#arma3_terrain

5 messages · Page 290 of 1

thorn prawn
#

If you don't include the lightmap in the creation of the texture map at the end then it doesn't include the water.

long roost
#

Right, now is clear why, thanks! I do not include the lightmap because it makes the sat map definitely too brighter

gilded bough
#

So there are no other double templates in the tb error when it launches but instead it says a polygon is not simple

#

How can I fix that

gilded bough
#

It just keeps crashing when I try to save...

shell magnet
#

polygon wont break it, try exporting your objects, delete the layer files themselves and not just in TB, then re import back in

gloomy schooner
#

is there any way to set custom grid size? like 4096x8192 on terrain builder?

cobalt egret
#

No

#

4k is max that works stable too

#

You will want to start at that resolution or smaller

#

8k won't work for beginner

gloomy schooner
#

damn

#

i exported whole data with 4096x8192 😢 seems like have to start from beginning, thanks anyway

trim yacht
#

i just really wanted to take a second to thank all the people in this discord that have answered all the questions, and were always happy to help, lots of love guys 🤎
after a lot of hard work, and even more asking in this discord me and my mates were finally able to release our first map North Takistan
feel free to check it out and leave your constructive criticism 🤎

gloomy schooner
#

does anyone know what happened to my terrain builder? it just keep showing white screen

#

tried to re-install the program, create the new project and add keyframe - same white screen

gloomy schooner
#

nvm, delete the settings from %appdata% and now it seems like work

cobalt egret
#

you had closed the scene view

#

different dialogs can be opened toggled here

shell magnet
#

😄

gloomy schooner
#

lmao thanks for help

#

low iq problem

golden dagger
#

out of curiosity can you lower the cloud ceiling via configs?

cobalt egret
#

yes

golden dagger
#

oh that gives me ideas, may I ask which configs i need to touch for that?

cobalt egret
#

the parameters maybe had "cloud" in the name

#

dont remember exactly

#

they typically are not altered so you might need to dig for them from the wiki for cfgworlds or the base world configs

lilac basin
#

Before I expand on a clutter issue I have been having /for the past 3 hours/, do I need to do anything aside from building the pbo in pboProject to see my clutter written in my config.cpp? e.g doing anything in terrain builder?

cobalt egret
#

if your mask and layers.cfg is defined right then no

#

beyond that clutter is just config work

lilac basin
#

I am fairly baffled at this point. There's not much that can go wrong in my layers file, it's fairly simple as it is. It has 5 materials and I am only trying to add clutter to one of them

#

`
class Layers
{
class lato_grass_green
{
texture = "";
material = "lato\kaska\data\lato_grass_green.rvmat";
};
class lato_beach
{
texture = "";
material = "lato\kaska\data\lato_beach.rvmat";
};

class lato_dirt
{
    texture = "";
    material = "lato\kaska\data\lato_dirt.rvmat";
};
class lato_concrete
{
    texture = "";
    material = "lato\kaska\data\lato_concrete.rvmat";
};
class lato_rock
{
    texture = "";
    material = "lato\kaska\data\lato_rock.rvmat";
};

};

class Legend
{
picture = "maplegend.png";

class Colors
{
    lato_grass_green[] = {{ 160, 200, 90 }};
    lato_beach[] = {{ 230, 230, 120 }};
    lato_dirt[] = {{ 226, 207, 129 }};
    lato_concrete[] = {{255,255,255}};
    lato_rock[] = {{120,120,120}};
    
};

};
`

#

I am just trying to add more grass to the grass material

#

I've kept the other ones simple too:

class CfgSurfaces { class Default{}; class lato_grass_green_Surface: Default { files = "lato_grass_green_*"; character = "lato_grass_green_character"; soundEnviron = "grass"; }; //more surfaces };

class CfgSurfaceCharacters { class lato_grass_green_character { probability[] = {0.4}; names[] = {"lato_GrassGreen"}; }; //more surface characters };

