and click OK: Set the name of the Mapframe, the output root folder (in your P drive), Easting to 200000 and Northing to 0: Click on the "Samplers tab" and choose your map size. I've set everything to have a map size of 10,240Km: Click on the "Processing" tab: Then click on "Rebuild Terrain": Confirm, and you will now have an empty terrain layer in Terrain Builder. We are going to export it so that we will be able to use it as a reference, further down in the tutorial: We're going to save it as reference-terrain.asc. DOWNLOADING ROADS There are multiple ways that you can get the roads shapefiles from Open Street Map. You can go on the https://www.openstreetmap.org/ website and export a specific area if you'd like, but we're going to download the data from http://download.geofabrik.de/ Head there, and select the country of your interest. In our case, we're going to need the data from Afghanistan: Download the .shp.zip format, and unpack it somewhere on your drive. SELECTING A PRECISE AREA Open Global Mapper and start a new project by selecting "Load Default Data": Click on Find address: Enter the name / coordinates of the area you're interested in (in this case Feyzabad, the map I'm currently working on): Click to center map on result: Let's now add some visual reference by clicking on the icon to connect to online data: Select "World Imagery" and click on "Connect": Use the zoom tool to zoom on your area. You can now enable the Control Center from the menu: So you can enable / disable the layers to view either the world imagery or the countries default data. We are now going to select our precise area of interest. Click on the "Create rectangle/Square area" tool: Draw an area (doesn't need to be precise) on the terrain where you want your area to be. In the menu that pops up when you release the mouse button, enter the name of your reference area (I've called it "border"): We can now better move the selection to your area of interest. Click on the Digitizer Tool: Select your area, then on the move tool: This allows you to move your area of interest around: Once you're satisfied with the position, we're going to adjust this area to be a perfect square in terms of meters. Right click on the area and select "Vertex Editing > Edit Feature Vertices": In the menu that pops up, we're going to change all of the vertices distances so that they reflect our map size, i.e. 10,240m. To do so, click on the first vertex, then on the "Edit Length" button, and enter the value 10240 meters: Once you're done, you will have a perfect square of 10,240m x 10,240m (look at the "Length" column): Click on "Copy to clipboard" to be able to access these references later: These are my coordinates: Idx,Longitude,Latitude,Length,Total Length,Heading 1,70° 30' 01.1798" E,37° 09' 41.4202" N,10.24 km,---,90.0° 2,70° 36' 56.2072" E,37° 09' 41.4496" N,10.24 km,10.24 km,180.0° 3,70° 36' 56.2072" E,37° 04' 09.2811" N,10.24 km,20.48 km,270.0° 4,70° 30' 01.6831" E,37° 04' 09.3107" N,10.24 km,30.72 km,0.0° 5,70° 30' 01.6831" E,37° 09' 41.4793" N,---,40.96 km,--- Use a converter tool to convert these coordinates in UTM. I used this online converter tool to do so: http://home.hiwaay.net/~taylorc/toolbox/geography/geoutm.html The result of my conversion is to have the following 4 points: top left 37.0692447463377,70.5003277260268 UTM: 4103606.716118635,633376.3161381673 top right 37.0692447463377,70.6156131229525 UTM: 4103774.7515539424,643625.6939804782 bottom left 37.1615056060246,70.5003277260268 UTM: 4113842.6755561405,633214.540454661 bottom right 37.1615056060246,70.6156131229525 UTM: 4114010.864559334,643451.4784080114 Note that the UTM zone of my area is 42N. Now it's time to import the roads downloaded from Geofabrik. For the purpose of this tutorial (importing roads) we're only interested in the gis.osm_roads_free_1.* files: Import the gis.osm_roads_free_1.shp file to Global Mapper (a simple drag & drop will do), and you will see the roads surrounding your selection: Now we need to convert the project to use UTM. Click on "Configure": In the resulting popup, set the Projection to UTM (the correct zone should already be set for you, if not just use the one that resulted from your computations here above): You might see your areas tilting a bit. Now, let's crop the roads to our area of interest. With the Digitizer Tool active, and only the roads and your border layer visible, select your border, and right click to select "CROP - Crop Loaded Features to Selected Area(s)": Ensure that you consider only lines and that you create a new layer: Name your layer: Verify that the projection of your new layer is correct: and then click on OK. You can now hide the layer with the full roads, and if you visualize only the newly created "roads_clipped" layer and the border you'll see only the roads you're interested in: We can now export those clipped roads: Export them as "shapefile": Specify your destination file for your lines (in my case, roads_exported.shp) and that "Generate Projection" is selected. PREPARING ROADS FOR IMPORT Open up