Jump to content

Search the Community

Showing results for tags 'terrain builder'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 66 results

  1. I am a big noob in map making, I followed the PMC's excellent guide to the end (https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial). The only problem is the roads are not showing in Buldozer ! I did install Buldozer Tools v 0.2 found on PMC site by just pasting it to "P:\scripts" and rewriting the files. Pressing 1 in Buldozer doesn't show any roads.
  2. An error has occurred while executing Python code: _core.QgsCsException: forward transform of (inf, inf) Error: Fallback transform failed Traceback (most recent call last): File "C:\Users/UserName/AppData/Roaming/QGIS/QGIS3\profiles\default/python/plugins\gtt\markarea.py", line 132, in canvasMoveEvent points = self.points = self.offset_coordinates(offset, self.xc, self.yc) File "C:\Users/UserName/AppData/Roaming/QGIS/QGIS3\profiles\default/python/plugins\gtt\markarea.py", line 96, in offset_coordinates point.transform(transform) _core.QgsCsException: forward transform of (inf, inf) Error: Fallback transform failed Python version: 3.9.5 (tags/v3.9.5:0a7dcbd, May 3 2021, 17:27:52) [MSC v.1928 64 bit (AMD64)] QGIS version: 3.22.9-Białowieża Białowieża, a8e9e6fa Python Path: C:/PROGRA~1/QGIS32~1.9/apps/qgis-ltr/./python C:/Users/UserName/AppData/Roaming/QGIS/QGIS3\profiles\default/python C:/Users/UserName/AppData/Roaming/QGIS/QGIS3\profiles\default/python/plugins C:/PROGRA~1/QGIS32~1.9/apps/qgis-ltr/./python/plugins C:\Program Files\QGIS 3.22.9\bin\python39.zip C:\PROGRA~1\QGIS32~1.9\apps\Python39\DLLs C:\PROGRA~1\QGIS32~1.9\apps\Python39\lib C:\Program Files\QGIS 3.22.9\bin C:\PROGRA~1\QGIS32~1.9\apps\Python39 C:\PROGRA~1\QGIS32~1.9\apps\Python39\lib\site-packages C:\PROGRA~1\QGIS32~1.9\apps\Python39\lib\site-packages\win32 C:\PROGRA~1\QGIS32~1.9\apps\Python39\lib\site-packages\win32\lib C:\PROGRA~1\QGIS32~1.9\apps\Python39\lib\site-packages\Pythonwin C:/Users/UserName/AppData/Roaming/QGIS/QGIS3\profiles\default/python C:\Program Files\eclipse\plugins\org.python.pydev.core_6.4.3.201807050139\pysrc D:\eclipse\plugins\org.python.pydev_6.2.0.201711281614\pysrc
  3. 1BSM Jollyroger

    Korengal valley map

    Morning, I am the autor of the Korengal map which you can find the link below. Map I have a couple of questions for you. 1- inserting vegetation via clutter what incidence in performance level compared to putting it manually? Is there a difference? 2- I noticed that the map in game has some colors that do not satisfy me, they are too light, is there a way to darken them via script, or you have to act on the satellite image in Photoshop? 3- By inserting objects mainly in manual I have several duplicate objects or objects that do not adhere to the ground. Using the terrain builder tool "Run object diagnostics" makes me edit one object at a time, is there a faster way to debug the objects? Thanks in advance to those who will want to answer me best regards
  4. Can anyone help with this: 1) i have the map source, if i open it in TB and remove some object or the whole layer of objects and save it (all in all do smth without pressing Generate layers) - it saves just fine, export it to WRP and make PBO - very fine! No glitches at all. Just perfect! 2) BUT if i press Generate layers and then > WRP > PBO - somehow one of surfaces becomes broken... this one - GdtConcrete[] = {{200,200,200}}; - in Buldozer and in EDEN it has very same glitch - in some places it is absent, in some - its present, in few places i can even see the border where it dissapeares. Here are the screenshots of it all: http://aimgame.ru/images/brdr.jpg http://aimgame.ru/images/border.jpg http://aimgame.ru/images/loop.jpg http://aimgame.ru/images/grass.jpg I've tried everything 10 times already... i guess i just dont know something... 🙂
  5. TB dont start whitout any errors from armatools or folder with administrator mode new OS (win7 x64 pro, licensed, updated) rpt file
  6. Problem with buldozer after adding ssd disk (H) The soft functioned correctly before the change and disk and sisop windows (7 to 10) sisop Windows10 Configuration description Directory Arma 3: D:\Juegos\SteamLibrary\SteamApps\common\Arma 3 Directory Arma 3 Tools: H:\Juegos\steamapps\common\Arma 3 Tools Directory Arma 3 Proyects: H:\Arma 3 Projects Disk P: properly mounted Arma 3 Tools Preferences Options Path to Arma 3 Directory: D:\Juegos\SteamLibrary\SteamApps\common\Arma 3 Path to your P Drive: H:\Arma 3 Projects Buldozer Configurator Object Builder and Terrain Builder Default (Ultra) H:\Arma 3 Projects Terrain Builder Tools Preferences User Settings Data directory: P:\ Proyect directory: P:\btrx\btrx_sngt\source Template directory: TemplateLibs Buldozer .exe file path: P:\Buldozer.exe Launch parameters: -buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\buldozer.cfg -showScriptErrors Data directory: P:\ Note: Tests performed in settings buldozer. .exe file path: P:\Buldozer.exe ;// buldozer does not move, does not display text in menus .exe file path: D:\Juegos\SteamLibrary\SteamApps\common\Arma 3 :// Buldozer works, but does not display textures or satellite map. Reinstall Arma tools, mikeros, drive P, buldozer. Any ideas to solve the problem? Tnx
  7. Does anybody know what has changed? Even existing maps already in ARMA stopped working (no satelite, no surface). cannot_load_texture s_000_000_Ico.paa
  8. alec Vancrof

