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freakjoe

Key Points do not show up ingame

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Hello there,

So, as the title says I'm having a problem with my Key Points not showing up ingame.

I've been searching for a solution on google and especially on these forums for quite a bit now but couldn't get it to work so any help would be greatly appreciated.

I created the "KPTypes.dat"-file in my Visitor 3 folder and placed some Key Points in Visitor, exported the map to .wrp, included my .hpp file in the names section of the config and started up my game. As you might've already figured, no Markers showed up.

Config Part:

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

.hpp file:

class TestMarker6
{
name="Test Marker";
position[]={4980.29,4900.25};
type="NameCity";
radiusA=500;
radiusB=500;
};
class TestMarker4
{
name="Test Marker";
position[]={6808.2,5816.53};
type="NameCity";
radiusA=500;
radiusB=500;
};
class TestMarker
{
name="Test Marker";
position[]={4841.53,6491.15};
type="NameCity";
radiusA=500;
radiusB=500;
};
class TestMarker2
{
name="Test Marker";
position[]={4086.88,8103.36};
type="NameCity";
radiusA=500;
radiusB=500;
};
class TestMarker3
{
name="Test Marker";
position[]={6670.99,8103.36};
type="NameCity";
radiusA=500;
radiusB=500;
};
class TestMarker5
{
name="Test Marker";
position[]={5756.26,4615.95};
type="NameCity";
radiusA=500;
radiusB=500;
};

____________

Edit: Just going to use this thread for another problem

____________

Now when I try to import my Satmap and mask, I get to the point where I need to open the layers.cfg, I choose my layers.cfg file and it gives me this error :

Error loading 'P:\FJ_WolfeCounty\Source\layers.cfg'

This is the Visitor log :

Error context texture = "FJ_WolfeCounty\data\fj_asfalt_mco.paa";
File P:\FJ_WolfeCounty\Source\layers.cfg, line 13: '/Layers.FJ_Asphalt': '{' encountered instead of '='
Config : some input after EndOfFile.
Error loading 'P:\FJ_WolfeCounty\Source\layers.cfg'
Class  destroyed with lock count 1
..\..\El\ParamFile\paramFile.cpp(753) : Class destroyed, but still locked

and this is the layers.cfg :

class Layers {

   class FJ_Sand {
       texture = "FJ_WolfeCounty\data\fj_sterk_mco.paa";
       material = "FJ_WolfeCounty\data\fj_sterk.rvmat";
   };

   class FJ_Rock {
       texture = "FJ_WolfeCounty\data\fj_skala_mco.paa";
       material = "FJ_WolfeCounty\data\fj_skala.rvmat";
   };

FJ_Asphalt {
	texture = "FJ_WolfeCounty\data\fj_asfalt_mco.paa";
       material = "FJ_WolfeCounty\data\fj_asfalt.rvmat";
};

FJ_Beton {
	texture = "FJ_WolfeCounty\data\fj_beton_mco.paa";
       material = "FJ_WolfeCounty\data\fj_beton.rvmat";
};

FJ_Hlina {
	texture = "FJ_WolfeCounty\data\fj_hlina_mco.paa";
       material = "FJ_WolfeCounty\data\fj_hlina.rvmat";
};

FJ_RattyGrass {
	texture = "FJ_WolfeCounty\data\fj_les1_mco.paa";
       material = "FJ_WolfeCounty\data\fj_les1.rvmat";
};

FJ_ForestFloor {
	texture = "FJ_WolfeCounty\data\fj_les2_mco.paa";
       material = "FJ_WolfeCounty\data\fj_les2.rvmat";
};

FJ_Grass1 {
	texture = "FJ_WolfeCounty\data\fj_trava1_mco.paa";
       material = "FJ_WolfeCounty\data\fj_trava1.rvmat";
};

FJ_Grass2 {
	texture = "FJ_WolfeCounty\data\fj_trava2_mco.paa";
       material = "FJ_WolfeCounty\data\fj_trava2.rvmat";
};

FJ_Grass3 {
	texture = "FJ_WolfeCounty\data\fj_travad1_mco.paa";
       material = "FJ_WolfeCounty\data\fj_travad1.rvmat";
};

