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Found 66 results

  1. Whenever I try to generate layers in terrain builder, I get this error: 23:57:44: Can't load image from file 'P:\': file does not exist. 23:57:44: Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\" ) Unable to open the image file. 23:57:44: Layers generation - Unable to load the file "P:\". Here is my layers.cfg: class Layers { class swp_samavia_sand { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_sand.rvmat"; }; class swp_samavia_grass1 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass1.rvmat"; }; class swp_samavia_grass2 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass2.rvmat"; }; class swp_samavia_grass3 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass3.rvmat"; }; class swp_samavia_grass4 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass4.rvmat"; }; class swp_samavia_grass5 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass5.rvmat"; }; class swp_samavia_grass6 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass6.rvmat"; }; class swp_samavia_grass7 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass7.rvmat"; }; class swp_samavia_grass8 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass8.rvmat"; }; class swp_samavia_grass9 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass9.rvmat"; }; class swp_samavia_grass10 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass10.rvmat"; }; class swp_samavia_grass11 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass11.rvmat"; }; class swp_samavia_grass12 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass12.rvmat"; }; class swp_samavia_grass13 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass13.rvmat"; }; class swp_samavia_grass14 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass14.rvmat"; }; class swp_samavia_grass15 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass15.rvmat"; }; class swp_samavia_grass16 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass16.rvmat"; class swp_samavia_gravel1 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_gravel1.rvmat"; }; class swp_samavia_gravel2 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_gravel2.rvmat"; }; class swp_samavia_gravel3 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_gravel3.rvmat"; }; class swp_samavia_mud { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_mud.rvmat"; }; class swp_samavia_stone1 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_stone1.rvmat"; }; class swp_samavia_stone2 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_stone2.rvmat"; }; class swp_samavia_stone3 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_stone3.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { swp_samavia_sand[] = {{ 230, 230, 120 }}; swp_samavia_gravel1[] = {{ 175, 160, 130 }}; swp_samavia_gravel2[] = {{ 175, 160, 131 }}; swp_samavia_gravel3[] = {{ 175, 161, 131 }}; swp_samavia_grass1[] = {{ 156, 194, 75 }}; swp_samavia_grass2[] = {{ 158, 198, 90 }}; swp_samavia_grass3[] = {{ 155, 195, 90 }}; swp_samavia_grass4[] = {{ 160, 200, 90 }}; swp_samavia_grass5[] = {{ 140, 185, 70 }}; swp_samavia_grass6[] = {{ 140, 185, 72 }}; swp_samavia_grass7[] = {{ 110, 190, 80 }}; swp_samavia_grass8[] = {{ 140, 195, 80 }}; swp_samavia_grass9[] = {{ 150, 180, 80 }}; swp_samavia_grass10[] = {{ 150, 195, 80 }}; swp_samavia_grass11[] = {{ 160, 195, 80 }}; swp_samavia_grass12[] = {{ 170, 180, 70 }}; swp_samavia_grass13[] = {{ 170, 190, 80 }}; swp_samavia_grass14[] = {{ 130, 192, 80 }}; swp_samavia_grass15[] = {{ 120, 190, 80 }}; swp_samavia_grass16[] = {{ 110, 180, 80 }}; swp_samavia_mud[] = {{ 200, 170, 100 }}; swp_samavia_stone1[] = {{ 120, 121, 120 }}; swp_samavia_stone2[] = {{ 120, 120, 120 }}; swp_samavia_stone3[] = {{ 80, 80, 80 }}; }; };
  2. Hello All so i have started to play around with terrain builder working on a good size terrain but seem to have an issue when placing objects when in Buldozer i can select an object and move it then move to the next one only to see the object i have just place move by itself a few times i did wonder if it was a memory issue or CPU issue as its like its freezing or something but i have an i7 CPU and 32 GB of ram so the pc should be able to handle it This wouldnt be a problem if i was placing trees but is an issue when placing walls and buildings does anyone have any ideas that can help me ?
  3. Hi everyone. I´m working on a terrain, I've paked it and uploaded to steam. It´s working fine... but, with no objects in map, only roads. Why? I've edited the objects map in Eden Editor, but, when I import the objets to terrain builder, only a few of them appears on the map. When I created the templates library, I "Automatically renamed" the duplicated templates, could that change of names affect the objects importing?
  4. S. Bacon