And inside my map's class:

class Clutter { class lato_GrassGreen: DefaultClutter { model = "a3\plants_f\Clutter\c_Grass_Green.p3d"; affectedByWind = 1; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; surfaceColor[] = {0.431,0.475,0.267}; }; };

cobalt egret
#

whats the grass .paa you use called

#

thats in the grass rvmat

lilac basin
#

class Stage1
{
texture = "a3\map_data\gdt_grass_green_nopx.paa";
...
and:
class Stage2
{
texture = "a3\map_data\gdt_grass_green_co.paa";

cobalt egret
#

that would be the issue

#

youll need to copy the .paa to your folders and rename it to fit this files = "lato_grass_green_*";

#

you only need to copy the _co though

lilac basin
#

That's odd, before I added the clutter stuff the default clutter appeared fine

cobalt egret
#

you have overwritten the clutter class now with your own stuff

lilac basin
#

Okay, for the sake of it I have done both, so now it's
class Stage1
{
texture = "lato\kaska\data\lato_grass_green_nopx.paa";
class Stage2
{
texture = "lato\kaska\data\lato_grass_green_co.paa";

#

With this will I need to do any rebuilding in terrain builder, seeing as they use different paa's now?

#

I gave it a build and still no clutter on the grass at all

lilac basin
#

I'm gonna pack it in for tonight. I'm starting to lose track of the tweaks I do but ultimately nothing is seeming to work. I'll try again tomorrow. If anyone has any suggestions it'd be most appreciated!

golden dagger
shell magnet
rustic helm
#

After all these years since we’ve made the kastellorizo map (https://steamcommunity.com/sharedfiles/filedetails/?id=958987050), I’m currently on this island…

It is quite the experience to know most of the things of this island, knowing where you are just by looking at the surroundings, having actually never been here before. I guess this is one of the perks of terrain making I never thought of.

It’s quite surreal 😄 Has anyone experienced this before?

lilac basin
cobalt egret
#

wee

#

👍

golden dagger
#

found the cloud height setting in

"CfgWorlds" >> "worldname" >> "SimulWeather" >> "DefaultKeyframe" >> "cloudBaseKm"

and the "Overcast" >> "WeatherX" classes which inherit from DefaultKeyframe. It seems i cannot lower the clouds, they currently seem to be at minimum 500 meters above the terrain.
not even setting the entry to -1 (values in KM) helps. anyone got some ideas?

cobalt egret
#

how low are you trying to put them @golden dagger

golden dagger
#

now at -10 yet still the same

cobalt egret
#

there could be a hardcoded minimum height

golden dagger
#

really hope not, dedmen pls fix

astral jewel
golden dagger
#

(i did not even ping you and you showed up)

astral jewel
#

There is no minimum, the default is 4km.
But whatever you put in config is put right through

#

maybe there are multiple keyframes? did you set em all?

#

there is also cloudHeightKm

#

cloud_base_km; //< The base altitude of this cloud layer.
cloud_height_km; //< The height of the cloud layer, above its base altitude.

golden dagger
#

i do think so, SimulWeather >> overcast >> Weather1 (up to Weather6) i replaced all those values

#

cloudHeightKm = 10;

#

also overwritten all of that in every one of them

astral jewel
#

Mh I hardcoded both values to 0.5, but on stratis the clouds are still at 3km

#

huh, when I load a terrain, the code that reads the config values isn't even executed thinke

golden dagger
#

the height got clearly changed, the original value was at like 2.7

#

(probably altis default, the map i am editing is fairly old)

#

and the clouds begun significantly higher

astral jewel
#

Mh. But I'm switching terrains in editor, and the config reading code doesn't run....
And also my game just froze

golden dagger
#

just rechecked with and without my config patch, yes the clouds start at around 3km up in the sky. with the config patch it is around 500

astral jewel
#

Maybe its only loading it once at game start, and not actually respecting terrain specific weather KEKW

#

Actually I just restarted the game and my breakpoint still didn't trigger sad

golden dagger
astral jewel
#

Ah.. If clouds video setting is set to low, it disables simul sky and doesn't load any of the config entries either

#

now I got clouds at 2km with very buggy rendering

golden dagger
#

i call that progress

astral jewel
#

they don't seem to like that height

#

I give up k thx bye

golden dagger
#

f

lime lichen
#

good evening! im having issues with terrain processor, I load the the exported poly to it but it refuses to actually open.

shell magnet
#

Maybe you using the wrong type for the task in TP? You have lines, area and points

long roost
#

Hi folks, i don’t understand the reason why my clutter partially covers the roads. The clutter is the dry grass one..this is my first time seeing it.

shell magnet
#

try putting a surface under your road like concrete

#

good idea to do that anyway, as cars can bug out and not use road surface but one under it

ruby torrent
#

has anyone came across something like this?

cobalt egret
#

it gets shaded by your satellite image

ruby torrent
#

Is there a way to prevent that?
or do I edit the sat image with the average color of the texture?

