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Messed up ground textures outside mapframe in game for custom terrain
Assigned, UrgentPublic

Description

Hi.

There is a problem with creating custom maps that have grid size set to 4096 in Terrain Builder.
As you can see on image attached to that report, when you compile a map and run it in DayZ, ground textures are getting messy and they can render on your screen even if you are far away from the map border.

I do not have a video of that, but when you move the camera or the player, all that sketchy shapes are constantly changing.
I'm not sure how severe is that, so I took minor but please re-check this.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 11 x64
Operating System Version
22621.2134
Category
General
Steps To Reproduce

My mapframe properties on which I got that bug:
Grid size: 4096 x 4096
Cell size: 3.750
Terrain size: 15360.000
Size (mask source images): 15360 x 15360
Resolution: 1.000000
Size (mask tiles): 512 x 512
Desired overlap: 16
Size (texture layer): 30.00 x 30.00

  1. Created needed files in QGIS.
  2. Created project in Terrain Builder and set up.
  3. Compile the map using Addon Builder.
  4. Runned the game with DayZCommunityOfflineMode.
Additional Information

There is a workaround for this, when you set to false as here: "enableTerrainSynth="false";" inside config.cpp in class OutsideTerrain for a custom project, then that sketchy textures are gone and you can only see a water below your custom terrain.
Not ideal solution but let's you use the map without glitching textures.

Same thing happened on DayZ 1.21 and on the new 1.22 update.

Event Timeline

kuzyn created this task.Aug 29 2023, 9:20 PM
kuzyn edited Additional Information. (Show Details)
Geez changed the task status from New to Assigned.Aug 31 2023, 10:06 AM
kuzyn added a comment.Nov 23 2023, 8:57 PM

Okay, another thing that seems to be "bugged" with those map settings... (especially looking at Cell size being 3.75).
There is a problem with correct transition between ground textures. I am totally aware of materials limit per cell. Everytime I regenerate my layers, Im using "6 materials per cell (Arma 2)" setting and I also do a double check of my mask layer with the custom tool called MaskColorChecker to see for any tiles with exceeded limit.
But textures after regenerating are still wrong, they have sharp edges and sometimes they inherit something from wrong materials. Example on the first attached photo.

I even tried to basically remove almost everything and I left out only 3 different materials (grass, tarmac and dirt) and the result is almost the same. Leaves on edges are not present anymore but they are still too sharp in comparison to other borders.

I'm a little bit surprised that there are such problems, because according to this website https://pmc.editing.wiki/doku.php?id=arma3%3Aterrain%3Agrid-cell-size my map settings are exactly the same as for Arma 3 map called Tanoa. I dont own Arma 3 so I cant check this, but Im pretty sure that this problem does not exist here...

kuzyn added a comment.Jan 16 2024, 1:37 PM

Update for the previous post.
I noticed that on official Livonia map there are same bugs, for example transition between grass and dirt has leaves from forest, when in reality forest is further and does not touch this place.