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arma3:terrain:ultimate-terrain-tutorial [2017-08-28 16:20]
snakeman added missing DePbo to install list.
arma3:terrain:ultimate-terrain-tutorial [2024-03-01 04:59]
snakeman updated.
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 ====== PMC ArmA 3 Ultimate Terrain Tutorial ====== ====== PMC ArmA 3 Ultimate Terrain Tutorial ======
 +
 +**2024-03-01T04:​58:​00Z Update**
  
 Same as the legendary [[falcon4:​theater_tutorial|Falcon 4 PMC Ultimate Theater Tutorial]] this PMC ArmA 3 Ultimate Terrain Tutorial will be one stop shop for everything a newbie needs to know about terrain editing. Same as the legendary [[falcon4:​theater_tutorial|Falcon 4 PMC Ultimate Theater Tutorial]] this PMC ArmA 3 Ultimate Terrain Tutorial will be one stop shop for everything a newbie needs to know about terrain editing.
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 ====== Required Tools ====== ====== Required Tools ======
  
-You need a good text editor, image editor, Mikero Tools, L3DT and obviously steam arma3 tools.+You need a good text editor, image editor, Mikero Tools, ​[[tools:​l3dt|L3DT]] and obviously steam arma3 tools.
  
 **Do not ever use windows notepad or wordpad to edit text files.** Recommended text editors listed at [[:​editing_tools#​text_editing|Editing Tools: Text Editing]]. **Do not ever use windows notepad or wordpad to edit text files.** Recommended text editors listed at [[:​editing_tools#​text_editing|Editing Tools: Text Editing]].
Line 27: Line 29:
 ====== Installing L3DT ====== ====== Installing L3DT ======
  
-You'll find download link from our [[arma2:​terrain:l3dt|ArmA 2 Terrain: ​L3DT]] page. That page is just a reference, you don't need to read it through for this tutorial.+You'll find download link from [[tools:​l3dt|L3DT]] page. That page is just a reference, you don't need to read it through for this tutorial.
  
-Installing using the L3DT installer is easy, not much more to say about it. At the moment of writing this tutorial the free version ​is v16.05.+Installing using the L3DT installer is easy. At 2019-01-02 L3DT is freeware [[http://​www.bundysoft.com/​phpBB2/​viewtopic.php?​f=2&​t=15509|L3DT news]], there are v16.05 ​and development v18.08 Pro downloads available. This tutorial uses v16.05 (but you should be fine with the development version as well).
  
-L3DT comes in limited free version, 90 day trial and professional commercial version. You are fine downloading the free version. +This tutorial is written with heightmaps and satellite texture/​masks ​of small 2048 grid/​resolution ​just for tutorial purposes to make the files quicker to process. **You cannot make proper arma3 terrain SATELLITE TEXTURES with 2048 resolution images.** For reference (but you don't have to read this now) [[arma3:​terrain:​satellite-image-resolution-size-explained|satellite image resolution size explained]] covers how small or large satellites you need on difference sizes of terrains.
- +
-Make a note that free version only allows ​heightmaps and satellite texture/​masks ​up to 2048 grid/​resolution. **You cannot make proper arma3 terrain SATELLITE TEXTURES with 2048 resolution images.** For reference (but you don't have to read this now) [[arma3:​terrain:​satellite-image-resolution-size-explained|satellite image resolution size explained]] covers how small or large satellites you need on difference sizes of terrains.+
  
  
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 Basic installation guide at [[arma3:​tools:​mikero-tools|Mikero Tools]] page. Basic installation guide at [[arma3:​tools:​mikero-tools|Mikero Tools]] page.
  
-You need to install+You must install ​Mikero tools in order to get terrain properly in-game.
-  * DePbo +
-  * DeOgg +
-  * DeP3d +
-  * DeRap +
-  * ExtractPbo +
-  * MakePbo +
-  * pboProject +
-  * Rapify+
  
  
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 Guide on [[arma3:​tools:​installing-steam-arma-3-tools|Installing Steam ArmA 3 Tools]] and [[arma3:​tools:​setup-p-drive|Setup P: Drive]]. Guide on [[arma3:​tools:​installing-steam-arma-3-tools|Installing Steam ArmA 3 Tools]] and [[arma3:​tools:​setup-p-drive|Setup P: Drive]].
 +
 +**Do not skip setting up P: drive properly**, wrongly setup or missing P: drive is the most common cause of issues when developing addons.
  