QGIS. Open the options: Ensure that your projection is set to WGS 84 / UTM zone 31N by default: Click on OK and start a new project. Now import (drag & drop will suffice): The reference height map that you exported here above from terrain builder (reference-terrain.asc). The roads_exported.shp that you exported from Global Mapper. Right click on roads_exported and select "Zoom to Layer": You will see: Ensure that both layers are set to the proper CRS: right click on both layers, select "Set Layer CRS" and select "WGS 84 / UTM Zone 31N": Do this for both layers. If you don't see roads anymore, just right click on the layer, "Zoom to Layer" again. Now it's time that we move the roads to the appropriate place, which is Easting 200000 and Northing 0, as per the data we entered when creating our Mapframe in Terrain Builder. let's compute how much our roads are off, in terms of UTM: Our top left corner UTM coordinates are (see computations above): 4103606.716118635, 633376.3161381673 We need to make them become: 0, 200000 Hence we need to shift the coordinates: X shift: 200000 - 633376.3161381673 = -433376,3161381673 Y shift: 0 - 4103606.716118635 = -4103606,716118635 Bring up the Processing Toolbox with CTRL+ALT+T, and search for the v.transform algorithm. Once it appears, double-click on it, which will bring up the dialog. Enter the shifting values that we just computed: Clic on "Run". This will create a new layer "Transformed". Right-click on this layer, and select "Zoom to Layer". You will see: The black square is our reference-terrain level, so the roads are now in the right position for Terrain Builder. Great! However, you can notice that the roads are slightly rotated in comparison to the reference terrain. We can fix that by applying some rotation. I'm going to choose -1 and apply it with v.tramsform again: This results in roads being rotated but also shifted southwards: Right click on the upper "Transformed" layer and select "Toggle Editing": Now use the Move Tool to move your roads so that they are fully contained in the black area (the reference terrain): Repeat if necessary. When you're done, we can export those roads to be used in Terrain Builder. Right-click in the uppermost "Transformed" layer, and select "Save as:" Export the layer as ESRI Shapefile (ensure that the proper CRS is set, which should be the default): Here I've saved the file as roads_final.shp. We now need to set the appropriates attributes for roads. In the resulting excel-like table, toggle editing mode: Click to create a new field: Create a new numerical field called ID: Now we need to populate this field. Click on "Open field calculator": and fill the data to look like this: The ID field needs to contain the roads reference as specified in your roadslib.cfg file of your terrain project. Basically, we are populating the newly created ID field based on the values contained in the fclass field by using this expression: CASE WHEN fclass is 'primary' THEN 1 WHEN fclass is 'secondary' THEN 2 WHEN fclass is 'tertiary' THEN 3 WHEN fclass is 'residential' THEN 4 WHEN fclass is 'service' THEN 4 ELSE 5 END Click on OK. You ID field will now be properly populated: Now let's remove the unneeded fields. Click on the delete field icon: Select all the fields except the newly created ID: Click OK. Save Edits: Quit the Attributes Table and If prompted, save the layer. PREPARING THE SATELLITE IMAGE Open SAS Planet, and click to enter a selection area by coordinates: Enter the coordinates as exported by Global Mapper: This will bring up the selection manager. Select "Bing Maps - satellite" (or your preferred satellite source) and then click on the first zoom level that has a resolution higher than your terrain size (in this case, you can see that with zoom level of 18 the resulting image size is greater than 10,240 x 10,240): Click on "Start" to download the tiles: Once the process is finished, click to select the last area: Move to the "Stitch" tab: Ensure to select the same Map source (in this case, "Bing Maps - satellite") and level of zoom (here, 18), select where to save your file and click on "Start". This will save your satellite image as a single JPG file. Open up this image in Photoshop (or other editor of choice) and change the size of the satellite image to match the size of your terrain (you will have to un-tick "Constrain Proportions"), in this case 10240: Save your resulting satellite image as a BMP file. Do not save it in other formats, as those might take significantly longer when imported in Terrain Builder (we're talking about hours in comparison to few seconds). IMPORTING EVERYTHING BACK IN TERRAIN BUILDER Back in Terrain Builder, import the newly created satellite image: Now import your roads (roads_final.shp): When prompted, leave unchanged: And there you have it. Enjoy your freshly imported roads: And if you select them and open up the Database Properties: You are going to see the correct road ids: Many thanks to the various tutorial writers that originally helped me, and to W4lly63 for his great support. Best, _SCAR.
