#enfusion_terrain
56 messages · Page 1 of 1 (latest)
and it was a custom heightmap I did manually from scratch not one imported.
idk whatcha mean? I have the terrain folder and the data. just for some reason it refuses to load it
they changed the directory order in 1.7 for how maps are configured so the way I had it prior everything is sideways now
but 1.6 update and prior never had this issue with how all the files were set.
Terrain folder (these are the original files that were working before 1.7)
so all the files are still existing like you said. but enfusion is not locating or reading any of it.
And if i shift the folders into different subfolders etc it tends to just crash tools at launch
If I shift my .ent world into the Worlds subfolder and leave Terrain subfolder in main directory and layers in main directory I get this
which either option does nothing.
In case you don’t know Lou is a moderator plus part of the Bohemia team. It sounds like you have a huge issue/bug. seems like he’s offering to look into it for you.
I have to have my DoungIsland_Layers subfolder in the Worlds folder I created (there was no Worlds folder prior in my map directory I had to manually create one today)
So now that I just put the DoungIsland_Layers subfolder in and the .ent file is ALSO in the Worlds folder, this is what everything looks like
Notice I have a terrain entity.
and I have the Terrain folder with all the files
therefor I HAD a working terrain
i did not know
yee i was talking with him this morning
All good. Sounds like he may be offering to have you send your project over somehow for them to look at. I could be wrong. I’d offer to try and help on a screen share I just don’t know when I’ll have time.
i have all the data for the terrain but if I move the terrain folder into the world subfolder. it crashes with a Invalid authorization exception saying it cant find a string
OOOO
That being said yeah im willing to send files over.
@civic lava im EST Based by the way. I will DM you and if you'd like I can send over the folder in a zip
i can even open all the terrain files in resource browser as well
Hey man your YouTube Vids are a life saver
Thank you always appreciate hearing they help! The large majority of the info comes from all the helpful people on this channel and the Atlas guide.
Hey guys, I need your help with setting the grass (surface) draw distance in the editor.
The problem came up when I wanted to make an airport, and the runway just wouldn't render. Can someone help me with this?
Can you tell me how you did it?
gonna go out on a limb cause its late asf; Repaint surface area with asphalt or whatever. Export textures and rebuild sat map import then lay airport and clean up?
certainly give me a second
only for the mist right?
inside resource browser "Arma reforger" -> "Prefabs" -> "Particles" -> "Water" here you will find a couple of effects for a swamp i prefer the quick and easy "water_steam_02" while technically steam it does work for a little bit of scenic fog
Does anyone here know of any good vanilla assets for creating tunnels using the new "Holes Tool"?
yup, just a sec
just done on that looks like this
Do you also know a few involving earth?
this is what it comes down to. use those mine assets for the base and upcale it, same with the concrete pipe
as in a dirt tunnel
Already tried this Prefabs but im not happy with it 😄
pretend i'm an ai for a sec what do you like the tunnel to look like, materials, size, general look
something like that but i dont think it´s possible with Vanilla Prefabs
Thanks mate
Can you flip trenches upside down? Never used them , just wondering if they would work for your tunnel
Well that Sounds interesting. I´ll try haha
Yea it look pretty good. Thanks! The Topside looks a bit weird, but that's okay.
I'll have to give it a go sometime.
You could also have rocks on top of you wanted a different surface on ceiling or walls.
I have used rocks inside underground bunkers for a varied surface. Looks okay sometimes.
I'm going to try out a few different things to see what looks best. Rocks are so basic... 😄
i got this thing down but i need to find something to replace the floor with
Hey guys, is there a way to get this leaves generator to go on top of a road?
experimenting and figured this would be good for putting leaves along the kerbs
Hey currently establishing a community. It's gonna be a Life/RP community. My skills are sorely, coding, so i will build the server. What i need is someone that is good with map knowledge and terrains.
Message me if interested!
I would post this is in #creators_recruiting instead my guy, more likely to be seen and get a response. Will just get lost in here.
Apreciate it mate, can be hard to navigate this discord 😄
so anyone figured out how to start making terrains ? 🙂
coolio 😄
oh i should post in #world_editor
oh, now THIS is the most important channel
oh hey this channel exists
Hope this helps people get a few steps further into making terrains in Enfusion.
- File\New world
- Save world (needed to make a terrain object later)
- Bottom-left, select the 'Create' tab, next to Hierarchy.
- Search 'GenericTerrainEntity'
- Drag it into the game perspective window
4.1 - Switch back to Hierarchy tab from the Create tab.
4.2 With object selected in hierarchy, Bottom-right - in the Object Properties: Set X, Y, Z co-ords to 0 for each - Right side of screen - Object Properties: Right-click 'GenericTerrainEntity', under the search 'Filter components' - Select 'Create new terrain'
For a quick test, set Terrain grid size to 1024 - keep everything default. Select 'Create'
You now have access to the Terrain tools! Either:
A. Press the mountain button on the buttons toolbar
B. Tools\Terrain Tool
Terrain tool will appear in the bottom-right. You can now import height map, sat map etc.
