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Divinitize

No textures on terrain

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I'm new to visitor, i spent about 5 hours last night making a quick test map, it worked ok, there was textures and everything, so today i decided i would try and make a better heightmap and try a bit harder, but this time, even following all the steps i did before there are no textures in game. Bulldozer starts up fine with no errors and displays the sat image, it even shows some grass up close.

These are my file paths.

P:\Test_map\Test_map = config, test_map.wrp, test_map.wrp header file.

P:\Test_map\Test_map\data = Layers folder, sm_grass.RVMAT, sm_grass_detail_co.paa, sm_grass_detail_nohq.paa, sm_grass_mco.paa

P:\Test_map\Test_map\source = Terrain folder (MyMap.pew, terrain.pbl, Terrain.png heightmap) , layers.cfg, maplegend.png, Mask_LCO, Sat_LCO

Config =

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 4.05
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class C:/Users/Craig/Desktop/@BJ/@BJ/Addons/bjmap/bj/bjmap/config.bin{
class CfgPatches
{
class Test_map
{
	units[] = {"Test_map"};
	weapons[] = {};
	requiredVersion = 1.0;
	fileName = "Test_map.pbo";
	version = "29/03/2013";
};
};
class CfgWorlds
{
class CAWorld;
class Stratis: CAWorld
{
	class Grid{};
	class DefaultClutter;
};
class Test_map: Stratis
{
	access = 3;
	worldId = 1;
	cutscenes[] = {""};
	description = "Test_map";
	worldName = "Test_map\Test_map\Test_map.wrp";
	author = "Test_map";
	mapSize = 10240;
	startTime = "11:00";
	startDate = "05/03/2014";
	startWeather = 0.2;
	startFog = 0.0;
	forecastWeather = 0.6;
	forecastFog = 0.0;
	centerPosition[] = {2560,2560,500};
	seagullPos[] = {2560,2560,500};
	mapZone = 34;
	longitude = 65;
	latitude = -34;
	elevationOffset = 0;
	midDetailTexture = "Test_map\Test_map\data\sm_grass_mco.paa";
	minTreesInForestSquare = 2;
	minRocksInRockSquare = 2;
	ilsPosition[] = {1024,1024};
	ilsDirection[] = {0.5075,0.08,-0.8616};
	ilsTaxiIn[] = {};
	ilsTaxiOff[] = {};
	drawTaxiway = 0;
	newRoadsShape = "";
	class SecondaryAirports{};
	class OutsideTerrain
	{
		satellite = "";
		enableTerrainSynth = 0;
		class Layers
		{
			class Layer0
			{
				nopx = "";
				texture = "";
			};
		};
	};
	class Sounds
	{
		sounds[] = {};
	};
	class Animation
	{
		vehicles[] = {};
	};
	class Grid: Grid
	{
		offsetX = 0;
		offsetY = 10240;
		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+030.0";
			format = "XY";
			formatX = "0";
			formatY = "0";
			stepX = 10000;
			stepY = -10000;
		};
	};
	class Clutter
	{
		class grass_GrassGreenGroup: DefaultClutter
		{
			model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";
			affectedByWind = 0.4;
			swLighting = "true";
			scaleMin = 0.7;
			scaleMax = 1.0;
		};
	};
	class Names{};
};
};
class CfgWorldList
{
class Test_map{};
};
class CfgSurfaces
{
class Default{};
class BJ_Grass: Default
{
	access = 2;
	files = "bj_grass_*";
	character = "grassgreen_GrassClutter";
	soundEnviron = "grass";
	soundHit = "soft_ground";
	rough = 0.08;
	maxSpeedCoef = 0.9;
	dust = 0.15;
	lucidity = 4;
};
};
class CfgSurfaceCharacters
{
class grassgreen_GrassClutter
{
	probability[] = {0.99};
	names[] = {"grass_GrassGreenGroup"};
};
};
//};

Layers.cfg =

class Layers
{
class sm_grass
{
  texture = "Test_map\Test_map\data\sm_grass_mco.paa";
  material="Test_map\Test_map\data\sm_grass.rvmat";
};
};

class Legend
{
picture="Test_map\Test_map\Source\mapLegend.png";
class Colors
{
  /// color names should correspond to surface layer names
  sm_grass[]={{255,0,0}};
  sm_grass[]={{0,255,0}};
  sm_grass[]={{0,0,255}};
 sm_grass[]={{255,255,0}};
}
};

RVMAT =

ambient[]={0.89999998,0.89999998,0.89999998,1};
diffuse[]={0.89999998,0.89999998,0.89999998,1};
forcedDiffuse[]={0.02,0.02,0.02,1};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
texture="Test_map\Test_map\Data\sm_grass_detail_nohq.paa";
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};
class Stage2
{
texture="Test_map\Test_map\data\sm_grass_detail_co.paa";
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};

If ive missed anything let me know, i will be checking back every few mins.

