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Drawyah

Ground Textures appear in Buldozer, but not in-game!

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If anyone has any idea what has gone wrong, when I open up Buldozer in terrain builder, I can see all the textures on the ground, all is well. But after an export (Both Binarized and not) none of the textures appear! These are what I have got.

config.cpp:

http://pastebin.com/7rhDhd9q

My layers.cfg:

http://pastebin.com/LJ2sTB6c

Addon Builder Files:

http://pastebin.com/bd1GCDmc

Terrain Editor/Buldozer:

http://i.imgur.com/4XFPfhG.png (583 kB)

Editor (Textures On):

http://i.imgur.com/YYOabqX.png (138 kB)

In-Game:

http://i.imgur.com/Br1c7Kx.png (209 kB)

Edited by Michael007800

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first off Use PBOProject to pack your island up as that will show any errors and is far far better than the BIS one and will save you SOOOOO much time !

It will not let you pack it up if there is an error so you can track it down better unlike Add-on Builder.

Try that first then you can post up the error log if needed !

https://dev.withsix.com/projects/mikero-pbodll/files

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MakePbo x32UnicodeVersion 1.88, Dll 4.71 "WakeIsland"

Building entries:...

cfgClutter.hpp

cfgSurfaces.hpp

config.cpp scanning cfgPatches

config.bin: 'Permission denied'

In File P:\TPS\WakeIsland\config.cpp: Line 137 Cannot write to file

Rap or Derap error

Press the ANY key

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MakePbo x32UnicodeVersion 1.88, Dll 4.71 "WakeIsland"

Building entries:...

cfgClutter.hpp

cfgSurfaces.hpp

config.cpp In File P:\TPS\WakeIsland\config.cpp: Line 139 Expected class, define

, or varname

Rap or Derap error

Press the ANY key

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if this is the same problem you posted in other thread......

you didn't tick the box 'export satellite' in TB as you generated layers.

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if this is the same problem you posted in other thread......

you didn't tick the box 'export satellite' in TB as you generated layers.

I have. I just didn't select it for the screenshot...

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According to this path in Layers.cfg...

material = "TPS\DiegoGarcia\data\grass.rvmat";

.. you have a "Tag" = "TPS" and a "Project Folder" = "DiegoGarcia"

According to this line in config.cpp...

worldName = "\WakeIsland\WakeIsland.wrp";

... you have no "Tag" folder, and your "ProjectFolder" = "WakeIsland"

TB doesn't care, so your stuff shows up OK in Buldozer, but - when you pack your terrain - which folder do you pack? - if you pack the "WakeIsland" one, you'll get the "worldfile", and therefore the terrain, but not the textures, cause they're elsewhere in a different location which wasn't included in the pack....

Try to be consistent...

P:\TPS = Tag folder... "project folders" go in here

P:\TPS\WakeIsland... "its a project folder!!!"

(and the "WakeIsland.wrp" and all your configs and .hpp's go here)- the "Output location" in the mapframe properties "location tab" points to here.

P:\TPS\WakeIsland\Data... The "Data folder" which is where your Groundtexture files live, and the location you path to in Layers.cfg.

P:\TPS\WakeIsland\Data\Layers... The "Layers folder" (created automatically) - its where the sat & mask tiles and rvmats will be generated to (and therefore included in the packing process)

P:\TPS\WakeIsland\Source... The "Dumping ground" - the Packer ignores this folder, so it DOESN'T get included in the final pack - that makes it a handy place to stash stuff - like layers.cfg and MapLegend.png, but its a good idea to have a "TB" or (by default) a "Visitor4" folder in here - you can save the actual TB project source files into there, and it WON'T be included in the final pack...

Get this basic structure in place, and make sure all paths in all configs, groundtexture rvmats etc match it... That should help considerably...

B

Edited by Bushlurker

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Tried that, now spending 10+mins after placing a troop in the editor and pressing preview. Nothing happens. The loading bar reaches the end, it stops. Nothing happens, waiting a while.

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Was this ever solved? I am now having the same issues, of textures showing up in buldozer but when load up the editor it says it cannot load the rvmat files that are created by terrain builder when generating the surface cells. This is getting really frustrating now, and i can't seem to find a solution. :/

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Don't be selfish, tell us how you solved it for all the other people getting to this thread from Google.

