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Morts

Newbie :)

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Hi guys

I've been following Allie's tutorial for map making, i'm on the 4th pdf file where visitor is first used, I've made the pbl file including

	class cfg
{
PNGfilename="TERRAIN.png";
squareSize=10.000000;
originX=0;
originY=0;
minHeight=-150;
maxHeight=900;
};

And opened it up in visitor, however nothing shows up, it's just as if a new project was started.

It says in the tutorial "If you not see this check the little buttons on the top bar , you probably neet to push some elevation button, just fool around with them." I must admit, this isn't helpful, i've pushed all of them, yet still nothing will appear of my map.

If anyone could explain maybe what i've done wrong, how I can make it work, etc. If there is not enough information, let me know and i'll try my best to improve what information there is.

Any help will be appreciated.

Cheers

Morts

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is your path: p:\<yournametag>\<islandname>\source\terrain\<file.pbl> and the png file resides in the same folder?

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P\CA\Island\Source\Terrain\[Files]

And yes they are both in the same folder

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EDIT: Do NOT put your project in the CA folder. Use a "namespace" EI: P:\Morts\Morts_Island\Source\Terrain\...

Post some more info like your project preferences in visitor and we might be able to get a better idea of what your problem is.

Use this (http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial) as your base guide and use the other tutorials to fill in the gaps. Some stuff might be slightly out of date and it makes everything confusing to new people as well as frustrating when they go through all the effort only to find out that a step is not even needed. Searching these forums is your friend.

Edited by prowler.wolf

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visitor3.jpg

I think thats what you mean by the preferences.

Changed the folder arrangment now.

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Yikes! Ok, in that window click on Calculator... and the very first box(Image size - pixels) type in 10240. The only thing else you have to do is hit apply proposed on the bottom and it should give you a much smaller satellite grid number(48). The one you have is WAY to high.

After that just make sure you follow the tutorial that I posted.

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Okay, so i'm now follow the one you posted, got the map in visitor but when i import the satalite + mask, i select the files it tells me to, but then this comes up:

visitor3-1.jpg

Cheers

Morts

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Did your terrain work?

Your .rvmats in your data folder, layers.cfg in your source folder, and the links to your project files in your SampleMap\config.cpp all need to be updated to your new directories... as an example...

P:\TUT\SampleMap\...

\TUT is the namespace, just like \CA has it's own namespace that only BIS uses for its addons. You should choose your own namespace when creating your own island, for example mine is P:\PLR\PLR_Mana\...

It's all here http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial

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I've set it up exactly how it explains, but that still happens, exactly the same error, even though i've changed the folders around

EDIT:

I think i know why, in the layers.cfg file it says this:

class Layers
{

 class pisek
 {
   texture = "ca\SampleMap\data\pisek_mco.png";
   material="ca\SampleMap\data\pisek.rvmat";
 };

 class travajih
 {
   texture = "ca\SampleMap\data\travajih_mco.png";
   material="ca\SampleMap\data\travajih.rvmat";
 };

 class mesto2
 {
   texture = "ca\SampleMap\data\mesto2_mco.png";
   material="ca\SampleMap\data\mesto2.rvmat";
 };

 class pole1
 {
   texture = "ca\SampleMap\data\pole1_mco.png";
   material="ca\SampleMap\data\pole1.rvmat";
 };

};

class Legend
{
 picture="ca\SampleMap\Source\mapLegend.png";
 class Colors
 {
   /// color names should correspond to surface layer names
   pisek[]={{255,255,0}};
   travajih[]={{0,255,0}};
   mesto2[]={{0,0,255}};
   pole1[]={{99,55,0}}; 
 }
};

It's all linked to the wrong place, but I don't want to change it to muck it all up :P

EDIT 2: That was easier than expected, that it is sorted :P

EDIT3: Okay, new problem, It doesnt show up in game, I followed the instructions to the T and packed it and binarized how it should be, put it in @TUT\Addons\ and it's not showing up in the editor.

however this is a message that comes up.

visitor3-2.jpg

Any Ideas

Edited by Morts
New Problem

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Been following this one tho didn't really want to interrupt since prowler's on duty today ;)... but not showing up in editor is usually just a paths problem in the main config.cpp - maybe post that next so we can see it...