FJ_Grass4 {
	texture = "FJ_WolfeCounty\data\fj_travad2_mco.paa";
       material = "FJ_WolfeCounty\data\fj_travad2.rvmat";
};

FJ_Rock2 {
	texture = "FJ_WolfeCounty\data\fj_vres_mco.paa";
       material = "FJ_WolfeCounty\data\fj_vres.rvmat";
};
};

class Legend {

   picture = "FJ_WolfeCounty\Source\mapLegend.png";
   class Colors {
       FJ_Sand[] = {{255,255,0}};
       FJ_Rock[] = {{255,0,0}};
	FJ_Asphalt[] = {{255,100,50}};
	FJ_Beton[] = {{255,100,60}};
	FJ_Hlina[] = {{255,100,70}};
	FJ_RattyGrass[] = {{255,100,80}};
	FJ_ForestFloor[] = {{255,50,50}};
	FJ_Grass1[] = {{50,50,10}};
	FJ_Grass2[] = {{50,50,40}};
	FJ_Grass3[]	= {{50,50,30}};
	FJ_Grass4[] = {{50,50,20}};
	FJ_Rock2[] = {{255,220,220}};
   };
};

Thanks in advance,

FreakJoe

Edited by FreakJoe

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Hi FreakJoe!

OK - at first glance - all seems well with both your #include config section and the actual names.hpp list - this should work just fine.... !?

You're using a KPTypes.dat method to create the keypoints within Vis itself, Vis then exports the appropriately named .hpp file - you've included that named file correctly within the config - by the book, all the way...

Something must be going wrong somewhere between Visitor and the in-game runtime...

Normally, when you binarize your terrain, BinPbo will literally "include" all .hpps, assemble a single unified config.cpp, then binarize it along with the rest of your terrain stuff...

I guess the first thing to check is if that process has happened correctly...

Open up your final binarized terrain.pbo with Mikero's Eliteness or something - you should see the config as a "config.bin" - you can derapify (unbinarize) that either with Mike's "DeRapify" or probably even also with Eliteness and take a look at that "class Names" section...

Were all your keypoint definitions successfully included?

*Edit

Re: Second Question....

you're missing the word "class" from most of your definitions from "Asphalt" onwards ;)

B

Edited by Bushlurker

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Thanks a lot for your quick response.

I've taken a look at the config file out of the PBO and everything seems correct :

class Names
{
	class TestMarker
	{
		name = "Test Marker";
		position[] = {5609.17,6832.62};
		type = "NameCity";
		radiusA = 500;
		radiusB = 500;
	};
	class TestMarker2
	{
		name = "Test Marker";
		position[] = {5744.83,6182.43};
		type = "NameCity";
		radiusA = 500;
		radiusB = 500;
	};
	class TestMarker3
	{
		name = "Test Marker";
		position[] = {5504.71,5256.26};
		type = "NameCity";
		radiusA = 500;
		radiusB = 500;
	};
	class TestMarker4
	{
		name = "Test Marker";
		position[] = {3903.93,5896.57};
		type = "NameCity";
		radiusA = 500;
		radiusB = 500;
	};
	class TestMarker5
	{
		name = "Test Marker";
		position[] = {4098.31,7257.24};
		type = "NameCity";
		radiusA = 500;
		radiusB = 500;
	};
	class TestMarker6
	{
		name = "Test Marker";
		position[] = {5436.1,7817.51};
		type = "NameCity";
		radiusA = 500;
		radiusB = 500;
	};
};

Thanks a lot for your second answer aswell, I've got that working. I wonder how I couldn't find that error. Well, it's the small things that do the trouble most of the time :D

I'll load it into the game once more and see if the Markers are there now and then let you know. Thanks again for your response.

Edited by FreakJoe

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I had the same problem with the .hpp and I have no idea why. I "solved" this by opening the .hpp-file and copy+paste all of it directly into the config.cpp... takes two minutes.

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I had the same problem with the .hpp and I have no idea why. I "solved" this by opening the .hpp-file and copy+paste all of it directly into the config.cpp... takes two minutes.

I just tried this and they still don't show up. I appreciate your response anyway.

I wonder what is wrong with this.....

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I just tried this and they still don't show up.

