tom.tucka 75 Posted September 14, 2013 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 and here is the Layers.cfg setup and my folder setup Thanks Tom Share this post Link to post Share on other sites
bracer 12 Posted September 14, 2013 Hey! Try removing the "P:\" in the Layers.cfg Cheers Share this post Link to post Share on other sites
tom.tucka 75 Posted September 14, 2013 Tried that and its still not working any ideas Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 15, 2013 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 Share this post Link to post Share on other sites
tom.tucka 75 Posted September 16, 2013 (edited) 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 Edited September 16, 2013 by Tom.Tucka Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 16, 2013 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. Share this post Link to post Share on other sites
tom.tucka 75 Posted September 17, 2013 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}}; }; }; Share this post Link to post Share on other sites
bushlurker 46 Posted September 17, 2013 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 Share this post Link to post Share on other sites
tom.tucka 75 Posted September 18, 2013 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 Share this post Link to post Share on other sites
bushlurker 46 Posted September 18, 2013 Both the above errors indicate either out-of-date or wrongly installed tools suite... Tools Suite 2.5.1 Tools Install & Beginners Guide I strongly suggest you work your way thru this beginners tutorial... it covers all the basics and would save you lurching from one basic error to the next... B Share this post Link to post Share on other sites
tom.tucka 75 Posted September 18, 2013 (edited) 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 September 18, 2013 by Tom.Tucka Share this post Link to post Share on other sites
tom.tucka 75 Posted September 19, 2013 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 Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 19, 2013 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. Share this post Link to post Share on other sites
bushlurker 46 Posted September 19, 2013 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 Share this post Link to post Share on other sites
tom.tucka 75 Posted September 23, 2013 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? Share this post Link to post Share on other sites