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mugaben

More silly questions for my map

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Gah.. Going crazy over this.. :confused:

I hope you can help me!

First question.

Why do I have to zoom this far in, to see first roads, then forests, and finally buildings?

arma2oa%202010-10-08%2018-11-44-97.jpg

arma2oa%202010-10-08%2018-11-52-16.jpg

arma2oa%202010-10-08%2018-11-29-87.jpg

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arma2oa%202010-10-08%2018-11-25-34.jpg

Something in the config? I have close to NO experience in this.

Secondly, why does this happen to some of my roads in game, but not in bulldozer?

arma2oa%202010-10-08%2018-14-13-14.jpg

Thanks in advance! :)

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Hi again DampetDK...

First one is something to do with the "Grid" parameters in the main config - I think...

Where did you get the original config file you're using? The Chernarus one has an entry like this...

class Grid: Grid
 {
  offsetX = 0;
  offsetY = 0;
  class Zoom1
  {
   zoomMax = 0.15;
   format = "XY";
   formatX = "000";
   formatY = "000";
   stepX = 100;
   stepY = 100;
  };
  class Zoom2
  {
   zoomMax = 0.85;
   format = "XY";
   formatX = "00";
   formatY = "00";
   stepX = 1000;
   stepY = 1000;
  };
  class Zoom3
  {
   zoomMax = 1e+030;
   format = "XY";
   formatX = "0";
   formatY = "0";
   stepX = 10000;
   stepY = 10000;
  };
 };

Do you have something like this in your config? if not - try pasting that block in - as it stands... see if it makes a difference...

I've seen the second issue happen - in buldozer - a few times when I've been fooling with terrain height-tweaking - you tweak one vertice, but occasionally the road section seems to prefer to take its height from the surrounding vertices - so the one you've tweaked sortof "clips into" the road... resmoothing in Visitor should fix that I guess...

B

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That didnt do anything Bushlurker :(

Somehow I dont see any text in my bulldozer menus so I dont know how to smooth it

Here is my config.

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class favslev {

units[] = {"favslev"};

weapons[] = {};

requiredVersion = 1.04;

requiredAddons[] = {"Utes"};

};

};

class CfgWorlds {

class CAWorld; // External class reference

class Utes : CAWorld {

class DefaultClutter; // External class reference

class Grid; // External class reference

class DayLightingBrightAlmost; // External class reference

};

class favslev : Utes {

cutscenes[] = {"favslevIntro"};

description = "favslev";

icon = "MUG\favslev\data\icon\icon.paa";

worldName = "MUG\favslev\favslev.wrp";

pictureShot = "MUG\favslev\data\ui_selectisland_favslev_ca.paa";

longitude = -40; // positive is east

latitude = -40; // positive is south

class OutsideTerrain {

satellite = "MUG\favslev\data\s_satout_co.paa";

enableTerrainSynth = 1;

class Layers {

class Layer0 {

nopx = "MUG\favslev\data\favslev_trava1_detail_nohq.paa";

texture = "MUG\favslev\data\favslev_trava1_detail_co.paa";

};

};

};

class Grid: Grid

{

offsetX = 0;

offsetY = 0;

class Zoom1

{

zoomMax = 0.15;

format = "XY";

formatX = "000";

formatY = "000";

stepX = 100;

stepY = 100;

};

class Zoom2

{

zoomMax = 0.85;

format = "XY";

formatX = "00";

formatY = "00";

stepX = 1000;

stepY = 1000;

};

class Zoom3

{

zoomMax = 1e+030;

format = "XY";

formatX = "0";

formatY = "0";

stepX = 10000;

stepY = 10000;

};

};

startTime = 8:30;

startDate = 01/12/2009;

startWeather = 0.3;

startFog = 0.2;

forecastWeather = 0.3;

forecastFog = 0.2;

seagullPos[] = {2558, 150, 2512};

centerPosition[] = {2558, 2515};

ilsPosition[] = {3628.91, 4665.26, 9.33};

ilsDirection[] = {0.5736, 0.08, -0.8192};

ilsTaxiIn[] = {};

ilsTaxiOff[] = {};

drawTaxiway = 0;

class DayLightingBrightAlmost : DayLightingBrightAlmost {

earlyMorning[] = {5, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1};

midMorning[] = {15, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1};

morning[] = {25, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1};

};

midDetailTexture = "mug\favslev\data\favslevmid_mco.paa";

minTreesInForestSquare = 1;

minRocksInRockSquare = 3;

class clutter {

class favslev_GrassCrookedGreen : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_GrassCrooked : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_AutumnFlowers : DefaultClutter {

model = "ca\plants2\clutter\c_autumn_flowers.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_GrassTall : DefaultClutter {

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_WeedDead : DefaultClutter {

model = "ca\plants2\clutter\c_WeedDead.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_WeedDeadSmall : DefaultClutter {

model = "ca\plants2\clutter\c_WeedDead2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_HeatherBrush : DefaultClutter {

model = "ca\plants2\clutter\c_caluna.p3d";

affectedByWind = 0.15;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

surfaceColor[] = {0.53, 0.5, 0.37, 1};

};

class favslev_WeedSedge : DefaultClutter {

model = "ca\plants2\clutter\c_weed3.p3d";

affectedByWind = 0.2;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_BlueBerry : DefaultClutter {

model = "ca\plants2\clutter\c_BlueBerry.p3d";

affectedByWind = 0.05;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

class favslev_Reed : DefaultClutter {

model = "ca\plants2\plant\p_phragmites.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.75;

