#enfusion_terrain
56 messages ยท Page 24 of 1
thats what im doing for my map its slight hills
I wonder if the entity draw distance would hide them though
but its not enough because anybdoy can just drive off into the ocean
so i dug a ditch and it kills anybody who walks off
but for people in vehicles it does nothing
triggers are in the game, just make a big box
vehicles dont have splash damage
when i asked aobut this months ago there was no info on this and was told explicitly that doesnt work
you can create a feedback ticket to suggest such feature
other than that we are not in position to demand stuff
feedback tickets is the way to go
and patience in scale of 6 months+ at least
i mean to be fair we are. We are the cutting edge content makers for the future of their major investment into growing community content that made arma the powerhouse that it is. If they are not going to listen to us and launch tools that are missing some important features its a big L for them
yes but there is correct way and then wrong way to give constructive feedback
reforger is dead and most of the modders have left
that is the wrong way
So we are the only ones left.
just post on the feedback tracker, but features like faking terrain around your map is like least concern
there are more important things to do
give me examples
currently Reforgers own needs are not in landlocked terrains
so it is not very high importance feature
you can still make one
and yes it will look somewhat funky
because i think "we only support islands" being something they tell the community when arma 4 launches will produce earth shattering laughter
most people don't really care about this
most people dont consider or even think about it
but make a good map that would be even better with such feature and you have better chance attracting positive attention to the issue
i am , to my knowledge my map is still the bomb
and dont let fame get into your head
Only a few more areas to fill in and its done enough to figure out how conflict works
People did that for 2 games and they didn't add it. Then it got broke in the 4th game and didn't get fixed until several years in.
we can either trust history to repeat itself or try to change the current flow (with positive, constructive feedback)
in any case, complaining about it on discord isn't really going to make any difference
there are better ways to log feedback
where else? devs post here and the dev tracker gets checked maybe once every 2 weeks
dev tracker is the place.
and if you post here. consider how you would react to someone to demand you make your map an island
what?
He wasn't complaining though originally. He was asking Dedman for a suggestion
devs do visit the discord, yeah, but feedback tracker is the place
Im not demanding anything i just think its funny that the devs dont find it important to something in the pipeline about the fact most people who make maps in arma 4 are going to want to make land locked maps especially if they are copies of places they want to recreate.
things that are important to you may not be important to someone else
there are likely other more important things right now
its not "couple of lines of code"
I mean i disagree , if you ask a bunch of kids who might want to get into map making what kind of map they would make , and have them describe it , most would likely describe a landlocked map and not some island
seems to me that you can already fake landlocked maps, otherwise you'll need to wait
How do you fake them?
i can "fake it" but if they add helicopters which apparently they are , its going to suck
you build small hills on the perimiter to hide the ocean
all the landlocked maps are faked in previous games anyway
right and we dont have that ability
you have other abilities though, has anyone tested literally adding mountain meshes around the terrain?
not all geography is going to have mountains in the distance
doesn't have to be mountains
?
it can be a mesh of anything
if you want you can make large straight planes on the sides of your map Id suppose
worth while to try
I'll try it right now
๐
but with a terrain mesh
another terrain on the sides? ๐ค
yes, but imported from an fbx
aa
if they dont plan on endless terrain options, they could implement a 4th wall technique around the map edges and apply a horizon texture to that, map maker could then for example put a steep(unclimable) ridge or steppes around the edge as a further blocker.
you could also have a UI message stating something like "You have reached the worlds edge", which could be useful in single-player scenarios to keep players on track.
has anyone tried multiple terrain entities btw?
