====== ArmA 2 Terrain ====== [[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]] **ArmA 2 Terrain Editing Tutorials** You can still use the 1 texture [[ofp:tools:wrptool|WrpTool]] method familiar from [[arma:terrain|ArmA terrain]]. More up to date details from [[https://www.pmctactical.org/forum/viewtopic.php?f=53&t=21962|PMC Tactical forums ArmA 2 WRP editing]] topic. ====== Terrain Extruded ====== [[arma2:terrain:extruded|Terrain Extruded]] ====== Mountains / Skybox remove ====== [[arma2:terrain:skybox_removed|Skybox remove]] ====== Terrain Resolution ====== [[arma2:terrain:terrain_resolution_v3|Terrain Resolution in Visitor 3]] how to edit your terrain in 1m, 50 and 10 centimeter resolution. ====== Terrain select image ====== [[arma2:terrain:select_image|User interface select image]] Ideas for [[arma2:terrain:mod-logo|Mod.cpp Logo Image]] [[arma2:terrain:name-string-length|Terrain name string length]] for user interface like mission editor menu. ====== Roads ====== [[arma2:terrain:roads|Roads]] ====== BIS Terrain Analysis ====== Check [[arma2:terrain:bis_terrain_analysis|BIS terrain analysis]] ====== Ladders not working ====== [[arma2:terrain:ladders|Ladders]] ====== ArmA vs ArmA 2 terrain configs ====== The differences between [[arma2:terrain:arma_vs_arma2_config|ArmA and ArmA 2 terrain]] configs. ====== ArmA 2 OA objects in Visitor 3 ====== How to get [[arma2:terrain:oa_objects_in_v3|Operation Arrowhead objects into Visitor 3]]. ====== ArmA WRP to ArmA 2 quick tutorial ====== [[arma2:terrain:arma_wrp_to_arma2|ArmA WRP to ArmA 2]] quick tutorial. ====== Road selection error ====== If you get road selection error in RPT, check out [[arma2:terrain:road_selection_error|road selection error]] page. ====== Class Names ====== Location [[arma2:terrain:class_names|Class Names]]. ====== Ambient Modules for custom terrains ====== Class Names is used to configure [[arma2:terrain:ambient_modules|Ambient modules]] to your custom terrain. ====== Using L3DT ====== Thoughts for using [[tools:l3dt|L3DT (root page)]] and [[arma2:terrain:l3dt|L3DT (arma2)]] to make WRP terrains. ====== Add objects to Visitor 3 ====== How to add chernarus, takistani etc objects from WRP files into your Visitor 3 project automatically? Read [[arma2:terrain:wrp_to_pew|WRP to PEW]] tutorial. ====== ArmA 2 Terrain Tutorials ====== [[arma2:terrain:zgm_tutorial1|ZGM ArmA 2 Terrain tutorial part 1]] is about using DEM data, World Tools and Global Mapper. Allie terrain tutorial: [[arma2:terrain:allie_terrain_tutorial1|part 1]], [[arma2:terrain:allie_terrain_tutorial2|part 2]], [[arma2:terrain:allie_terrain_tutorial3|part 3]], [[arma2:terrain:allie_terrain_tutorial4|part 4]], [[arma2:terrain:allie_terrain_tutorial5|part 5]] and [[arma2:terrain:allie_terrain_tutorial6|part 6]]. ArmA 2 Terrain Tutorial aka [[arma2:sgtace_terrain_tutorial|Sgt. Ace's terrain tutorial]]. Summary of [[arma2:terrain:tupolov-creating-qom-province-terrain|How Tupolov created Qom Province]] terrain. ArmA 2 [[arma2:terrain:mini-terrain-tutorial|Mini Terrain Tutorial]] [[arma2:terrain:dem-terrain|DEM terrain]] misc info. [[arma2:terrain:terrain-design|Terrain Design]] in generic terms. How to get [[arma2:terrain:visitor-3-using-40960-resolution-satellite-texture|Visitor 3 Using 40960 Resolution Satellite Texture]] guide. [[arma2:terrain:latitude-longitude-tutorial|Latitude / Longitude Tutorial]] [[arma2:terrain:google-satellite-maps-downloader|Google Satellite Maps Downloader]] [[arma2:terrain:generic-tips|Generic Tips]] for developing terrains. [[arma2:terrain:separate-data-layers|How to separate Data and Data\Layers for individual smaller pbos]]. [[arma2:terrain:water-color|Water Color]], how to change ocean/sea water color. [[arma2:terrain:wilbur-erosion-tutorial|Wilbur Erosion Tutorial]], in 2022 moved to [[:tools:wilbur|Wilbur]] namespace. ====== ArmA missing objects in ArmA 2 ====== [[arma2:terrain:missing_objects|ArmA missing objects in ArmA 2]]. ====== Large Terrain Errors and Limits ====== [[arma2:terrain:large_terrain_error|Large