  5. @Tom_48_97 ☠ @pettka Can we please get a native W10 compatible version finally. Without it TB freezes the PC in most cases for several minutes or more upon launch and during use! This can easily lead to loss of progress in TB, or other data loss if you have to hard reset the PC, besides being very frustrating and very beginner unfriendly! See: The workaround to set the TB.exe to Win 7 compatibility mode is not an acceptable alternative. Tom you have done good work to improve the tool situation at least somewhat. Please give TB finally the attention it deserves! If you are unable, or unwilling to update TB, then please consider to release the source of TB, to the extent possible, or the format description (tv4p, tv4l, tv4s, v4d, v4w, vdat) to allow the community to write the own replacement tools like its done for almost all other tools already. Thanks for your attention.
  6. All, I've created roads and other shapefiles in QGIS with the purpose of importing them in TB: However, when I "Import > Shapes..." from TB, I see an import dialog (in the worst scenario, TB crashes) but then I don't see my roads. Yes, "View Shapes" is active and as you can see from the image the Easting is 200000 and 0 North (and so is the terrain in TB). ...Any ideas?
  7. Hi all, I've been playing around with the new A3 tools for a long time now & having 1 problem. What makes this worse, is that I had this working in Arma2!! Basically, I've been all over these forums and followed the various guides & tutorials for example... http://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial & my problem doesn't seem to be covered by any posts I can see I have my Heightmap in, I have my satellite image in, I have my mask in & all processes error free, but where I'm suffering is I cannot find where to set the "Z" value of the terrain in the Terrain Builder tool. The terrain seems to be running to infinity (maybe 15,000m) in the vertical direction, and a pixel change in the heightmap (tif), can drop 1000's of meters in 1 step. The max height this terrain should be at 700m approx. So some rough dimensions I'm using... Heightmap 4096 (x4) = 16384m - tif Sat img 8192 (x2) = 16834m - bmp Sat Mask 8192 (x2) = 16834m - bmp In the following pics, you can see the probs & settings. 1, Terrain Builder view - All the contours are packed around the height range zero -> beach area, no internal mountains / hills are covered with any height detail. 2, The project (mapframe settings) 3, The Bulldozer view, note the extreme vertical variation from heightmap pixel to pixel. What am I doing wrong here? If someone can some one point me to the a setting that modifies the height, I'd be very grateful! Thanks, Axedup P.S. I also closed my heightmap tools (bottom left) and cant get them back... any help there as well ? :)
  8. so, when i launch arma 3 tools its all fun and games, but when i try to launch the terrain builder, or the object builder for that matter, then the program just crash to desktop. i tried validating, and every time there is one file that failes, as if it selfdestructs on launch of somthing. anyone know a fix? thanks in advance
  9. Good day! I was following the following PMC tutorial (HERE) (fantastic stuff @PMC!) Down the line in the tutorial it get`s to the point of generating the texture layers (.PAA files) out of the textures I set in the layers.cfg,but sadly everytime I try to use the ''Generate Layers'' option at ''Mapframes> Processing> Generate Layers'' it does not seem to do anything except create a empty ''Layers ''folder in my ''ICY''\tut_tutorial_terrain\data'' folder. My Layers.cfg file: (As you can see it references to a file inside of the PBO ''Map_data'' inside of my a3 folder. I tried putting the seperate file in my data folder and linking via the layers.cfg too, sadly this didnt result into anything. I double checked if the location of ''material = "ICY\tut_tutorial_terrain\data\gdt_grass_green.rvmat";'' is proper, and i`m 100% sure it is. However, i`m not sure if this program can acces the texture listed in ''texture = "a3\map_data\gdt_grass_green_co.paa";'' Extra info: When it comes to any other files, I literally followed the tutorial step by step and except for my own tag it`s all identical! Thank you in advance for replying!
