ArmA 2 Terrain Tutorial, made by Sgt.Ace and corrected by Snake Man, PMC.
It is very important to choose a proper place to install the BIS Tools 2 before starting with anything else.
Make sure to change the directory for each tool from the default location to your desired dir.
Make sure to define the respective path for each tool. E.g.:
You can watch the installation process in this youtube Video Tutorial : Setup BIS Tools 2.
A new partition called P: will be automatically created during the setup. An ArmAWork dir will be created in your install dir as well.
Understand that the P: drive the ArmAWork dir are the same. They are just different views on the same dir.
You can read more about the BIS tools drive.
Note that the name tools drive is very misleading. It is your editing workspace (virtual) drive.
The P: drive has two main tasks:
Note that P: Drive already contains the ca dir. ca is the project space from BIS.
Never ever put your files into p:\ca\
In this dir we will extract the source of the BI files currently still in the PBO as part of the game dir. Right now the ca dir contains a couple of unpacked pbo files already and another dir called Roads2.
Read more about this in Synide's Build Environment.
The project dir is your workspace - the place you can go crazy inside and have all your files in.
Choose your own tag for addons which you use as namespace and as prefix of all your addon pbo's.
With our tag, we create a namespace in the P:\ drive. In other words a subdir. So go create it now.
For this tutorial it is: P:\TUT\.
Let us make the meaning of the project dir clear - The project dir is for all your various future projects. So for the individual projects we will soon create subdirs inside our project dir.
Configure Visitor 3
Start with your new Visitor 3 project
Be sure you set the view to elevation color style (hit the 5th button from the left) to see the contours.
Select Project → SaveAs and save your map as TUT_SampleMap.pew.
Add .pew to your filename. Otherwise Visitor 3 will not recognize the file in the future.
U will raise the height of a vertex slightly. I will raise the height of the vertex greatly. J will lower the height of a vertex slightly. K will lower the height of a vertex greatly.
You may have to hit F or G to show the arrow that goes to each center point of a vertex. While moving the mouse around the map, you'll notice that the arrow cursor 'sticks' to the closest center point of a vertex.
Think of a vertex as a hexagonal shape where you simply raise or lower the center point of that shape. So, when you raise a vertex, it'll make a point upwards. Doing it repeatedly will make the point higher and 'sharper'. Therefore to make sure your terrain isn't too sharp, you'll have to raise the vertices around it as well.
Keep in mind also that editing vertices is pretty tedious, and it should really only be used for tweaking height.
Road networks do not act as objects, therefore you can only select, move, or budge them in Visitor 3.