synrah 10 Posted September 17, 2013 (edited) Hello! Sorry for bad english. I got a problem with my map in in-game editor. Image The top coordinates(Longitude?) are fine. 1 - 102 But the left and right coordinates(Latitude?) goes from bottom 648 to 745, when it should be 1 - 102 because the map is 10240x10240. So anyone have any clue whats wrong? This is my Config.cpp: class CfgPatches { class nm_newmap { units[] = {}; weapons[] = {}; requiredVersion = 1.500000; requiredAddons[] = {"Chernarus","Takistan","CAStructures","CAData","CABuildings","CAMisc","CABuildings2","nm_data"}; author = "Synrah"; mail = ""; }; }; class CfgWorlds { class DefaultWorld { /*extern*/ class Weather; }; class CAWorld: DefaultWorld { class Grid { }; /*extern*/ class DayLightingBrightAlmost; /*extern*/ class DayLightingRainy; /*extern*/ class DefaultClutter; class Weather: Weather { /*extern*/ class Lighting; }; }; /*extern*/ class DefaultLighting; class nm_newmap: CAWorld { cutscenes[] = {""}; description = "newmap"; worldName = "\nm\newmap.wrp"; pictureShot = ""; icon = ""; pictureMap = ""; plateFormat = "MBG## $$#"; plateLetters = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"; longitude = 26; latitude = 62; startTime = "13:30"; startDate = "09/02/2011"; startWeather = 0.400000; startFog = 0; forecastWeather = 0.10000; forecastFog = 0; centerPosition[] = {829,1473}; seagullPos[] = {829, 150, 1473}; clutterGrid = 1.000000; clutterDist = 65; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "ca\chernarus\data\cr_trava1_mco.paa"; minTreesInForestSquare = 1; minRocksInRockSquare = 1; ilsPosition[] = {4887.5,9660}; ilsDirection[] = {0,0,0}; ilsTaxiin[] = {4887.5,9660}; ilsTaxiOff[] = {4887.5,9660}; drawTaxiway = 0; class SecondaryAirports {}; class Grid: Grid { offsetX = 0; offsetY = -25000; class Zoom1 { zoomMax = 0.0001; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.5; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; }; class OutsideTerrain { enableTerrainSynth = 1; }; class Lighting: DefaultLighting { groundReflection[] = {0.060000, 0.060000, 0.030000}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, {0.050000, 0.050000, 0.060000}, {0.001000, 0.001000, 0.002000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.000100, 0.000100, 0.000200}, {0.000100, 0.000100, 0.000200}, 0}; fullNight[] = {-5, {0.050000, 0.050000, 0.050000}, {0.020000, 0.020000, 0.020000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.035000, 0.040000}, {0.100000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.100000, 0.100000, 0.120000}, 1}; sunrise[] = {0, {{0.700000, 0.450000, 0.450000}, "5.16+(-4)"}, {{0.070000, 0.090000, 0.120000}, "4.0+(-4)"}, {{0.600000, 0.470000, 0.250000}, "4.66+(-4)"}, {{0.100000, 0.090000, 0.100000}, "4.3+(-4)"}, {{0.500000, 0.400000, 0.400000}, "6.49+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.39+(-4)"}, 1}; earlyMorning[] = {3, {{0.650000, 0.550000, 0.550000}, "6.04+(-4)"}, {{0.080000, 0.090000, 0.110000}, "4.5+(-4)"}, {{0.550000, 0.470000, 0.250000}, "5.54+(-4)"}, {{0.100000, 0.090000, 0.100000}, "5.02+(-4)"}, {{0.500000, 0.400000, 0.400000}, "7.05+(-4)"}, {{0.880000, 0.510000, 0.240000}, "8.88+(-4)"}, 1}; midMorning[] = {8, {{0.980000, 0.850000, 0.800000}, "8.37+(-4)"}, {{0.080000, 0.090000, 0.110000}, "6.42+(-4)"}, {{0.870000, 0.470000, 0.250000}, "7.87+(-4)"}, {{0.090000, 0.090000, 0.100000}, "6.89+(-4)"}, {{0.500000, 0.400000, 0.400000}, "8.9+(-4)"}, {{0.880000, 0.510000, 0.240000}, "10.88+(-4)"}, 1}; morning[] = {16, {{1, 1, 0.900000}, "13.17+(-4)"}, {{0.170000, 0.180000, 0.190000}, "10.26+(-4)"}, {{1, 1, 0.900000}, "12.67+(-4)"}, {{0.170000, 0.180000, 0.190000}, "11.71+(-4)"}, {{0.150000, 0.150000, 