Supported file types are .png and .asc for heightmaps
Credits to a twitch streamer called 'theemperorfox' who I was watching do this
Can this be pinned till the Wikis are live?
With that I was able to get my heightmap/sat map in - https://i.imgur.com/Nayko9W.png
errain grid size to 1024 ! where do you find it? I do not below GenericTerrainEntuti
lol it just crashes for me every time I try and save
Don't save the world to a locked folder in Armareforger
Are you guys launching this via Arma Reforger Tools in Steam and then pressing Launch?
yes
oh weird. I had been trying to press Create New before opening Reforger for the first time and it wasn't letting me go anywhere but now that actually worked
4.1 zero all coordinates of terrain entity to 0, last time i had the entity moved collision of the terrain itself didn't work
Kiska?
Sorta, it's Skira from Operation Flashpoint: Dragon Rising, which is a sort of recreation of Kiska. I initially tried to make Kiska but ultimately ran into the same problems the people making the map did - it isn't fun to play on, nor has any real points of interest, so I instead decided to recreate Skira.
Oh okay. That explains the few differences that I saw then. I had almost made an island based on that back in the A2 days but more of a temperate Chernarus type place.... actually at this point I've probably have had plans to make a terrain based on every island in the world at some point 😄
@burnt torrent HI mate 😉
Hey Miro! Those your blender tools in the reforger tools?
Yeah I'm not sure which I'm supposed to be posting in now. I figured terrain makers is probably more of a arma 3 thing at this point though maybe?
whats an arma 3?
fair
some bLT stuff slipped to Enfusion Blender Tools yeah ... namely ASC import/export ... the rest is more game assets creation focused
Nice! I'll have to try those out. Congrats to you and your coworkers on the release! It's looking great so far!
Thanks mate, glad to hear!
Anyone else's world editor crashing when saving?
save to your own folders
oh
Can't save read only stuff. 😛
yeah I'm coming from UE4/UE5 so I'm too used to that haha
cant paste/copy paths into the file selector stuff in workbench ;_;
and it doesn't use the native file selector and instead uses the one from qt
That's the Codemaster's game island isn't it
Dragon Rising?
strange question for the BI boys.... do you guys happen to have some (basic) mapping of A3 objects to some Enforger thing? I'd like to see if I can just write basic converted of old object list to new ones.... 😄
Well... it imports 😄
its the saaremaa that is NOT AT ALL saaremaa 😄
but i liked doing that port from BF2 PR because it took like 2 days i think.....
It been a long time since I played pr
https://steamcommunity.com/sharedfiles/filedetails/?id=902483985 it confused people so much
Try operation marlin
because its not at ALL like the real terrain.... but its the BF2 pr
from the BF2 pr ones? No
@left tangle if you're feeling bored... how do the surface masks work? Is it a black/white mask per mat or global color banded surface mask like RV?
Can the old ones be imported somehow?
Importing Heightmap the heightmap does nothing for me.
black and white mask
Yes indeed
drop on a material on the right
right click on the material and import the black and white mask
Will try, thanks man
asc definitely works here. I was not telling it to resize heights and am telling it to flip Z
can i not paste screen shots here?
Had to start my tools up again but I think I might be a bit blind 😅 can't see the option for material
Thanks
it would be pretty easy to convert the color masks to individual b/w masks
ye i just wanna include it gtt by default
oh yeah
i cant remember if already do it for UE4 export... i basically never finished that 😄
you make that
yep, grayscale masks, one for each surface
surfaces are in .emat file (TerrainMaterial material type) and are organized in Paint tab within Terrain Tool, to which you drag'n'drop them from Resource Browser
merci, i guess i gotta check the specs, bit confused with the pixel formats and so
IE mask export being 4033 for a 4096m terrain with 2 cellsize
well i wont be bored this weekend 😄
it is because similar to overlapp in a3
ye but in a3 your importable files didn't have that, so I'm wondering if I can make sure to include it
but here it is more inteligent in how it goes together
for ref, i "just" want to make GTT be able to give pretty okay starting files for Enfusion 🙂
ground textures?
heightmap already a-okay, just gotta make it export to PNG for satmap
be more precise... you want to just place objects on terrain right?
attribute mask based on either OSM data or https://www.orfeo-toolbox.org ground classification
ahh
yeah
so each surface each gets a grescale and the blendinig is a bit more complicated.