  10. I have been having this error pop up upon trying to generate layers for a terrain that I am building for the entirety of the day and I've had no clue why or how it is happening, help or a push in the right direction would be much appreciated. the Layers.cfg file class Layers { { class SirB_Rangmore_forest_pine { texture="" material="SirB\Rangmore\data\SirB_Rangmore_forest_pine.rvmat"; }; class SirB_Rangmore_snow { texture="" material="SirB\Rangmore\data\SirB_Rangmore_snow.rvmat"; }; class SirB_Rangmore_rock { texture="" material="SirB\Rangmore\data\SirB_Rangmore_rock.rvmat" }; class SirB_Rangmore_stony { texture="" material="SirB\Rangmore\data\SirB_Rangmore_stony.rvmat" }; class SirB_Rangmore_beach { texture="" material="SirB\Rangmore\data\SirB_Rangmore_beach.rvmat" }; class SirB_Rangmore_desert { texture="" material="SirB\Rangmore\data\SirB_Rangmore_desert.rvmat" }; class SirB_Rangmore_wild_grass { texture="" material="SirB\Rangmore\data\SirB_Rangmore_wild_grass.rvmat" }; class SirB_Rangmore_wildfield { texture="" material="SirB\Rangmore\data\SirB_Rangmore_wildfield.rvmat" }; class SirB_Rangmore_marsh { texture="" material="SirB\Rangmore\data\SirB_Rangmore_marsh.rvmat" }; class SirB_Rangmore_strseabed { texture="SirB\Rangmore\data\SirB_Rangmore_strseabed.rvmat" }; }; class Legend { { picture="SirB\Rangmore\source\mapLegend.png" class Colors { SirB_Rangmore_forest_pine[]={{170,190,80}}; SirB_Rangmore_snow[]={{255,255,255}}; SirB_Rangmore_stony[]={{120,120,120}}: SirB_Rangmore_rock[]={{80,80,80}}; SirB_Rangmore_beach[]={{175,160,130}}; SirB_Rangmore_desert[]={{255,190,0}}; SirB_Rangmore_wild_grass[]={{140,195,80}}; SirB_Rangmore_wildfield[]={{170,180,70}}; SirB_Rangmore_marsh[]={{158,198,90}}; SirB_Rangmore_strseabed[]={{230,230,120}}; }; }; and just in case it was an issue with an .rvmat file here is an .rvmat file ambient[]={1.5,1.5,1.5,1}; diffuse[]={0.5,0.5,0.5,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="SirB\data\SirB_Rangmore_beach_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="SirB\data\SirB_Rangmore_beach_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; what I have tried already got rid of duplicate references inside the cfg file retype the Layers.cfg file by hand take another Layers.cfg file renamed everthing made a Layers.cfg file with only four textures retype Layers.cfg file again restart the project At the moment the only other thing I can think of is that the mask_Ico is a .bmp and has slightly different RGB codes (like 1-2 in any of the R,G or B) for some pixel than what is there for the colors class, but I think that would generate a different error code and using the magic wand w/ the fill tool would be a nightmare. So once again, help me out please.