Perhaps you should post your complete config.cpp plus terrainnames.hpp so we can take a closer look...

(PS - using the "spoiler" tag as well as the "code" tag is an elegant touch that saves individual posts hogging a whole page when they include large chunks of code... that way, only interested people need see it) ;)

B

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Here you go, the complete config (Out of the unbinarized PBO):

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 4.00
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class fj_wolfecounty : config.bin{
class CfgPatches
{
class FJ_WolfeCounty
{
	units[] = {"FJ_WolfeCounty"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};
class CfgVehicles{};
class CfgWorlds
{
class DefaultWorld
{
	class Weather;
};
class CAWorld: DefaultWorld
{
	class Grid{};
	class DayLightingBrightAlmost;
	class DayLightingRainy;
	class DefaultClutter;
	class Weather: Weather
	{
		class Lighting;
	};
};
class DefaultLighting;
class FJ_WolfeCounty: CAWorld
{
	access = 3;
	worldId = 4;
	cutscenes[] = {};
	description = "Wolfe County";
	icon = "";
	worldName = "\FJ_WolfeCounty\FJ_WolfeCounty.wrp";
	pictureMap = "";
	pictureShot = "\FJ_WolfeCounty\Data\FJ_SelectIsland.paa";
	plateFormat = "ML$ - #####";
	plateLetters = "ABCDEGHIKLMNOPRSTVXZ";
	longitude = -40;
	latitude = -40;
	class OutsideTerrain
	{
		satellite = "FJ_WolfeCounty\data\s_satout_co.paa";
		enableTerrainSynth = 1;
		class Layers
		{
			class Layer0
			{
				nopx = "FJ_WolfeCounty\data\fj_travad2_detail_nopx.paa";
				texture = "FJ_WolfeCounty\data\fj_travad2_detail_co.paa";
			};
		};
	};
	class Grid: Grid
	{
		offsetX = 0;
		offsetY = 0;
		class Zoom1
		{
			zoomMax = 0.15;
			format = "XY";
			formatX = 0;
			formatY = 0;
			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 = 1.3;
	clutterDist = 200;
	noDetailDist = 70;
	fullDetailDist = 25;
	midDetailTexture = "FJ_WolfeCounty\data\FJ_middle_mco.paa";
	minTreesInForestSquare = 3;
	minRocksInRockSquare = 4;
	class clutter
	{
		class FJ_AutumnFlowers: DefaultClutter
		{
			model = "ca\plants2\clutter\c_autumn_flowers.p3d";
			affectedByWind = 0.4;
			swLighting = "true";
			scaleMin = 0.7;
			scaleMax = 1.0;
		};
		class FJ_GrassCrooked: DefaultClutter
		{
			model = "ca\plants2\clutter\c_GrassCrooked.p3d";
			affectedByWind = 0.3;
			swLighting = "true";
			scaleMin = 0.7;
			scaleMax = 1.4;
		};
		class FJ_GrassCrookedGreen: DefaultClutter
		{
			model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";
			affectedByWind = 0.3;
			swLighting = "true";
			scaleMin = 0.9;
			scaleMax = 1.3;
		};
		class FJ_WeedDead: DefaultClutter
		{
			model = "ca\plants2\clutter\c_WeedDead.p3d";
			affectedByWind = 0.3;
			swLighting = "true";
			scaleMin = 0.75;
			scaleMax = 1.1;
		};
	};
};
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 TestMarker
	{
		name = "Test Marker";
		position[] = {3356.64,7404.33};
		type = "NameVillage";
		radiusA = 200;
		radiusB = 200;
	};
};
class Armory{};
safePositionAnchor[] = {3448.11,3627.18};
safePositionRadius = 2000;
};
class CfgWorldList
{
class FJ_WolfeCounty{};
};
class CfgMissions{};
class CfgSurfaces
{
class Default{};
class Water{};
class FJ_Sand: Default
{
	access = 2;
	files = "fj_sterk_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "sand";
	character = "FJ_SandClutter";
	soundHit = "soft_ground";
};
class FJ_Rock: Default
{
	access = 2;
	files = "fj_skala_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "rock";
	character = "Empty";
	soundHit = "hard_ground";
};
class FJ_Asphalt: Default
{
	access = 2;
	files = "fj_asfalt_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "road";
	character = "Empty";
	soundHit = "hard_ground";
};
class FJ_Beton: Default
{
	access = 2;
	files = "fj_beton_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "road";
	character = "Empty";
	soundHit = "hard_ground";
};
class FJ_Hlina: Default
{
	access = 2;
	files = "fj_blina_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "mud";
	character = "Empty";
	soundHit = "soft_ground";
};
class FJ_RattyGrass: Default
{
	access = 2;
	files = "fj_les1_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_RattyGrassClutter";
	soundHit = "soft_ground";
};
class FJ_ForestFloor: Default
{
	access = 2;
	files = "fj_les2_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "forest";
	character = "FJ_ForestFloorClutter";
	soundHit = "soft_ground";
};
class FJ_Grass1: Default
{
	access = 2;
	files = "fj_trava1_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass1Clutter";
	soundHit = "soft_ground";
};
class FJ_Grass2: Default
{
	access = 2;
	files = "fj_trava2_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass2Clutter";
	soundHit = "soft_ground";
};
class FJ_Grass3: Default
{
	access = 2;
	files = "fj_travad1_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass3Clutter";
	soundHit = "soft_ground";
};
class FJ_Grass4: Default
{
	access = 2;
	files = "fj_travad2_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass4Clutter";
	soundHit = "soft_ground";
};
class FJ_Rock2: Default
{
	access = 2;
	files = "fj_vres_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "rock";
	character = "FJ_Grass4Clutter";
	soundHit = "hard_ground";
};
};
class CfgSurfaceCharacters
{
class FJ_SandClutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_RattyGrassClutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_ForestFloorClutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass1Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass2Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass3Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass4Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
};
//};