#

or something entirely different

thorn prawn
#

The second.

#

Or make a ground tex that matches the sat colour.

#

Depending on which you want.

ruby torrent
#

Second it is
thanks

#

still orange

#

could it be the nopx or rvmat?

cobalt egret
#

did you import satellite texture again and regenerate the satellite layer tiles?

ruby torrent
#

yup

cobalt egret
shell magnet
#

Also that sat is mega bright

#

Look at the grass nearly glowing

thorn prawn
#

Maybe it's radioactive?

ruby torrent
cobalt egret
#

The darker green is pretty good lightness, the rest is very bright

ruby torrent
#

tone down contrast over ps then?

#

and wouldn't that just lead to a bright soil look like the grass
rather than a flat orange llok

cobalt egret
#

Probably some desaturation could be good

#

And making light parts as dark as the green

shell magnet
#

@ruby torrenthere is a bit of Malden

#

you have to aim for very dark

ruby torrent
#

Still orange

cobalt egret
#

I kinda have a feeling something is not updating in this process

ruby torrent
#

Deleted the layers, to make sure there's no overwrite error
can see the desaturated mask from far away
and it's only the that texture that has the problem

shell magnet
ruby torrent
#

rvmat correct
nopx there aswell

long roost
#

Sorry guys, i have a question: is there a guide on how to use Plopper? I thought i could use it in order to work with detailed objects (like fences and what not)

shell magnet
#

no guide, but its pretty simple to work out

#

I use ObjectPlacementTBH instead of plopper, as I have less issues with it

cobalt egret
forest wedge
#

wtf🤣

cobalt egret
#

mammatus clouds apparently according to the imgur topic text

craggy grove
#

yeh, saw it once in my life around here

#

reminds me that one time i saw a huge halo in the sky. i only noticed it because there was that pink light everywhere suddenly. so i went outside and saw it ... felt so weird, as if we were close to a huge planet. i was standing outside and looked at it the whole time it was there (probably 20 minutes or something). also more and more people came outside onto the street and looked at it as well. this probably also was a once in a lifetime event. i don't believe i'm ever going to see something like that again :x

cobalt egret
#

Cool!

ruby torrent
cobalt egret
#

For finest details one use buldozer as its the only way to straight edit both terrain and object placement.

ruby torrent
#

Is there a way to lock objects position so it doesn't move as you edit the terrain

#

Ie. To fix the terrain around an object so its flush to it

cobalt egret
#

Yes

ruby torrent
#

Locking the layer?

cobalt egret
#

When buldozer is open there in a new attribute box in the object properties tab where you can select if object follows terrain or not

#

It's a drop menu, don't remember exactly what the text was

ruby torrent
#

Neat

cobalt egret
#

Basically it makes objects non selectable and keeps them in place. Some care needs to be taken though, sometimes it can bug if you work fast and you move an unelectable object in the tiny time frame it checks if the object can be moved or not

shell magnet
craggy grove
#

dunno, the e2tb export is pretty much idiot proof

#

i also use it for all small details, because i can't be arsed to switch to plopper stuff :>

lilac basin
#

I do currently have a bit of a blocker with my map. I have 279k trees, but only like 3.5k rocks, and TB's tool of placing rocks in a shape doesn't randomise them enough

#

I'll be sure to look in Plopper next time I am working on the map

cobalt egret
#

the TB object in shape creation is very bad tool

#

I dont think anyone really uses it

#

for generation, Terrain Processor can work

#

or SFlora if you want to use image masks

lilac basin
#

I fortunately had an image mask for the trees/rocks, but at the time I only used it for the trees, so wouldn't want to use it again for the rocks as I've already had a headache with many trees clumped together 😄

sonic holly
#

Anyone here really good at Terrain Processor?