3D Skybox stuff
makes me think that it could actually offer cool possibilities to liven up the distance
of course the only trouble with that is aircraft slamming into it, but you could just make anythign that goes beyond the 4th wall blow up if it lands.
it's infinitely better (visually) than randomly generated noise
yep, as good a time as any to propose this sort of stuff to the devs via feedback tracker, so if they like such ideas they can look into it and plan ahead.
so question 1 is does the engine support objects out of terrain bounds
as previous titles did not
only what was in bounds of the terrain mapframe got into game
yes
excuse the ugliness, just a test
Does the collision work? Otherwise units can hide inside
not sure yet, I'm assuming you'll have a trigger that just kills players going out of bounds
not entirely correct, from a terrain perspective yes 100% correct, but from a game-mode perspective e.g. dayzmod you could have objects stored in a db outside the terrain that would persist through a restart due to the database storage of the object and its positions.
otherwise it's a pretty big collider
yes but those were live objects
this is in editor though
I mean it works in game mode
Yeah but then you're killing helicopter pilots or plane pilots because they didn't turn fast enough. This is why the old method was better. Didn't need to worry about any of it. It was actual terrain
that's true, so your base map should be big enough to cover playable area, seeing as these are just background objects
of course your kill triggers dont need to be infinite height, airplanes could fly out further etc
in case they are few kilometers away should not be a problem
Isn't there a 16km limit for 1mpx surface masks?
not following?
What were you trying to import yesterday that wasn't working?
running out of memory yes
but Im gonna call it a bug for now
I doubt its intended limit
and larger m/px mask works better than in RV as the masks can blend
everon is already big enough, idk why people want to go much bigger all the time
You'll understand when I get my thing progressing
how big is everon even?
smol
It really isn't. It's only 12.8 X 12.8km
well smol+
I'd understand for aircraft
its good size for its intended gameplay
And the terrain I was working on for off and on for years is 15.4 X 15.4km meaning that with the current limit, I have 500m per side to try to hide the fact it isn't an island
I'm pretty sure goat has a 65x65 km terrain
correct
so I don't see a 16 km limit
You can't import a surface mask for it... which is kind of important
in lower resolution you can. but Im hoping there is indeed a bug in there which can get looked at sometime
maybe it would benefit from using a different image format for it
Im wagering its how the masks are processed
Maybe... pretty sure there were plenty of TB bugs that didn't get fixed for 8 years
could perhaps use more split processing instead of cramming it all in memory
TB was old when we got it
how big are your surface mask exports?
and nobody knows how it works
Which means it wasn't fixed for even longer ๐
well VBS version works better in many ways. There was really no development for TB in Arma tools. As unfortunate as that is.
However right now we are in the middle of new tools being developed. Im gonna give that a chance to go differently
surface mask exports?
yea
have not exported any. only imported
I mean in terms of image resolution
they are supposed to be the same size used in the map aint they
I think it's tied to cell size? maybe
https://cdn.discordapp.com/attachments/976159873517629500/999459963317534780/unknown.png this I got to work so they the masks are pretty low res
you meant the tile resolutions?
the whole texture or the parts its split into
whole, if you were to go to paint and export any of the surface masks
how large would the file be
im more into generating them out of the editor
yes I want to see in what res they are stored internally
but it would be same resolution as what the terrain is set to use
internally it should be split into smaller parts
each tile assigned to tile of terrain
Im not sure what info you are looking for sorry
it would be this
Could be the version of libtiff they are using is outdated, iirc BigTiff >4GB format was only fully/formally supported since the 4.0.* version of libtiff
@greenpeople ๐
if they updated that it would help you get around any filesize issues, couldnt promise it would be a magic bullet though.
and also make satmap import not limited to png
I made a terrain and trying to test it in-game but I don't know how can I open the world that I created. I am trying but it is just Everon.
if the mechanic borks at used memory wouldnt any image format cause that though?
I think he just wants options
I prefer the bmp format myself... although maybe there is some reason that isn't supported
bmp is fine untill you reach the pixel limit xD
Anyone know?
I've noticed its not that common option to export to anymore though
you might need some sort of mission for it too?