I've just copied the text out of the WolfeCounty.hpp into the config anyway, so I don't think you need that, do you?

Thanks for all of your help so far by the way, gents.

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Oh, I just thought of something. For some reason the grid system is messed up on my map ingame aswell. I guess that could possibly be the problem as Key Points are assigned to grids aren't they?

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Hmmm...

Still can't immediately see any reason why names shouldn't work....

The grid thing has a slight error in "class Zoom1"...

class Grid: Grid
	{
		offsetX = 0;
		offsetY = 0;
		class Zoom1
		{
			zoomMax = 0.15;
			format = "XY";
			formatX = 0;
			formatY = 0;
			stepX = 100;
			stepY = 100;
		};

Try...

				formatX = 000;
			formatY = 000;

instead....

Maybe Kju or one of the other config-wizards will wander by and spot something I've missed with your main problem.....

B

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Hmmm...

Still can't immediately see any reason why names shouldn't work....

The grid thing has a slight error in "class Zoom1"...

class Grid: Grid
	{
		offsetX = 0;
		offsetY = 0;
		class Zoom1
		{
			zoomMax = 0.15;
			format = "XY";
			formatX = 0;
			formatY = 0;
			stepX = 100;
			stepY = 100;
		};

Try...

				formatX = 000;
			formatY = 000;

instead....

Maybe Kju or one of the other config-wizards will wander by and spot something I've missed with your main problem.....

B

Thanks again for all of your help.

I've tried changing my grid part of the config to what you suggested and it still looks the same.

This is what it looks like :

arma2oa2013-02-0912-35-31-83_zps73187ed2.jpg

arma2oa2013-02-0912-35-36-59_zps7caaf517.jpg

arma2oa2013-02-0912-35-41-84_zps264ded76.jpg

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Ok FreakJoe...

This has dragged on long enough!!!

It's certainly frustrating me, so God knows what this dumb hassle is doing to your motivation!!

There's obviously some sort of dumb and obvious, but fundamental problem going on - probably with some aspect of your project we haven't seen yet or something... let's see if we can nail it, and get you moving forward again....

Firstly - just to make sure your Core setup is OK, a quick but useful exercise might be to quickly thrash thru Sgt Ace's Tutorial... that shouldn't take you more than an hour or two - it's a complete working project with it's own files and, once you've quickly assembled it, you can check out its grid, and throw in an experimental Keypoint or two - see if they work...

That would have the benefit of reassuring you - and us - that your basic setup and binarizing procedure is all by the book and functioning properly...