B

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Config.cpp is here:

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied

class CfgPatches
{
class SampleMap
{
	units[] = {SampleMap};
	weapons[] = {};
	requiredVersion = 0.10;
	requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};


class DefaultLighting;
class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds
{

 class DefaultClutter
 {
   scaleMin = 0.9;
   scaleMax = 1.4;
 };
 class DefaultWorld;
 class CAWorld : DefaultWorld
 {
   class Grid {};
 };

 class SampleMap: CAWorld
{
	access = ReadOnlyVerified;
	worldId=3;

	cutscenes[] = {SampleMapIntro1};

	description = "Sample Rahmadi Map";
	icon="";
	worldName=\ca\SampleMap\SampleMap.wrp;
	pictureMap = "";
	pictureShot = "";

	plateFormat="ML$ - #####";
	plateLetters="ABCDEGHIKLMNOPRSTVXZ";

	longitude = -40; // positive is east
	latitude = -40; // positive is south

	// landRange is stored directly in WRP file

	class Grid : Grid
	{
		offsetX = 0;
		offsetY = -15360;

		class Zoom1
		{
			zoomMax = 0.5;
			format = "XY";
			formatX = "Aa";
			formatY = "00";
			stepX = 200;
			stepY = 200;
		};
		class Zoom2
		{
			zoomMax = 1e30;
			format = "XY";
			formatX = "A";
			formatY = "0";
			stepX = 2000;
			stepY = 2000;
		};
	};

	startTime = 8:30;
	startDate = 01/05/1985;
	startWeather = 0.1;
	startFog = 0.0;
	forecastWeather = 0.3;
	forecastFog = 0.0;

	seagullPos[] = {1272.842,150.000,14034.962};

	//default center position
	centerPosition[] = {2500,2500,300};

	// landing place - airport
	ilsPosition[] ={2545,3000};
	ilsDirection[] ={0,0.08,1};
	ilsTaxiIn[]= {2495,2725, 2495,2850,  2508,2860, 2508,3000, 2520,3010, 2545,3000};
	ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
	drawTaxiway=false;

   class ReplaceObjects {};

   // sound sources
   class Sounds
   {
   	sounds[]={};
   };
   class Animation
   {
     vehicles[]={};
   }; // default - no film


   class Lighting : DefaultLighting {};


   clutterGrid = 1.11;//pred demem to bylo 1.5
   /// how far clutters are visible
   clutterDist = 55;

   noDetailDist = 40;
   /// where ground detail texture is fully visible (begin fading out)
   fullDetailDist = 5;

   minTreesInForestSquare = 3;
   minRocksInRockSquare = 4;

   class clutter
   {

     class GrassGeneral: DefaultClutter
     {
       model=ca\plants\clutter_grass_general.p3d;
       affectedByWind = 0.3;
       swLighting = true;        //relativeColor[]={0.8,0.8,0.8,0};
       //colorByGround=0.9;
       scaleMin = 0.75;
       scaleMax = 1.0;
     };

     class GrassFlowers: GrassGeneral
     {
       model=ca\plants\clutter_grass_flowers.p3d;
     };

     class GrassLong: GrassGeneral
     {
       model=ca\plants\clutter_grass_long.p3d;
       affectedByWind = 0.6;
       scaleMin = 0.60;
       scaleMax = 1.10;
     };

     class GrassSevenbeauty: GrassGeneral
     {
       model=ca\plants\clutter_grass_sevenbaeuty.p3d;
       affectedByWind = 0.2;
       scaleMin = 0.70;
       scaleMax = 1.10;
     };

     class GrassYellow: GrassGeneral
     {
       model=ca\plants\clutter_grass_yellow.p3d;
       affectedByWind = 0.2;
       scaleMin = 0.70;
       scaleMax = 1.10;
     };

     class GrassDesert: GrassGeneral
     {
       model=ca\plants\clutter_grass_desert.p3d;
     };