  
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 \tut\tut_tutorial_terrain\$PBOPREFIX$ \tut\tut_tutorial_terrain\$PBOPREFIX$
 </​code>​ </​code>​
-Yes its a bit odd file name but that how things work in arma land. Now open $PBOPREFIX$ in text editor and write the following line there:+Now open $PBOPREFIX$ in text editor and write the following line there:
 <​code>​ <​code>​
 tut\tut_tutorial_terrain tut\tut_tutorial_terrain
 </​code>​ </​code>​
-This is your namespace \ addon name directory, pboprefix file tells arma3_x64.exe where this addon'​s files can be found.+This is your namespace \ addon name directory, pboprefix file tells arma3_x64.exe where this addon'​s files can be found. ​**It is very important to use $PBOPREFIX$ do not skip it, this is how proper addons are done.**
  
 Next we will have to download maplegend.png file. This file is used by terrain builder in various satellite things, you can download it from the below link (for example open to a new browser tab and save as). Next we will have to download maplegend.png file. This file is used by terrain builder in various satellite things, you can download it from the below link (for example open to a new browser tab and save as).
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  class tut_grass_green  class tut_grass_green
  {  {
- texture = "a3\map_data\gdt_grass_green_co.paa"; + texture = "";​ 
- material = "​tut\tut_tutorial_terrain\data\gdt_grass_green.rvmat";​+ material = "​tut\tut_tutorial_terrain\data\tut_grass_green.rvmat";​
  };  };
 }; };
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 </​code>​ </​code>​
  
-Create a "gdt_grass_green.rvmat"​ file there, open it in text editor and copy paste this:+Create a "tut_grass_green.rvmat"​ file there, open it in text editor and copy paste this:
 <code cpp> <code cpp>
-ambient[] = {0.9,0.9,0.9,1}; +ambient[] = { 111, 1 }; 
-diffuse[] = {0.9,0.9,0.9,1}; +diffuse[] = { 111, 1 }; 
-forcedDiffuse[] = {0.02,​0.02,​0.02,​1};​ +forcedDiffuse[] = { 0.02, 0.02, 0.02, 1 }; 
-specular[] = {0.0,0.0,0.0,0};+specular[] = { 0, 0, 0, 0 };
 specularPower = 1; specularPower = 1;
-emmisive[] = {0,0,0,0};+emmisive[] = { 0, 0, 0, 0 };
  
 PixelShaderID = "​NormalMapDiffuse";​ PixelShaderID = "​NormalMapDiffuse";​
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  class uvTransform  class uvTransform
  {  {
- aside[] = {10,0,0}; + aside[] = { 10, 0, 0 }; 
- up[] ​   = {0,10,0}; + up[] ​   = { 0, 10, 0 }; 
- dir[] ​  = {0,0,10}; + dir[] ​  = { 0, 0, 10 }; 
- pos[] ​  = {0,0,0};+ pos[] ​  = { 0, 0, 0 };
  };  };
 }; };
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  class uvTransform  class uvTransform
  {  {
- aside[] = {10,0,0}; + aside[] = { 10, 0, 0 }; 
- up[] ​   = {0,10,0}; + up[] ​   = { 0, 10, 0 }; 
- dir[] ​  = {0,0,10}; + dir[] ​  = { 0, 0, 10 }; 
- pos[] ​  = {0,0,0};+ pos[] ​  = { 0, 0, 0 };
  };  };
 }; };
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 In this tutorial example we are using only one texture to keep it simple, but normal terrains use more, dozens more of these textures. You don't have to worry about that now. In this tutorial example we are using only one texture to keep it simple, but normal terrains use more, dozens more of these textures. You don't have to worry about that now.
  