If you don't have a copy already, then the intro, setup procedure and Sgt Ace's Tut sections of this Beginners Guide should be a handy guide for this part....

If you try that, and everything works according to expectations, then obviously that also narrows the field to your own personal project - either a procedure (and doingSgt Ace's Tut should refresh your memory on procedure ;) ), or some sort of configs glitch somewhere...

If you get to that stage, and the tutorial keypoints, etc are all working well, then your fundamentals are all OK.....

Assuming that's the case, then it's a Project issue....back up your project folder - just to be safe, then copypaste each of these codeblocks into notepad and save them out as .hpp's to your main project folder - then give it another go.....

config.cpp

#define PBO_PREFIX	FJ_WolfeCounty

class CfgPatches
{
class FJ_WolfeCounty
{
	units[] = {"FJ_WolfeCounty"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};
class CfgWorldList
{
class FJ_WolfeCounty{};
};
class CfgWorlds
{
class DefaultWorld
{
	class Weather;
};
class CAWorld: DefaultWorld
{
	class Grid{};
	class DayLightingBrightAlmost;
	class DayLightingRainy;
	class DefaultClutter;
	class EnvSounds;
	class Weather: Weather
	{
		class Lighting;
	};
};
class DefaultLighting;
class FJ_WolfeCounty: CAWorld
{
	cutscenes[] = {};
	description = "Wolfe County";
	icon = "";
	worldName = "PBO_PREFIX\FJ_WolfeCounty.wrp";
	pictureMap = "";
	pictureShot = "PBO_PREFIX\Data\FJ_SelectIsland.paa";
	plateFormat = "ML$ - #####";
	plateLetters = "ABCDEGHIKLMNOPRSTVXZ";
	longitude = -40;
	latitude = -40;
	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};
	clutterGrid = 1.3;
	clutterDist = 200;
	noDetailDist = 70;
	fullDetailDist = 25;
	midDetailTexture = "PBO_PREFIX\data\FJ_middle_mco.paa";
	minTreesInForestSquare = 3;
	minRocksInRockSquare = 4;
	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 OutsideTerrain
	{
		satellite = "PBO_PREFIX\data\s_satout_co.paa";
		enableTerrainSynth = 1;
		class Layers
		{
			class Layer0
			{
				nopx = "PBO_PREFIX\data\fj_travad2_detail_nopx.paa";
				texture = "PBO_PREFIX\data\fj_travad2_detail_co.paa";
			};
		};
	};
	class Grid: Grid
	{
		offsetX = 0;
		offsetY = 0;  ///THIS SHOULD BE SET TO WIDTH OF TERRAIN IN METERS
		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;
		};
	};

//AMBIENT		

#include "cfgLighting.hpp"
#include "cfgAmbient.hpp"
#include "cfgNames.hpp"	


// CLUTTER & GROUND
#include "cfgClutter.hpp"
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;
};


// ARMORY
safePositionAnchor[] = {3448.11,3627.18};
safePositionRadius = 2000;
#include "cfgArmory.hpp"	


class CfgMissions
{
class Cutscenes {};
};

};

};

#include "cfgSurfaces.hpp"

cfgArmory.hpp

	class Armory
{
// ARMORY STUFF GOES HERE IF YOU CAN BE BOTHERED COLLECTING SUITABLE COORDS
};

cfgAmbient.hpp

	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;
			};
		};
	};
};

cfgClutter.hpp

		class clutter
	{
		class FJ_AutumnFlowers: DefaultClutter
		{
			model = "ca\plants2\clutter\c_autumn_flowers.p3d";
			affectedByWind = 0.4;
			swLighting = "true";
			scaleMin = 0.7;
			scaleMax = 1.0;
		};
		class FJ_GrassCrooked: DefaultClutter
		{
			model = "ca\plants2\clutter\c_GrassCrooked.p3d";
			affectedByWind = 0.3;
			swLighting = "true";
			scaleMin = 0.7;
			scaleMax = 1.4;
		};
		class FJ_GrassCrookedGreen: DefaultClutter
		{
			model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";
			affectedByWind = 0.3;
			swLighting = "true";
			scaleMin = 0.9;
			scaleMax = 1.3;
		};
		class FJ_WeedDead: DefaultClutter
		{
			model = "ca\plants2\clutter\c_WeedDead.p3d";
			affectedByWind = 0.3;
			swLighting = "true";
			scaleMin = 0.75;
			scaleMax = 1.1;
		};
	};