Yeah. Pretty much take a list of existing terrain builder style .txt and place "similar" entities (at least vegetation and so) VERY ROUGHLY on similar spots on enfusiont errain
adanteh thehre are generators for that in the software thaht are pre made
IT'S BEEN GAMIFIED MUHAHAHA
just give us some time to put out all stuff thtte next few days
ah coolio
i will have an example terrain anyone can do whatever with that works
and give it out as components you gotta put together
it is fun to work in soon as you get the basics
now, what you would easily figure out adanteh, is if you open the layer files
in herarchy you make layers
in there you can place objects
then edit that and see how the matrix is and you can convert object placement from a3
you mean the .layer file itself?
definitely possible you just have to use correct prefab names(.et) ... I got Tanoa into Enfusion this way, using python
is there just brush tools or can we mass place forest via mask?
that was my plan... 😄
so you should be able to do that if you want
lancer
do this
on menu on top is a squiggly
lets you open vector tool
there you can make polylines
can I use images?
make a 100x100m or so one and let me know when you have
no i am showing you how the basic is realy kwik
to apply a generator
in the vector tool you can make polylines or vectors
a polyline is same as in a3
roads and rivers use vectors
nope ... but in QGIS you should be able to convert raster to vector
forest generators use polylines
When Nogova ? Just joking.
in prefab library under generators you find stuff to add
you simply drag them onto your newly created polyline or spline in hierarchy
save first
is there lakes above sea level in enfusion?
awesome lol
... Can I have underwater terrain?
sure
id play around in-game a bit more, but it looks like the old 1650 super isnt cutting it anymore
fr
how do you add the imported asc to the viewport?
the game has gone from being mostly cpu dependent to gpu, which is a good thing, I just need to upgrade gpu now lol.
yep.. 3060 is in my shopping cart as we speak..
thanks
anyone else's world editor crashing upon launch? any fix.
launch it from folder, not steam mght help
ok
im assuming this will be explained in documentation.. with time?
im also curious if lighting classes are set up in a similar fashion to a3
i've been looking at the weather systems but i haven't been able to get anything to work yet lol
yes lancer
Last question for this night. You mean workbench will have convertes from RV attribute mask to the mat masks or am I misunderstanding?
no
i was talking about object placement conversion
if you have source files for your a3 map, you are ok. conderping a TB project. forget it
what you do is split your 5 colours situations into 5 greyscale masks
and import each
after adding the surfaces you want in the stack in world edtor
you just drag them from resource browser
Names get matched right?
no you import each
Like it imports based on which names your mats got
and if you are smort, you import, save, then do the next
dont ask tools problems here pls
So for importing forests im looking to import the mask with the Shapefile import button?
no
personally
when i do a shape
this is what i do
i will already have imported 3 surfaces in the area
so say i add a forest shape
with decidous trees
i quickly paint under the trees with a huge brush
you can make your own brushes
yeah i was wondering, how does brush creation work?
i mean just spreading the surface nocely with a brush with a low setting sort of like spraypaint
you can make 500x500m shapes in like half a minute each
How will the object library be when people start uploading object mods to workshop will they appear in your library that you can place them on the map or will you have to import them your self somehow (talking about buildings, rocks, trees etc)
i am not entirely sure as i have yet to use the public builds
For exmpl people upload buildings from a3 and you whant to make map with them
i dont even have the game in my own steam yet :3
you will be able to use things on your maps
Can I import vector shapes for use as forest/road/river/lake masks
What you think what's the biggest terrain possible to make but to have good fps on it
you will be able to make your mod depend on stuff similar to what you are used to but this is off topic to here kinda
not sure i can make a recommendatioin thehre
the question you should be asking is how big can you possible make a map and iit be good
nont really
you just have to find the balance of what is realistic
i have had 60km maps in testing
i could finish them
i might have some screenshots actuualy i can show from years ago
Pleasw
Well i was thinking on making real world terrain
Is it possible to have a satelite image overlay
it is absurdly easy if you use instant terra and enfusion
that is my combo with photoshop inbetween
that was my workflow for some of everon areas
Probably already asked what file type for satellite?
png or tif or something
There is a good plugin online for high resolution satelite image for free
It's called fireshot
If anyone needs it
Have used QGIS but edited it so it's a BMP xd
This plugin just download it like a picture I think it's png format
I saw this idk where
Wow
i never posted that anywhere
oh theres an arma 3 veresion
Vidda right?
but the point is porting doesnt really work
yes
but recreating is much better
and relatively fast if you can manipulate thte source files
Can I adjust the brightness of the satmap somewhere?
when importing
please take a screenshot of the import diaog cause i donæt remember it top of my head
i doont have tools here
there is a setting to use the right colour mode
for an 8k map?
it is not the size of the whole map
well just try
but that linear thing should fix the sat
ah
but it doesnæt need to be very high and you still get similar looking distance anyway
any blending options between satmap and detail textures?
yes
youll figure it out
its simple
just make sure when you edit materials in WB and looking in WE at the same time, to save the materials.
it isn't automagic. you still kinda have to work on it. you cant simply throw some colours in there and hope they don't look too bad
wait, is it color matching or real blending between the textures?