-In our layers.cfg we reference to gdt_grass_green.rvmat material file, which again references to the actual texture found in a3\map_data\ directory. This is kind of cool that our terrain doesn'​t need any actual texture **files** in its pbo, it only references them from another pbo.+In our layers.cfg we reference to tut_grass_green.rvmat material file, which again references to the actual texture found in a3\map_data\ directory. This is kind of cool that our terrain doesn'​t need any actual texture **files** in its pbo, it only references them from another pbo.
  
  
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 Start L3DT and click create a new project or hit CTRL-N Start L3DT and click create a new project or hit CTRL-N
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Select-Project-Type.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Select-Project-Type.png }}
  
 Click next (designable map) Click next (designable map)
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 Change width/​height both to 512 and click next Change width/​height both to 512 and click next
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Heightfield-Size.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Heightfield-Size.png }}
  
 Click next (design map size) Click next (design map size)
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Design-Map-Size.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Design-Map-Size.png }}
  
 Design map parameters are easiest to leave default for our tutorial purposes, click next Design map parameters are easiest to leave default for our tutorial purposes, click next
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Design-Map-Parameters.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Design-Map-Parameters.png }}
  
 Tick to enable; heightfield,​ attributes map and texture map, click next (button turns from OK to next) Tick to enable; heightfield,​ attributes map and texture map, click next (button turns from OK to next)
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Calculation-Queue.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Calculation-Queue.png }}
  
 Texture settings untick "use light map" and click ok Texture settings untick "use light map" and click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Texture-Settings.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Texture-Settings.png }}
  
 Now L3DT is processing! wait until its done Now L3DT is processing! wait until its done
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Done-Processing.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Done-Processing.png }}
  
 CTRL-S to save the project, browse to \tut\tut_tutorial_terrain\source\ give file name of "​tut_tutorial_project",​ click save and ok\\ CTRL-S to save the project, browse to \tut\tut_tutorial_terrain\source\ give file name of "​tut_tutorial_project",​ click save and ok\\
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 Export map select file format ASC, and to file name field type: tut_tutorial_project-heightmap,​ click ok and click ok Export map select file format ASC, and to file name field type: tut_tutorial_project-heightmap,​ click ok and click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Export-Heightmap.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Export-Heightmap.png }}
  
 Select attributes tab, use CTRL-E to export\\ Select attributes tab, use CTRL-E to export\\
 Export map select file format BMP, and to file name field type: tut_tutorial_project_satellite_mask_lco,​ click ok and click ok Export map select file format BMP, and to file name field type: tut_tutorial_project_satellite_mask_lco,​ click ok and click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Export-Attributes-Map.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Export-Attributes-Map.png }}
  
 Select texture map tab, use CTRL-E to export\\ Select texture map tab, use CTRL-E to export\\
 Export map select file format BMP, and to file name field type: tut_tutorial_project_satellite_texture_lco,​ click ok and click ok Export map select file format BMP, and to file name field type: tut_tutorial_project_satellite_texture_lco,​ click ok and click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Export-Texture-Map.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-L3DT-Export-Texture-Map.png }}
  
 Save project and exit L3DT Save project and exit L3DT
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 Open terrain builder and choose mapframes -> add mapframe Open terrain builder and choose mapframes -> add mapframe
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Add-Mapframe.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Add-Mapframe.png }}
  
 UTM selection click ok UTM selection click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-UTM-Selection.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-UTM-Selection.png }}
  
 Mapframe Properties select location tab\\ Mapframe Properties select location tab\\
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 Location, left-bottom corner, set easting to 200000 and northing to 0 Location, left-bottom corner, set easting to 200000 and northing to 0
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Location.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Location.png }}
  
 Select samplers tab\\ Select samplers tab\\
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 Texture layer -> size (m): 40 x 40 Texture layer -> size (m): 40 x 40
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Samplers.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Samplers.png }}
  
 Select processing tab\\ Select processing tab\\
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 Mapframe properties, bottom right, click ok Mapframe properties, bottom right, click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Processing.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Processing.png }}
  
