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schultzit

Porting A2 Maps - Help needed!

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Hello,

I am trying to port the WIP AppleGate Lake map removing every A2 references and replacing them with A3 objects.

I need some good help from you though..

At this stage, I managed to replace every A2 object with A3 equivalents, but the map still uses some roads/buildings from its own models pack.

Everything works like it should in Buldozer: http://i.imgur.com/CBHQ6OK.jpg

But when I pack it up with pboProject and test it in game I've got some problems:

1) No custom roads

2) Strange "shadow" effect below the player:

3) No clutter at all!

4) Apparently I'm not using shapes as roads since this is a A2 port, would this be a problem?

This is my config.cpp (not perfect yet, but I used it for testing):

#define _ARMA_

//Class config.bin{
class CfgPatches
{
class Schultz_Lake
{
 units[] = {"Schultz_Lake"};
 weapons[] = {};
 requiredVersion = 1.0;
 version = "30/07/2011";
 fileName = "Schultz_Lake.pbo";
 author = "Schultz";
};
};
class CfgWorlds
{
class CAWorld;
class Stratis: CAWorld
{
 class Grid;
 class DefaultClutter;
};
class Schultz_Lake: Stratis
{
 cutscenes[] = {};
 description = "Your Sample Map";
 worldName = "Schultz\Schultz_Lake\Schultz_Lake.wrp";
 startTime = "11:00";
 startDate = "05/03/2001";
 startWeather = 0.2;
 startFog = 0.0;
 forecastWeather = 0.6;
 forecastFog = 0.0;
 centerPosition[] = {2560,2560,500};
 seagullPos[] = {2560,2560,500};
 longitude = 65;
 latitude = -34;
 elevationOffset = 2000;
  envTexture = "A3\Data_f\env_land_ca.tga";
 minTreesInForestSquare = 2;
 minRocksInRockSquare = 2;
 newRoadsShape = "";
 ilsPosition[] = {1024,1024};
 ilsDirection[] = {0.5075,0.08,-0.8616};
 ilsTaxiIn[] = {};
 ilsTaxiOff[] = {};
 drawTaxiway = 0;
class SecondaryAirports {};

class Sea
 {
  seaTexture = "a3\data_f\seatexture_co.paa";
  seaMaterial = "#water";
  shoreMaterial = "#shore";
  shoreFoamMaterial = "#shorefoam";
  shoreWetMaterial = "#shorewet";
  WaterMapScale = 20;
  WaterGrid = 50;
  MaxTide = 0;
  MaxWave = 0;
  SeaWaveXScale = "2.0/50";
  SeaWaveZScale = "1.0/50";
  SeaWaveHScale = 2.0;
  SeaWaveXDuration = 5000;
  SeaWaveZDuration = 10000;
 };

/*
class OutsideTerrain
     {
       satellite = "jsp\abc_sample\Data\s_satout_co.paa";
       enableTerrainSynth = 1;
       class Layers
       {
         class Layer0
         {
           nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa";
           texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa";
         };
       };
     };
*/

 class Grid: Grid
 {
  offsetX = 0;
  offsetY = 5120;
  class Zoom1
  {
   zoomMax = 0.15;
   format = "XY";
   formatX = "000";
   formatY = "000";
   stepX = 100;
   stepY = -100;
  };
  class Zoom2
  {
   zoomMax = 0.85;
   format = "XY";
   formatX = "00";
   formatY = "00";
   stepX = 1000;
   stepY = -1000;
  };
  class Zoom3
  {
   zoomMax = 1e+030.0;
   format = "XY";
   formatX = "0";
   formatY = "0";
   stepX = 10000;
   stepY = -10000;
  };
 };
#include "cfgClutter.hpp"
	class Names
	{
		#include "Schultz_Lake.hpp"
	};
};
};
class CfgWorldList
{
class Schultz_Lake{};
};
class CfgMissions
{
class Cutscenes
{

};
};