  11. I am noticing a really odd visual problem in my ground textures for my terrain. Everything seems to work fine, except in some areas I get weird 'outlines' or 'borders' around a certain texture type on my terrain. It is as if it is trying to fade into a different texture when it shouldn't be. For example: http://imgur.com/3xmh33A http://imgur.com/Kv1XMyA http://imgur.com/eFEWAMY
  12. Hi, After some tests and corrections I decided to put it on the open test. If anyone needs this program, I will repair the remaining errors and also change or add new features if needed. Program to generate a vegetation by mask. It can: 1) Import object list from Terrain Builder. 2) Random place objects on area selected by color from sat. mask texture. 3) Generate object by defined random values of size, direction, pitch. 3) Export result as .txt back to TB. Small manual: 1) Create new project. 2) Import mask image. 3) In upper menu select "objects database", and fill it with your objects. You can import them from TB project. Press import button and select .tml file from \TemplateLibs folder. 4) Create new color mapping (press button "New color mapping" and name it). Select created color mapping item, then double click on map cell (2d mode)), right click on tile and select color. 5) Add layers to created color mapping. Right click on mapped color item and add layers (like Forest), select % object fill on this layer. 6) Setup layer objects. On layer press on "0" button and select out objects for this layer. 7) Press "Generate placement". For all map object placement in map view or in 3d view for single tile generation (for quick TB import, testing). 8) Result for TB import will be generated as .txt in selected output folder. Notes: "number of tiles" = basically copy this value from TB project. color mapping = color from mask, on with objects will be placed. go back to the full map view = press 'M' or Backspace Tips: 1) You may need to setup drive path with more free space for ImageMagick cache files: Menu>AppSettings 2) For better performance us bigger number for "Tiles in row count" in project setup. Try to have < 512px tile resolution. Example: You have 36864px source image resolution and tiles in row count 96, 36864 / 96 = 384px. .Net Framework 4.7 requeued. Discord channel: https://discord.gg/rGTmrFU Link: ver. 0.9.9.7c https://1drv.ms/u/s!Ao0Oj5mjcuAikf4dwNjkxNPQRquQqQ Manual: https://1drv.ms/b/s!Ao0Oj5mjcuAikptxVeVTf9IzIgRfCA
  13. Hi map/terrain/environment/world… makers, this is, after working at BI/BISim for almost 10 years, my first topic created here at BI forums. In my defense, I’m mostly active in Arma 3 Maps Terrains Skype’s group, but the topic I want to share with you deserves to be discuss here(skype has short memory and is not as comfortable as forums, for such kind of discussion). The Topic? It’s of course the bLandscapeTools(bLT), an addon for Blender I’ve been already working on for the last 8 years. The main reason I started this addon was: already knew Blender wanted to improve my python scripting skills, as I like to automate or at least speed up processes many handy world creation features were not available back then, are not available now and will never be implemented in BI/BISim world creation tools Necessary to note that I never intended to write a tool which would take over the world BI/BISim tools, but rather try to fill gaps(small/large) in terrain development. Blender is a 3D modeling tool(and much more), but you can’t expect fancy features which can handle big chunks of terrains with millions of objects on it, it has its own bottlenecks and limits, but even back then I could see, that the advantage of having possibility to import terrain mesh and its textures to Blender and start placing environment content much more easier way(comparing to Buldozer) or even modeling content over a terrain is a feature that will never come into Terrain Builder/Buldozer. By sticking together Blender’s default features like sculpting, painting + powerfull API I was basically able to add many time consuming and “Visitor4/TerrainBuilder hard to get implemented” features into Blender. Let’s stop talking for now… check out my talk at BlenderConference2016 about the Blender Terrain Tools(Edit: just currently I changed the name to bLandscapeTools) so you guys can make an image of what I’ve been working on. There are some features which will be really hard(almost impossible) to release because they are closely bound to BI dev content like raw(non-binarized) P3Ds, but on the positive note bLT has some handy features not even mentioned in the video(like quality assurance tools) Why now? After the conference I got contacted by individuals and even teams, asking me where they can download the addon as they would like to have their hands on it and give it a try. So I decided to start releasing the tool bits by bits to people so they, hopefully, can have a fun time play around with