#

Or know any tricks for mass populating vegetations and large rocks?

#

Trying to populate hill but the steepness is making it really hard to use automation to fill the map.

cobalt egret
#

Steeps Hills are very tricky, usually better to place down stuff manually

shell magnet
#

Could use l3dt to make a mask of the steep places, then convert the image to shape with qgis etc

long roost
cobalt egret
long roost
#

I want to create an airfield from scratch in my terrain.

long roost
#

I’ve found the runways in a3/roads_f, then placed them as object on the terrain..i guess this is what is supposed to do in order to make airfields

thorn prawn
#

"Make airfields" is somewhat vague.

cobalt egret
#

Airfield visually is just objects placed normally. Only thing that makes airfield an airfield for game purposes is the airfield config.

long roost
#

Yes, i read something about that airfield config

#

I will work on that config when i will finish placing the airfield objects

long roost
shell magnet
#

Well you placed the objects, so now do config and it's done

long roost
#

Yes, of course

ruby torrent
#

Has anyone tested out world-machine as an alternative to L3DT?

cobalt egret
#

I believe some have mentioned it

#

any tool that can export heightmap in Terrain Builder supported formats can be used

#

L3DT just happened to become most used one back in the day when there were fewer of such programs and it was cheap and fulfilled the role well

distant nimbus
#

does anybody have original (unbinarized) a3 folder?

#

with all selections in memory lods

cobalt egret
#

no

#

there is no access to that

distant nimbus
#

bruh

#

dont wanna make it from scratch

cobalt egret
#

make what?

distant nimbus
#

selections in all oblong assets for toggle snapper using

#

too useful tool

cobalt egret
#

well bruh

#

thing is

#

you dont

#

this is unfortunate

#

but just how it is

#

everyone else has managed

#

you will too

#

you can try things like Plopper for placing down walls and such

distant nimbus
#

i tried

#

but i prefer buldozer for main work

#

cuz sculpting and other things

#

but i like surface painter for some extra details (plopper unstable)

shell magnet
#

ObjectPlacementTBH 💪

distant nimbus
#

hah

#

oldman

#

but again about toggle snapper, i made selections for railways and its extremely usefull

#

much better than placing in editor

#

wanna this thing for fences and powerlines

shell magnet
#

I just use placement tool, quick and simple 🤷‍♂️

cobalt egret
#

since there is no access to the models.

#

we are all working within the same set of rules

distant nimbus
#

is it illegal to edit vanilla objects only for using on terrain builder on your pc?

cobalt egret
#

yes

distant nimbus
#

complitley bruh

shell magnet
#

the time you piss around doing all that, you could have just used another tool

distant nimbus
#

why i should use 3rd party tools when i already have vanilla thing which work better and contains in main workspace?

shell magnet
#

Well you said "dont wanna make it from scratch" 🤷‍♂️

distant nimbus
#

yep, but i look at this "work from scratch" like on workflow organization, so i prefer do it, then making workflow from scratch

charred orchid
#

"Is this thing prohibited?"
"Yes."
"Okay cool, I did it anyways."

lilac basin
#

I'm looking to add a second grass clutter. I have already changed the mask via adding a second green, imported and exported the surface mask, converted into paa's and made a pbo but the grass did not change, it was the same regardless. I've since went back into the layers.cfg and specified each of the other grass colours so it doesn't mistake it and done a rebuild but it hasn't made any difference.

class Colors
{
lato_grass_green[] = {{ 140, 195, 80 },{120,190,80},{170,180,70},{170,190,80}};
lato_grass_green_forest[] = {{0, 255, 131}};
lato_beach[] = {{ 230, 230, 120 }};
lato_dirt[] = {{ 226, 207, 129 }};
lato_concrete[] = {{255,255,255}};
lato_rock[] = {{120,120,120}};

};
#

This is the area I have set up

#

And the two rvmats I have are the exact same, and use the same textures

cobalt egret
#

you could be exceeding the 5 colors per tile limit

#

I count at least 7 colors in the view

lilac basin
#

I don't know, I haven't done anything overly complex, I haven't specified it to do something 5 times, let a lone twice

#

Is a tile 100m/100m?