OK so theres Detail, Middle, and Sat afaik
Does the engine support rivers above ASL and underground structures/carving?
can i blend sat into detail and middle?
sweet
just play with things
remember to always have all the panels visible
cause clcking on different things in WE will make them do different things
Ok, The only thing I hate
not being able to paste directories when looking for a file to import
Yeah the non native qt file browser is a pain too
I'm kinda confused as to why roads are like 2 meters above the spline level
because not enough verts
they dont follow the terrain
they follow road curve
and they can modify the terrain annd do smoothing themselves
does anyone know how this engine wants the mask image set up? I try to import it and it says "No surface masks to import were found in the import directory"? I have it set as a png and called mask.png?
yeah but I placed the splines at terrain level and they are raising terrain level by like 2 meters or more
in the panel where you select surfaces, select thte surface you want to import a mask for and select prio. mask import
okay im looking for that right now not seeing it. I only see the part where to import and export terrains which just defines the path as to where the mask lives instead of the actual mask file
drag those surfaces into the paint tab. then right click one of them and do what blud said https://cdn.discordapp.com/attachments/936515575612596234/976253771174781038/unknown.png
gotcha ok will attempt to do that now 👍
is there a way to change the render/view distance for WE?
Is there a detailed tutorial for making a terrain then using it in reforger
there's supposed to be documentation coming up very soon
That would be nice. I really want to get into devolving stuff. But it feels all overwhelming with all the channels and stuff
phenomenal thanks again @sweet sedge u the man
also are you supposed to do anything after importing the heightmap? for me nothing happens on completion
always let it sit a little between big operations
make sure to not do much when the thing is doing stuff like generating textures. (says in the upper right corner)
definitely don't do anything that will alter surfaces then
Is there an asset library with like trees and stuff
yes
prefab library
never place anything but prefabs on the map
now if you wanna make a forest.. see earlier
Could you link it please, the see earlier part
Also how would you apply gamemaster to your terrain to test it???? Or something along that lines
i really have no idea
I think u have to add the Eden entity but im not 100% sure on that
i just know about maps but nothing else to be honest
Ok so these locked folders in the examples in the screen shots above we cannot see them in the explorer right? so when we set up our folder structure I'm assuming we place everything wherever the project file is that we created but that's also not visible in my explorer
Basically I'm still trying to figure out my materials.. I have them all custom made from substance painter.. but i'm still not sure exactly where they go to show up in WE. I don't have .emats created for them yet so maybe that's required in order to see them?
Any issues with the workbench crashing when importing a skybox?
hi, im trying to have the copy of the Eden map so I can make changes on my own copy on it etc, how can I do that?
Atlas Reborn!!! 😄
Anyone know the max terrain size? And the max change in elevation the engine can handle?
Don't think anyone knows yet
I think the max for 2m was something like 12-15km total size though or else it runs out of memory
i still havent figured out how to actually playtest the terrain and set the lighting up
throwing together a quick tutorial here. Some of you are much further along than me probably though but might be helpful for people trying to catch up in the chat: https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit#heading=h.53pum3epvxer
Thanks Special thanks to pond, RedisMad, Miro, Ivan, and Blud (and probably a bunch of others but there’s 3 different terrain chats right now and it’s getting hard to track) Introduction New terrain tools for Arma Reforger was released at the same time as the game. The community has been picking...
I feel the camera movement is weird
am I the only one?
@fringe pastureYo how was you able to add water in your Vector tool?
like in the shape you put
yea
the directory there
I cant see uh
drag one of those onto your spline or polyline
i got a 20x20km map, had to save, close program and open again to get past invisible barrier
PrefabLibrary/Generators
anything in there can be dropped on any polyline or spline in the Hierarchy
you can make your own presets
roads, rivers, lakes, forests, walls
for everything
ect..
no idea what your saying
I dont understand you also uuuh
Can you actually screenshare
will be actually easier
Polyline
is it listed on the left?
now go find the river thing
Join sub_alpha channel
with like .et at the end
wrong water
Which one
yea
Ok btw for the road Ive found but the texture doesnt appera
@sweet sedge How did you make the road im actually curious I did a Polyline and dropped a Asphalt texture I moved a bit so it upper the ground but no texture of road appear except a semi transparent block
Did you draw a polyline in the tools?
Is it more than two vertices?
Use spline for road
How do i use satellite map
What sort of satellite map? Is the map a black-white gradient, or a texture showing Greenery and water ect?
@sweet sedgeHow to make appear the road it transparent for me
Started to understand how it work ! 
Still need to learn how to make the road visible
how did you do that
Do whatg
alright
Brilliant
Is it a distribution paint for plants?
No paint needed
you can juste do Polyline
once done
put your Tree in it
and it spray naturaly
bro im so confused on how to use this
Dont worry I was also !
Hmm, can't tell if your terms are different to spintires'/mudrunner's
Or if it is a different system
oh ok
Those are differant
I still need to figure how to make road visible
it so bothersome
Can you say 'make this area a random assortment of these three trees with slightly different sizing'
With the polyline?
it randomly assorted
want me to show you?
Join sub_alpha
@feral olive
imma show you
😂 on the train so unfortunately I can't, but will be taking a look later today!
Ahhhh rip
how did you do texutres
Question for ya'll, how do you actually place a character down and walk around in the map?
how do you get textures lol
@short helm gotta do the trees like X-CAM
how do you make a depression in the terrain
ALT + Left Click
how do you make the entire terrain one texture
i didnt found a better way yet
no
pretty sure there is one
How do the generators work? I'm trying to generate a forest, but the polyline area that I drag the forest generator on isn't doing anything
Hmm
how do you make water
I'd post screenshots, but I can't in this channel
how do you use a polyline lol
What about it?