bLT. Also, the fact that this year(2017) it's going to be 10 years at BI/BISim or in other words working with the RVengine, as well as, Paul Pelosi(bushlurker) suddenly passing away, made me to do this decision and release the tool. It’s also going to be a challenge and something new to me, releasing my tool to other people, it needs a change of thinking about the tool, fix some parts of the pipeline..etc. and that may take some time. How? There’s plenty of how in the front of me. I need to figure out a way how to share the tool with you guys. Github, Blender market I have in my mind right now. As mentioned already, there are features hard to release(raw P3Ds). In this case I’ll have to ask someone here in BI, if company would be willing to release let’s say at least last LODs of assets so they could be imported into Blender and used within bLT. I use Blender for over 10 years, so I’m pretty comfortable with its workflow, but this doesn’t have to apply to a newcomer. Therefore, I’ll have to take some steps to make bLT even more user friendly than it is right now. I plan to make quite some tutorials how to use Blender and bLT to user’s satisfaction. Currently, Blender development is at the stage where quite a big major changes are being implemented and to be released with Blender 2.8. There’s going to be plenty of great new features such Viewport update(supporting PBR shaders), new Layers, Workflow system and much more. This means that I’ll have to re-think some of the bLT features to support all these new improvements once they’re released. Therefore I don’t want to do any major touches into what exists in bLT now. I hope that the improvements done for 2.8 will take bLT a few steps further again, as it already happened with the transition from Blender 2.4 to 2.5+. So once again, I’d like to ask you to have a look at my talk, if you have any questions please don’t hesitate to ask. It will help me to move on with releasing the tool as well as to know how the features should be done to help you create a map for any RV engine related project. When? Release of the '0-th' or 'Introduction' version is planned on the end of summer holidays. Progress will be tracked here. Subscribe to bLT youtube's channel here. Tools Github's here. Cheers, Miro
  14. Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// how long does it take to change value from 0 to 1 (or vice versa) initPhase = 0; /// what value does it have while creating the vehicle sound = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading.
  15. isenhand

    logs?

    is there a way of getting log messages from terrain builder and terrain processor? I'm having problems with both and would like to get more information to see what the problem is.
  16. Hi, http://i.imgur.com/fAm3XqV.png Has anyone come across this problem: 1. Place Objects in 3DEN editor 2. Export Objects From 3DEN editor. 3. Import objects into Terrain Builder with absolute height. The result is the objects positions are all messed up. Some seem to be in the right location, others are floating in the air or at odd angles. I think the problem occurs when the objects touch each other as placeing a rock in the middle of a empty feild and importing it from 3DEN into terrain builder seems to work fine the imported objects are even more messed up if imported with relative position. I can't see anyone having mentioned this as a problem before on forums or google, does anyone have experience with this problem / a solution? Thanks.
  17. Hi, I have an issue on my map, i can't read my key point in map. I read my keypoint on 3den editor but not in map (2D)! Capture: http://www.mediafire...z7tugge3wqnlt51 Can you help me ? Ps : Only "NameCityCapital" variable works.
  18. Hey guys, I'm fairly new to the arma 3 editing/modding community. I've just started my first map but when I try to preview it in Buldozer its showing nothing. Does anyone happens to know how to fix this? Thanks!
  19. http://imgur.com/EV1VXZa So I have recently installed arma 3 tools because I wanted to work on a map but I have followed videos to get it all to work but everytime I get this happen to me which just takes the piss. If anyone has any ideas pls help when you can. http://imgur.com/KaJ5gRn This is another error I get. Thank you Ill re upload the images to somewhere working once I can
  20. Hello, I have a problem with the bulldozers in terrain Bulider. I'm trying to create a map in the size of 41x41 Km. With my settings, I have unfortunately the problem is the brush in Bulldozer extremely large and I have difficulties to work so the terrain of the streets. At at a photo as the size for me is the brush and how it is when I tutorial. And then a photo as the settings for me are. I hope you can help me My settings http://imgur.com/YByMj1M As the brush is with me http://imgur.com/uCqBhM4 As the brush with others http://imgur.com/Z4IVfoL sorry for my bad English Hallo, ich habe ein Problem mit dem Bulldozer im Terrain Bulider. Ich versuche eine Karte zu erstellen in der Größe 41x41 Km. Bei meinen Einstellungen habe ich leider das Problem das der Pinsel im Bulldozer extrem groß ist und ich so Schwierigkeiten habe das Terrain zu bearbeiten für die Straßen. An bei ist ein Foto wie die Größe bei mir ist vom Pinsel und wie ich es bei Tutorial ist. Und dann ein Foto wie die Einstellungen bei mir sind. Ich hoffe ihr könnt mir helfen Meine Einstellungen http://imgur.com/YByMj1M Wie der Pinsel bei mir ist http://imgur.com/uCqBhM4 Wie der Pinsel bei anderen ist http://imgur.com/Z4IVfoL