cobalt egret
#

no

#

it depends on your mapframe properties

lilac basin
cobalt egret
#

your tile size is 512

#

and since your texture size is smaller than the actual terrain you have a loot less wiggle room

lilac basin
#

Okay, though still the image above is ~1km across so surely there aren't 5 in all of the areas

cobalt egret
#

you can easily have 7 colors in a tile in your picture

#

basically

#

you got too many grass

#

if you want variation on "same type of surface" like grass

#

you will need to plan the transitions very carefully

#

and if you want beach sand and idfferent under water sand you may want to start the underwater sand lot further from the shore

#

stuff like that

#

not gud

lilac basin
#

I see

#

The mask was generated by L3DT, so as it goes I don't need all of those grasses in the mask for the map

cobalt egret
#

and you probably should use 1m/px texture too

#

yes l3dt has no such restrictions

#

and no mechanic to limit them in way arma needs

#

L3DT can be used to create a basic mask

#

for example basic 5 materials

#

and the rest needs to be added more manually

#

I have a link in the top pinned message, the last one to pennyworths git that goes into more depth how the tiles work

lilac basin
#

I've went in any changed near all the greens in the area to the one most dominant. Is there anything else to consider before giving it another generate?

cobalt egret
#

no this looks good to try out

lilac basin
#

Just finished making another pbo and no dice. Leads me to believe there must be something wrong with my config

#

These are my surfaces. The first is the default one, the second is currently not used, and the third one is the one I am trying to get to work in that area

class lato_grass_green_Surface: Default { files = "lato_grass_green_*"; character = "lato_ch_grass_main"; soundEnviron = "grass"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.99; }; //more surfaces - potentially do not actually link aux to a character class lato_grass_green_aux_Surface: Default { files = "lato_grass_green_urban_*"; character = "lato_ch_grass_main"; soundEnviron = "grass"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.99; }; class lato_grass_green_forest_Surface: Default { files = "lato_grass_green_forest_*"; character = "lato_ch_grass_forest"; soundEnviron = "grass"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.99; surfaceFriction = 1.25; };

#

The only two things I can think of is that should I have the underscore for the lato_grass_green? Is that stopping the forest files being done because it is doing both?

#

Or the colour itself for the mask, should I try a completely different colour like blue?

lilac basin
#

Been working on it since to no avail. Added some more of the colour to other parts of the map and it doesn't show. I changed the main character to the new forest character and it changed the whole map, so isn't the character class, and the clutter classes show fine too

#

I even changed the lato_grass_green_forest to just lato_forest in case that was the issue, and still doesn't show unfortunately

cobalt egret
#

what are the filenames for the rvmat and the .paa?

lilac basin
#

for the main grass it is lato_grass_green.rvmat
for the forest it is lato_forest.rvmat

cobalt egret
#

do you export wrp after layer generation?

#

are you sure you are packing to right folder?

#

does old pbo get replaced?

#

is there any old pbo with different name that could overwrite new one

lilac basin
#

Yeah. Generate Layers, then use my png to paa bat, then exprt the wrp, then crunch in pboproject

#

As far as the process goes nothing is being changed, and I haven't changed any folders

cobalt egret
#

ye it is inddeed there

#

what paths you got in the layers.cfg materials?

lilac basin
#

Here's my layer.cfg:

`
class Layers
{
class lato_grass_green
{
texture = "";
material = "lato\kaska\data\lato_grass_green.rvmat";
};
class lato_grass_green_urban
{
texture = "";
material = "lato\kaska\data\lato_grass_green_urban.rvmat";
};
class lato_forest
{
texture = "";
material = "lato\kaska\data\lato_forest.rvmat";
};
class lato_beach
{
texture = "";
material = "lato\kaska\data\lato_beach.rvmat";
};

class lato_dirt
{
    texture = "";
    material = "lato\kaska\data\lato_dirt.rvmat";
};
class lato_concrete
{
    texture = "";
    material = "lato\kaska\data\lato_concrete.rvmat";
};
class lato_rock
{
    texture = "";
    material = "lato\kaska\data\lato_rock.rvmat";
};