    Livonia source code

    Hello everyone! I'm actually staff of a french arma3 server and with one of mapper we search to take the "livonia source code" for implant mapping in the terrain builder because we have some object of this mod. One of you will know where I can found the source? Thank you everyone and take a good night/ good day. PS: sorry for my so bad english I'm a french people and I'm not a very good translater ^^
  9. Hey all, I have what I assume is a pretty newbie question but no one I ask seems to know the answer and I wasn't able to find any info online: When I create a polygon to fill it with various trees, bushes, etc I'm forced to give it a unique preset name but I'm unable to find where I can reuse this preset rather than manually adding all the bushes/trees I want and tweaking the density every single time I make a new polygon fill. This is especially annoying with complex fills that include many different objects. Am I doing this the wrong way? If I do create a "preset" how can I then reuse that?
  10. I'm trying my hand at making a map and I get this error when I go to generate layers. Here is my config file: class Layers { class ben_yellow_sand { texture = ""; material = "ben\egypt\data\ben_yellow_sand.rvmat; }; class ben_yellow_sand2 { texture = ""; material = "ben\egypt\data\ben_yellow_sand2.rvmat; }; class ben_rock { texture = ""; material = "ben\egypt\data\ben_rock.rvmat; }; class ben_rock2 { texture = ""; material = "ben\egypt\data\ben_rock2.rvmat; }; }; class Legend { picture = "ben\egypt\source\maplegend.png"; class Colors { ben_yellow_sand[]={{ 236, 230, 149 }}; ben_yellow_sand2[]={{ 226, 207, 129 }}; ben_rock[]={{ 181, 158, 111 }}; ben_rock2[]={{ 196, 177, 121 }}; }; };
  11. Hello, So I have decided to replace all the cup buildings on my terrain with Livonia buildings. I have imported them into terrain builder with the following path - enoch\addons\etc.. When I load bulldozer all is fine and all the buildings are there, but when I burn it into the .wrp and load it into arma it says that it cannot open object enoch\addons\structures_f_enoch\walls\woodenwall_05_m_d_4m_f.p3d and no livonia buildings appear on the map. I have searched the library for the file and it is in there under source dir at enoch\addons\structures_f_enoch\walls\wooden I have tried changing the enoch in the directory path to a3 but it says that it doesn't exist. Not sure what Ive done wrong but any help would be much appreciated. Thanks!
  12. During the process of making a layers.cfg file, I stumbled across this strange error. At first, I thought it was just the computer having a hard time finding the P: drive, so I unmounted it and remounted it. That didn't work so I restarted my computer and tried mounting it again. It still didn't work so I decided to comb the code and see if there were any errors. Still nothing. At this point, I was getting frustrated, so I took to the internet to try and find out if anyone else had these problems. And they did, and in almost every case it was some kind of typo or hidden characters. But despite rewriting the code three times and making a completely different file, it still returned the same exact error. Is anyone able to help? tl;dr there was a p drive error that I can't seem to resolve. class Layers { class gdt_rock { texture = ""; material = "a3\map_data\gdt_rock.rvmat"; }; class gdt_strbeach { texture = ""; material = "a3\map_data\gdt_strbeach.rvmat"; }; class gdt_strconcrete { texture = ""; material = "a3\map_data\gdt_strconcrete.rvmat"; }; class gdt_strdirt { texture = ""; material = "a3\map_data\gdt_strdirt.rvmat"; }; class gdt_dry_grass { texture = ""; material = "a3\map_data\gdt_dry_grass.rvmat"; }; class gdt_wild_grass { texture = ""; material = "a3\map_data\gdt_wild_grass.rvmat"; }; class gdt_strforest_pine { texture = ""; material = "a3\map_data\gdt_strforest_pine.rvmat"; }; }; class Legend { legend = "maplegend.png"; class Colors { gdt_rock[] = {{ 0, 0, 255 }}; gdt_strbeach[] = {{ 0, 0, 255 }}; gdt_strconcrete[] = {{ 0, 0, 255 }}; gdt_strdirt[] = {{ 0, 0, 255 }}; gdt_dry_grass[] = {{ 0, 0, 255 }}; gdt_wild_grass[] = {{ 0, 0, 255 }}; gdt_strforest_pine[] = {{ 0, 0, 255 }}; }; }; If anyone can see any errors with the code or spot some typos I might have missed, your help will be greatly appreciated.
  13. Hello everyone, Its been about 3 years since I last made a map for Arma 3 and I am back working on a small project that I hope to release a working version on soon. The island information is below and I will upload a high-resolution satellite image later today for people to see the real world location. Here are the map details; Predicted Release: v1.0.0 - 1st July 2019 Map Name: Donousa Location: South Aegean Sea Size: 8km x 8km Highest point: 385m (1263ft) Climate: Hot, Dry and Generally Arid Population: 167 Civilian Locations: Capitol: Donousa Villages: Mersini (South East), Kalotaritissa (North) and Charavgi (South) Military Locations: Small checkpoints, one central base for a small garrison Road Types: Single Main Highway, Dirt Roads, Dirt Tracks, Footpaths Vegetation Types: Bushes, Trees, Low & Overgrown Grass Satellite Image: Link To Imgur