0.150000}, "12.42+(-4)"}, {{0.170000, 0.170000, 0.150000}, "14.42+(-4)"}, 1}; noon[] = {45, {{1, 1, 1}, "17+(-4)"}, {{1, 1.300000, 1.550000}, "13.5+(-4)"}, {{1, 1, 1}, "15+(-4)"}, {{0.360000, 0.370000, 0.380000}, "13.5+(-4)"}, {{1, 1, 1}, "16+(-4)"}, {{1, 1, 1}, "17+(-4)"}, 1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.003400, 0.003400, 0.004000}, {0.003000, 0.003000, 0.003000}, {0.001000, 0.001000, 0.002000}, {0.001000, 0.001000, 0.002000}, 0}; fullNight[] = {-5, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.023000, 0.023000, 0.023000}, {0.020000, 0.020000, 0.020000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.040000, 0.050000}, {0.040000, 0.035000, 0.040000}, {0.110000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.068900, 0.068900, 0.080400}, {0.060000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.140000, 0.100000, 0.120000}, 0.500000}; earlyMorning[] = {0, {{1, 1, 1}, "(-4)+3.95"}, {{1, 1, 1}, "(-4)+3.0"}, {{1, 1, 1}, "(-4)+3.95"}, {{1, 1, 1}, "(-4)+3.0"}, {{1, 1, 1}, "(-4)+4"}, {{1, 1, 1}, "(-4)+5.5"}, 1}; morning[] = {5, {{1, 1, 1}, "(-4)+5.7"}, {{1, 1, 1}, "(-4)+4.5"}, {{1, 1, 1}, "(-4)+5.7"}, {{1, 1, 1}, "(-4)+4.5"}, {{1, 1, 1}, "(-4)+7"}, {{1, 1, 1}, "(-4)+8"}, 1}; lateMorning[] = {25, {{1, 1, 1}, "(-4)+10.45"}, {{1, 1, 1}, "(-4)+9.75"}, {{1, 1, 1}, "(-4)+10.45"}, {{1, 1, 1}, "(-4)+9.75"}, {{1, 1, 1}, "(-4)+12"}, {{1, 1, 1}, "(-4)+12.75"}, 1}; noon[] = {70, {{1, 1, 1}, "(-4)+12.5"}, {{1, 1, 1}, "(-4)+11"}, {{1, 1, 1}, "(-4)+12"}, {{1, 1, 1}, "(-4)+11"}, {{1, 1, 1}, "(-4)+13.5"}, {{1, 1, 1}, "(-4)+14"}, 1}; }; class Weather: Weather { class Lighting: Lighting { class BrightAlmost: DayLightingBrightAlmost { overcast = 0; }; class Rainy: DayLightingRainy { overcast = 1; }; }; }; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "newmap.hpp" }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.200000; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((8 + forest + trees) - ((1 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 1; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.6 + (meadow * 0.4) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.8 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.6 + 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Armory { positionAdmin[] = {3500, 3500}; positionStartWater[] = {7584.109863, 1206.680054}; positionsViewer[] = {{3500, 3500}}; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = -0.0; minSlope = 0.02; }; class ReplaceObjects { }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; }; }; class CfgMissions { class Cutscenes { class nm_newmap_Cutscene1 { directory = ""; }; }; }; class CfgWorldList { class nm_newmap { }; }; #include "cfgSurfaces.hpp" Thanks in advance! Edited September 17, 2013 by synrah Added image Share this post Link to post Share on other sites
m1lkm8n 410 Posted September 17, 2013 Well under class grid where did you get y offset = -25000? It should be the size of your terrain. -10240 ---------- Post added at 10:34 ---------- Previous post was at 10:31 ---------- Well under class grid where did you get y offset = -25000? It should be the size of your terrain. -10240 Then I believe you just need reverse the minus sign in on of the grid steps. Share this post Link to post Share on other sites
synrah 10 Posted September 17, 2013 (edited) Edit: There was some lag and my message didnt show up first so i answered twice. Edited September 17, 2013 by synrah Share this post Link to post Share on other sites
synrah 10 Posted September 17, 2013 Thanks a lot, everything works perfect now! I got the number from a tutorial and i forget to change it to my own. Share this post Link to post Share on other sites