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j_murphy

Terrain Builder Crashes

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Hi there,

I am creating a map and everything is going perfectly until I click Generate Terrain in Terrain Builder.

I am wondering if anyone has encountered this issue and or knows how to fix it?

I am using L3DT to generate the heightfield etc...

Much help would be appreciated.

Edited by J_Murphy

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It would help if you gave some information about your project and the way you import everything into TB plus any tutorials you may use.

The only question I can ask now is does it crash when you click Rebuild Terrain or Generate Layers? Because you seem to have mixed those two up in your description.

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Statistics about your terrain would be helpful. Settings from the last two mapframe tabs for example. How big your terrain is and how big your cell size is as well.

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It happens when I click generate layers.

my Arma3Tools.rpt file is here

my settings from the last two mapframe tabs are:

Qz8u2x3.png

rOBTAdY.png

Edited by J_Murphy

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You've posted the same settings image twice.

I think TB may be crashing because of the following but I can't say for sure:

Satellite / Surface (mask) source image

Your satellite layer image and mask layers image are 2048x2048px

Satellite / Surface (mask) tiles

You've set these tiles to 2048x2048px which means TB is trying to chop up your 2048x2048 images to 2048x2048 tiles with an overlap.

Try setting it to 1024x1024 or 512x512 and try again.

If the map works after you try the above and you find your ground-textures are too stretched, try lowering the 64x64m to 32x32m - it may not be necessary though :)

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I'm going to give you some advice in general: provide information if you want people to help you solve a problem. Otherwise you're going to find people will ignore your requests if all your feedback is 'still not working'.

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sorry about that.

I am running Terrain Builder 1.31.0.128696

I am selecting the 5 materials per cell + satelite normal map (Futura) option

I am using a sat map, a heightfield map, a normal map and a mask (all of which have the dimensions of 2048 x 2048)

I used L3DT to generate all the images + heightfield

I use

tutorial series

My mask image is completely green (because I onyl want land)

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I'm not familiar with the TeamProSkill tutorials but I believe some of the terrain makers use those so hopefully they will chip in.

I'll generate a map with the same dimensions to see what settings will work. Thankfully it's small enough so it won't take long, I'll probably get to it in a few hours and I'll post my findings once I'm done.

Oh, one other question, could you post the contents of your layers.cfg and the folder layout from

P:\[dcoy]Murphy\trainingmap2?

If my attempt ends up working, I'll ofcourse tell you what I did but if either the layers.cfg has an error or the folder layout is wrong, that may just be what causes TB to crash.

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Ah, we're getting closer :)

TrainingMap2\data looks fine but in the root of the TrainingMap2 folder you have the Terrain Builder project files (the v4d stuff).

Those shouldn't be there but in TrainingMap2\source. The way I usually get this done is this way:

I create the project folder (TrainingMap2 in your case) and immediately add a source folder in it.

Then when you save your project in TB through File > Save, just select the source folder.

Once you get to the map frame properties, point that to the TrainingMap2 folder, you can still click Create Subfolders, it won't do anything to the source folder you created.

You also appear to be missing:

config.cpp

cfgSurfaces.hpp

cfgClutter.hpp

Does that Team Pro Skill tutorial provide you with a sample map?

-- edit --

This class in the Layers.cfg needs a prefix:

class gdt_grass_green

Like:

class dcoy_gdt_grass_green

The same goes for any clutter you'll end up adding. And keep in mind, if you change the class, you'll also need to update the Colors section a little further down in the Layers.cfg - everything should match.

Also, I don't know if the brackets [] cause problems for TB but I'd suggest removing them just to eliminate it all together. Special characters in paths are best avoided imo.

Edited by BadLuckBurt

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I found the config.cpp file but cfgSurfaces.hpp and cfgClutter I can't find.

Could you please send me a download link to those files.

Oh and apparently TeamProSkill deleted all his tutorial videos so I can't find the project files.

Edited by J_Murphy

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If my attempt works, I'll share the files with you. That way you'll at least have a base that works without having to piece it together. I'll get started in about 45 minutes so hang tight for a bit.

And, unless he's working on a new set of tutorial vids, that's a totally 'pro' move to delete all stuff related to it :D

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he is working on a new set of vids but they won't be out for a few weeks.

and thanks for all the help.

Edited by J_Murphy

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Testing right now. I'll just describe all the values:

Terrain sampler

Grid size: 256x256

Cell size (m): 8.000

Terrain size (m): 2048.000

Satellite/Surface (mask) source images

Size(px): 2048 x 2048

Resolution (m/px): 1.0

And now for the interesting bit:

This generates without a hitch:

Satellite/Surface (mask) tiles

Size(px): 1024x1024

Desired overlap (px): 256 - I tend to go with the Actual overlap (px) value shown in the middle pane.

Texture layer

Size(m): 32 x 32

-------------------------------------

Satellite/Surface (mask) tiles

Size(px): 2048x2048

Desired overlap (px): 512

Texture layer

Size(m): 64 x 64

-------------------------------------

I'll just share the files with you I guess since it seems I can just generate whatever tile size I want.

https://www.dropbox.com/s/u4yc0kcudhaiyk0/decoy_test.rar?dl=0

Edited by BadLuckBurt

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Cool, I PM-ed you but you were probably stalking this thread anyway ;)

I haven't tried actually packing the terrain but I've used my own test setup which should pack no problem.

The folder structure should be P:\blb\decoy_test btw.

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Thanks i'll try it out :)

---------- Post added at 19:55 ---------- Previous post was at 19:28 ----------

It works!:) Thank you so much for your help

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You're welcome. The info you supplied was quite helpful :)

If you compare the files of your own project to these, it may help to figure out where things went off track. Anyway, happy TBing :yay:

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Thank you! Have a good one:)

---------- Post added at 20:24 ---------- Previous post was at 20:09 ----------

I found the main difference!

I saved the heightfield in .XYZ format and not in .ASC format.

I also saved the other images under .PNG instead of .BMP

Could that make a difference?

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Hmm, I only recently switched to ASC, used XYZ before. I used PNG the first time around but the import time for it is ridiculous and BMP is basically a continuous loading bar running from left to right as it's uncompressed. So I don't think that's the issue, most important thing is that you have a working base now.

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Try and see if this will fix your problem:

 

Extract config.bin from C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\Dta \bin.pbo or whereever you installed ArmA 3 into P:\bin

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