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viper2511

No clutter showing, possible BinMake error in pboProject binLog

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I have wanted to create my own map for an absolute age and after doing a lot of research, five days ago I took the plunge! :p

Yes, you guessed it I am posting to request some help :o :confused: (after banging my head against the proverbial brick wall for the last four days....). I have read through a myriad of posts and tried various 'different' tutorials but I am still unable to get clutter (of any description) to show on the map.

The terrain textures show on the map: http://cloud-4.steampowered.com/ugc/37481010724640158/EFAB686CCE502E3FF3732EFB068BA4291EDC60D8/ (295 kB) as well as in game: http://cloud-4.steampowered.com/ugc/37481010724994404/A8F10541A4B29AF1B53F6BB27BC767CF0AA32DC6/ (368 kB)

The errors I get from pboProjects (v1.35) are listed here:

<world = "VIPERislandV1\VIPERislandV1.wrp">
String id 0 is not registered
No weather defined in P:\bin\config.cpp/CfgWorlds/Stratis/Weather.Overcast
String id 0 is not registered
No weather defined in P:\bin\config.cpp/CfgWorlds/Stratis/Weather.Overcast
</world>
Creating process: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "a3\plants_f\clutter\data\c_default_f.rvmat" "p:\temp\a3\plants_f\clutter\data\c_default_f.rvmat"
Creating process: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "a3\plants_f\clutter\data\c_grass_green.rvmat" "p:\temp\a3\plants_f\clutter\data\c_grass_green.rvmat"

I am not overly concerned about the 'Weather.Overcast' error, but the last two lines throw me for a complete loop. I am totally unsure what to do and if whether this is an issue in regards to the tools etc. or just my shoddy 'coding' abilities. To that end I have re-installed all of Mikeros tools, Arma 3 Tools and the game itself. I have tried in both development and stable builds (could that make any difference?) and the error remains the same. I have also gone through the relevant files line by line (though in honesty, this may be part of the problem as I feel that everything is blurring). All paths look correct. I must add that each time I have made any changes to these file I have regenerated the layers in TB and exported the newest .wrp too. I also have tried with and without emptying the temp folder too.

My config:

#define _ARMA_

class CfgPatches
{
class VIPERislandV1
{
	units[] = {"VIPERislandV1"};
	weapons[] = {};
	requiredVersion = 1.0;
	requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Stratis","A3_Map_Data"};
	fileName = "VIPERislandV1.pbo";
	author[] = {"VIPeR [TG]"};
	versionDesc = "VIPER ISLAND";
	version = "1-16/11/14";
};
};

class CfgVehicles{};

class CfgWorlds
{
class DefaultWorld
{
	class Weather;
};

class CAWorld: DefaultWorld
{
	class Grid;
	class DayLightingBrightAlmost;
	class DayLightingRainy;
	class DefaultClutter;
	class Weather: Weather
	{
		class Overcast;
	};
};

class Stratis: CAWorld
{

	class Weather: Weather
	{
		class Lighting;
		class Overcast: Overcast
		{
			class Weather1;
			class Weather2;
			class Weather3;
			class Weather4;
			class Weather5;
			//class Weather6;
		};
	};
};

class DefaultLighting;

class VIPERislandV1: Stratis
{	
	cutscenes[] = {};
	description = "VIPER ISLAND V1";
	pictureMap = "VIPERislandV1\VIPERinsignia.paa";
	icon = "VIPERislandV1\VIPERinsignia.paa";
	author = "VIPER [TG]";
	worldName = "VIPERislandV1\VIPERislandV1.wrp";
	startTime = "11:00";
	startDate = "25/11/2040";
	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 = 4;
	minRocksInRockSquare = 4;
	newRoadsShape = "VIPERislandV1\data\roads\Roads.shp";
	loadingTexts[] = {"I will place details about the map here", "Honestly, I will..."};
	ilsPosition[] = {8506.340,7815.359,3};
	ilsDirection[] = {0.7071,0.08,0.7071};	//(sin 45, sin 4.6, cos 45)
	ilsTaxiOff[] = {};
	ilsTaxiIn[] = {};	
	drawTaxiway = 1;
	clutterGrid = 1;
	clutterDist = 125;
	noDetailDist = 65;
	fullDetailDist = 20;

	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 Grid: Grid
	{
		offsetX = 0;
		offsetY = 20480;

		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 "VIPERislandV1.hpp"
	};
};

};

class CfgWorldList
{
class VIPERislandV1{};
};

class CfgMissions
{
class Cutscenes
{
};
};



