freakjoe 3 Posted December 4, 2012 Hello everyone, this is one of my first posts on these forums so please forgive me if I put this into the wrong forum or anything like that. So, as the title says, I need help with my map. I've just created parts of the terrain and a texture map and mask. Everything is fine in Buldozer, no errors at all but as soon as I put it into a PBO file and load it ingame it starts loading, I get a black screen and it crashes to the desktop. I checked my RPT and found this error : ErrorMessage: Internal error: Rendering command buffer to small . Any ideas or suggestions on how to fix this would be appreciated. Here is my config : #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class WolfeCounty { units[] = {"WolfeCounty"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles {}; class CfgWorlds { class DefaultWorld { class Weather; // External class reference }; class CAWorld : DefaultWorld { class Grid {}; class DayLightingBrightAlmost; // External class reference class DayLightingRainy; // External class reference class DefaultClutter; // External class reference class Weather : Weather { class Lighting; // External class reference }; }; class DefaultLighting; // External class reference class WolfeCounty : CAWorld { access = ReadOnlyVerified; worldId = 4; cutscenes[] = {}; description = "Wolfe County"; icon = ""; worldName = "\WolfeCounty\WolfeCounty.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south 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 = 14:20; startDate = 11/10/2008; startWeather = 0.4; startFog = 0.0; forecastWeather = 0.25; forecastFog = 0.0; centerPosition[] = {3500, 3500, 300}; seagullPos[] = {2560, 150, 2560}; 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 {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting { groundReflection[] = {0.06, 0.06, 0.03}; }; class DayLightingBrightAlmost : DayLightingBrightAlmost { deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0}; fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1}; sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1}; earlyMorning[] = {3, {{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[] = {8, {{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[] = {16, {{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}; noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1}; }; class DayLightingRainy : DayLightingRainy { deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0}; fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5}; earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1}; morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1}; lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1}; noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1}; }; class Weather : Weather { class Lighting : Lighting { class BrightAlmost : DayLightingBrightAlmost { overcast = 0; }; class Rainy : DayLightingRainy { overcast = 1.0; }; }; }; clutterGrid = 1.0; clutterDist = 1500; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "WolfeCounty\data\ut_middle_mco.paa"; minTreesInForestSquare = 5; minRocksInRockSquare = 4; class clutter { class AutumnFlowers: DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class GrassBunch: DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class GrassCrooked: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class WeedDead: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class WeedDeadSmall: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class TK_GrassGreen: DefaultClutter { model = "ca\plants_E\Clutter\c_GrassGreen_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class TK_GrassGreenLong: DefaultClutter { model = "ca\plants_E\Clutter\c_GrassGreenLong_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class TK_BrushHard: DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Hard_EP1.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class TK_BrushSoft: DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Soft_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.4; }; class TK_PlantsViolet: DefaultClutter { model = "ca\plants_E\Clutter\c_Plants_Violet_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class TK_PlantsWhite: DefaultClutter { model = "ca\plants_E\Clutter\c_Plants_White_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class TK_Weed1: DefaultClutter { model = "ca\plants_E\Clutter\c_Weed_1_EP1.