Terrain Errors]] or problems that we know of so far. [[arma2:terrain:large-terrain-limits|Large Terrain Limits]] tested and listed. ====== Layers ====== [[arma2:terrain:howto-convert-layers-png-fast|How To Convert Layers\*.png Fast]], faster than buldozer for sure. [[arma2:terrain:satellite-texture-merge|Satellite Texture Merge]], if you ever had to stitch your imported (and chopped up) satellite texture / mask back together from the Layers\ directory. [[arma2:terrain:bis-layers.cfg|BIS Layers.cfg]] for default BIS terrain ground textures. ====== Height Map Details ====== Generic issues of how to increase the [[arma2:terrain:heightmap-details|Height Map Details]] (Visitor 3 Grid size). ====== Visitor 3 Roads to Satellite Texture ====== How to get [[arma2:terrain:visitor-3-roads-to-satellite-texture|Visitor 3 Roads To Satellite Texture]] using obviously Visitor 3 and Photoshop. ====== ArmA 2 3D Editor and World Tools ====== You can use ArmA 2 build in [[arma2:terrain:3d-editor-to-world-tools|3D Editor to place objects and then convert them using World Tools]] into Visitor 3 readable format. ====== Error too many objects in grid 1023,1023 ====== What does error message "too many objects in grid 1023,1023" mean? Read [[arma2:terrain:error-too-many-objects-in-grid-1023|Error Too Many Objects In Grid 1023,1023]] page for help. ====== Custom Keypoints / CfgLocationTypes ====== How to add [[arma2:terrain:custom-keypoints-cfglocationtypes|Custom Keypoints and CfgLocationTypes Tutorial]] by Bushlurker. ====== Visitor 3 Base Texture Layer Size ====== In Visitor 3 terrain projects you must double the [[arma2:terrain:base-texture-layer-size|base texture layer size]] in order your terrain to work OK. ====== Binarize Errors ====== **Bad Position** 272035:pmc\vte_objects\vte_bush24.p3d - Bad position 1594.4,0,867 (surface 100.3) This is caused because your object floats high in the sky, this is usually happening after importing objects to Visitor 3 from 3rd party tools like World Tools etc. Fix it by aligning the objects to ground in Visitor 3. **Assertion failed 'layerMaskItem->Loaded()'** w:\C_branch\Poseidon\Arrowhead\lib\landClutter.cpp(4289) : Assertion failed 'layerMaskItem->Loaded()' This error means that you forgot to convert layers PNG into PAA files. ====== ArmA 2 Buldozer Loading Time ====== **ArmA 2 Buldozer Loading Time** made quicker. Buldozer is bitch to run, especially if you have large terrain to edit. Having large satellite texture increases buldozer loading time, its recommended that you make hilarious 1024 x 1024 down-re-sized version of your satellite and import that when you need to do some buldozer viewing, like some object placement editing which requires you to see the final result in buldozer before binarizing wrp into in-game use. Of course its another matter to calculate does it take more time to shuffle the incredible sized satellites like this just to load buldozer quicker few times... but mainly this tip is for the ongoing early development. ====== Visitor Object Paste Tip ====== Here's one tip for import of new terrain when your map is already full of objects: - CTRL-A select all objects - Copy all objects to clipboard (CTRL-C/Copy from menu) - Delete all objects. - Import new terrain, inspect it in Bulldozer and make necessary tweaks - Paste back the objects as absolute height (from the menu) 250,000+ objects take couple of minutes, but it works. Check the bridges, other stuff should be in place. ====== Cell Size FPS Drop ====== depends on the number of cells as well. I did a few wee 5x5km terrains - 1024x1024 - 5m FPS was consistently good with them... but I did a 2048x2048 x 4m one as a test recently and it was a real fps hog - even empty 2048x2048x5m wasn't significantly better either - so it wasn't the drop from 5 to 4m cell.... four times as many of em was the problem though I did notice that if I dropped the viewdistance down from 8km to about 3.5km it improved significantly lots of small cells all visible at once = maybe not a good idea