 On main menu make sure "view mapframes",​ "view terrain heightmap",​ "view satellite image" and "view surface mask image" buttons are selected. On main menu make sure "view mapframes",​ "view terrain heightmap",​ "view satellite image" and "view surface mask image" buttons are selected.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Selected-Buttons.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Selected-Buttons.png }}
  
 Use file -> save project, into \tut\tut_tutorial_terrain\source\TerrainBuilder\ directory, file name tut_tutorial_terrain.tv4p Use file -> save project, into \tut\tut_tutorial_terrain\source\TerrainBuilder\ directory, file name tut_tutorial_terrain.tv4p
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 Layer manager -> tut_tutorial_project-heightmap.asc -> RMB -> terrain coordinates and properties Layer manager -> tut_tutorial_project-heightmap.asc -> RMB -> terrain coordinates and properties
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layer-Manger-RMB.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layer-Manger-RMB.png }}
  
 Type easting 200000 and northing 0, click ok Type easting 200000 and northing 0, click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Terrain-Coordinates-Properties.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Terrain-Coordinates-Properties.png }}
  
 The terrain most likely disappears from view, so on layers manager click fit to view button. The terrain most likely disappears from view, so on layers manager click fit to view button.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layer-Manager-Fit-To-View.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layer-Manager-Fit-To-View.png }}
  
 Now use mapframe properties -> processing -> rebuild terrain, this button actually generates the terrain into your project, previously you just imported the heightmap ASC. Don't forget to use rebuild terrain button. Now use mapframe properties -> processing -> rebuild terrain, this button actually generates the terrain into your project, previously you just imported the heightmap ASC. Don't forget to use rebuild terrain button.
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 On mapframes dialog seen below: On mapframes dialog seen below:
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframes-Dialog.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframes-Dialog.png }}
  
 Double click on "​tut_tutorial_terrain"​ your only mapframe. You can also RMB click it and choose properties, but double click is quicker. Double click on "​tut_tutorial_terrain"​ your only mapframe. You can also RMB click it and choose properties, but double click is quicker.
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 Tick export satellite texture\\ Tick export satellite texture\\
 Tick export surface mask\\ Tick export surface mask\\
-Make sure materials per cell and save rvmat files in ASCII format are selected+Make sure "​6 ​materials per cell (arma 2)" ​and save rvmat files in ASCII format are selected
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Generate-Layers.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Mapframe-Properties-Generate-Layers.png }}
  
 Click generate layers button and wait... Click generate layers button and wait...
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 To start buldozer click the "​connect to buldozer"​ button in main menu. To start buldozer click the "​connect to buldozer"​ button in main menu.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Connect-To-Buldozer.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Connect-To-Buldozer.png }}
  
 Now your buldozer will start and if you have configured terrain builder correctly and your P: drive is setup properly, you'll see your terrain in buldozer window. Now your buldozer will start and if you have configured terrain builder correctly and your P: drive is setup properly, you'll see your terrain in buldozer window.
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 Buldozer view, your looks different of course. Buldozer view, your looks different of course.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Buldozer.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Buldozer.png }}
  
 You can browse around in your terrain, check out [[arma3:​terrain:​buldozer-controls-keyboard-shortcuts|buldozer controls keyboard shortcuts]] for navigation help. You can browse around in your terrain, check out [[arma3:​terrain:​buldozer-controls-keyboard-shortcuts|buldozer controls keyboard shortcuts]] for navigation help.
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 You'll see terrain builder information dialog about status of your exported WRP file, it in our tutorial case says map size 512 and 0 objects placed on map. You'll see terrain builder information dialog about status of your exported WRP file, it in our tutorial case says map size 512 and 0 objects placed on map.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Export-WRP.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Export-WRP.png }}
  