cfgLighting.hpp

		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;
			};
		};
	};
//};

cfgNames.hpp

	class Names
{
	class TestMarker
	{
		name = "Test Marker";
		position[] = {3356.64,7404.33};
		type = "NameVillage";
		radiusA = 200;
		radiusB = 200;
	};
};

cfgSurfaces.hpp

class CfgSurfaces
{
class Default{};
class Water{};
class FJ_Sand: Default
{
	access = 2;
	files = "fj_sterk_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "sand";
	character = "FJ_SandClutter";
	soundHit = "soft_ground";
};
class FJ_Rock: Default
{
	access = 2;
	files = "fj_skala_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "rock";
	character = "Empty";
	soundHit = "hard_ground";
};
class FJ_Asphalt: Default
{
	access = 2;
	files = "fj_asfalt_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "road";
	character = "Empty";
	soundHit = "hard_ground";
};
class FJ_Beton: Default
{
	access = 2;
	files = "fj_beton_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "road";
	character = "Empty";
	soundHit = "hard_ground";
};
class FJ_Hlina: Default
{
	access = 2;
	files = "fj_blina_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "mud";
	character = "Empty";
	soundHit = "soft_ground";
};
class FJ_RattyGrass: Default
{
	access = 2;
	files = "fj_les1_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_RattyGrassClutter";
	soundHit = "soft_ground";
};
class FJ_ForestFloor: Default
{
	access = 2;
	files = "fj_les2_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "forest";
	character = "FJ_ForestFloorClutter";
	soundHit = "soft_ground";
};
class FJ_Grass1: Default
{
	access = 2;
	files = "fj_trava1_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass1Clutter";
	soundHit = "soft_ground";
};
class FJ_Grass2: Default
{
	access = 2;
	files = "fj_trava2_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass2Clutter";
	soundHit = "soft_ground";
};
class FJ_Grass3: Default
{
	access = 2;
	files = "fj_travad1_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass3Clutter";
	soundHit = "soft_ground";
};
class FJ_Grass4: Default
{
	access = 2;
	files = "fj_travad2_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "grass";
	character = "FJ_Grass4Clutter";
	soundHit = "soft_ground";
};
class FJ_Rock2: Default
{
	access = 2;
	files = "fj_vres_*";
	rough = 0.12;
	dust = 0.6;
	soundEnviron = "rock";
	character = "FJ_Grass4Clutter";
	soundHit = "hard_ground";
};
};
class CfgSurfaceCharacters
{
class FJ_SandClutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_RattyGrassClutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_ForestFloorClutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass1Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass2Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass3Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
class FJ_Grass4Clutter
{
	probability[] = {0.5,0.5};
	names[] = {"FJ_AutumnFlowers","FJ_GrassCrooked"};
};
};

Of course, writing a config for an unseen project, without testing, is just asking for trouble ;), so I can't guarantee there aren't even more fundamental flaws with this lot....

Once again, hopefully one of the Real config guys might wander by and check things over... Still, it's all based on your original published info and, with a bit of luck, might even work first time...

B

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Wow Bushlurker. Thanks so much for taking the time and typing all that up. I'll be trying all that out and then let you know how it turned out :)

Thanks again so much for your response :)

---------- Post added at 21:45 ---------- Previous post was at 20:23 ----------

Okay, I could easily get the grid thing fixed when I read your comment next to the offsetY but sadly, the Key Points still wouldn't work.

So I started following Sgt Aces tutorial again which was done extremely quickly and tried throwing in a KeyPoint. Nothing showed up ingame so it is most likely the way I'm making the KeyPoints. I really don't know what I am doing wrong.

________________________________________

I guess I'll just keep messing with it until I get it working. Thanks alot for all of your help though :)

Edited by FreakJoe

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try this and add your positions

CNames.hpp

class uss
{
name="Uss Abraam Lincoln";
position[]={1923,18432};
type="NameLocal";
radiusA=100;
radiusB=100;
};
class YourCity_city
{
name="YourCity";
position[]={11821,11283};
type="NameCity";
radiusA=150;
radiusB=150;
};

in config under

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

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Hi again FreakJoe!