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Hi !!

i'm desesperate:

When pack the project with PboProject (a map for Arma 3 maked with Terrain builder) ,the PboProkect shows that error:

"scanning for jobs to do....

Processing caz/caz_calderona

Scanning wrp for binarised p3d's

Invalid argument

P:\temp\p:

cannot copy p:\a3\plants_f\tree\t_pinus.p3d to P:\temp\p:\a3\plants_f\tree

preprocessing files produced an error."

With addonbuilder i can pack it but when an other players get the map and play it ingame didnt appear textures and objects.

I dont know why, but the pboproject's error its the problem, but i dont know how to fix it.

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well it is not proprojects error if you mean that proproject is causing it.

I must ask a few questions...how do you create your p drive and(do you have a p drive?) and how did you unpack all pbos to that p drive?

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PboProject usually tells you errors pretty clearly - that's what makes it both a Complete Pain In The A** - AND a Totally Essential Tool...

In this case it says...

"Invalid argument

P:\temp\p:"

...and that's exactly what the problem is... "P:\temp\p:" is NOT a valid path...

You can see PboProject trying to use the path...

"cannot copy p:\a3\plants_f\tree\t_pinus.p3d to P:\temp\p:\a3\plants_f\tree"

It's trying to copy that file to "P:\temp\p:\a3\plants_f\tree" - but since there's no such location possible - it fails while "preprocessing" (ie: copying) this file...

So it reports the error... "preprocessing files produced an error"

B

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Don't be selfish, tell us how you solved it for all the other people getting to this thread from Google.

I just had my tags in the complete wrong place. I was basically just confusing the configs on where the locations of the files were.

The fix was just re-locating the files and changing my tags.

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I just had my tags in the complete wrong place. I was basically just confusing the configs on where the locations of the files were.

The fix was just re-locating the files and changing my tags.

Which file locations did you change and to where?

Could someone please, perhaps Michael, elaborate on how they actually fixed this.

I have worldName in my config set to "projectFolder\project.wrp"

but my materials in the layers .cfg pointing to "tag\projectname\data\material.rvmat.

If I try staying consistant as suggested by changing my worldName location to "Tag\projectName.wrp" then the game can't find the file.

If I change the layers.cfg to look for material files in just "projectname\material.rvmat" then TB and Buldozer can't find the rvMats.

What directory is the game and TB looking for and when? It seems inconsistant to me. Perhaps I have a path setting incorrect?

It's like sometimes it knows to start looking in the project folder and sometimes it only starts looking in P drive.

In my TB settings I have data directory and project directory point to P:\. Changing Data to point to my maps data folder and project to my project directory just seems to keep TB from working correctly so I think this is correct? Though I tried setting project directory to P:\tag\projectFolder and this didn't seem to either help or hinder.

Having the config point to projectname\map.wrp and the layers cfg look for materials beginning with "tag\projectName" EXAMPLE: (material = "E4R\E4R_Kayak\data\E4R_Kayak_grass_green.rvmat";) allows everything to load in Buldozer and TB fine but throws the "cant load material" error in game. Though the world file does load and everything else works. I just get a bunch of white terrain in game.

I'm on my third map trying to find something wrong and it's elluding me.

Edited by nanobot

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Link to map download: Warning! Over 300mbs zipped!

https://drive.google.com/folderview?id=0B-TYi_kAL4s2fmllMnV1d2s1QVM4SlplREtQOVZtS3ZOSkxJVG9qbHNDbDF3QWg2NjFXbHc&usp=sharing

A few more hours spent playing with file locations and directories and still nothing. I did try changing my world file location to TAG\projectFolder\projectName.wrp and the map won't show up in the map list now. Perhaps the missing texture issue was actually brought on by my attempt to get the map to just show up in the list by changing that path. Essentially I created a problem as a result of trying to fix another. But that still leaves a problem at hand then, being I can't see the map in the map list. And yes I'm not using pboProject - it gives me an error when installing. I'll sort that out eventually. Sooner if this problem isn't sorted out.

Here's a detailed breakdown of . . . everything.

