freakjoe 3 Posted March 8, 2013 Hey fellas, I was wondering if anyone has managed to use the ArmA 3 ground textures yet. Whenever I try (created the .rvmats myself) this is what happens : And then, when I come closer, instead of loading the ground textures, it does this: I guess this might be due to the lacking _mco texture files but that's only a guess. This is my layers.cfg and one of my .rvmats : class Layers { class gdt_grass_green { texture = "FJ_Paristero\data\gdt_grass_green_co.paa"; material = "FJ_Paristero\data\gdt_grass_green.rvmat"; }; class gdt_strbeach { texture = "FJ_Paristero\data\gdt_strbeach_co.paa"; material = "FJ_Paristero\data\gdt_strbeach.rvmat"; }; class gdt_strconcrete { texture = "FJ_Paristero\data\gdt_strconcrete_co.paa"; material = "FJ_Paristero\data\gdt_strconcrete.rvmat"; }; class gdt_strdeepsea { texture = "FJ_Paristero\data\gdt_strdeepsea_co.paa"; material = "FJ_Paristero\data\gdt_strdeepsea.rvmat"; }; class gdt_strdirt { texture = "FJ_Paristero\data\gdt_strdirt_co.paa"; material = "FJ_Paristero\data\gdt_strdirt.rvmat"; }; class gdt_strdrygrass { texture = "FJ_Paristero\data\gdt_strdrygrass_co.paa"; material = "FJ_Paristero\data\gdt_strdrygrass.rvmat"; }; class gdt_strforest_olive { texture = "FJ_Paristero\data\gdt_strforest_olive_co.paa"; material = "FJ_Paristero\data\gdt_strforest_olive.rvmat"; }; class gdt_strforest_pine { texture = "FJ_Paristero\data\gdt_strforest_pine_co.paa"; material = "FJ_Paristero\data\gdt_strforest_pine.rvmat"; }; class gdt_strgreengrass { texture = "FJ_Paristero\data\gdt_strgreengrass_co.paa"; material = "FJ_Paristero\data\gdt_strgreengrass.rvmat"; }; class gdt_strrocky { texture = "FJ_Paristero\data\gdt_strrocky_co.paa"; material = "FJ_Paristero\data\gdt_strrocky.rvmat"; }; class gdt_strseabed { texture = "FJ_Paristero\data\gdt_strseabed_co.paa"; material = "FJ_Paristero\data\gdt_strseabed.rvmat"; }; class gdt_strthistles { texture = "FJ_Paristero\data\gdt_strthistles_co.paa"; material = "FJ_Paristero\data\gdt_strthistles.rvmat"; }; }; class Legend { picture = "FJ_Paristero\Source\mapLegend.png"; class Colors { gdt_strbeach[] = {{230, 230, 120}}; gdt_strthistles[] = {{175, 161, 131}}; gdt_strseabed[] = {{120, 121, 120}}; gdt_strrocky[] = {{120, 122, 122}, {120, 120, 120}, {80, 80, 80}}; gdt_grass_green[] = {{140, 195, 80}, {140, 185, 70}, {120, 190, 80}, {110, 180, 80}, {110, 190, 80}}; gdt_strdrygrass[] = {{170, 190, 80}, {160, 195, 80}, {150, 195, 80}, {170, 180, 70}, {}}; }; }; ambient[] = {0.9,0.9,0.9,1}; diffuse[] = {0.9,0.9,0.9,1}; forcedDiffuse[] = {0.02,0.02,0.02,1}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; // specular interpolator must be enabled emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; //surfaceInfo = "landtext\bumps.bisurf"; class Stage1 { // normal map texture="FJ_Paristero\Data\gdt_strthistles_nopx.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { }; As always, I'd greatly appreciate any advice or guidance in regards to this problem. Thanks in advance, FreakJoe Share this post Link to post Share on other sites
luki 53 Posted March 8, 2013 (edited) Wrong Layers.cfg and where is stage 2 in your rvmat? Examples: rvmat ambient[] = {0.9,0.9,0.9,1}; diffuse[] = {0.9,0.9,0.9,1}; forcedDiffuse[] = {0.02,0.02,0.02,1}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; // specular interpolator must be enabled emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; //surfaceInfo = "landtext\bumps.bisurf"; class Stage1 { // normal map texture="sat\sat_practa\Data\satpracta_detail_nopx.tga"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="sat\sat_practa\Data\satpracta_detail_co.png"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; layers.cfg class Layers { class sat_practa_ground { texture = "sat\sat_practa\data\satpracta_mco.png"; material= "sat\sat_practa\data\satpracta.rvmat"; }; }; class Legend { picture="sat\sat_practa\source\mapLegend.png"; class Colors { sat_practa_ground[]={{0,255,0}}; }; }; As always i recommend keep it simple for the beginning, so you have a good overview and use your own names for the files. Edited March 8, 2013 by Atsche Share this post Link to post Share on other sites
freakjoe 3 Posted March 8, 2013 (edited) Wrong Layers.cfg and where is stage 2 in your rvmat?Examples: rvmat ambient[] = {0.9,0.9,0.9,1}; diffuse[] = {0.9,0.9,0.9,1}; forcedDiffuse[] = {0.02,0.02,0.02,1}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; // specular interpolator must be enabled emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; //surfaceInfo = "landtext\bumps.bisurf"; class Stage1 { // normal map texture="sat\sat_practa\Data\satpracta_detail_nopx.tga"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="sat\sat_practa\Data\satpracta_detail_co.png"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; layers.cfg class Layers { class sat_practa_ground { texture = "sat\sat_practa\data\satpracta_mco.png"; material= "sat\sat_practa\data\satpracta.rvmat"; }; }; class Legend { picture="sat\sat_practa\source\mapLegend.png"; class Colors { sat_practa_ground[]={{0,255,0}}; }; }; Thanks for your response but the problem is, there is no "_mco" texture, so there's nothing to add to the "texture = " part of the layers.cfg other than the _co. I'm talking about the files in the "map_data" file. Edit: I guess I'm just going got create the mco files myself :) Edited March 8, 2013 by FreakJoe Share this post Link to post Share on other sites