Edited by Divinitize

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Class colors

Sm_grass_detail_co should be sm_grass

And you don't have to list them individual like that just do

sm_grass[]={{255,0,0},{0,255,0},{0,0,255},{255,255,0}}

Also in your cfgsurfaces inside you main config you have a ground surface specified bj_grass_*

But none of the other files show that ground texture. You have it listed as sm_grass_detail. In order for that clutter to work it needs to point to the name of the ground texture being used so it should be sm_grass_detail_*

Edited by M1lkm8n

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I have already changed that, sorry for not updating, i added it to see if that's what i was missing, still no textures

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Try unpacking your final "MyMap.pbo" - have a look inside and make sure everything is there... is the "Layers" folder included?

Make sure you have "(P:\)Test_map\Test_map\data" in your Visitor Project Preferences "Path to textures"

B

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Try unpacking your final "MyMap.pbo" - have a look inside and make sure everything is there... is the "Layers" folder included?

Make sure you have "(P:\)Test_map\Test_map\data" in your Visitor Project Preferences "Path to textures"

B

Thanks for the reply, i have setup the path to textures, and this is the content of my unpacked pbo

Data folder (Layers folder, sm_grass_detail_co.paa, sm_grass_detail_nohq.paa, sm_grass_detail_nopx.paa, sm_grass_mco.paa)

Test_map folder (data folder (another data folder? with another layers folder and the 3 textures) ,config.bin,test_map.wrp)

config.bin

test_map.wrp

texheaders.bin.

Is it supposed to be like that, it seems rather odd. please note i have been fiddling with some path names to try and get it working, so that may be whats causing this new issue.

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Sounds like confusion at the BinPBO stage maybe... you certainly shouldn't have two data folders or two layers folders...

When you open your "Test_Map.pbo" you should find...

* Data Folder - inside here, the ground textures & the Layers folder

* A $PBOPREFIX$ file which reads "test_map\test_map"

* Test_Map.wrp

* config.bin

*texHeaders.bin

... and that should probably be just about all...

I'd suggest you backtrack to the Import Sat & Mask stage...

Before you do that - check every path in every file - it sounded like you were pretty much OK before - just some dumb config typos, so just doublecheck things haven't changed, then reimport the Sat & Mask - view the result in buldozer to get the .pngs converted to .paa, then save the .wrp

Then - once again, in binPBO - make sure your paths are correct - the critical two are...

* "Addon Source Directory" on the main window - should be P:\Test_Map\Test_Map

and, under the "Options" sub-menu...

* "Path to Project Folder" should be P:\Test_Map

* and the "Automatically" box ticked at the bottom

Check paths - give things another try - unpack the resulting .pbo and see how it looks...

B

Edited by Bushlurker

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I have fixed the problem, and to be honest, im not 100% sure how, i believe i just reapplied the same path in Binpbo, because i believe i never changed it after adding an additional Test_map in the path of all my stuff, but that still does not explain how i got my first ever test map working doing it the same way, anyways thanks for your help Bush, much appreciated.

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Glad you got it working...

Though it's not strictly necessary to use a "Tag" or "Namespace" folder on your P:\ drive, it's generally recommended, so you should maybe consider deciding on a unique "Tag" for yourself...

You can check the Tags Register at OFPEC and register any Tag you like that hasn't already been taken... You'll find that handy later on when you start to produce unique Key & Sign files for your projects, and it'll also help to keep paths a little less confusing, so you can have something like...

P:\Div\Test_Map

and later on...

P:\Div\My_New_Project

P:\Div\Project_3

etc, etc...

B

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Spoke too soon, i tried adding some trees to my map, they worked, but now the textures are gone again

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Backtrack, check all paths for everything, run thru the process again... You'll get the hang of things soon enough and it'll all become a bit more fluent...

If you haven't discovered them already, take a look at My Beginners Guide (tutorial + general reference for the basic fileset), and - Mondkalb's Terrain Tutorial which is a fast run-through of all the major techniques including object placement and basic Sat & Mask creation...

Notice how they're both actually Arma 2 tutorials, and also notice that theres an Arma 2 TerrainMaking Forum section ;)

All of the basic tutorials and any beginners projects you tackle to start with will almost certainly be Arma 2 based - for now.

Until compatible terrain tools are released for Arma 3, this A3 Terrain section is mostly about some of the experienced terrain guys trying out seriously non-standard and generally unsuitable-for-beginners hacks, in an attempt to make sense of some of the new aspects of terrain-building we're seeing in Stratis.

So while you're in Practise Project mode, it might be a good idea to post ongoing questions in the Arma 2 section, and also - in general - have a browse of the first few pages of posts - you'll find that, unlike in this section, it's much more focussed on practical basic terrain making stuff, and you should find some pretty interesting things to read...

By the time you've got a firm grip on all these basic procedures, paths, and general faffing about, we might even have new Arma 3 terrain tools, and then you'll find that - with a solid grounding in the Arma 2 basics - you'll adapt to the new Arma 3 techniques pretty easily...

Just want to say how happy I am to see the game devs helping out on the forums.

Technically, I'm a VBS2 Dev, so really I'm just here as an enthusiastic Community member, having fun with Arma, same as everyone else... :)

B

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