  21. Hello ArmA 3 Community. For the last 4 months i've been working on a terrain called "Finland". It's a fictional terrain based off Finland, the country with the 1000 lakes (and a few more). This is not a release but an inside look at what it will turn into when it's finished. Finland is a winter terrain at the size of 10 x 10 km, all of which is playable. Features: (so far) Custom Trees (A2) 1 Big city 2 Airfields, 1 military and 1 civillian Few military outposts and bases scattered across the map. Couple of small and medium sized villages all across the map. Lots of lakes (It's finland after all) Lots of mountains. A big easter egg (physicly big) https://gyazo.com/0249191e61b5cbf357b78846d2c863d1 https://gyazo.com/c77d388d13640de5ab3ae4631ed67068 https://gyazo.com/198fc7a43c1ca300984df17db51049e6 https://gyazo.com/d1740f7c859a897f70cb0bfeac15b699 https://gyazo.com/2c5da9ef2cc25fa8f37cc3d42e8b3032 https://gyazo.com/5c242f4eed67279c1d6f93cb20512368 https://gyazo.com/c15876b640c9985dbd899d1f6f2d8d66 https://gyazo.com/b3528ce3ce716b86e3e68dffbd7fd934 https://gyazo.com/09493ee068d2d42cca6abd874a57fece https://gyazo.com/40824d0d3f10360ac4542824b584145b Planned Features: 1 more big city Few more villages Complete second airfiled Flatter roads and much more. I am happy for any feedback that i can get, positive or negative :) Thanks for reading //Cookies
  22. So I'm building this island with a completely custom heightmap. The roads are on the map and I used Terrain Processors road integration but the result is not what I want.. Let me give some examples: http://imgur.com/c0xui9m http://imgur.com/18L1sgg http://imgur.com/Ny5597j http://imgur.com/cTgpyIO Don't mind the bright colours because thats far from final:D But as you can see the edges of the roads angle very agressively. I know I can up the "affected terrain" parameter in TPP but the results remain rather chunky... My own theory is that the roads.shp file looks very pixelated and because of that the result are not smooth (while TB is prfectly capable of smoothing!) Or maybe it has something to do with the "side maximal slope" parameter because I have no clue of its function.. I also tried trippeling the islands size allong with the shape file but the results remain the same. Can it have anything to do with cell size? So basically if someone knows what to do I'll glady hear it. Or if someone can fix it for me I can give you the .shp and .asc
  23. Capt. Fantastic

    [WIP] UK Maps Pack

    Uk Maps Pack! Firstly welcome and thank you for taking the time to read my post. A few months ago I learnt to make maps for Arma 3. After reaching a stage I felt I would be able to give it a shot, I made several small test maps to have a look at the functionality of Terrain Builder. I have now begun making my first official map for Arma 3, it will be a UK based map, as stated in the topic title. It is based on a small Island called Fair Isle (See Here For Location) I will try to be recreating the Island as accurately as possible, this may be difficult due to the cliffs that surround its cost line & the angle at which the cost lines drastically changes but I will give it my best shot! I will be creating custom buildings for this Island as well, this will increase the immersion and benefit missions scenario. But this will be a secondary aim as I want to get the map created and A3 buildings in as place holders to start. Also every map will have a winter variant so there will be a large variety of maps and seasons. For Details about the map and its towns, airstrips and layout see the image below. Map Screenshots Below is an album I have created that will be continuously updated as I add more locations and features. It currently includes one map location in early development, general screenshots and some building models in early development. http://imgur.com/a/bCsRt The terrain will take priority over the models, the map will hopefully be released for Christmas in working order to allow people to give feed back, any issues found with the map will be fixed by next release in February next year. Please be aware that I am the sole developer on this pack so it will take time to finish but i will be working as fast as possible with the intention of the best quality possible. Please leave any comments that you have here I will try to respond as quickly as possible!