//SURFACES
#include "cfgSurfaces.hpp"

cfgClutter.hpp

class Clutter	
{
class abc_StrGrassGreenGroup: DefaultClutter
  {
   model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";
   affectedByWind = 0.6;
   swLighting = "true";
   scaleMin = 0.7;
   scaleMax = 1.0;
  };
};

cfgSurfaces.hpp

class CfgSurfaces 
{
class Default {};
class abc_samplemap_grass_green_Surface : Default
{	
	 files = "abc_samplemap_grass_green_*";
	 rough = 0.1;
	 dust = 0.05;
	 soundEnviron = "grass";
	 character = "abc_samplemap_grass_green_Character";
	  soundHit = "soft_ground";
};
};

class CfgSurfaceCharacters
{
class abc_samplemap_grass_green_Character
 	{
		probability[]={1.00};
		names[]={"abc_StrGrassGreenGroup"};
 	};
};

Thanks for helping!!

Edited by Schultzit

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1) No custom roads

"Custom" roads are probably in the custom objects pack you mentioned - if you've relocated/renamed/restructured that then the models and probably the configs might need repathed (Assuming it's Arma 2-style Object-based roads we're talking about)...

2) Strange "shadow" effect below the player

Looks like a ground texture .rvmat issue - these contain paths too and might need edited to match your new project structure.

3) No clutter at all!

This was a common problem back in the earlier Arma 2 days, and usually the culprit was "surface classnames conflicting with another terrain using the same classname(s)".

Since I notice you're using...

class abc_samplemap_grass_green_Surface

and the "abc_samplemap" already uses that classname then, if you load both terrains at once, one or the other may well have no clutter...

4) Apparently I'm not using shapes as roads since this is a A2 port, would this be a problem?

Depends...

Custom road objects, once ported, will still be viable "roadways" so it makes sense not to waste time replacing them if your project has lots of them in place already. If you're adding extra or new roads then there's nothing to stop you using the new shapefile tech for those...

Your config files look mostly OK - I mentioned the clutter/surfaces classnames thing already... In the Main Config I'd change this line (for now)...

enableTerrainSynth = 1;

... make that "=0;"

The Outside Terrain tech is sometimes dodgy at the moment and the last thing you need

right now is an additional layer of hassle - the terrain will work fine with it "off" for now and you can worry about it later.

B

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Thanks for your reply!

"Custom" roads are probably in the custom objects pack you mentioned - if you've relocated/renamed/restructured that then the models and probably the configs might need repathed (Assuming it's Arma 2-style Object-based roads we're talking about)...

I'm loading the "roads.pbo" with the map, but I just noticed that if I open the road types window and inspect the different roads, most of them have references to a2 roads:

Mc1QycH.png

Anyways, I can't even export those roads in order to convert them to the new system as M1lkm8n suggested before, because TB crashes :(

If I start Buldozer they are fine:

http://i.imgur.com/5Dw9u6Z.jpg (130 kB)

It's just in-game that they won't work. It won't be an issue rebuilding them using the new system cause this map doesn't have tons of roads, but for example if you look at the image that particular type of road's replacement goes beyond my skills. I managed to replace country roads with standard A3 roads, and they work, but I'm stuck when it comes to defining new road types using new models for making those complex intersections...

Looks like a ground texture .rvmat issue - these contain paths too and might need edited to match your new project structure.

FIXED IT! THANKS!

This was a common problem back in the earlier Arma 2 days, and usually the culprit was "surface classnames conflicting with another terrain using the same classname(s)".

Since I notice you're using...

class abc_samplemap_grass_green_Surface

and the "abc_samplemap" already uses that classname then, if you load both terrains at once, one or the other may well have no clutter...

I changed them all, but I was only loading my map. Still doesn't work.

Your config files look mostly OK - I mentioned the clutter/surfaces classnames thing already... In the Main Config I'd change this line (for now)...

enableTerrainSynth = 1;

... make that "=0;"

The whole outside terrain class was commented out, should I uncomment it and set terrainsynth to 0 then?

Anyways, thanks again for your support!

---------- Post added at 15:23 ---------- Previous post was at 14:19 ----------

Uh, and another question: is it possible to create fences using the same method for roads?

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EDIT: I remade the config.cpp and now clutter works!!! So 2 out of 3 problems are solved, thanks!

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