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.0; }; class TK_WeedThistle: DefaultClutter { model = "ca\plants_E\Clutter\c_Weed_Thistle_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class GrassGreenGroupHard: DefaultClutter { model = "ca\plants_pmc\Clutter\c_GrassGreen_GroupHard_pmc.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.6; scaleMax = 0.9; }; class GrassDesertGroupSoft: DefaultClutter { model = "ca\plants_pmc\Clutter\c_GrassDesert_GroupSoft_pmc.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.6; scaleMax = 1.2; }; class GrassGreenGroupSoft: DefaultClutter { model = "ca\plants_pmc\Clutter\c_GrassGreen_GroupSoft_pmc.p3d"; affectedByWind = 1.0; swLighting = 1; scaleMin = 0.6; scaleMax = 1.2; }; class Carduus: DefaultClutter { model = "ca\plants_pmc\Clutter\c_carduus_pmc.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.6; scaleMax = 1.2; }; class BranchBig: DefaultClutter { model = "ca\plants_pmc\Clutter\c_branchBig_pmc.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.2; scaleMax = 1.0; }; class DeadGrass_Cover_F { model = "ca\plants_pmc\Clutter\c_GrassCrooked_pmc.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class DeadGrass_GrpBig_F { model = "ca\plants_pmc\Clutter\c_GrassTall_pmc.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.15; }; class DeadGrass_GrpSmall_F { model = "ca\plants_pmc\Clutter\c_grassDryLongBunch_pmc.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.9; scaleMax = 1.2; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.2; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; 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; }; }; }; class SmallInsects { radius = 3; 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 WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Names { class Compound { name = "Smith's Compound"; position[] = {8881.82,8315.38}; type = "NameVillage"; radiusA = 50; radiusB = 50; }; }; class Armory{}; safePositionAnchor[] = {3448.11,3627.18}; safePositionRadius = 2000; }; }; class CfgWorldList { class WolfeCounty {}; }; class CfgMissions { }; class CfgSurfaces { class Default{}; class Water{}; class GZTrava: Default { access = 2; files = "gz_trava_*"; rough = 0.12; dust = 0.6; soundEnviron = "grass"; character = "GZTravaClutter"; soundHit = "soft_ground"; }; class TKAsfalt: Default { access = 2; files = "tk_asfalt_*"; rough = 0.001; dust = 0.1; soundEnviron = "concrete_ext"; character = "EMPTY"; soundHit = "concrete"; }; class TKPlevel: Default { access = 2; files = "tk_plevel_*"; rough = 0.12; dust = 0.6; soundEnviron = "grass"; character = "GZTravaGreen"; soundHit = "soft_ground"; }; class TKPole: Default { access = 2; files = "tk_pole_*"; rough = 0.01; dust = 0.6; soundEnviron = "grass"; character = "TKFieldGrassClutter"; soundHit = "soft_ground"; }; class TKSand: Default { access = 2; files = "tk_sand_*"; rough = 0.01; dust = 1.2; soundEnviron = "dirt"; character = "EMPTY"; soundHit = "soft_ground"; }; class TKPolopoustRough: Default { access = 2; files = "tk_polopoust_rough_*"; rough = 0.01; dust = 0.9; soundEnviron = "dirt"; character = "TKDesertClutter"; soundHit = "soft_ground"; }; class TKSkala: Default { access = 2; files = "tk_skala_*"; rough = 0.3; dust = 0.5; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; }; class CfgSurfaceCharacters { class GZTravaClutter { probability[] = {0.3,0.4,0.1,0.2}; names[] = {"DeadGrass_Cover_F","GrassDesertGroupSoft","DeadGrass_GrpBig_F","DeadGrass_GrpSmall_F"}; }; class GZTravaGreen { probability[] = {0.4,0.29,0.01,0.3}; names[] = {"GrassGreenGroupSoft","GrassGreenGroupHard","BranchBig","Carduus"}; }; class TKDesertClutter { probability[] = {0.06,0.05,0.005,0.005}; names[] = {"TK_BrushSoft","TK_BrushHard","TK_PlantsWhite","TK_WeedThistle"}; }; class TKFieldGrassClutter { probability[] = {0.6,0.3,0.02,0.01,0.02}; names[] = {"TK_GrassGreen","TK_GrassGreenLong","TK_PlantsWhite","TK_PlantsViolet","TK_Weed1"}; }; class CRTallGrassWClutter { probability[] = {0.3,0.25,0.2,0.2,0.03,0.02}; names[] = {"GrassTall","AutumnFlowers","GrassBunch","GrassCrooked","WeedDead","WeedDeadSmall"}; }; }; It is based on a sample map that I found on ArmAHolic by the way. Thanks in advance, FreakJoe Share this post Link to post Share on other sites
bushlurker 45 Posted December 5, 2012 clutterDist = 1500; This probably isn't helping... ;) Try 150 instead, see if that helps.... B Share this post Link to post Share on other sites
freakjoe 3 Posted December 5, 2012 This probably isn't helping... ;)Try 150 instead, see if that helps.... B Thanks alot for you response. I suppose that was the problem since it's working now. Thanks again. Share this post Link to post Share on other sites