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Found 51 results

  1. 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 :) !
  2. 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
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. 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
  8. 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 }}; }; };
  9. 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
  10. 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 ?
  11. 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?
  12. 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?
  13. 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
  14. 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.
  15. 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)
  16. 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.
  17. 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
  18. 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
  19. ========================== [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
  20. 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.
  21. 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
  22. 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 :-(
  23. 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.
  24. 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
  25. 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
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