 Click ok. Click ok.
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  class tut_tutorial_terrain  class tut_tutorial_terrain
  {  {
- units[] = + units[] = {};
- { +
- "​tut_tutorial_terrain"​ +
- };+
  weapons[] = {};  weapons[] = {};
  requiredVersion = 1;  requiredVersion = 1;
Line 489: Line 480:
  ilsTaxiIn[] = {};  ilsTaxiIn[] = {};
  ilsTaxiOff[] = {};  ilsTaxiOff[] = {};
- drawTaxiway = false;+ drawTaxiway = 0;
  class SecondaryAirports{};​  class SecondaryAirports{};​
  class ReplaceObjects{};​  class ReplaceObjects{};​
Line 502: Line 493:
  vehicles[] = {};  vehicles[] = {};
  };  };
 +
 + minTreesInForestSquare = 2;
 + minRocksInRockSquare = 2;
  
  class Subdivision{};​  class Subdivision{};​
Line 508: Line 502:
 }; };
 </​code>​ </​code>​
 +Important note: if you use pboProject later than v1.73 you must start the GUI, go to Setup and untick "-W warnings are errors"​ tick box. If you do not, this example config.cpp gives error and pboproject fails to pack a pbo. The error you would get is "​warning:​cfgSurfaces not defined"​ and "<​namespace>​\<​addon>​\config.cpp:​ there are clutter errors in the config"​.
  
  
Line 522: Line 517:
 Click Setup, check that engine drop down is for "Arma 3", every other config should be fine as default (you just installed Mikero Tools, right?). Click Setup, check that engine drop down is for "Arma 3", every other config should be fine as default (you just installed Mikero Tools, right?).
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-pboProject-Setup.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-pboProject-Setup.png }}
  
 Here is full exclude from pbo line that PMC uses: Here is full exclude from pbo line that PMC uses:
Line 535: Line 530:
 Click Source folder button and browse to P:​\tut\tut_tutorial_terrain\ directory. Yes it must be on the P: drive. Click Source folder button and browse to P:​\tut\tut_tutorial_terrain\ directory. Yes it must be on the P: drive.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-pboProject-Ready-To-Crunch.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-pboProject-Ready-To-Crunch.png }}
  
 Finally click Crunch button to start binarization. If all goes well pboProject should say: Finally click Crunch button to start binarization. If all goes well pboProject should say:
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-pboProject-Binarization-Successful.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-pboProject-Binarization-Successful.png }}
  
 With your time and date. With your time and date.
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 In order to place objects you need to create an object template library which reads few properties from any added objects. In order to place objects you need to create an object template library which reads few properties from any added objects.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager.png }}
  
 Library manager -> template libraries -> RMB -> create library, or simply click "​create new template library"​ button Library manager -> template libraries -> RMB -> create library, or simply click "​create new template library"​ button
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-Create-New-Template-Library.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-Create-New-Template-Library.png }}
  
 Give the library a name "a3 structures"​\\ Give the library a name "a3 structures"​\\
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 Choose colors fill color: red, outline color: black, shape: rectangle Choose colors fill color: red, outline color: black, shape: rectangle
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-Create-New-Template-Library-Dialog.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-Create-New-Template-Library-Dialog.png }}
  
 Click ok Click ok
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   - choose colors fill color: green, outline color: black, shape: ellipse, click ok   - choose colors fill color: green, outline color: black, shape: ellipse, click ok
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-A3-Structures.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-A3-Structures.png }}
  
 Library templates created, please save your project. Library templates created, please save your project.
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 On main menu make sure "view scene objects"​ and "add object"​ buttons are selected On main menu make sure "view scene objects"​ and "add object"​ buttons are selected
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Object-Placement-Main-Menu-Buttons1.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Object-Placement-Main-Menu-Buttons1.png }}
  
 Layers manager select objects tab, click "add new layer" button Layers manager select objects tab, click "add new layer" button
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Objects-Add-New-Layer.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Objects-Add-New-Layer.png }}
  
 Give it name like "rocks 1", click ok\\ Give it name like "rocks 1", click ok\\
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 Select lets say "​BluntStone_01"​ Select lets say "​BluntStone_01"​
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-Template-Selected.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Library-Manager-Template-Selected.png }}
  
 LMB click on the scene view where you want to place this object LMB click on the scene view where you want to place this object
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View.png }}
  
 This will place selected object on every LMB click. Notice that you might have to zoom in (mouse wheel) closer to see the placed object as its very small and is "​hidden"​ when zoomed out. This will place selected object on every LMB click. Notice that you might have to zoom in (mouse wheel) closer to see the placed object as its very small and is "​hidden"​ when zoomed out.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Single-Object-Placement.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Single-Object-Placement.png }}
  