};

class Legend
{
picture = "maplegend.png";

class Colors
{
    lato_grass_green[] = {{ 140, 195, 80 }};
    lato_forest[] = {{0, 119, 255}};
    lato_beach[] = {{ 230, 230, 120 }};
    lato_dirt[] = {{ 226, 207, 129 }};
    lato_concrete[] = {{255,255,255}};
    lato_rock[] = {{120,120,120}};
    
};

};
`

#

The contents of lato_grass_green.rvmat and lato_forest.rvmat are identical because they use the same textures

cobalt egret
#

ah

#

that wont work

#

they need unique texture

lilac basin
#

Just to clarify, this is my lato_grass_green.rvmat which is the exact same content as my lato_forest.rvmat too, as I'd like them to use the same texture. Is the problem that they use the exact same .paa textures, and that were I to just copy/paste the same textures and rename them they'll be fine?

`ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0.02, 0.02, 0.02, 1 };
specular[] = { 0, 0, 0, 0 };
specularPower = 1;
emmisive[] = { 0, 0, 0, 0 };

PixelShaderID = "NormalMapDiffuse";
VertexShaderID = "NormalMapDiffuseAlpha";

class Stage1
{
texture = "lato\kaska\data\lato_grass_green_nopx.paa";

uvSource = "tex";
class uvTransform
{
    aside[] = { 10, 0, 0 };
    up[]    = { 0, 10, 0 };
    dir[]   = { 0, 0, 10 };
    pos[]   = { 0, 0, 0 };
};

};

class Stage2
{
texture = "lato\kaska\data\lato_grass_green_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = { 10, 0, 0 };
up[] = { 0, 10, 0 };
dir[] = { 0, 0, 10 };
pos[] = { 0, 0, 0 };
};
};
`

cobalt egret
#

copy paste and rename should work

#

ti would also look better with dedicated forest floor texture

lilac basin
#

I'll definitely look into a dedicated one once I have it working

#

Do I need to do the whole generate process again, or can I just crunch a pbo?

cobalt egret
#

new generation im afraid

lilac basin
#

Then for the best I shall wait until tomorrow. Thanks so much for your help!

cobalt egret
#

these are things not meant to be changed many times in the process 😅

lilac basin
cobalt egret
#

Progress!

lilac basin
#

A solid first step. I now need to find a right material for a forest, as well as clutter, and somehow making the sat map look like it is a forest too. The last one is gonna be the hardest as it is largely untouched

robust charm
cobalt egret
robust charm
#

the hard line on the mask / ground textures, its not like that in Photoshop but is showing like that in game

cobalt egret
#

Mask issues most of the time mean there are too many mask colors used in a tile

#

So excess is cut

#

You can scroll up a bit, I just explained it to Lato above

shell magnet
#

A3 puddle objects can cause weird hard lines like that for some stuff

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but its most likely to be what HG said

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also hard edges only for mask

rough reef
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Is there a list of Arma 3 vanilla buildings that can be completely destroyed? (Like most of the Altis, Stratis and Malden buildings)
I plan to work on a map in which every building is able to be destroyed
(If you know a list, fell free to hit me up in DMs!)

cobalt egret
long mantle
sharp shell
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Whenever making a hole in the terrain, the surrounding terrain sinks down and isn't level with the surrounding landscape. Any idea why?

cobalt egret
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The points connect to each other

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So when you pull one down the connection to the next ones slope

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The distance between the points is you cell size

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And if you have large cell size, making holes can be difficult

sharp shell
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Thanks bud

forest cave
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I want to make a Terrain
what should I learn first?

void bough
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This. Don't skip any parts, especially not the part where it tells you how to set up your P drive.

forest cave
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Oh my god

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Thank you so much

hushed prairie
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I'm having to decide what 'rocks+cliffs' approach to use for one of my projects before I decide to systematically do it across the board on a 32kmx32km terrain manually ^^"

cobalt egret
hushed prairie
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yeah, just thinking how dense/involved I want it to be, for it to be doable and consistent... and within a lifetime ^^"

craggy grove
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that's why making a terrain takes months and not weeks :>

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(or days like some think they can pull off)

hushed prairie
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flashbacks of when I placed 7800 sidewalks for Bastek

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getting an obsession with sidewalks being a stylistic choice wasn't a great idea, I make dumb choices