  14. hi, i am new to terrain building, and wanted to know how to create more ground vegetation i have successfully created a map and played it in game to have a look, there is the same type of grass everywhere, i would like more varied vegetation. do i add this in terrain builder placing every single bush and flower manually or with a poly shape or in the layers.cfg. any help would be great, as im still getting to grips with it. cheers
  15. Hi All , I have startet Today with build a map inspired by Taunus , Chernarus and would like make a mix of them ALL works fine but i dont can figure out how to change the ground Texture color . Actual the ground color is ingame green yellow when the grass no more render and looks ugly . I want to make ist Brown dark green but how ? THX to all for reading an hopefully try to help me :) !
  16. fixed it by creating a new map frame a few times and changing the height map. So far this is occurring on windows 10 64 bit. I did a fresh install of everything for Arma 3 Tools and Verified Cache through Steam which Validated 3 Files, Also used futuraToP to extract the game Data to make buldozer work for the updated scripts/road tool. I set Terrain builder to compatibility mode for windows 7 as Administrator checked. (It was working fine on windows 7 before , since I upgraded to win.10 I ran into problems with terrain builder being slow and unresponsive while loading up maps and closing dialog boxes etc.) ... Using L3DT to export terrain as 2048x2048 Asc or Xyz Format ( I prefer ASC which works best usually.) In Buldozer view The terrain is flat. In Terrain Builder Window, it's Flat without Colored Height Lines/Contours you would normally see on a working import ( Red,Orange Etc.) > I Tested to see if a BMP Works normally, and surprisingly it does work like Asc should be doing Like this BMP Import. Here's a picture of what It looks like when i import the terrain as Asc/Xyz. No Contours or lines for Elevation like Above. + Terrain is Flat with blocky water textures interrupting the "Smooth" coastline. And this is The result in Buldozer. Computer Specs: CPU: i5-4690k 3.5 Ghz GPU: GTX 970 4GB Ram: 8 GB
  17. 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: - 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
  18. Hello, I'm making a map and I've noticed that at different distances the texture of the grass changes so the map becomes very ugly. I want to know if this is due to the configuration of the map or something similar.
  19. I have been working on a terrain for my mod and have been creating custom buildings for it. When I spawn the buildings in the editor to test them all is working fine(Checking if player is in bounding box returns true, AI follow paths). When I export to terrain builder and test the buildings after they are on the map, checking if player is in bounding box returns false and the AI will no longer use the paths. I have all the same geometry lod properties as the sample model from the Arma 3 sample pack defined. map = house class = house damage = no Prefershadowvolume = 0 sbsource = Shadowvolume I feel like I'm missing something in terrain builder because everything with the buildings works fine when just spawning the building in. Any help would be greatly appreciated, Losing my mind over this one. *edit* Seems that I needed to add a Land_xx class to the config to fix the issue. https://community.bistudio.com/wiki/The_Land_xx_class
  20. Commander Salamander

    Terrain Builder Freezing

    Unfortunately my Terrain Builder freezes frequently, and it can freeze my computer for over 10 minutes and I need to restart my computer to resolve the frustrating issue. I honestly don't know why this happens, so I'd like some clarification if available. This happens even when I don't have any project loaded, so the project isn't what's causing it (I would presume). I encountered the issue of not being able to even access Terrain Builder, as in whenever I clicked on it using the Arma 3 Tools menu, everything would just close instantaneously, and I resolved the issue by removing all of the Arma 3 data & then replacing it. I don't know if that correlates to the issue of freezing, but I think that it's probably the effect of something else.
  21. 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 }}; }; };
  22. 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 ?
  23. 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?
  24. 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?
×