File Structure:

TAG: E4R
Project Name: E4R_Kayak
addons folder:  @E4r\addons


P:\E4R\E4R_Kayak
. . . cfgClutter.hpp
. . . cfgSurfaces.hpp
. . . config.cpp
. . . E4R_Kayak.hpp
. . . E4R_Kayak.wrp

P:\E4R\E4R_Kayak\data
. . . E4R_Kayak_rock.rvmat
. . . E4R_Kayak_gravel.rvmat
. . . E4R_Kayak_grass_green.rvmat
. . . E4R_Kayak_rock_co.paa
. . . E4R_Kayak_rock_nopx.paa
. . . E4R_Kayak_gravel_co.paa
. . . E4R_Kayak_gravel_nopx.paa
. . . E4R_Kayak_grass_green_co.paa
. . . E4R_Kayak_grass_green_nopx.paa

P:\E4R\E4R_Kayak\data\layers
. . . [containes .rvmat, .png, and .paa generated by TB]

P:\E4R\E4R_Kayak\source
. . . HF.asc (my heightmap)
. . . layers.cfg
. . . mapLegend.png
. . . mask_ico.bmp
. . . sat_ico.bmp

cfgClutter.hpp

class Clutter	
{
class E4R_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 E4R_Kayak_grass_green_Surface : Default
{	
	 files = "E4R_Kayak_grass_green_*";
	 rough = 0.1;
	 dust = 0.05;
	 soundEnviron = "grass";
	 character = "E4R_Kayak_grass_green_Character";
	  soundHit = "soft_ground";
};
};

class CfgSurfaceCharacters
{
class E4R_Kayak_grass_green_Character
 	{
		probability[]={1.00};
		names[]={"E4R_StrGrassGreenGroup"};
 	};
};

config.cpp

#define _ARMA_

//Class config.bin{
class CfgPatches
{
class E4R_Kayak
{
 units[] = {"E4R_Kayak"};
 weapons[] = {};
 requiredVersion = 1.0;
 version = "15/7/15";
 fileName = "E4R_Kayak.pbo";
 author = "E4R";
};
};
class CfgWorlds
{
class CAWorld;
class Stratis: CAWorld
{
 class Grid;
 class DefaultClutter;
};
class E4R_Kayak: Stratis
{
 cutscenes[] = {};
 description = "Kayak Island, AK";
 worldName = "\E4R\E4R_Kayak\E4R_Kayak.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 = "E4R\E4R_Kayak\Data\s_satout_co.paa";
       enableTerrainSynth = 1;
       class Layers
       {
         class Layer0
         {
           nopx = "E4R\E4R_Kayak\data\E4R_Kayak_grass_green_nopx.paa";
           texture = "E4R\E4R_Kayak\data\E4R_Kayak_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 "E4R_Kayak.hpp"
	};
};
};
class CfgWorldList
{
class E4R_Kayak{};
};
class CfgMissions
{
class Cutscenes
{

};
};


//SURFACES
#include "cfgSurfaces.hpp"

E4R_Kayak.hpp

empty

Layers.cfg

class Layers
{
 class E4R_Kayak_gravel
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "E4R\E4R_Kayak\data\E4R_Kayak_gravel.rvmat";
 };
 class E4R_Kayak_rock
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "E4R\E4R_Kayak\data\E4R_Kayak_rock.rvmat";
 };
 class E4R_Kayak_grass_green
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "E4R\E4R_Kayak\data\E4R_Kayak_grass_green.rvmat";
 };
};

class Legend
{
 picture="E4R\E4R_kayak\source\mapLegend.png";
 class Colors
 {
E4R_kayak_gravel[]={{255,255,0}};
E4R_kayak_rock[]={{0,255,255}};
E4R_kayak_grass_green[]={{0,255,0}};
 };
};

sample .rvmat (others follow same structure)

ambient[]={1.5,1.5,1.5,1};
diffuse[]={0.5,0.5,0.5,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
texture="E4R\E4R_Kayak\data\E4R_Kayak_rock_nopx.paa";
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};
class Stage2
{
texture="E4R\E4R_Kayak\data\E4R_Kayak_rock_co.paa";
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};

25pgz06.jpg

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Ok I seem to have solved my problem. Not exactly sure what fixed it, but I made sure all my files were consistent by getting rid of the tag folder. Now I just have the map project folder sitting on my P drive instead of in a work folder.

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