How can i do that
no idea. just throwing out ideas
Thx.
yes and no, for example photoshop will refuse to save PNG files over 2 GB in size
so it's about more than just import
you need a mission file, look at the existing ones in missions folder
Is that just works if I duplicate the "21_GM_Eden.conf" ?
well, you'll need to edit it, and make sure you have all the relevant game mode entities in your world
also #enfusion_scenario
how do you edit the interior furniture in buildings? i can move stuff around and disable furniture that's placed in buildings by default, but is there a way to remove/delete items? been messing about for a bit and i just cant work it out.
the wiki has a great tutorial on prefab making/editing, its pretty good TBF
duplicate the prefab to your project edit and save
where do i find the dev tracker i cant seem to find it haha NVM
cheers, i'l take a look
cheers
Roads are not flat but are designed to assist in the drainage of water. This is known as a camber. Add camber to roads, ๐บ
you can if you sculpt the terrain under the road a little bit, while the road has heightmap modification off
just tired a bare minimum terrain project, no heightmap just generic terrain entiry and terrain settings set up and mask import at 8k resolution
worked
but trying to change that to 16k crashed
not as serious crash as before, perhaps adding more virtual memory helped to save it
but reforger is stuck at 33gb ram use and cant kill the process now ๐ throws access denied at me
try killing it with process hacker
also yes page file helps - my page file is about 200 GB on an NVMe device to help my RAM overflows
it died now but took a while
since the other textures do work at higher resolutions Im still gonna say this is a bug
Bacon how much ram you got?
importing the same file on a 4k heightmap with 4m cell (16km world) at 16k mask resolution did work
trying to change that to 32k -> boom
does someone know why a map is crashing other pcยดs when they try to work on it?
no.
but you probably should collect the minidump files from their crashes and bundle them up into a bug report on the feedback tracker
what dimension map do you have?
if its big
well its a bluescreen and i think is was around 16x16km
it could be they run into same memory issue I am
that does not sound too big
but 16k has been max resolution I have been able to push mask to
Surface Map:
Tile resolution:
256 x 256 px
Block overlap:
1 px
Total:
15877 x 15877 px
Resolution:
1.016 m
flying over it to fast and while placing stuff but after a few minutes then
not quite same parameters as with my crash
does not mean they could not be related ๐
but maybe not
i had a bigger map at somepoint but it was to huge for that what it will be used for
how much ram do you have?
64gb
ohh okay
If you just want to get rid of a piece of furniture or two, and don't want to bother to create a prefab, then just move the piece of furniture under the terrain to get rid of it.
you can disable bits of furniture or have them show in editor only. @cold crane was more than likely referring to this wiki post: https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics, i've not had time to go through it yet, but at the bottom of the page, it mentions "Unprefabing", you can select the object and "Break prefab instance", this does what i want, but i'm gonna read the whole doc, at some point ๐
yeah, its do-able but a bit tricky, i'll just keep them as they are, roads irl are a mess anyway, excluding those norsko roads @sweet sedge posted, they're lush!
I wouldn't describe it as tricky
or just fake it with the height texture of your road
yeah, just wondering why the road "falloff start width" and "road falloff width" don't push the terrain up when you get into negative values, would be cool if it did, handy for baked spline sculpting imo, but I also really want an editor button that makes me a coffee ๐
I usually don't use the automatic height adjustment on roads because it makes them perfectly level
bake them and adjust later
So was working on a terrain and got a bunch done with the terrain being offset (which was done to match a satmap. When the offset is fixed to 0,0,0 character collision works but the work I did dosent match up anymore.
Is there a good way to translate things across or fix the collision?
yea, tryna figure if I can fix that mistake without redoing a lota thing
tbh the terrain entity should automatically place itself in zero coords and disable itself from being moved
it's a trap
ya lol
just export the height, then load it into new terrain and apply correctly adjusted satmap
okay wow, so apparently I can select everything and the move tool and it dosent even lag, moving 1000's of trees and objects at once
with generators you'd just move the splines too
how moving! ๐ฅฒ