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arma3:terrain:misc [2014-06-02 03:26]
snakeman created misc initial page.
arma3:terrain:misc [2020-01-01 06:27]
snakeman added 2d mission editor info.
Line 17: Line 17:
 after I run set up in steam tools its all messed up\\ after I run set up in steam tools its all messed up\\
 I want my VIS 3 P drive back set up I want my VIS 3 P drive back set up
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 **ODOL P3D Models** **ODOL P3D Models**
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 A good general rule is - "if you have a landscape feature and its big enough to be seen from a distance it should be on the Sat Layer"​... A good general rule is - "if you have a landscape feature and its big enough to be seen from a distance it should be on the Sat Layer"​...
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 **Terrain Builder keys** **Terrain Builder keys**
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 Left Shift toggles a leveling-mode. Left Shift toggles a leveling-mode.
 +
 +**Satellite Import Image Format**
 +
 +BMP will import fastest, but your limited to a 2gb filesize. PNG is slower importing due to the compression,​ TIFF/GEOTIF is good for larger masks.
 +
 +**Global Mapper or QGis**
 +
 +You can use [[http://​www.globalmapper.com/​|Global Mapper]] (or other GIS software like [[http://​qgis.org/​|QGis]]) to open roads.shp in A3/​map_stratis/​data/​roads.
 +
 +You need to create your own road shape file shp and add it to the map config.
 +
 +Global Mapper might save your shp, prj and dbf table wrong, you might check for some other tools for example QGis what can give you better results.
 +
 +From [[http://​openstreetmap.org|OpenStreetMap]] you can extract portions of road networks that would go straight in your terrain.
 +
 +**Terrain Builder**
 +
 +With the DevBranch ArmA3_x64.exe as buldozer there is a new brush called "Brush tool (height set)".
 +
 +It can be enabled with active brush by press and holding "​c"​. You can select a height with the right mouse button (isvalid is now true). And the exact height is applied instantly to the terrain by pressing left mouse.
 +
 +Short:
 +  * Hold "​C"​ for Brush tool (height set).
 +  * RMB -> set / pick height.
 +  * LMB -> apply height / level terrain
 +
 +About roads from Bushlurker:
 +
 +you can shift roads from one layer to another by drag selecting the whole layer - then in the properties panel theres a popdown for all the available layers - you can use that to merge layers by choosing a different layer from the list
 +
 +so you could be drawing different type roads on different layers, then merging them into a single common layer for export
 +
 +**Addon Builder**
 +
 +As of //​2014-06-22//​ addon builder either from stable or dev branch doesn'​t work. You have to download the older version AddonBuilder_67083.exe from http://​tom4897.info/?​attachment_id=2273
 +
 +**Random Info**
 +
 +Altis terrain from default ArmA 3 has object count: 1,779,883
 +
 +**ArmA 3 Topography Command**
 +
 +topography exports with grid lines, this is the old method from arma/arma2. **ExportNoGrid** exports without grid lines, this is new for arma3.
 +
 +CTRL-O to open old 2D mission editor, select terrain and then SHIFT-<​minus numpad> and type "​topography"​ or "​exportnogrid",​ you get notification in upper part of the screen about saving, then EMF file is saved to C: root dir.
 +
 +**Missing WRP**
 +
 +If you have WRP that is missing but there is config for it, arma3 just wont show anything about it, no error, no mission editor listing, no nothing. Once you add missing WRP, then it appears and the config "comes into play" so to speak.
arma3/terrain/misc.txt ยท Last modified: 2021-08-11 12:56 by snakeman