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arma2:terrain [2013-07-08 19:22]
snakeman added bad position in binarizing header.
arma2:terrain [2022-06-25 16:48] (current)
snakeman added link.
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 This is ArmA 2 Terrain Editing Tutorials. This is 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 our forum topic: ​[[http://tactical.nekromantix.com/​forum/​viewtopic.php?​f=53&​t=21962|ArmA 2 WRP editing]].+You can still use the 1 texture [[ofp:​tools:​wrptool|WrpTool]] method familiar from [[arma:​terrain|ArmA terrain]]. More up to date details from [[http://www.pmctactical.org/​forum/​viewtopic.php?​f=53&​t=21962|PMC Tactical forums ​ArmA 2 WRP editing]] ​topic.
  
  
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 ====== Using L3DT ====== ====== Using L3DT ======
  
-Thoughts for using [[arma2:​terrain:​l3dt|L3DT]] to make WRP terrains.+Thoughts for using [[tools:​l3dt|L3DT (root page)]] and [[arma2:​terrain:​l3dt|L3DT ​(arma2)]] to make WRP terrains.
  
  
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 [[arma2:​terrain:​water-color|Water Color]], how to change ocean/sea water color. [[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.
  
  
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-====== Large terrain errors ​====== +====== 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_error|Large Terrain Errors]] or problems that we know of so far.
  
 +[[arma2:​terrain:​large-terrain-limits|Large Terrain Limits]] tested and listed.
 ====== Layers ====== ====== Layers ======
  
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-====== ​Bad Position in Binarizing ​======+====== ​Binarize Errors ​====== 
 + 
 +**Bad Position**
  
 272035:​pmc\vte_objects\vte_bush24.p3d - Bad position 1594.4,​0,​867 (surface 100.3) 272035:​pmc\vte_objects\vte_bush24.p3d - Bad position 1594.4,​0,​867 (surface 100.3)
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 Fix it by aligning the objects to ground in Visitor 3. 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
arma2/terrain.1373311347.txt.gz · Last modified: 2013-07-08 19:22 (external edit)