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ArmaPilot

Map problem when in ArmA 2

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Hi, I had got through the whole process of my map. Made everything its just when I load up the game, choose editor then click on the map and continue it just gets stuck on loading and does not do anything else. All my files are right but im not to sure about the sat and mask file. Both are pictures exported from L3DT Professional. They are both 2048x2048 and my map is 2048 x 2048. Here are pics:

http://prntscr.com/372t12

http://prntscr.com/372t3s

Layers.cfg

class Layers
{
 class yeonpyeong_grass
 {
   texture = "gbisland\gbislanddata\yeonpyeong_grass_mco.paa";
   material= "gbisland\gbislanddata\yeonpyeong_grass.rvmat";
 };
class yeonpyeong_sand
 {
   texture = "gbisland\gbislanddata\yeonpyeong_sand_mco.paa";
   material= "gbisland\gbislanddata\yeonpyeong_sand.rvmat";
 };
 class yeonpyeong_slope
 {
   texture = "gbisland\gbislanddata\yeonpyeong_slope_mco.paa";
   material= "gbisland\gbislanddata\yeonpyeong_slope.rvmat";
 };



};

class Legend
{
 picture="gbisland\gbisland\mapLegend.png";
 class Colors
 {
   yeonpyeong_grass[]={{255, 255, 0}};
   yeonpyeong_sand[]={{205, 114, 0}};
   yeonpyeong_slope[]={{0, 255, 255}};
 };
};

Config.cpp:

class CfgPatches { 
class gbisland { 
units[] = {}; 
weapons[] = {}; 
requiredVersion = 0.1; 
requiredAddons[] = {"Chernarus","Takistan","CAStructures","CAData","CABuildings","CAMisc","CABuildings2"}; 
author = "Wolf"; 
fileName = "gbisland.pbo";  //notice how this is identical to the above "classname" & (hopefully) your actual Project Folder name, and the .wrp name too (see below)...
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 gbisland: CAWorld
{
cutscenes[] = {"MOD_TestMap_Cutscene1"}; // or leave empty if you have no cutscene yet[/color]
description = "gbisland"; // actual name that'll appear in the Editor terrain list, so it can have spaces, etc as long as its in quotes[/color]
worldName = "gbisland\gbisland.wrp"; //path to the .wrp file - no leading slash, and note how its ALSO the same name as class, project folder, pbo, etc[/color]
pictureShot = ""; // any dummy image is better than none - not critical tho...[/color]
icon = ""; 
pictureMap = ""; // same dummy image deal here - not a crash causer tho - the stuff above was....[/color]
plateFormat = "MBG## $$#"; 
plateLetters = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"; 
longitude = 1; 
latitude = 51; 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 = 51200; // this number should be the same as your terrain width in METERS[
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 
{};
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 "gbisland.hpp"//Automatically created upon exporting as .wrp }; 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 MOD_TestMap_Cutscene1 
{ 
directory = "MOD_TestMap\scenes\intro.MOD_TestMap"; 
}; 
}; 
}; 

class CfgWorldList { 
class gbisland { 

}; 
}; 

#include "cfgSurfaces.hpp"

Edited by ArmaPilot

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Just in case ArmaPilot doesn't post back on this one - consider it solved via Skype/PM...

Problems were - old tools suite, plus - obviously, Sat & Mask too small... Both issues were addressed & terrain behaved nicely after that...

B

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