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tom.tucka

Vistor Problem

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Hello Guys

so i have set out to create a new map based off Stanford Training Area, this will not be geographically correct as this is my first ever map but maybe in the future

now i keep geting a error while trying to import my maplegend.png

maplegenderror_zps531ef8ee.jpg?t=1379165441?677

and here is the Layers.cfg setup and my folder setup

layerscfgandfolder_zpscf364e32.jpg

Thanks

Tom

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Tried that and its still not working any ideas

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Well your notepad file says p:\trs_stanta and everything in your layers config is pointing to p:\trs_stanata

Double check your paths and make sure everything matches up

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okay so i sorted that problem and now when the bar runs visitor just crashes i have also tried running it as admin but my P:\ doesn't show up

Vistorerror_zpseb1f9fab.jpg

Edited by Tom.Tucka

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More than likely something's wrong with your layers config. Also as you noticed the tools don't run so well in admin mode. Post your layers config so we can take a look.

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Layers.cfg

 class Layers
{


class grass
 {
texture = "p:\TRS_stanta\data\TRS_grass_detail_co.paa";
material= "p:\TRS_stanta\data\TRS_grass.rvmat";
 };
};

class Legend
{
 picture="p:\TRS_stanta\source\mapLegend.png";
 class Colors
 {


   grass[]	= {{0,255,0}};


 };
};

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Drop the "P:\" part from all paths... eg:

texture = "TRS_stanta\data\TRS_grass_detail_co.paa";

Of course, make sure there really IS a folder called "TRS_stanta" on P:\... with the specified files in the specified subfolder...

If you actually have a Tag or Namespace folder called "TRS" on P:\, with the "stanta" project folder inside, then your path should be something like....

texture = "TRS\stanta\data\TRS_grass_detail_co.paa";

... which is the more usual arrangement...

Also check the format of your Sat & Mask files just in case - the most common cause of an outright crash at import Sat & Mask stage is a Sat or Mask which isn't the correct format...

.PNG format - RGB 24bit (8bit per channel) - No Interlace

B

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Okay so i got working, the problem was in project preferences.

my new problem is when i start bulldozer it says

 No entry '.CfgWorlds'.

and then it says

 Shaders not valid (mismatch of exe and data?) 

could anybody help on this

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i have the most up-to-date tools and i also followed those tuts

EDIT: Okay so its working now thanks for the help guys

Edited by Tom.Tucka

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Okay so now when i go to do this

Tools >> Roads and do all the settings and add the road in vistor comes up with a error saying

Object doesn't follow requirements for road object (are there all named points present?)

this happens for multiple roads and non that i have tried work

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Okay so now when i go to do this

Tools >> Roads and do all the settings and add the road in vistor comes up with a error saying

Object doesn't follow requirements for road object (are there all named points present?)

this happens for multiple roads and non that i have tried work

That section is for creating roadnets. I think you may be better off adding the roads to the artificial objects list and using homer Johnson's road tool to lay your roads.

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In order for the Visitor road tool to work properly, it needs special road models with "memory points" or "snap points" which lock the sections neatly together end-to-end...

Unlike all the rest of the game models you unpack to P:\CA for use in Visitor, you can't do that with the road models, since all those models are binarized, and embedded snap points don't work with binarized models...

So - as part of the Tools package, Visitor also installs special unbinarized road models - with the snap points in position, for use with the road tool...

You should first make sure you DO have these unbinarized road models in place... In P:\CA\Roads2 - doubleclick any road model .p3d - if it actually opens in Oxygen you're good to go - if it says its a binarized model you need to look at your P:\ drive setup...

The next problem - probably the more likely one, is that although BI included a lot of road models, not all of them actually work! :( - theres a fair few with no snap points included... these will throw an error like above if you try to install them in the roadtool...

If you check out the "Resources & Tutorials" section of my website, you should find "Alliex's Roads Tutorial"... It's an old tut, and a little... rambling... at times, but it explains which road pieces work and which don't and the basics of installing and using them.....

B

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In order for the Visitor road tool to work properly, it needs special road models with "memory points" or "snap points" which lock the sections neatly together end-to-end...

Unlike all the rest of the game models you unpack to P:\CA for use in Visitor, you can't do that with the road models, since all those models are binarized, and embedded snap points don't work with binarized models...

So - as part of the Tools package, Visitor also installs special unbinarized road models - with the snap points in position, for use with the road tool...

You should first make sure you DO have these unbinarized road models in place... In P:\CA\Roads2 - doubleclick any road model .p3d - if it actually opens in Oxygen you're good to go - if it says its a binarized model you need to look at your P:\ drive setup...

The next problem - probably the more likely one, is that although BI included a lot of road models, not all of them actually work! :( - theres a fair few with no snap points included... these will throw an error like above if you try to install them in the roadtool...

If you check out the "Resources & Tutorials" section of my website, you should find "Alliex's Roads Tutorial"... It's an old tut, and a little... rambling... at times, but it explains which road pieces work and which don't and the basics of installing and using them.....

B

Okay so done that and wheni get to this part

http://i1319.photobucket.com/albums/t663/tomtucka/Screenshot_1_zpse543a247.png (367 kB)

i go onto my vistor click add and the box is empty?? any ideas?

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