 Click connect to buldozer to open it so you can see how your placed objects look in buldozer. Click connect to buldozer to open it so you can see how your placed objects look in buldozer.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Buldozer-Objects.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Buldozer-Objects.png }}
  
 You can select new object from any of the object template libraries and place them as you please. You can select new object from any of the object template libraries and place them as you please.
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 You can also mass delete objects from the layers manager. RMB click on "rocks 1" layer and choose clear. You can also mass delete objects from the layers manager. RMB click on "rocks 1" layer and choose clear.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Clear-Layer.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Clear-Layer.png }}
  
 Click yes button to delete all objects in the "rocks 1" layer. Click yes button to delete all objects in the "rocks 1" layer.
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 RMB your layer you want to delete and choose "​Remove + delete from HDD" or just click the trashcan "​remove layer" button. RMB your layer you want to delete and choose "​Remove + delete from HDD" or just click the trashcan "​remove layer" button.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Remove-Layer.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Remove-Layer.png }}
  
 Layer gets completely deleted. You cannot delete "​default"​ layer shown in the image, only layers created by you. Layer gets completely deleted. You cannot delete "​default"​ layer shown in the image, only layers created by you.
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 Turn on view shapes button in main menu. Turn on view shapes button in main menu.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-View-Shapes.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-View-Shapes.png }}
  
 Make sure add polygon button from main menu is selected, you see mouse cursor to change Make sure add polygon button from main menu is selected, you see mouse cursor to change
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Add-Polygon.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Add-Polygon.png }}
  
 Layers manager select shapes tab\\ Layers manager select shapes tab\\
 Click add new layer button button, give it name "​forest 1", click ok\\ Click add new layer button button, give it name "​forest 1", click ok\\
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Create-Polygon-Setup.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Create-Polygon-Setup.png }}
  
 Now LMB click points to scene view to create a polygon Now LMB click points to scene view to create a polygon
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Create-Polygon-Open.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Create-Polygon-Open.png }}
  
 Once you're done double LMB click to close the polygon Once you're done double LMB click to close the polygon
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Create-Polygon-Closed.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Create-Polygon-Closed.png }}
  
 Layer manager select objects tab\\ Layer manager select objects tab\\
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 Click to select the polygon in the scene view Click to select the polygon in the scene view
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Selected-Polygon.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Selected-Polygon.png }}
  
 Click RMB -> Fill (add new objects) Click RMB -> Fill (add new objects)
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Polygon-Fill.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Polygon-Fill.png }}
  
   - fill area dialog select objects, available libraries untick "a3 structures"​   - fill area dialog select objects, available libraries untick "a3 structures"​
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   - clusterisation options -> object density 60   - clusterisation options -> object density 60
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Polygon-Fill-Area.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Polygon-Fill-Area.png }}
  
 Click ok Click ok
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 (note the image layer says "rocks 1" instead, no worries) (note the image layer says "rocks 1" instead, no worries)
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Forest.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Layers-Manager-Forest.png }}
  
 It is important to know the difference between shapes and objects layers. Very tricky :) It is important to know the difference between shapes and objects layers. Very tricky :)
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 Destination file use "​..."​ button to browse to Source\TerrainBuilder\ directory and give file name "​forest_1.shp",​ then click ok to export. Destination file use "​..."​ button to browse to Source\TerrainBuilder\ directory and give file name "​forest_1.shp",​ then click ok to export.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shape-Export.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shape-Export.png }}
  
 Next you need to create new empty directory, make this as: Next you need to create new empty directory, make this as:
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 Now terrain processor is open and you are ready to setup your project. Now terrain processor is open and you are ready to setup your project.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Add-Task.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Add-Task.png }}
  
 Click "add new task" button. Click "add new task" button.
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 Select "area: high-density cluster"​ Select "area: high-density cluster"​
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Task-Selection.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Task-Selection.png }}
  