    Adding Objects

    Hey guys, I'm new to terrain building, especially for Arma, but I thought I would give it a go. I'm following this tutorial(https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial) and I'm at the section to start adding objects to my terrain. I've followed all the steps that the tutorial follows and I'm having issues with placing the objects. I can place them in terrain editor, but when I move to bulldozer it tells me that it can't open the selected p3d. It doesn't matter which one I've opened(granted I imported them all from my P:\ drive a3 folder.) I have imported all the p3d's but they should up with the orange triangle with an exclamation mark. I'm wondering if the tutorial is missing a step or I'm doing something wrong. Do I need to configure a cpp file or a cfg? or is there a import tml files?
  5. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Object count (up to February 2018) is 2.321.126 - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U
  6. Going from a perfect height field like this: To a corrupted heightmap like this: I exported in ASC format and imported terrain into TB. After 1 hour and 45 minutes of loading, it automatically changes it's dimensions and somehow becomes corrupted. Any help would be very much appreciated.
  7. Recently I have been working on a map for fun, however I've now spent over 18 hours trying to fix one thing. My clutter isn't showing up in game. I have no error messages and no crashes; just no clutter on the ground. I've gone through many forums and lots of tutorials but nothing has seemed to work. My surfaces.cfg My clutter.cfg I haven't been able to fix this. Any help would be appreciated.
  8. Hey guys, So I thought I would try my hand at creating my own map. I have successfully been able to import my map into the bulldozer and have been able to view it in bulldozer. My problem is that whenever I go to import an object from the template library it cannot load the texture. It happens as soon as I place an object and it doesn't matter if its from a mod or from stock Arma. What it says is, "Cannot load texture a3\data_f_exp_surfaces\sufaces\surface_concrete.paa." So i guess my question is if I use a mod or even the stock arma props will I need to extract all the pbos into one folder so that the directories will stay the same. Or am I coming at this problem all wrong? Any advice would be appreciated
  9. Hi everyone, j have simple problem with terrain texture, j wanted to change default terrain texture, but j broke something :( The whole area is covered with squares of grass and earth. J dont know how to repair this. Screenshot: https://imgur.com/a/cIQTG
  10. ========================== [E2TB] Export To Terrain Builder ========================== I'm pleased to announce the release of E2TB, a small module for Arma 3 that allows you to export data to Terrain Builder. Writing this announcement here because it only concerns Terrain Makers. Why? If you have tried to import from EDEN or from any other custom tools that generate objects while in mission to Terrain Builder (such as XCam, Surface Painter, Map Builder), you may have seen the hassle of objects' rotations being often incorrect once imported. This has been very painful for many terrain makers, given the fact that rotations needed to be corrected back into Terrain Builder. This mod fixes most of those issues. You can check out results in this comparison image: This came out of a painful session of 4 days (for 40 lines of code or less), where after all experiments I was able to import using .lbt format, the format that Terrain Processor exports with. The last 2 of those days have been heavily spent on Discord's Arma3 #terrain_makers channel. A big thank you for help / discussions to @lappihuan @zgmrvn @mikero @W4lly63 @ianbanks @Ice @cring0 @Adanteh @HorribleGoat @t_d ...and all the other folks involved in those discussions in those memorable days of October 18th and 19th 2017. After this, a new fix from @ianbanks came in. This is what is now being used. How does it work Copy the objects to the clipboard: From EDEN: click on the menu Export > Export to Terrain Builder (E2TB) or the absolute position alternative From within a mission (SP): run the action Copy the map objects to the clipboard or the absolute position alternative. To do this you'll first need to drop the SCAR_E2TB_Module in your mission. Copy the contents of the clipboard in a file and save it with the extension .txt From within your map in Terrain Builder: File > Import > Objects. If you exported with absolute position, ensure that you import the objects in Terrain Builder by checking advanced options > absolute in the import dialog. According to our experience, absolute position works better with large objects such as Big Rocks. Your mileage may vary. A huge thank you to @ianbanks for the absolute code positioning / TB matrices computations, and for allowing me to include his work in E2TB. Scale E2TB will use the size as reported by the following tools: XCam Surface Painter Map Builder Download Find E2TB on: Steam Github Note There are certain objects that behave very differently in EDEN and Terrain Builder. These are the objects that have the named property `placement=slopelandcontact` into the geometry LOD. The intended behaviour for these objects is to stay flat on the ground and adapt to the terrain. Though, in EDEN you are able to easily position them horizontally, but once imported in Terrain Builder they will follow the ground. As an example, if you were to put a barbed wire on top of a bunker that is on a slope, once imported in Terrain Builder the barbed wire will follow the underneath terrain slope and hence be in an incorrect position. As a compromise, E2TB assumes that all of those objects are used as normally intended to be: on the ground, following the terrain. This should cover 95% of usage. If you use those objects differently, you will have to manually fix them in Terrain Builder. We are working on alternative options to see if we can come up with some other solutions, as in the end it boils down to the fact that EDEN and Terrain Builder do not treat these objects in the same way. A sane development cycle for those objects: set them on the ground using SLOPE mode (to follow terrain) so that you can preview them as close as possible to what you'll see once imported in TB. Comments and feedback welcome. _SCAR
  11. Hello my boys, im searching some recent tutorial of how to create easily an arma 3 map from nothing. Sorry for my bad english (lol) and greetings to pole message.
  12. I am a complete noob at making terrains in arma and have barely started on my first one, and while looking for tools and stuff to help me I came across visitor 3 a lot and checked out the wiki for it and from what I read it seems to have a very similar role to terrain builder, now am I wrong in assuming this and I'm just missing some information or if not what are the benefits of one over the other etc if any. any reply is appreciated
  13. Hello, i do have a problem.... I am kinda new to Terrain-Builder, L3DT and that stuff. I tried to get my heightmap that i made from real life terrain in L3DT to import into Terrain-Builder. The map has a size of 16680x10550. After i import it into Terrain-Builder it gets resized to 13260x13260 all the time..... That means it adds water and cuts off a big part of the actual map. Also it only works with a "xyz" file, i tried it with an "asc" file too but that does not work. I need help :-(
  14. -ben-