     class ForestFern: GrassGeneral
     {
       model=ca\plants\clutter_forest_fern.p3d;
       affectedByWind = 0.1;
       scaleMin = 0.90;
       scaleMax = 1.10;
     };

     class SmallRocks: GrassGeneral
     {
       model=ca\rocks\clutter_stone_small.p3d;
       affectedByWind = 0;
       scaleMin = 0.90;
       scaleMax = 1.10;
     };

     class FlowersColor: GrassGeneral
     {
       model=ca\plants\clutter_smetanka.p3d;
     };

     class FlowersWhite: GrassGeneral
     {
       model=ca\plants\clutter_white_flower.p3d;
     };

     class MushroomsHorcak: GrassGeneral
     {
       model=ca\plants\clutter_horcak.p3d;
       affectedByWind = 0;
       scaleMin = 0.85;
       scaleMax = 1.25;
     };

     class MushroomsPrasivka: MushroomsHorcak
     {
       model=ca\plants\clutter_prasivky.p3d;
     };

     class MushroomsBabka: MushroomsHorcak
     {
       model=ca\plants\clutter_babka.p3d;
     };

     class MushroomsMuchomurka: MushroomsHorcak
     {
       model=ca\plants\clutter_muchomurka.p3d;
     };


   };
	class Subdivision
	{
		// fractal component of subdivision
		// changes are smaller for smaller rectangles
		class Fractal
		{
			// texture roughness factor
			rougness = 5;
			// max. value for squares containing road
			maxRoad = 0.02;
			// max. value for squares containing track
			maxTrack = 0.50;
			// max. coeficient depending on slope
			maxSlopeFactor = 0.05;
		};
		// white noise component of subdivision
		// change size is independent on rectangle size
		class WhiteNoise
		{
			rougness = 2;
			// max. value for squares containing road
			maxRoad = 0.01;
			// max. value for squares containing track
			maxTrack = 0.05;
			// max. coeficient depending on slope
			maxSlopeFactor = 0.0025;
		};

		// do not divide surfaces that are under given limit
		minY = -0.0;
		// do not divide flat surfaces
		minSlope = 0.02;
	};

	class Ambient
   {
     /*
	  Layer cost and species probability use expressions.
	  Variables which can be used inside of expressions:
       rain: rain intensity.
       night: 1 during night, 0 during day.

       hills: 0 at 150 ASL, 1 at 400 ASL.
       windy: 0 at 0 m/s, 1 at 20 m/s.

       trees: tree density.
       sea: distance to sea.
       houses: house density.
       meadow: meadow character.
       forest: 1 in the forest.

     Any values are continuous/interpolated in the range of 0 to 1.
     Values they are independent unless notes otherwise
     (meaning meadow and forest can be 1 at the same time).

     You can observe these values in real-time using:
     	diag_toggle "ambient"
     */

	  class BigBirds
	  {
	    //Container radius:
	    	//Species are normally spawned at the edges of the circle defined by this radius.
	    	//One exception to this is the initial start of the simulation, where the whole
	    	//circle will be filled.
	    radius = 300;
	    //Points allowed for this container:
	    //Xbox: 1 * (1 - night) * (1 - sea)
	    cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
 		  //Classname in Species corresponds to type name:
	    class Species
	    {
	      class Hawk
	      {
	        probability = 0.2;
	        cost = 1;
	      };
	    };
	  };

	  class Birds
	  {
	    radius = 170;
	    //Xbox: (1 - night) * (2 + 8 * sea)
	    cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
	    class Species
	    {
	      class Seagull
	      {
	        probability = 0.2;
	        cost = 1;
	      };
	    };
	  };

	  class BigInsects
	  {
	    radius = 20;
	    //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
	    cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
	    class Species
	    {
	      class DragonFly
	      {
	        probability = 0.6 - (meadow * 0.5) + (forest * 0.4);
	        cost = 1;
	      };
	      class ButterFly
	      {
	        probability = 0.4 + (meadow * 0.5) - (forest * 0.4);
	        cost = 1;
	      };
	    };
	  };

	  class BigInsectsAquatic
	  {
	  	radius = 20;
	  	cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
	  	class Species
	  	{
	  		class DragonFly
	  		{
	  			probability = 1;
	  			cost = 1;
	  		};
	  	};
	  };