//SURFACES
#include "cfgSurfaces.hpp"

cfgClutter.hpp:

class clutter	
{	
class VIPERislandV1_Grass: DefaultClutter
  {
   model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d";
   affectedByWind = 0.6;
   swLighting = "true";
   scaleMin = 0.7;
   scaleMax = 1.4;
  };

class VIPERislandV1_Flowers: DefaultClutter
  {
   model = "A3\plants_f\Clutter\c_Flower_Medium_White2.p3d";
   affectedByWind = 0.6;
   swLighting = "true";
   scaleMin = 0.7;
   scaleMax = 1.4;
  };
};

cfgSurfaces.hpp:

class CfgSurfaces
{
class Default {};
class VIPERislandV1_grass_surface : Default
{
	files = "VIPERislandV1_*";
	rough = 0.1;
	dust = 0.05;
	soundEnviron = "grass";
	character = "VIPERislandV1_grass_Character";
	soundHit = "soft_ground";
};
};

class CfgSurfaceCharacters
{
class VIPERislandV1_grass_Character
 	{
	probability[]={0.70,0.29};
	names[]={"VIPERislandV1_Grass", "VIPERislandV1_Flowers"};
};
};

Is there an obvious problem? :o I hope not, as I am not wanting to waste anyone's time. In any event any help would be greatly appreciated!

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Hi,

did you tried to use BinPbo, I know this is from Arma 2, but I have no errors/problems with it :)

I´m at the Moment not at home, but if this wont work I´ll try to see at home if I can help you :)

ir0n

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I don't think you have anything to worry about. This is the log from when I build my current WIP island:

Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably).
Cannot update non class from class P:\a3\ui_f\config.cpp/RscCallSupport/Items/
Cannot update non class from class P:\a3\ui_f\config.cpp/RscRadio/Items/
<world = "blb\suomenlinna\suomenlinna.wrp">
Bad version 60 in p3d file 'a3\data_f\horizont_sphere.p3d'
String id 0 is not registered
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapBackTop/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapName/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapAuthor/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapBackBottom/
Unknown attribute size
Unknown attribute align
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapDescription/
Unknown attribute size
Unknown attribute size
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/Mission/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/ProgressMap/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/ProgressMission/
Unknown attribute color
Unknown attribute color
Unknown attribute font
Unknown attribute size
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/Disclaimer/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/LoadingStart/
Error in expression < call compile preprocessfilelinenumbers "A3\ui_f\scripts\initDisplay.sqf">
 Error position: <"A3\ui_f\scripts\initDisplay.sqf">
 Error Missing string 'STR_EVAL_SEMICOLON'
Error in expression < call compile preprocessfilelinenumbers "A3\ui_f\scripts\initDisplay.sqf">
 Error position: <"A3\ui_f\scripts\initDisplay.sqf">
 Error Missing string 'STR_EVAL_SEMICOLON'
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Bad version 60 in p3d file 'a3\data_f\blesk1.p3d'
Bad version 60 in p3d file 'a3\data_f\blesk2.p3d'
Bad version 60 in p3d file 'a3\data_f\mrak1.p3d'
Bad version 60 in p3d file 'a3\data_f\mrak2.p3d'
Bad version 60 in p3d file 'a3\data_f\mrak3.p3d'
Bad version 60 in p3d file 'a3\data_f\mrak4.p3d'
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Bad version 60 in p3d file 'a3\data_f\raindrop.p3d'
Bad version 60 in p3d file 'a3\data_f\stars.p3d'
Bad version 60 in p3d file 'a3\data_f\point.p3d'
Bad version 60 in p3d file 'a3\data_f\sunhalo.p3d'
String id 0 is not registered
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapBackTop/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapName/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapAuthor/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapBackBottom/
Unknown attribute size
Unknown attribute align
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/MapDescription/
Unknown attribute size
Unknown attribute size
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/Mission/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/ProgressMap/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/ProgressMission/
Unknown attribute color
Unknown attribute color
Unknown attribute font
Unknown attribute size
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/Disclaimer/
Error loading control P:\bin\config.cpp/RscDisplayLoadMission/controls/LoadingStart/
Error in expression < call compile preprocessfilelinenumbers "A3\ui_f\scripts\initDisplay.sqf">
 Error position: <"A3\ui_f\scripts\initDisplay.sqf">
 Error Missing string 'STR_EVAL_SEMICOLON'
Error in expression < call compile preprocessfilelinenumbers "A3\ui_f\scripts\initDisplay.sqf">
 Error position: <"A3\ui_f\scripts\initDisplay.sqf">
 Error Missing string 'STR_EVAL_SEMICOLON'
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
Unknown attribute shadow
</world>
Creating process: "Z:\Program Files\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "a3\plants_f\clutter\data\c_grass_green.rvmat" "p:\temp\a3\plants_f\clutter\data\c_grass_green.rvmat"

I do notice an absence of grass in your in-game screenshot. Did you just not add it yet or is it supposed to be there already? If it's the latter, what does your layers.cfg look like?

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Thank you both for your speedy replies!

@ir0n, no I have not tried BinPbo yet, but will look into that a little later this evening when I get home.