    8K Grids

    So, i am thinking about my next terrain project and wondering if anyone has even semi reliably gotten 8k grid sizes to work in TB? Ideally I am aiming for 8k grids with 2m cell size, though preliminary testing has not been great i have not been able to load a map in buldozer with these values. I could settle for 4k grids at 4m cell, but i want to see what others experience with 8k grids are first.
  15. Ginger_jihadi

    Cant generate layers

    Heya guys whenever I try to generate the terrain this error keeps popping up, and I have no idea what to do ? my Map legend is in the same file as my layers.cfg http://prntscr.com/gnuyr0
  16. Hi every one I have a problem. I have made my building and everything works but the problem is when I put it into the Terrain Builder to get it on map it will not open will my door not open
  17. @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.
  18. 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)
  19. 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
  20. 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.
  21. 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?
  22. 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 ? :)
  23. 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
  24. 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!
  25. Hey guys I'm trying to set some customized sounds for my new tropical jungle map using references I found at some terrain configs from Arma 2 like Unsung mod for example. I have my own mono audio files converted both to ogg and wss formats, but I just can't make it work using my code. I've tried to use this code with Unsung sounds and it worked fine, but when I try again using my audio files... This is my code below: Thanks in advance guys! Solved, the config I used is ok, the problem was my audio files! class CfgEnvSounds; class EnvSounds: CfgEnvSounds { class Default { name = "$Traira_default"; sound[] = {"RAOA\Traira\sounds\dia",1.7782794,1}; soundNight[] = {"RAOA\Traira\sounds\noite",1.7782794,1}; }; class Rain { volume = "rain"; name = "$Traira_chuva"; sound[] = {"RAOA\Traira\sounds\chuva_dia",1.7782794,1}; soundNight[] = {"RAOA\Traira\sounds\chuva_noite",1.7782794,1}; }; class Sea { volume = "sea*(1-trees)*(1-meadow)*(1-forest)*(1-hills)"; name = "$Traira_rio"; sound[] = {"RAOA\Traira\sounds\rio_dia",0,1}; soundNight[] = {"RAOA\Traira\sounds\rio_noite",0.7,1}; }; class Forest { name = "$Traira_dia"; sound[] = {"RAOA\Traira\sounds\dia",0.4,1}; volume = "trees*forest*(1-night)"; randSamp1[] = {"RAOA\Traira\sounds\anta",0.1,1,30,0.14,5,8,10}; randSamp2[] = {"RAOA\Traira\sounds\aracari",0.1,30,0.125,10,20,40}; randSamp3[] = {"RAOA\Traira\sounds\arara",0.125893,1,30,0.13,4,8,12}; randSamp4[] = {"RAOA\Traira\sounds\sai",0.125893,1,30,0.125,4,8,12}; randSamp5[] = {"RAOA\Traira\sounds\tucano",0.125893,1,30,0.125,4,8,12}; randSamp6[] = {"RAOA\Traira\sounds\mosquito",0.125893,1,30,0.1,4,8,12}; randSamp7[] = {"RAOA\Traira\sounds\sapo1",0.1,1,30,0.04,10,20,40}; randSamp8[] = {"RAOA\Traira\sounds\mosca",0.1,1,30,0.04,10,20,40}; randSamp9[] = {"RAOA\Traira\sounds\uirapuru",0.1,1,30,0.025,4,8,10}; randSamp10[] = {"RAOA\Traira\sounds\onca1",0.1,1,30,0.025,4,8,10}; randSamp11[] = {"RAOA\Traira\sounds\arara2",0.1,1,30,0.025,4,8,10}; randSamp12[] = {"RAOA\Traira\sounds\tucano2",0.1,1,30,0.025,4,8,10}; random[] = {"randSamp11","randSamp10","randSamp12","randSamp1","randSamp2","randSamp3","randSamp8","randSamp9","randSamp4","randSamp5","randSamp6","randSamp7"}; }; class ForestNight { name = "$Traira_noite"; sound[] = {"RAOA\Traira\sounds\noite",0.5,1}; volume = "trees*forest*night"; randSamp1[] = {"RAOA\Traira\sounds\coruja1",0.5,1,25,0.15,8,15,20}; randSamp2[] = {"RAOA\Traira\sounds\coruja2",0.5,1,25,0.15,8,15,20,30}; randSamp3[] = {"RAOA\Traira\sounds\mosquito",0.5,1,25,0.15,15,30,40}; randSamp4[] = {"RAOA\Traira\sounds\grilo",0.5,1,25,0.15,15,30,40}; randSamp5[] = {"RAOA\Traira\sounds\sapo1",0.1,1,25,0.1,8,15,20}; randSamp6[] = {"RAOA\Traira\sounds\sapo2",0.1,1,25,0.1,8,10,20}; randSamp7[] = {"RAOA\Traira\sounds\onca1",0.1,1,25,0.1,8,10,20}; randSamp8[] = {"RAOA\Traira\sounds\onca2",0.1,1,25,0.1,8,10,20}; randSamp9[] = {"RAOA\Traira\sounds\onca3",0.1,1,25,0.1,8,10,20}; random[] = {"randSamp1","randSamp2","randSamp3","randSamp4","randSamp5","randSamp6","randSamp7","randSamp8","randSamp9"}; }; };
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