};

};

class Names {

class favslev {

name = "Favslev";

position[] = {2715, 2823};

type = "NameCity";

radiusA = 200;

radiusB = 200;

};

class skov {

name = "Sonderskoven";

position[] = {3190, 1352};

type = "NameLocal";

radiusA = 200;

radiusB = 200;

};

class sav {

name = "Sawmill";

position[] = {4258, 2138};

type = "NameLocal";

radiusA = 200;

radiusB = 200;

};

class luft {

name = "Airport";

position[] = {300, 4374};

type = "NameVillage";

radiusA = 200;

radiusB = 200;

};

};

};

};

class CfgWorldList {

class favslev {};

};

class CfgMissions {

class Cutscenes {

class favslevIntro {

directory = "MUG\favslev\data\scenes\intro.favslev";

};

};

};

class CfgSurfaces {

class Default; // External class reference

class Water; // External class reference

class favslev_trava : Default {

access = ReadOnly;

files = "favslev_trava_*";

rough = 0.1;

dust = 0.01;

soundEnviron = "grass";

character = "favslev_grassClutter";

soundHit = "soft_ground";

};

class favslev_lesjeh : Default {

access = ReadOnly;

files = "favslev_lesjeh_*";

rough = 0.1;

dust = 0.01;

soundEnviron = "grass";

character = "favslev_HillClutter";

soundHit = "soft_ground";

};

class favslev_trava4 : Default {

access = ReadOnly;

files = "favslev_trava4_*";

rough = 0.1;

dust = 0.01;

soundEnviron = "grass";

character = "favslev_MoorClutter";

soundHit = "soft_ground";

};

class favslev_pisek : Default {

access = ReadOnly;

files = "favslev_pisek_*";

rough = 0.1;

dust = 0.09;

soundEnviron = "gravel";

character = "empty";

soundHit = "soft_ground";

};

class favslev_sand2 : Default {

access = ReadOnly;

files = "favslev_sand2_*";

rough = 0.1;

dust = 0.09;

soundEnviron = "gravel";

character = "empty";

soundHit = "soft_ground";

};

};

class CfgSurfaceCharacters {

class favslev_grassClutter {

probability[] = {0.8, 0.4, 0.01};

names[] = {"favslev_GrassCrookedGreen", "favslev_GrassTall", "favslev_WeedSedge"};

};

class favslev_HillClutter {

probability[] = {0.1, 0.1, 0.5};

names[] = {"favslev_GrassTall", "favslev_WeedDeadSmall", "favslev_GrassCrooked"};

};

class favslev_DirtClutter {

probability[] = {0.0};

names[] = {"favslev_GrassCrooked"};

};

class favslev_MoorClutter {

probability[] = {0.5, 0.1, 0.6};

names[] = {"favslev_GrassCrooked", "favslev_HeatherBrush", "favslev_GrassTall"};

};

};

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I see a space in that line ...

pictureShot = "MUG\favslev\data\ui_selectisland_favslev_ca.p aa";

It says : .p aa

Must say: .paa

(I am newbie too... My beta version island is ready but I can not binarize it... I presume it's an issue with config.cpp ...

Cheers!

Besides, I do not have in my config.cpp file this code inside "class Utes : CAWorld" cause I am not sure which function it enables... anyway you may give it a try...

class Grid: Grid

{

offsetX = 0;

offsetY = 0;

class Zoom1

{

zoomMax = 0.15;

format = "XY";

formatX = "000";

formatY = "000";

stepX = 100;

stepY = 100;

};

class Zoom2

{

zoomMax = 0.85;

format = "XY";

formatX = "00";

formatY = "00";

stepX = 1000;

stepY = 1000;

};

class Zoom3

{

zoomMax = 1e+030;

format = "XY";

formatX = "0";

formatY = "0";

stepX = 10000;

stepY = 10000;

};

Edited by Robster

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Robster I have that class Utes : CAWorld aswell. The space in paa is a problem with copy-paste to the forums - its not there in my config. :o

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For the road issue, I believe the best solution is the "redo" ^^.

Hard way : erase the road and build it again,

Medium way : export the road, erase the road from the map then imported it back after having laid a KeyPart of such road model on Visitor.

Edited by Old Bear

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Thank you oldbear. Redoing helped. :)

Also, I found the error causing the map zoom thing.

It was my own mistake, texture size was on 10, not 40. Dont know if this also was the cause of the road-bug, but now its done!

I'm MugAben on dead echo by the way. :)

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[Offtopic On] I have recognize your big ape features under your mask ^^ [Offtopic Off]

The "redo" action is something you must be prepared to when you deal with Visitor3, so you must be ready to save, save and save again each time you have done a big step in map making, save previous versions on various archives ...

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Ballking, the error for me was that my texture size option in Visitor3 was "10", not "40".. I tried 10 once to see the difference, even though I read that 40 was the preferred. I forgot to put it back to 40. :>

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Texture size = 10 is associated with several issues... distant hills not displaying properly, etc... not sure about road hiccups, but it wouldn't surprise me...

Not entirely sure why it doesn't work - like a lot of things in Visitor, trial and error has proved that certain combos work well, and others have issues... Texture size = 40 is just one of those "generally accepted as least problematic" settings...

Congrats on gettin it working anyway Dampet - the texture=10 thing never even occurred to me as a potential cause...

B

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