Nah was just curious..
WELCOME TO HELL
Beautiful
how you removed the damn fog
Engine crashed?
So we're starting small lmao
how do you even use satelite map
Yeah, sat map was my basis for height map, and I just erm... borrowed the arma map texture for my sat map
Ah that's a shame that it's not handling larger maps well
Yeah, It seems like the limit is <1024x1024 for size, and a terrain size no larger than ~10km^2
The issue is anything larger and it crashes, or if it doesn't crash, the invisible wall and fog make it impossible to work on
Eitherway, I still don't get forest generation, but I should probably paint the group first shouldn't I
Fog should be disablable? Id hope
How did you end up removing grass?
It appears that there's no sand texture for me to paint
I used another surface
Or at least, I can't find it
Another surface? Wdym?
Ah, I see
Hm,. interesting
I'm having an issue with certain textures being unable to paint certain areas
man i have no clue how you guys are getting started 😭
For example: I'm trying to paint a path texture along the surface
But for whatever reason, the dirt_01 and dirt02 textures just aren't being painted
it's weird
reached max amount of textures per cell?
how did you get stratis in so quikclyt!
Hi, I'm trying to modify Eden's terrain but for the moment impossible, do you know how to do it?
is that Montana?
😦
and i do NOT know what I am doing
hell, I don't even know how to get an ocean into this map
Speaking of, anyone have any clue?
the fact this game isnt even a day old and people are going nuts doing this stuff is impressive.
I wonder how big the maps can be
if i try to save my world, the Editor instantly crashes.. :/
It might be the folder you're trying to save it to
Ok. This was the Problem, thank u
5 per block (or cell as you might know it)
editing of packed terrains, either official or once you pack and publish your own, is locked
thanks
I figured out how to do water right away but unfortunately im not on my pc for the rest of the night
i remember it being simple
I'll be up around 10:30 EST if you still need help figuring it out, good luck!
just go into the world entity I think and add a water material / behaviour material or whatever it's claled
called*
under environment I think
I'm good. Debated calling in sick today to play more forger ngl. I'm really excited at the possibilities we've been given for the future man.
Yeah the tooling is pretty excellent
can anyone tell me how to create a prefab?
may we get this pinned?
in short you drag'n'drop Entity from Hierarchy in World Editor to Resource Browser, give it a name and there you go
Since this is still heightmap-based I'm guessing we still can't have overhangs or tunnels as part of the terrain?
Would love a reply to that question above.
no tunnels, but as the engine is always evolving, who knows 🙂
Did anyone figure out how to add the ocean yet?
anyone successfully get height maps working? I says I've imported one but it doesn't seem to affect the terrain world
Oh my, its looking beautiful
Maybe you have to adjust the min max heights at the import window
holy mother of caverns
i wish i could send you a pic but it's not letting me
huh how are other people sending images in chat
Vet roles and Bohemia roles can, others if they want to need to upload to like imgur and link back
I guess it is possible to do old A3 hack with making indents in the ground and covering it with custom modeled "ground" objects
But I wonder how well navmeshes would interact between each other
thank you good sir
How would I go about testing/playing on a map that I created?
as simple as
I have seen that. But it just puts the camera in the ground and I can't move at all or do anything.
ah right you need one or both of these(taken from eden) ... @left tangle should know more 🙂
With the spline discussion above, can we import custom procedural models to be used?
Houdini plug-in would be amazing for example
nope
@ dwarden this was also useful :)
Saw my message is pinned. I am fairly active on Discord so should there be any improvements, additions I can make then feel free to @ me and I'll make changes
What’s the current approach to procedural model generation for things like fence lines and such?
Hi, I was just wondering if somebody could explain to me why my height maps are extremely over exaggerated?
Change the intensity
doesn't seem to change anything
Is the 'tile texture size' correct? IE, the same as you're source heightmaps res?
now there's a good question, and the answer to that is I don't know. I have been using this website to get height maps:
https://tangrams.github.io/heightmapper/#14.75/43.5161/7.0516
but to be fair I have no idea what I'm doing with height maps at this point
Right click the image in you're file browser and click 'details'
should tell you in there
Nah thats fair haha
Ah roger, that kind of res
so they need to be square
so If I set terrain size as 1024 then the image should be 1024
It needs to be exactly what that drop-down says, possible the dropdown has a custom input? But I haven't played with it
Did someone check how editor handles "non-island" terrains?
What should the Pixels/Inch be? 72 as standard?
Not sure, haven't done it myself.
fair
Not entirely certain without being in the editor, but when importing your heightmap there's an option for minimum and maximum height. Tweaking that prevents the large differences in terrain you are having
I'm trying to use the same tools but coming up with very much the same results
Tools just crashed and now it wants me to locate the reforger project
Not possible
I'll mess around with that, thank you
Of which I can not
No landlocked terrain n yet. Only island unless you want end of the world drop
Blud, any tips on height map importing from tools such as Tangram?
is Terrain entity zeroed on 0 0 0 coords?
