Matrix2k20 10 Posted November 14, 2010 Hi, i use the Takistan map Textures, but after import of the Satimage and Mask File i get only black images under the Layer folder. Only the Sat Images are correct. Why?! i rename the Textures and change the folder in the RVMAT File....anything else i must know? Maskfile is in 24bit RGB 8192x8192 Sat Image 24bit RGB 8192x8192 all folders in the Layer.cfg are correct...Arrrghhh!!!:( please help! gimme a tip! i use the search in the forum, but found nothing that can help Share this post Link to post Share on other sites
Alliexx 10 Posted November 14, 2010 (edited) Hi, this has to do with the conversion of your mask_lco file, this is the file that should represent the texture locations on your map. To convert the mask_lco correctely you need a maplegend.png and a layers.cfg file, these files define the colors used on your mask file. If these definings are not done correct you might end up with a converted mask file with only black parts in your dta data\layers folder. The color value( red/green/blue ) need to be correct with the values of the colors used in photoshop. Must be something like this. layers.cfg file (SAMPLE): class Layers{ class xx_sand { texture = "XX\entebbe\data\xx_hlina_mco.png"; material="XX\entebbe\data\xx_hlina.rvmat"; }; class xx_grass { texture = "XX\entebbe\data\xx_travad2_mco.png"; material="XX\entebbe\data\xx_travad2.rvmat"; }; class xx_grass2 { texture = "XX\entebbe\data\xx_trava1_mco.png"; material="XX\entebbe\data\xx_trava1.rvmat"; }; class xx_asfalt { texture = "XX\entebbe\data\xx_asfalt_mco.png"; material="XX\entebbe\data\xx_asfalt.rvmat"; }; class xx_pisek { texture = "XX\entebbe\data\xx_pisek_mco.png"; material="XX\entebbe\data\xx_pisek.rvmat"; }; }; class Legend { picture="XX\entebbe\source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names xx_sand[]={{255,255,0}}; //yellow not sand ! xx_grass[]={{0,255,0}}; //green xx_grass2[]={{0,0,255}}; //blue xx_asfalt[]={{255,0,0}}; //red xx_pisek[]={{255,110,110}}; //pinkish }; }; Sample maplegend.png file: http://yfrog.com/n3maplegendp Hope this helps. Allie Later, Allie Edited November 14, 2010 by Alliexx Share this post Link to post Share on other sites
Matrix2k20 10 Posted November 14, 2010 I use the standard maplegend.png from BIS... i try to download it again...it must be something with the mask_ico.png or the BIS Textures...another tip for me? the layer.cfg is 100% ok... Share this post Link to post Share on other sites
Matrix2k20 10 Posted November 15, 2010 my Layer config: class Layers { class skalni_sterk { texture = "Matrix2k20\A76\data\76_skalni_sterk_mco.paa"; material="Matrix2k20\A76\data\76_skalni_sterk.rvmat"; }; class polopoust { texture = "Matrix2k20\A76\data\76_polopoust_mco.paa"; material="Matrix2k20\A76\data\76_polopoust.rvmat"; }; class hlina { texture = "Matrix2k20\A76\data\76_hlina_mco.paa"; material="Matrix2k20\A76\data\76_hlina.rvmat"; }; class plevel { texture = "Matrix2k20\A76\data\76_plevel_mco.paa"; material="Matrix2k20\A76\data\76_plevel.rvmat"; }; }; class Legend { picture="Matrix2k20\A76\source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names skalni_sterk[]={{255,0,0}}; polopoust[]={{205,114,0}}; hlina[]={{0,255,0}}; plevel[]={{255,255,0}}; }; }; i use the Takistan Textures co.paa mco.paa nohq.paa nopx.paa .rvmat my sat image is correct converted under folder "layer"..only the textures are all black! Share this post Link to post Share on other sites
bushlurker 46 Posted November 15, 2010 (edited) All looks OK in the layers.cfg... Sat_lco and Mask_lco saved as 8bit no interlace .png??? Then reimport into Visitor? Also... note that - regardless of the colours you use in your Mask_lco, when Visitor converts it to layers it uses Red, Green, Blue & Black for the 4 allowed colours - so an awful lot of your Mask "tiles" will actually BE black anyway - not all of them though... B Edited November 15, 2010 by Bushlurker Share this post Link to post Share on other sites
Matrix2k20 10 Posted November 16, 2010 Hi Bushlurker, every Tutorial i use say something different to Colordepth on sat & Mask...very confussing :confused: my sat & Mask are in 24bit..if i use the sat in 24bit and the mask in 16 or 8bit the visitor crashes. sat/mask 8bit??? only 256 color? why are the maplegend.png from BIS is in 24bit. hmmm.... i try it... Share this post Link to post Share on other sites
Alliexx 10 Posted November 16, 2010 Hi, My sat_lco and Mask_lco are both 8 bit (RGB) Later, Allie Share this post Link to post Share on other sites
Matrix2k20 10 Posted November 16, 2010 Problems gone..now everything working fine..yipieehh..(proud) i habe a pgn converting (Color) Problem from Corel Photopaint to Arma2 Pgn Format. I try some settings (Interlace, transparence settings, Color settings)in Corel..and now it works and looks amazing. Now i can do some optimizations on the sat map and do the next step. and my sat & Mask are both 24bit and not 8bit! thanks to you all...next time some pictures of the north of Afghanistan with hd Sat maps and real ASTA Data :bounce3: Share this post Link to post Share on other sites
Nephris1 10 Posted November 24, 2010 (edited) Hi folks, i have a siomilar problem so i just hijack this thread. I created a mask_lco.png @ 8bit/no interlace. Three layers. Using blue,white and black colour. Everything works fine with blue and black colour but at the terrain covered with white igot this artefacts...means almost black. In bulldozer it looks more like z-bufffering.Means it looks like flickering between 2 layers. layers.cfg class Layers { class nep_grass { texture = "Nep\Nosdrovo\Data\g_mco.paa"; material= "Nep\Nosdrovo\Data\g.rvmat"; }; class nep_feld { texture = "Nep\Nosdrovo\Data\k_mco.paa"; material= "Nep\Nosdrovo\Data\k.rvmat"; }; class nep_wald { texture = "Nep\Nosdrovo\Data\c_mco.paa"; material= "Nep\Nosdrovo\Data\c.rvmat"; }; }; class Legend { picture="Nep\Nosdrovo\source\mapLegend.png"; class Colors { nep_grass[]={{0,0,0}}; nep_feld[]={{255,255,255}}; nep_wald[]={{0,0,255}}; }; }; I am using the bis legend.... Edit: well there must have been sth wrong with the corresponding texture or its rvmat. I substituted it for test sake, and it worked again. Edited November 24, 2010 by Nephris1 Share this post Link to post Share on other sites