 Click ok. Click ok.
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 Click green plus button Click green plus button
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Edit-Task-Green-Plus.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Edit-Task-Green-Plus.png }}
  
 This adds new object. Click on the "new object name" to edit it and type in lets say "​t_FicusB1s_F"​. This adds new object. Click on the "new object name" to edit it and type in lets say "​t_FicusB1s_F"​.
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 This "​t_FicusB1s_F"​ is a template name from terrain builder, it is basically t_FicusB1s_F.p3d model. You can get those template names from terrain builder, first select an object from library manager, then on the right hand side at "​template properties",​ "​template general"​ click "​template name" and then you can copy to clipboard CTRL-C that template name. This "​t_FicusB1s_F"​ is a template name from terrain builder, it is basically t_FicusB1s_F.p3d model. You can get those template names from terrain builder, first select an object from library manager, then on the right hand side at "​template properties",​ "​template general"​ click "​template name" and then you can copy to clipboard CTRL-C that template name.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Copy-Template-Name.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Copy-Template-Name.png }}
  
 To add that template name to terrain processor, just click on the "New object name" and clear it out, then copy-paste CTRL-V the template name from terrain builder to it. Add what template/​p3d names you want to place in this forest 1 polygon shape. You might add couple of rock types and various trees/​bushes. To add that template name to terrain processor, just click on the "New object name" and clear it out, then copy-paste CTRL-V the template name from terrain builder to it. Add what template/​p3d names you want to place in this forest 1 polygon shape. You might add couple of rock types and various trees/​bushes.
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 When you are done adding templates/​objects,​ select shapefile tab. Use "​..."​ to browse into "​forest_1.shp"​ file. Click ok. When you are done adding templates/​objects,​ select shapefile tab. Use "​..."​ to browse into "​forest_1.shp"​ file. Click ok.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Edit-Task-Shapefile.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Edit-Task-Shapefile.png }}
  
 Save your terrain processor project. Save your terrain processor project.
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 Click "​Execute tasks" green run button to start. Click "​Execute tasks" green run button to start.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Execute-Tasks.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Execute-Tasks.png }}
  
 It takes a while depending on how large shape file you have and what kind of settings you used, don't click the ok button, just wait patiently. When terrain processor is done it will clearly say "All completed"​. It takes a while depending on how large shape file you have and what kind of settings you used, don't click the ok button, just wait patiently. When terrain processor is done it will clearly say "All completed"​.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Tasks-Completed.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Processor-Tasks-Completed.png }}
  
 Please note that if terrain processor freezes or gets stuck, it just remains this way and nothing happens, so while I just said "wait patiently"​ it doesn'​t mean you have to wait hours heh. You really need to start with small projects one-step-at-the-time not to get frustrated with terrain processor :) Please note that if terrain processor freezes or gets stuck, it just remains this way and nothing happens, so while I just said "wait patiently"​ it doesn'​t mean you have to wait hours heh. You really need to start with small projects one-step-at-the-time not to get frustrated with terrain processor :)
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 Use file -> import -> objects, use "pick files" button to browse into "​forest_1.lbt"​ file Use file -> import -> objects, use "pick files" button to browse into "​forest_1.lbt"​ file
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Import-Objects-From-File.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Import-Objects-From-File.png }}
  
 Click ok to import. Wait patiently while terrain builder imports, it takes a moment depending on how many hundreds of thousands (heh) objects are you importing. Click ok to import. Wait patiently while terrain builder imports, it takes a moment depending on how many hundreds of thousands (heh) objects are you importing.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Import-Objects-Complete.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Import-Objects-Complete.png }}
  
 You can see the increased template library objects count after each object placed by terrain processor. You can see the increased template library objects count after each object placed by terrain processor.
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 On main menu click "add polyline"​ button so its selected. On main menu click "add polyline"​ button so its selected.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Add-Polyline.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Add-Polyline.png }}
  
 Now go to scene view, use LMB to place dots to create a polyline as a road. When done double LMB click to end the road. Now go to scene view, use LMB to place dots to create a polyline as a road. When done double LMB click to end the road.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Roads-Polylines.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Roads-Polylines.png }}
  