Use ASC format
How do you implement water flow from a higher point on a map?
Ah, might have missed it then. Thanks for the answer though
I'll get back you but i'm having an issue with reforger tools itself now
Thx, worked for me. But just for a while. I now still have those two managers and I could move around. Just that I suddenly can't do it anymore and the character/player is now just stuck.
I dunno if this goes into trouble shooting at this point but https://gyazo.com/c6ae0c1cce96dbb6566768adac4489a0
It lost itself after a crash
Try launching Arma Reforger and then the Tools.
Oh, that is a bummer
Thanks that actually worked
Yes it is
how would I get an ASC, all exports come out as png
That should also be the fix for that message every time you get it.
thanks mate
You can use png but it is not recommended
You will have to import.it a lot of times with different settings as it doesn't know min/max
Is there geo tiff support?
It is better to turn geotif into ASC in qgis
Or better yet a world.generator like instant terra where you can do important edits and resampling
I will share my personal workflow next week
qgis give's a read out of
min height elevation:
max height elevation:
When you select an area to export (as the black-white gradient rescales to the selected area's max/min height)
Can this be directly entered into the terrain system, or do you have to fiddle with the intensity settings until you get something that 'looks' right?
Would be fascinating to see, cheers for that. Also I get a world generator would be beneficial but there is a great amount of real world high resolution (1, 5 and 10m) geo tiff data out there.
Export to ASC from qgis and it is 1:1
With image formats, it is not accurate to the decimal as ASC and your source files must be exposed properly
World editor also exports ASC perfectly so you can use other world makers to work on your data
Not 100% sure what you mean by that, any chance of further elaboration?
Is QGIS a better software for heightmaps?
If you are a newbie, look at instant terra
fair
QGIS worked great when I had been playing with it, never directly generated terrain (nothing like l3dt) but it handled 200gb tiff heightmaps like a champ
There are modern game terrain tools that do everything very quickly and easily
200gb tif is a waste
200gb due to the size of the area, this was a very large coastal area of real-world 1m heightmap data.
You can only use 16kx16k
Source file to be massively cropped to the area that you're map will actually be.
Do that in qgis
I had been.
In regards to "Playing" in the world editor, I am getting this strange issue.
When I click play everything seems to be exceedingly dark, I stole what I could find from eden, but I still get the dark issue on my terrain. Does anyone have any idea as to what I might be missing?
https://ibb.co/1JKyj6W (This is what the issue looks like)
https://ibb.co/ncLggYM (This is my current Hierarchy)
check weather tool if you have it similiar to mine, otherwise i'm not sure right now
Thanks, I have it set as the same but it still seems to persist. I will play around some more, I am sure its probably just a number wrong somewhere
I fixed it!
https://ibb.co/3SpLLfR All of these are required
Hey, regarding this. I seem to be unable to set a Master cycle even if I have the file for some reason. I am probably doing it wrong but what way would I go about doing it?
can you elaborate please?
I am having issues keeping my settings in the Weather tool so when I re-enter it resets even if I save a preset, I am also having issues setting a cycle. The bottom part of the image you sent.
I am sort of bad at explaining but I will probably figure it out.
when you are in the weather tool, make sure to hit OK to confirm the changes
I was being a bit dumb, I mean more the date resets for some reason. Same with the Timezone settings. Cycle duration, Time and Update frequency stays the same.
ah yes, because that setting is stored in the WeatherManager prefab you have in hierarchy
(at least that's my guess)
Ah, thanks for clarification then. It was driving me crazy
does anyone know how to change your camera position by coordinates in the world editor?
i seem to have lost my position
Select something in the hierarchy and press f
either F or double click on it in the hierarchy
How does one use that .conf file? I tried but it just won't let me use it.
Just gotta say, I love that you guys have even included this in the tools. Many game editors skip out on the smaller things that.
documentation will be your best bet, i have no experience with it
is the documentation up yet?
Why can't one send images in this channel? Seems very counterintuitive to block it.
https://i.ibb.co/qx6kdr0/22.png
How to smooth the steps? This is imported ASC heightmap
Yeah I think a lot of these modding channels would benefit from it
You this is from using images
You have to treat them right in qgis
Or other software
Oh, is there no internal 'smoothing' tool for terrain in the editor?
You also can do that
Doesn't work on that though does it?
But it is best to do it every ght before you load source files
For sure yeah.
It does work, use the brushes
With this stuff
hello dude
Im using Insta Terra and getting much better results
anyone know how to increase world size
i imported a height map, but it doesn't fit into my current world boundaries
woah
Its significantly cleaner than PNG as Blud makes very clear.
only thing I've got to nail down is the scale is abit 'off'
iti s easiest to use a purpose made terrain simulation and sculpting tool to at the very least process your height map
because you also use that data to generate masks
I am working on some sample files for the community and am using instant terra to create those actually
lovely cheers
What is maximum resolution for arma terrain?