	  //The wind is blowing various particles around:
	  class WindClutter
	  {
	    radius = 10;
	    //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
	    cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
	    class Species
	    {
	      class FxWindGrass1 //Dark green grass.
	      {
	        probability = "0.4 - 0.2 * hills - 0.2 * trees";
	        cost = 1;
	      };
	      class FxWindGrass2 //Dry grass.
	      {
	        probability = "0.4 - 0.2 * hills - 0.2 * trees";
	        cost = 1;
	      };
	      class FxWindRock1 //Dust.
	      {
	        probability="0.4 * hills";
	        cost = 1;
	      };
	      class FxWindLeaf1 //Green leaf.
	      {
	        probability = "0.2 * trees";
	        cost = 1;
	      };
	      class FxWindLeaf2 //Dry leaf.
	      {
	        probability = "0.1 * trees + 0.2";
	        cost = 1;
	      };
	      class FxWindLeaf3 //Green leaf with a dry spot.
	      {
	        probability = "0.1 * trees";
	        cost = 1;
	      };
	    };
	  };

	  class NoWindClutter
	  {
	  	//Xbox: 10
	    radius = 15;
	    //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
	    cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
	    class Species
	    {
	      class FxWindPollen1
	      {
	        probability = 1;
	        cost = 1;
	      };
	    };
	  };

	  class SmallInsects
	  {
	    radius = 3;
	    //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
	    cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
	    class Species
	    {
	      class HouseFly
	      {
	        probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
	        cost = 1;
	      };
	      class HoneyBee
	      {
	        probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
	        cost = 1;
	      };
	      class Mosquito
	      {
	        probability = "(1 - deadBody) * (0.2 * forest)";
	        cost = 1;
	      };
	    };
	  };

	  class NightInsects
	  {
	    radius = 3;
	    cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
	    class Species
	    {
	      class Mosquito
	      {
	        probability = 1;
	        cost = 1;
	      };
	    };
	  };
	};

   class Names
   {
#include "SampleMap.hpp"
   };
 };
};

class CfgWorldList
{
class SampleMap {};
};

class CfgMissions
{
 class Cutscenes
 {
   class SampleMapIntro1
   {
     directory = "ca\SampleMap\data\scenes\intro.SampleMap";
   };
 };
};

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This is an Arma 1 island config... you may have been following an out-of-date tutorial...

theres a lot of things wrong, from...

worldName=\ca\SampleMap\SampleMap.wrp;

your project folder being inside "CA" onwards...

I suggest you start from scratch with SgT Aces "TUT_Samplemap" tutorial - it'll tell you all you need to know, will get you set up correctly on the project folder front, plus will give you at least a basic working config plus associated files.....

Look for the Tutorial sticky thread at the top of this section - thats the one you need to work your way thru...

B

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I was following Sgt Aces tutorial I think, but the folder bit really confused me, so I may have missed a few steps out.

Cheers

Morts

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That is what the tutorial samplemap is for, to help you get a grip on the way we do our setup and file/folder structure. ;)

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I'm wondering, I didn't understand the whole copy_spp.bat or wahtever it is, could that be my problem? Like if I didn't do it

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yeah I didn't get it either at first, although it is easy enough to run the command once you figure out how to navigate in a command prompt.

Assuming you de-pbo'd and unrapped the CA files in P:\ all you need to do is click on Start> Run> and type cmd which will start a command promp.

Type the following to select your P drive:

P:

Then type:

cd \ca

Now that you have navigated to your p:\ca directory you can then run the command:

xcopy *.cpp P:\<YourNamespace>\ca\ /S /Y (don't forget to replace <YourNamespace> with what ever you are using which I assume is going to be TUT.)

Hit enter and that is when the magic happens. You will now have a copy of the CA/ folder structure in your namespace folder with all of the needed configs in order to get ladders and doors, etc.

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