luki 53 Posted March 8, 2013 Then you know what you have to do. Ever thought of create that mco by yourself maby or take one from a2? :p Share this post Link to post Share on other sites
memphisbelle 99 Posted March 8, 2013 or simply use the already existing middle_mco instead of the individual ones Share this post Link to post Share on other sites
freakjoe 3 Posted March 9, 2013 or simply use the already existing middle_mco instead of the individual ones I ended up creating them myself. If anyone is too "lazy" to make them himself, let me know and I'll upload them. Share this post Link to post Share on other sites
memphisbelle 99 Posted March 9, 2013 I ended up creating them myself. If anyone is too "lazy" to make them himself, let me know and I'll upload them. It´s actually not that much a difficult Job, the only thing that is needed is a proper Program like Crazybump that creates the needed map on its own, but you could nonetheless show an example of what you´ve created and whether or not it works properly in your project...what a program are you using to do so? Share this post Link to post Share on other sites
freakjoe 3 Posted March 9, 2013 It´s actually not that much a difficult Job, the only thing that is needed is a proper Program like Crazybump that creates the needed map on its own, but you could nonetheless show an example of what you´ve created and whether or not it works properly in your project...what a program are you using to do so? I just tried using the hi-pass filter in Photoshop and it seemed to work just fine. Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 9, 2013 It´s actually not that much a difficult Job, the only thing that is needed is a proper Program like Crazybump that creates the needed map on its own, but you could nonetheless show an example of what you´ve created and whether or not it works properly in your project...what a program are you using to do so? Gimp works great too! Just need download the normalmap filter. Share this post Link to post Share on other sites
memphisbelle 99 Posted March 12, 2013 Gimp works great too! Just need download the normalmap filter. well, I have Gimp installed as well and may be should give it a shot...where can I get the filter from, from the Gimp developer webpage? Share this post Link to post Share on other sites
bushlurker 46 Posted March 12, 2013 You can get the Hi Pass filter for Gimp from my little website (Resources & Tuts section)... I've recommended it so many times for _mco making in Gimp I keep it available there permanently nowadays.... I've not been keeping up with recent Gimp releases, but afaik it should work fine with the latest version... There's a normalmap plugin here, but "shop around" a little for these, there's several around... B Share this post Link to post Share on other sites
memphisbelle 99 Posted March 12, 2013 Thanks, Bushlurker Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 12, 2013 well, I have Gimp installed as well and may be should give it a shot...where can I get the filter from, from the Gimp developer webpage? Hmm I can't recall where I got it from. I think I just searched google for 'normalmap' for gimp plugin and popped up. Edit- just realized I didn't refresh my page and I see bushlurker already responded. Share this post Link to post Share on other sites
memphisbelle 99 Posted March 16, 2013 I think my question fits most in here: I get this errormessge in the logfile while running bipbo: Bad version 58 in p3d file 'a3\plants_f\clutter\c_strgrassgreen_group.p3d' this is for all defined clutters in my cfgClutter.hpp. Is this error due to the still no available BIStools? I found this thread with a similar error so I suppose its caused by a Version number of the tools, am I right? Share this post Link to post Share on other sites
m1lkm8n 411 Posted March 16, 2013 (edited) I'm not entirely sure about the error however I can tell you I have clutter on my island with no errors in the bin log Edited March 17, 2013 by M1lkm8n Share this post Link to post Share on other sites
Twin2Win 1 Posted March 25, 2013 I ended up creating them myself. If anyone is too "lazy" to make them himself, let me know and I'll upload them. I sir am too lazy...Care to upload them? =) Mostly saves me time, and I hate photo editing. Much appreciated thanks! Share this post Link to post Share on other sites
freakjoe 3 Posted March 25, 2013 I sir am too lazy...Care to upload them? =) Mostly saves me time, and I hate photo editing. Much appreciated thanks! https://www.dropbox.com/sh/8w2ds10uo03v3tg/iysG81rTk9 There you go :) Share this post Link to post Share on other sites
Twin2Win 1 Posted March 25, 2013 https://www.dropbox.com/sh/8w2ds10uo03v3tg/iysG81rTk9There you go :) And I love you. GIMP didn't want to load mine for some reason. Your a hero =) Share this post Link to post Share on other sites