16k
still gonna explore the F out of it, enjoying the tools
Do you then import the finished terrain file as an asset?
no
you import the data you need. such as the heightmap
then you use the simulation tools to generate your masks
Cheers
Is this dependent on world size, or a cap in software?
see this?
i export that mask and that is all i need for defining rock surface on my map
Oh I see what you mean
then you just force import that into your rock surface and you are set
Gotcha, I already have a heightmap
it is recommended to do this with your 3 most important surfaces on your map
then hand paint the others
so basically underwater default texture, rock and grass
everything else you just paint by hand as you place things
this is the same island
You can import colorized height maps into enfusion?
in my workflow, i would use that data to paint my own sat map inside photoshop, using the distant ground textures in contextual locations using those masks inside photoshop aswell
no you just export it as sat map files
however you want
there are several ways you can do colour grading of it once you get the hang of it
Ok ok, sorry if I'm a little slow at this, all new to me. I'm a programmer but new to engines
Whoa this satellite map thing is nice
Might have to give Instant terra a try
after you press create terrain, in the setup box you need to raise the grid cell size...
won't let me post a picture.. otherwise i'd show it
well that's not really a good way ... I mean you sacrifice terrain resolution to get smoother look
is there a better way?
first let me understand what file you trying to import
Was wondering if anyone knew how to add water to the world?
like the base sea level
I think thats more for ponds
so far just trying with an .asc heightmap.. have considered giving a png height map a try.. but TB never did well with those.. so haven't tried yet
can you share asc file?
Done most of that but its mega bright, could it be something in those presets?
yeah its blinding
screenshot maybe ... just DM it
Nah all good now, managed to figure it out
but thank you
Another question now, I seem to be limited as to where my camera goes, is this a setting? and is there any way to extend my view distance?
how did you fix it?
after saving and re opening it worked with camera bounds being correct
For starters I clicked this
https://gyazo.com/733e0646ddeb8786645a2e1ce9457d98
It switched me to another editor
I then selected a secondary resource value
I then edited these 2 values till it was some-what bearable
Then you hit save
What are you guys using to get your height maps?
Want to start working on a terrain so I know how to do it in the future but what would be the starting point? I'd assume the height map but then again I've only messed with Unreal lol
They're either from online sources, there are websites where you can select an area and get the heightmap from it, or generated using software like L3Dt
okay so similar to Unreal engine then
If Unreal Engine can take in heightmap data, sure
I was saying its similar to the Unreal engine Terrain creation thing but yea.... long story short trying to figure out how to do stuff in this workbench and just like uhhhhhh xD
Eventually I am sure people will make comprehensive tutorials to do everything, until then people are in the same boat
yea I've been reading thru this all day xD
yeah spent hours lastnight just working out how to get terrain in then fixing its collision it was missing for some reason lol
i'll probably work on it this weekend, My end goal is to make a "Training Terrain" that will be suitable for Infantry based stuff, Vehicle based stuff, and some long flat areas to be used later for Arma 4 (Jets & Helicopters)
QGIS is brilliant for height maps
and there are a few youtube vidoes that are easy to find that show how to use it for arma
Tomorrow or Friday we will have a sample terrain out. It is an OK sized island anyone can build on and do what they want with. It will only have basic nature, masks and everything and every type of generator and function used and modifyable
Will there be documentation also on how to implement terrain as well or is that coming at a later date?
whats the max size of terrain u can do? i seem to always crash it when trying to do 8x8km terrain creation. ?
blocks per tile : 2
Grid Cell Size : 8
Grid Size 1024 x 1024. ..
crashes on that tho
- max limit is for you to find out
- make sure to save the map outside of Reforger folders (with the small lock icon)
put blocks per tile to "4" and it worked. so max ive got out so far is 8x8km
i tried 32k and it worked fine, you need to play with the various values present in the terrain creation window
yeah seems it doesnt like some settings and crashes out . will keep messing with it. 🙂
As I've said, please make sure to save the world somewhere else than the Arma Reforger folder. 🙂
yeah have done. its in its own folder out of the locked stuff
The issue with the saving crash is reported and should be hopefully fixed in an upcoming version of the tools. 👍
yeah its all good 🙂 starts back up fast atleast lol
How does the hand painting work, Im familiar with UE4 editor, but cant figure out how to do actually the painting
got materials already in there
Managed to do a simple terrain. Once I figured out how not the most intuitive tool set but 100x better then modding a2 lol next is materials I guess
oh lol never mind figured it out
whats a good way to place enough trees to have a forest
i mean i can place em 1 by 1
but isnt there a way to brush them or something?
