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JuanCholo

Map Not in Game?

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I sent my map through the addon builder and then i get the pbo, i throw it in a addons folder in a folder i made called @michigan and then i load it up in arma 3 and i cant find it in the editor or anything. What am i doing wrong? Here are all my files and what not.

Folders - 3 Images

http://imgur.com/Mnek1ET,xEkV7iA,0w2Bplk

Layers.cfg

http://pastebin.com/505qC3ku

Clutter

http://pastebin.com/vmAURzGA

Surfaces

http://pastebin.com/ecMYdi67

config

http://pastebin.com/Qx0HgWwe

grass_green.rvmat

http://pastebin.com/KqFR7NLu

beach.rvmat

http://pastebin.com/PTmLYuuY

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Folders image - you have two "groundtexture sets" - correct folder - good so far.

Layers.cfg - You define 2 surfaces - they refer via the correct path to the two groundtexture rvmats - still good so far.

cfgClutter.hpp - 4 clutter types defined - looks OK again.

cfgSurfaces.hpp - Now suddenly "Beach" has disappeared and we have "Forest" instead - which refers to "Forest*" groundtexture files which aren't present at all.

(Also - the probability parameters for the grass character add up to 1.1 - that'll cause clutter problems - 1.0 maximum)

config.cpp... This is Huge! - Unless you want to customise all these parameters you'd be better off inheriting from Altis or Stratis and just changing what you need... still, on a (very brief) glance thru...

12. class BiA_Michigan - "BiA" is "Bohemia Interactive Australia" - this class entry should read "A3_Map_Michigan"

2648. worldName = "\LifeModMap\michiganwrp.wrp"; - drop the leading"\" from this path.

2654. mapSize = 2048;

But... on line...

2678. offsetY = 8192; - which should be your mapsize in meters too - which is it? 2048 or 8192?

... that's all the obvious flaws I spotted on a quick glance through, but since the config is 3086 lines long, it's not easy to check thoroughly...

grass_green.rvmat & beach.rvmat - both "Stage" texture paths refer to the "_nopx" texture - "Stage 2" should path to the relevant "_co" texture file.

I would also strongly suggest you use PboProject for packing - AddonBuilder saw all these errors, but it let them pass, and let you make a pbo and think that it might actually work, only to be disappointed in-game.

PboProject would just have laughed, stopped immediately, told you where the problems are and refused to go any further until you fixed them... Which is a little harsh, maybe, but saves you time and frustration in the long run...

B

Edited by Bushlurker

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Folders image - you have two "groundtexture sets" - correct folder - good so far.

Layers.cfg - You define 2 surfaces - they refer via the correct path to the two groundtexture rvmats - still good so far.

cfgClutter.hpp - 4 clutter types defined - looks OK again.

cfgSurfaces.hpp - Now suddenly "Beach" has disappeared and we have "Forest" instead - which refers to "Forest*" groundtexture files which aren't present at all.

(Also - the probability parameters for the grass character add up to 1.1 - that'll cause clutter problems - 1.0 maximum)

config.cpp... This is Huge! - Unless you want to customise all these parameters you'd be better off inheriting from Altis or Stratis and just changing what you need... still, on a (very brief) glance thru...

12. class BiA_Michigan - "BiA" is "Bohemia Interactive Australia" - this class entry should read "A2_Map_Michigan"

2648. worldName = "\LifeModMap\michiganwrp.wrp"; - drop the leading"\" from this path.

2654. mapSize = 2048;

But... on line...

2678. offsetY = 8192; - which should be your mapsize in meters too - which is it? 2048 or 8192?

... that's all the obvious flaws I spotted on a quick glance through, but since the config is 3086 lines long, it's not easy to check thoroughly...

grass_green.rvmat & beach.rvmat - both "Stage" texture paths refer to the "_nopx" texture - "Stage 2" should path to the relevant "_co" texture file.

I would also strongly suggest you use PboProject for packing - AddonBuilder saw all these errors, but it let them pass, and let you make a pbo and think that it might actually work, only to be disappointed in-game.

PboProject would just have laughed, stopped immediately, told you where the problems are and refused to go any further until you fixed them... Which is a little harsh, maybe, but saves you time and frustration in the long run...

B

Thank you for all the help, when i find time i will correct these and see how it comes out!

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Hi !

I had the same problem with addon builder.

Try with PBOProject.

I would also strongly suggest you use PboProject for packing - AddonBuilder saw all these errors, but it let them pass, and let you make a pbo and think that it might actually work, only to be disappointed in-game.

PboProject would just have laughed, stopped immediately, told you where the problems are and refused to go any further until you fixed them... Which is a little harsh, maybe, but saves you time and frustration in the long run...

B

I got to, https://community.bistudio.com/wiki/pboProject , and i download everything that is needed. At the top it says "The self installer ensures that this tool is integrated with other Mikero PboTools. It is not designed for manual installation." Where is the self installer? I cant find a link.

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I got to, https://community.bistudio.com/wiki/pboProject , and i download everything that is needed. At the top it says "The self installer ensures that this tool is integrated with other Mikero PboTools. It is not designed for manual installation." Where is the self installer? I cant find a link.

Go here: https://dev.withsix.com/projects/mikero-pbodll/files?sort=created_on%3Adesc%2Cfilename

Make sure it is arranged by date. The most recent one I see at this moment is from November 29th.

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What am i doing wrong?

0:13 - Your Project Folder is called "LifeModMap", but your Project Name is "michigan" - they have to be the same.

0:14 - The "michigan.Cache, .Layers and .Shapes folders indicate that you've saved the Terrain Builder project in your main Project Folder - that means all of that data will be included in your final map which will bloat it enormously... The "Source" folder is ignored when packing - a "TerrainBuilder" folder inside "Source" is the place to save your Actual TerrainBuilder project, since it's only required for the TerrainBuilder stage.

0:26 - your ".wrp" file is called "michiganwrp.wrp - it has to be the same as the Project Name which should be the same as the Project Folder.

B

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First thing I am noticing is that your .wrp name is not the same as your class name and folder name. The wrp name has to be the same as the folder it is in as well as the class in the config. Non of those three things match on your terrain. Try that. I'm not 100% sure that is the issue here but it will be an issue at some point.

Bushlurker beat me to it.

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Bushlurker beat me to it.

We're out of sync Jake... I blame the transatlantic time-difference... and possibly those Five Guys and their gift cards... ;)

B

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Hmm i tried fixing those things, but you are right that's not the current issue. If you have any other suggestions say so, if not ima just play around with this and see if i can get it to work.

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I need a little advice sirs,

I got all my stuff done but the Map is not ingame due to a faulty packing process. I am using AddonBuilder but have downloaded all the pboprojects stuff.

But in this case I assume that the Problem does not rest on the packing Programm but more by any mistake that I cant find. The RVMAT´s in the data/layer folder are not generated

AddonBuilder.Tasks.ProcessBuildTask.process_ErrorDataReceived - Cannot load material file mem\mem_islanubla\data\layers\p_010-010_l02.rvmat.

I have also experienced, that the Temp output says not mem\mem_islanubla\...it just says mem_islanubla\... Same for the unpacked pbo file

I have but checked all pathes and files and cant finbd any path related issue as the layer generation and texture creating via Buldozer runs without any issues.

do you guys got any ideas?

config:

http://pastebin.com/VEWNza6J

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