Funkdoc
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Everything posted by Funkdoc
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ja eigentlich schon... die spagettisierten randpixel deiner map sollten auf allen seiten vorhanden sein. dies wird durch die "desired overlap" einstellung gemacht. die grundeinstellung ist hier auf 16 pixel. warum das bei dir nicht so ist, weiss ich momentan nicht... vielleicht liegts an deinem relativ kleinen satellitenbild
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Hallo Ludwig! Ich glaube nicht dass das ein fehler ist. Kartenränder werden eben so von Terrainbuilder generiert. Dies ist notwendig um den debug bereich (outside map) auch noch zu texturisieren zu können. dies bedeutet es wird nach oben/unten/rechts/links der jeweiligen karte das satellitenbild spagettisiert. so siehts auf chernarusplus aus... https://imgur.com/a/NE8BSNX
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what? show us your work pls, no plan what u are talking about,... what does the last sentence mean? u created wolf textures with green and red squares?
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LOL FIDOv, show us some of your work here and explain what u did... i didnt get it
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no there is no painting function in buldozer/TB. u have to do the mask with a painting software. the sat image should be generated with your external terrain maker software. i would edit the map with buldozer and then export the hightmap back to this tool to regenerate the sat image, which one u can import again to TB.
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did you copy the Dayz_x64.exe to the P drive for buldozer usage only?
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No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
thnx for making things clear. i didnt notice this 6mats/cell and _lca thing. i was searching for the problem.. but i cant see any failures so far. i think we have to wait for a dev answer -
can u make a screenshot of Game and buldozer flickering effects?
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? no iam just asking if u solved your problem...and did u?
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@ofp2 as i can remember, u also had a problem with no textures of your sat img. just black ground... did u solve your problem? or why do you speculating around here
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No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
then i m wondering why u have _lco and not _lca... my layers... https://imgur.com/uiUu9We -
No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
whatever man... look at the mask image he was posting -
No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
my A3 TB generates "M_*_*_lco.png" from the same map ;) -
No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
yes but they dont have the extension _lca :) it has nothing to do with it... _lca is a part of the filename generation of TB -
No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
there is no input of mask_lca... A3 TB generate layers "M_*_*_lco.png" and Dayz TB "M_*_*_lca.png", the Sat layers and the rvmats. (only output!) -
i believe its a DZ buldozer related problem
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No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
i didnt say thats incorrect, i just saw layers are generated by A3 TB... what size is the mask.png? try generate with 6 materials per cell... 4 is broken in Arma3 -
No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
yes i mean where u define classes... give it a map related name like "deerisle_grass_green"... otherwise u will encounter overriding problems. last picture looks strange... as i can see the grass texture there is declared as the green mask color [0,186,0] what tool do yuo use for Mask editing? make sure no other colors are used in mask. be aware of using antialiasing and other functions that may mix up your color pixels. so zoom in and check the pixels. EDIT: You generated your layers with A3 TB, this i can see on the mask filename "M_61_065_Ico.png" but Dayz TB generates "M_61_065_Ica.png". regenerate layers in Dayz TB and try again. -
No Sat Image and wrong floor textures in buldozer
Funkdoc replied to grillstern666's topic in Terrain
layers.cfg looks good but has nothing to do with the sat texture. problem is known EDIT: dont use name tags same like surface names! -
it looks like daysz_x64.exe having problems in any way handle LCO, or it is a config problem... maybe devs can help out.
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yes i think we need. in the rvmat files in "DZ\worlds\chernarusplus\data\layers" are *.paa files refernced, for the satellite texture and the mask. so we should make this also in this way for our own map. I have tried to use the tool ImageToPAA located in the Dayz tools\Bin directory. i converted the pile of *.png (tiled by Terrain builder using the mapframe->processing->Generate Layers function) to .paa files. But Dayz -buldozer runs this without texturing the ground. its simply balck. declared surfaces seems to work without a problem. Seems to be a configuration problem. i will have a look at it today.
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what exactly is your problem? pls make unterstandable sentences...
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welcome to experimental LOOOL EDIT: Why do last users here made their first post on this forum ? oO! strange
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i think that was not the last word. i can imagin that they will bring some unbinarized Dayz samples like they did for Arma. they also will make a new license for DZ share alike soon, i think.