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Limit on number of terrain material layers plus other questions

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Hi, does anyone know if the limit for terrain material layers is still four (as it seemed to be in arma 2?) or has it been increased?

I'm also having other problems on getting the layers visible in the bulldozer, and I was wondering if someone could point of what's wrong with my current setup.

I have this layers.cfg in sources/ folder

class Layers
{
 class field
 {
   texture = "Elimäki\data\sm_grass_mco.png";
   material= "Elimäki\data\sm_grass.rvmat";
 };
 class coniferus
 {
   texture = texture = "#(argb,8,8,3)color(0.0,0.25,0.0,1)";
   material= "Elimäki\data\sm_grass.rvmat";
 };
 class mixedforest
 {
   texture = texture = "#(argb,8,8,3)color(0.5,1.0,0.0,1)";
   material= "Elimäki\data\sm_grass.rvmat";
 };
 class broadleaves
 {
   texture = texture = "#(argb,8,8,3)color(0.0,1.0,0.5,1)";
   material= "Elimäki\data\sm_grass.rvmat";
 };
 class agriforest
 {
   texture = texture = "#(argb,8,8,3)color(0.8,0.8,0.61,1)";
   material= "Elimäki\data\sm_grass.rvmat";
 };
 class woodandshrub
 {
   texture = texture = "#(argb,8,8,3)color(0.38,0.71,0.62,1)";
   material= "Elimäki\data\sm_grass.rvmat";
 };
};

class Legend
{
 picture="Elimäki\sources\mapLegend.png";
 class Colors
 {
       field[]={{255,255,255}};
coniferus[]={{0,64,0}};
mixedforest[]={{128,255,0}};
broadleaves[]={{0,255,128}};
agriforest[]={{206,206,157}};
woodandshrub[]={{98,181,158}};
 };
};

I also have placed the mask file into the same folder. Can I use whatever filenames for the various mask files, or do I have to follow some naming convention in order for the editor to recognize the files?

I imported the satellite texture along with the mask using the "Import satellite + mask" tool, and it seemed to generate the various texture files just fine under /textures/layers.

Yet when I connect to bulldozer I only get the field layer visible. Satellite image works too.

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Hi,

your layers.cfg should look like this (also maybe dont use special characters):

class Layers
{
 class sand
 {
   texture="GOE\kepler69c\data\k69c_sand_mco.paa";
   material="GOE\kepler69c\data\k69c_sand.rvmat";
 };
 class desertsand
 {
   texture="GOE\kepler69c\data\k69c_desertsand_mco.paa";
   material="GOE\kepler69c\data\k69c_desertsand.rvmat";
 };
 class grass
 {
   texture="GOE\kepler69c\data\k69c_grass_mco.paa";
   material="GOE\kepler69c\data\k69c_grass.rvmat";
 };
  class lushgrass
 {
   texture="GOE\kepler69c\data\k69c_lushgrass_mco.paa";
   material="GOE\kepler69c\data\k69c_lushgrass.rvmat";
 };
 class drygrass
 {
   texture="GOE\kepler69c\data\k69c_drygrass_mco.paa";
   material="GOE\kepler69c\data\k69c_drygrass.rvmat";
 };
 class cliffface
 {
   texture="GOE\kepler69c\data\k69c_cliffface_mco.paa";
   material="GOE\kepler69c\data\k69c_cliffface.rvmat";
 };
 class snow
 {
   texture="GOE\kepler69c\data\k69c_snow_mco.paa";
   material="GOE\kepler69c\data\k69c_snow.rvmat";
 };
};

class Legend
{
 picture="GOE\kepler69c\source\mapLegend.png";
 class Colors
 {
sand[]={{230,230,120}};
desertsand[]={{220,210,102}};
grass[]={{140,195,80}};
lushgrass[]={{120,190,80}};
drygrass[]={{170,190,80}};
cliffface[]={{120,120,120}};
snow[]={{255,255,255}};
 }
};

As for as i know, the limit is still 4 for terrain textures on the same square.

For your mask layers, the name does not matter but keep lco at the end of the file so that visitor turn them into the correct PAA format.

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Righto. What about using RGB colours as textures? I haven't done my own textures yet and I'd like to use placeholder colours. Is the syntax in my previous post ok?

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I think you should be fine with using RGB colours as textures but I don't think you need "texture =" twice. So just "texture = "#(argb, blabla)";".

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I think you should be fine with using RGB colours as textures but I don't think you need "texture =" twice. So just "texture = "#(argb, blabla)";".

Well damn, now I feel dumb. I've been staring at the file for hours trying to figure out why it doesn't work. I should get a rubber duck.

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Yea thing is that texture = line used to point to the mco texture. But in a3 there is no more mco so to speak it us being replaced by the normal map sat layer it looks like. So you'll see in their config texture = cdt(values)

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Yea thing is that texture = line used to point to the mco texture. But in a3 there is no more mco so to speak it us being replaced by the normal map sat layer it looks like. So you'll see in their config texture = cdt(values)

Cheers, I don't have any prior arma modding experience, first map for the engine ever.

So, is the texture line needed at all in the layer config file? Can I just edit the rvmat file to use the texture I want it to use?

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Well currently since there no tools to do a fully compatible a3 style terrain (although there's a work a round for testing purposes but not recommended for beginners) using your mco textures should be just fine.

The purpose of the mco texture is to supply a bit of detail in between the close up textures and the further sat map textures. It'll get pretty noticeable at about 20-30 meters I think.

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Well currently since there no tools to do a fully compatible a3 style terrain (although there's a work a round for testing purposes but not recommended for beginners) using your mco textures should be just fine.

The purpose of the mco texture is to supply a bit of detail in between the close up textures and the further sat map textures. It'll get pretty noticeable at about 20-30 meters I think.

I suppose best thing to do atm would be to buy Europa Universalis 4 and play that until arma 3 (and hopefully the tools) are released :D

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