@BadLuckBurt, that is the issue exactly, it is supposed to be there! As requested my layers.cfg:

class Layers
{
 class VIPERislandV1_gravel
 {
   texture = "";
   material = "VIPERislandV1\data\VIPERislandV1_gravel.rvmat";
 };
 class VIPERislandV1_rock
 {
   texture = "";
   material = "VIPERislandV1\data\VIPERislandV1_rock.rvmat";
 };
 class VIPERislandV1_grass
 {
   texture = "";
   material = "VIPERislandV1\data\VIPERislandV1_grass.rvmat";
 };
 /*class VIPERislandV1_road
 {
   texture = "";
   material = "VIPERislandV1\data\VIPERislandV1_grass.rvmat";
 };*/
};

class Legend
{
picture="VIPERislandV1\data\mapLegend.png";
class Colors
{
	VIPERislandV1_gravel[]={{255,255,255}};
	VIPERislandV1_rock[]={{0,0,0}};
	VIPERislandV1_grass[]={{0,255,0}};
	//VIPERislandV1_road[]={{255,0,255}};	
};
};

I believe that everything is in order, but I have been wrong before! Thanks again, both, for taking the time to look at this.

Edited by VIPeR2511
missing information

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I think pboproject by Mikero is actually the best for mapmakers.

With other's, maybe i'm wrong but you will have some problem with roads.

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Sorry I don't have time right now for a detailed look at all your files - it's the weekend tho (yay!), so maybe later, but on a quick glance mode I did notice a few points....

Config.cpp

Right at the beginning, change just this bit...

class CfgPatches 
{ 
   class VIPERislandV1 

to this...

class CfgPatches 
{ 
   class A3_Map_VIPERislandV1 

Add "A3_Map_Stratis" to the list of "requiredAddons"

UNcomment "//class Weather6;" so it's active again.

Make sure that coordinate 2560 2560 IS the "Center" of your map ("centerPosition[] = {2560,2560,500};" - ie: is your map 5120 meters wide?)

If it IS, then this "offsetY" value...

        class Grid: Grid 
       { 
           offsetX = 0; 
           offsetY = 20480; 

... should be 5120 - or whatever the width of your map is in meters.

Layers.cfg

You have 3 surfaces currently "active" - thats fine... and according to this...

"VIPERislandV1_gravel.rvmat" - I'm presuming you have matching named "VIPERislandV1_gravel_co.png" and "VIPERislandV1_gravel_nopx.png" files (and the same for the other texture types.

That's still cool - (though texture filenames MUST be lower-case - so fix that), but now look at...

cfgSurfaces.cfg

Firstly, there's only one actual "_surface" class defined - if you tell layers.cfg there's three, then all three need to be here too...

(if you don't need surface characters - ie: clutter - for a particular surface type then just use "character = "Empty";" for those ones and you can omit bothering about an actual Surface Characters definition below for them).

But - more importantly, look at this line...

files = "VIPERislandV1_*"; 

This basically means "All texture files which are named "VIPERislandV1_Something"

If your textures follow the usual naming pattern...

VIPERislandV1_gravel_ (co or nopx)

VIPERislandV1_grass_ "

VIPERislandV1_rock_ "

etc

... then ALL of these texture files are "VIPERislandV1_*" - "VIPERislandV1_Something"

Layers.cfg doesn't know which one you mean - that line could and does refer to any and all of them

You need something like "VIPERislandV1_grass_*" - that will then find and use - "VIPERislandV1_grass_co", and "VIPERislandV1_grass_nopx", but will ignore eg: "VIPERislandV1_gravel_*" files.

That's just about all the obvious flaws I can see for now. You could maybe try fixing those little points up and see if things start behaving better....

B

Edited by Bushlurker

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I think pboproject by Mikero is actually the best for mapmakers.

PBOProject FTW :)

And Viper, I think that if you follow BushLurker's advice, that may fix the grass not showing but we'll see what happens once you try.

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Problem solved, clutter now showing! :yay: :bounce3: I would like to thank you all for your viewpoints, but especially your assistance. Final changes made as per BushLurker's advice.

Clutter shows: http://cloud-4.steampowered.com/ugc/37481700680943661/38518E8D32FA62BBF8D0C1605AAF7C221E1CDFEC/ (656 kB)

Serious piece of advice for other beginners....Do not code when tired...you will change something, it will break and you'll end up going in circles trying to remember what you changed, where and why!

Thank you!

Liam (VIPeR[TG])

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Hi,

did you tried to use BinPbo, I know this is from Arma 2, but I have no errors/problems with it :)

I´m at the Moment not at home, but if this wont work I´ll try to see at home if I can help you :)

ir0n

I know the problem is solved but your responce is the worst possible. You state that your know it's for arma 2 but you still use it anyway? Just because binpbo or addonmaker pack doesn't mean it's working correctly. Bottom line is pboproject will not let you create a pbo if there is any errors in your project or code. Circumventing that to pack an addon is either shear ignorance or stupidity.

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