Okay - I had a big chat with Jakerod about your keypoints problem.. He even tried your published "cfgNames chunk" in a terrain of his own and the keypoints displayed correctly in-game.

That, plus the fact that the same keypoint procedure you're following didn't work on the Sgt Ace Tut terrain either would definitely seem to indicate that the fault lies somewhere else - not with the keypoint data itself.

The only other procedure common to both terrains you've tried that I can think of is the binarizing procedure itself, so I guess my next suggestion would be to check that whole procedure - make sure your stuff is binarizing properly and by the book...

B

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Thanks for your responses once more gentlemen.

Some really weird shit going on right here. I've unticked "binarize" in BinPBO and the markers showed up, so we've nailed it down to the binarizing part. I'll do some more testing and "report back".

Thanks again.

---------- Post added at 17:45 ---------- Previous post was at 17:27 ----------

Update : I've just tried again after setting the temporary folder to "BIN_TEMP" in the P: Drive as in Sgt. Ace's tutorial and everything works even with binarizing it all.

About time :D

Thanks again for all of your help.

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Okay, this might sound like an extremely bad joke. But with the new map, the problem returns and the solutions that I used to fix it before appear to fail me this time. FYI last time setting the temporary folder to "BIN_TEMP" in the P: Drive magically fixed the problem...

Any further advice would be greatly appreciated,

FreakJoe

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Okay, this might sound like an extremely bad joke. But with the new map, the problem returns and the solutions that I used to fix it before appear to fail me this time. FYI last time setting the temporary folder to "BIN_TEMP" in the P: Drive magically fixed the problem...

Any further advice would be greatly appreciated,

FreakJoe

There is a folder in your bin_temp folder that has the name of your terrain in it right? If so, copy that folder and paste it someplace safe. Then delete it from the bin_temp folder and try again. I'm not sure if that would help but that is what I would do. You probably don't even need to copy it but I would just to be safe.

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Still no luck. This is extremely weird... Am I really the only person who has experienced this issue?

Thanks for your response anyway Jakerod.

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I'm sorry to dig up this old thread, i'm experiencing the same issue.

Did you come up with a solution in the end?

EDIT: i tried adding another key point and when i binarized the map again everything started working just fine.

If nobody has already suggested this, try giving a read to this post:

http://forums.bistudio.com/showthread.php?61782-Tutorial-for-Visitor3&p=1075630&viewfull=1#post1075630

Edited by AlphaSixtyOne

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An interesting old post from Edge there! - well spotted!... and a good illustration of just how helpful a bit of serious old thread-delving can be when puzzling over basic problems! So little has changed since the Arma 1 terrainmaking days that almost every basic question has been asked, and answered - usually multiple times - in a thread long, long ago... :D

There was more recent discussion on this same topic... yup - "kptypes.dat" is still missing :D

As you've discovered, it's easy to just make your own, or theres a ready-made one on my sadly-neglected little website

What's possibly a little less well-understood is that it's pretty easy to add your own "types" to KPtypes.dat - complete with little map symbols, etc... I'll see if I can muster the time for a quick infopost on that topic later...

B

Edited by Bushlurker

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my sadly-neglected little website

What's possibly a little less well-understood is that it's pretty easy to add your own "types" to KPtypes.dat - complete with little map symbols, etc... I'll see if I can muster the time for a quick infopost on that topic later...

B

Hey now! I try and send everyone possible over there. :)

And I didn't know you could add your own types. That's great to know. That'll fit in great with this little base assault map I'm working on. Thanks for that info there.

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I try and send everyone possible over there.

So it seems... ;)... I meant "sadly neglected by ME!" ... :D

It seems like I haven't posted anything new there in ages - always makes me feel kinda guilty... :)

Thanks for that info there.

Bugger! - you noticed that inadvertent promise there, huh?... better grab an icon from somewhere then, I suppose....;)

B

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Haha it's ok. I know your busy. Now that you told me I'm sure I can figure it out. I'll give it a look see tonight.

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