 Your first road polyline is done. Now you noticed that polylines do not "​close"​ as they are just lines (not polygons which has to be closed), so you can draw these lines anywhere you want without closing them (you just "​end"​ them). Your first road polyline is done. Now you noticed that polylines do not "​close"​ as they are just lines (not polygons which has to be closed), so you can draw these lines anywhere you want without closing them (you just "​end"​ them).
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 You can edit polyline (which is your road) by making sure "add polyline"​ is unselected and "edit selection"​ button is selected. You can edit polyline (which is your road) by making sure "add polyline"​ is unselected and "edit selection"​ button is selected.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Edit-Selection.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Menu-Edit-Selection.png }}
  
 Then LMB click to one polyline point, not the line but a point. LMB press and drag the point to move it, release LMB to drop it to a new position. Then LMB click to one polyline point, not the line but a point. LMB press and drag the point to move it, release LMB to drop it to a new position.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Edit-Polyline.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Scene-View-Edit-Polyline.png }}
  
 If you click the line instead of a point, then the whole polyline will move, be careful on your selection. If you click the line instead of a point, then the whole polyline will move, be careful on your selection.
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 RMB your road polyline and choose "​database properties"​. RMB your road polyline and choose "​database properties"​.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Polyline-Database-Properties.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Polyline-Database-Properties.png }}
  
 On Shapes Database dialog click "​new"​ button. On Shapes Database dialog click "​new"​ button.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shapes-Database-New.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shapes-Database-New.png }}
  
 New field dialog give name: "​ID"​ and select type: "​integer",​ click ok. New field dialog give name: "​ID"​ and select type: "​integer",​ click ok.
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shapes-Database-New-Field.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shapes-Database-New-Field.png }}
  
 Click new, new field dialog give name: "​ORDER"​ and select type: "​integer",​ click ok\\ Click new, new field dialog give name: "​ORDER"​ and select type: "​integer",​ click ok\\
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 Click the ORDER cell, type number 0 Click the ORDER cell, type number 0
  
-{{ http://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shapes-Database-Values.png }}+{{ https://​pmc.editing.wiki/​images/​PMC-ArmA-3-Ultimate-Terrain-Tutorial-Terrain-Builder-Shapes-Database-Values.png }}
  
 Shapes database dialog, click ok button to close Shapes database dialog, click ok button to close
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  mainMat = "​a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat";​  mainMat = "​a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat";​
  map = "​road";​  map = "​road";​
 + AIpathOffset = 0;
  };  };
  class Road0002  class Road0002
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 Start buldozer and in there press 1 which is buldozertools "​reload roads",​ your roads should now appear. Start buldozer and in there press 1 which is buldozertools "​reload roads",​ your roads should now appear.
 +
 +**Edit config.cpp newRoadsShape**
 +
 +In order to get your new roads in-game you need to edit newRoadsShape line in the config.cpp. Find the line:
 +<code cpp>
 + newRoadsShape = "";​
 +</​code>​
 +And edit, like this:
 +<code cpp>
 + newRoadsShape = "​\tut\tut_tutorial_terrain\data\roads\roads.shp";​
 +</​code>​
 +Now your roads show up arma3 in-game (note: this has nothing to do with seeing roads in buldozer).
  
  
 ====== Notes ====== ====== Notes ======
  
-PMC ArmA 3 Ultimate Terrain Tutorial ​is on initial phase right now, more details will be added in the future.+PMC ArmA 3 Ultimate Terrain Tutorial ​if the most complete and up to date tutorial ​on the internet.
  
-You can use [[http://​www.pmctactical.org/​contact.php|PMC Tactical Contact]] to get in touch with us, for any fixes, suggestions or questions. You should join [[https://​discord.gg/​arma|ArmA discord chat]], all you need is a browser. Check out #​terrain_makers for some excellent terrain talk.+You can use [[https://​www.pmctactical.org/​contact.php|PMC Tactical Contact]] to get in touch with us, for any fixes, suggestions or questions.
arma3/terrain/ultimate-terrain-tutorial.txt · Last modified: 2024-05-01 07:36 by snakeman