  24. Hey guys, as part of "Brazilian Armed Forces" Mod we are currently working on a new map called "Traira Operation" and we want to show you guys some progress regularly within this thread. The region depicted in this work is the Brazilian/Colombian border deep in the heart of Amazon tropical jungle, aka "Green Hell" Background: On February 26, 1991, a group of 40 guerrillas of the Revolutionary Armed Forces of Colombia, who called itself "Simon Bolivar Command", crossed the border from Colombia to Brazil and raided the Traíra detachment of the Brazilian Army, which was in semi-permanent installations and had less effective, only 17 soldiers, than the attacking guerrilla column. Intelligence operations claim that the attack was motivated by repression by the border detachment of illegal mining in the region, one of FARC funding sources. During the attack three Brazilian soldiers died and nine were injured. Two illegal Colombian miners who were detained at the camp also died. Various weapons, ammunition and equipment were stolen. Immediately the Brazilian Armed Forces, authorized by President Fernando Collor de Mello and with the knowledge and support of Colombian President César Gaviria, secretly unleashed Traira Operation, in order to recover the stolen weapons and discourage further attacks; As aftermath from "Traira Operation", 12 colombian guerrillas were killed and a unknow number was captured, most of the weapons and equipment was recovered. Since then, there`s no record about new FARC incursions nor raids inside Brazilian territory, as well as attacks on Brazilian military. The map is being built using "MapBuilder" for placing objects, "BIS Terrain Processor" for the jungle clusters and other "nature" stuff. Most of the vegetation came from Berghoff's BRG_Africa addon and from Sgt_Savage`s Arma 2 "Unsung Vietnam War Mod", both will be included in the final package. I must confess that I`m very excited about the annoucenment af the new Arma 3 Tanoa map, the vegetation will fit perfectly in this project! Map size is 40960x40960m Grid size is 4096 cells Cell size is 10m. Please don't ask me about a precise release date, keep in mind that this is a work in progress and we`re still working at several custom models like, vegetation, riverine and indigenous houses for example.... I hope I`ll be able to launch a "teaser map" with only 10x10km by the end of november 2015. =D You can also follow this project at our Facebook page if you want. Cheers from Brazil! B)
  25. I'm trying to create an island, and the layers generation is failing with the following error: Layers generation - Unable to load the file "P:\". Can't load image from file 'P:\': file does not exist Layers generation - PNGOVerlapV3Style.cpp bool v3PictureDataMod::LoadFromFile( const char* filename = "P:\") Unable to open the image file. Layers generation - Unable to load file "P:\". I have looked over the forums and most people who have this issue say they resolved it by fixing a typo in their Layers.cfg file, however I cannot find one. If any of you can spot where I've gone wrong I will be eternally grateful. class Layers { class grass_green { texture = ""; material = "slawterer\mann\data\grass_green.rvmat"; }; class sand { texture = ""; material = "slawterer\mann\data\sand.rvmat"; }; class seabed { texture = ""; material = "slawterer\mann\data\seabed.rvmat"; }; class steep_grass { texture = ""; material = "slawterer\mann\data\grass_steep.rvmat"; }; class weed { texture = ""; material = "slawterer\mann\data\grass_weed.rvmat"; }; class concrete { texture = ""; material = "slawterer\mann\data\concrete.rvmat"; }; class cliff { texture = ""; material = "slawterer\mann\data\rock.rvmat"; }; class scrub { texture = ""; material = "slawterer\mann\data\grass_dry.rvmat"; }; class steep_scrub { texture = ""; material = "slawterer\mann\data\thistles.rvmat"; }; }; class Legend { picture="slawterer\mann\source\mapLegend.png"; class Colors { seabed[]={{230,230,120}}; grass_green[]={{140,195,80}}; steep_grass[]={{140,185,70}}; scrub[]={{170,190,80}}; steep_scrub{{=170,180,70}}; sand[]={{120,190,180}}; weed[]={{170,180,70}}; cliff[]={{120,120,120}}; concrete[]={{255,0,255}}; }; };
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