Just noticed this but i cant seem to move from corner to corner of the map? invisible wall!
world bounds
i dont know what polyline is
Can someone recreate the state of Rhode Island? 1:1? That place could use a small war
Cant find this
Where do you change the world bounds :. Not seeing anything happen when i click would bound tools
@desert igloo did you figure it out or do you still need some help?
i need some help still
Are there any transform options for the satmap? I imported mine and it appears to either be offset slightly, or rotated. Hard to tell. 🤔
DM
Sorry Aaron if I'm faster, for everyone, how to create a forest (and much more);
- Select Vector Tool
- Click on New Polyline
- First left click into the scene, then Ctrl+LMB adds point in front, Alt+LMB click at back
- Once you are done, go to object properties and check Is Closed box (at the bottom)
- Look for FG_ in Prefab Library or Resource Browser
- Find what forest you are looking for and drag'n'drop it right into Hierarchy in WE straight onto the vector
- You have a forest
You can edit vectors only while in Vector Tool.
Is there a reason why if ur terrain is not at 0,0,0 it has no collision?
@left tangle all good!
Not sure exactly why, but it is a certain "limitation" we have.
Alright got the lighting sorted, trying to playtest it on editor cant move or am I missing spawn entity or something?
ok was just making sure i wasnt going mad 😄 lol
one last quesiton lol. the invis walls in the editor., anyway to edit them? as when terrain is at zero. it pokes out at one end so cant get to that end.
Save and close the editor, and then open it again. Seems to recalculate the world bounds then.
cheers
@left tangle Am I correct in the assumption that those numbers should be the same?
Currently have the oddity that things are offset. 🤔
perfect
Maybe this is the reason I cant play it 😛
Reload the map..when you change a heightmap, you gotta
It is good practice to do that often
heightmap imported wrong? There is a flip x or y checkmark that you need to do. Or is it a different issue
Not sure, I unchecked the flip thing.
I think the flip might be required
Interesting.
I find it more strange that the resolution calc for the satmap does not match the overall map size.
A flip on both X and Z. (Engine uses Y axis up) appears to have sorted things out. 🙂
no
it resamples your source to what it needs
so the size you see there is what you want to make your source hf from then on
if you settle on that res
is there any way to increase the render distance in the World Editor?
Or to at least restrict the fog?
Camera settings tab at the top of the viewport.
Min and max clip ranges change when things clip out of view.
so the size you see there is what you want to make your source hf from then on
Interesting...
So I'm having an issue rn
Whenever I import my sat map, my editor keeps crashing
This is the image, and i'm importing it onto a 512x512, ~25km^2 map
I've gotten the height map working properly, but the sat map is causing me my issues now
Is there any tutorial or resources for creating a sat map from instant terra data? I have my masks for rock + grass etc but no satmap for distant textures
ill have a smoll guide for it later how to do it the most basic ways incl the files
but what you should do is export masks
one for each surface that you would use to generate the basic nature.
then import those
How do you make roads?
then import those as layers or masks in photoshop and fill them with the average colours from the ground texture middle textures
You need to create a spline using the vector tool
how to make roads has been explained a few times if you scroll up
or that too lmao
Any recommendations on getting those aforementioned masks?
Or generally, how would one go about creating them?
the search function is your friend. we have gone over all the tools already for by far not the last time 😄
Hahah fair enough
in instant terra there are like 10000 things you can do to make masks
not even kidding
they have videos and tutorials for all of them and guess what.. it is called masks in instant terra too
just import your heightfield. you can export it from enfusion with roads and everything
then you can do some serious mask business in IT
or l3dt
or photoshop
Awesome, thanks blud, i'll take a look
keep going 
I've made a custom terrain using l3dt and have imported the heightmap to the terrain but for some reason it has no collision?
Holy hell, Instant Terra is amazing. Thank you @sweet sedge, I now have a new program to get addicted to
what do i need to change to increase distance u can see the ground texture? its white further away.
Anyone else crashing when importing a heightmap file?
I'm the.material
Gaea is also very good terrain creator. There is a free version on their site.
If you crash when Importing height map. Try other settings. It.csn be whatever reasons
Alright thanks I'll mess about
I have my heightmap imported but how does one put a material on the surface such as grass?
I've figured out that if you go to paint mode in terrain tools you can drag and drop textures into the open area and then paint brush them onto your terrain
ty, will try!
That is also where masks are imported
One more question. How do I up the view distance so I can see more then what looks like 500m of my map before its lost in the fog?
ty
ben is going to do this a few thousand more times before it dies down
100% accurate estimate
@sweet sedgedid you use Squadspinne for your map or Scuplt by hand?
no idea what squadthingy is and also which map?
this
it look amazing
Im talking about this
Terrain generation
oh right
someone gifted me that software
long ago
i wish they hadn't and that is all i am gonna say about it
I use the free version lmao
some might like it
i recommend this personally: photoshop, qgis and instant terra
Can not figure out how to add a skybox for the life of me.. fml
Neither I
qgis for working with map data
if you dont recreate real terrain, you dont need it at all
you can juse use instant terra and enfusion
So uh is it normal that one has to change the Enviroment Probe Entry for every new building placed down?
I think there is something wrong with your lighting, you shouldn't be touching probes at all (to make them work).
ok
cause I somehow managed to get my general lighting to not look way to bright and white
but basically with trial and error :/
Is there an ETA on the terrain documentation?
likely when possible. Patience.
