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OberSchutze

Island crash on load

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Hello all, I am new to the building of maps and have produced one in terrain builder. It looks fine in Buldozer but as soon as I load the pbo into arma 3 it crashes when i try to open it in the editor. I do not see any error messages. Any help would be great.

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Your RPT can be found here: C:\Users\yourUserName\AppData\Local\Arma 3

Check in there and see if there are any warnings that seemingly pertain to your map.

What tool are you using to pack the addon?

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Do you have a WRP file and is it located next to your config in the root folder of your project?

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I figured it out, my config was all sorts of soup sandwich. Thanks for your help you rock. Now that I have that part done, is there a tutorial on how to add roads and forests and the such. I was following a German tutorial but some of the words used I dont remember what they mean.

Small screenshot of it: http://cloud-4.steamusercontent.com/ugc/45369006348147116/880EB350510E8ADB4E5DF4FB08B7D9778CA29B84/

Edited by MikeJHunter

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You might want to look into messing about with your satellite & mask sizes. You have the classic grid problem going on in that screenshot. As for your question;

This is from a few chopped up sections of a WIP tutorial of mine so apologies if I cut out something important:

Roads:

Save this code as a file called "editor.sqs" using notepad.

~1
diag_log "Before Loading Roads";
result = buldozer_LoadNewRoads "P:/yourtag/yourproject/data/roads/";
diag_log "After Loading Roads";

Save this code as "roadsLib.cfg" using notepad:

class RoadTypesLibrary
{
   class Road0001
   {
    width = 14;
    mainStrTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa";  // lowercase!
    mainTerTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa";
    mainMat         = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat";
    map             = "main road";
    AIpathOffset = 3;
   };
   class Road0002
   { 
 width = 10;
    mainStrTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa";  // lowercase!
    mainTerTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa";
    mainMat         = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat";
    map             = "road";
    AIpathOffset = 2.5;
   };
   class Road0003
   {
 width = 10;
    mainStrTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa";  // lowercase!
    mainTerTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa";
    mainMat         = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat";
    map             = "track";
    AIpathOffset = 2.5;
   };	
class Road0004
   {
 width = 10;
    mainStrTex      = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa";  // lowercase!
    mainTerTex      = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa";
    mainMat         = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat";
    map             = "track";
    AIpathOffset = 2.5;
   };
class Road0005
   {
 width = 7;
    mainStrTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa";  // lowercase!
    mainTerTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa";
    mainMat         = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat";
    map             = "track";
    AIpathOffset = 2;	 
   };
};

Then look here for how to add roads. Forests and objects are in the next section:

iv. Move the file “editor.sqs†from the “scripts†folder into “P:\scriptsâ€.

b. Creating Roads

i. The main highway is missing from the map.

ii. If you’re not there already, go to the “Shapes†tab in the “Layers Managerâ€.

iii. You should see a layer called “Dirt Roads†and another called “default areaâ€.

iv. Press the “Add New Layer†button in the “Layers Managerâ€.

v. A new window called “Layer name†will open and ask for a name. Call it “Main Highwayâ€.

vi. Make sure you have the “Main Highway†layer selected (it will be white) and go to the “Add Polyline†button on the toolbar.

vii. Put your cursor over the southern end of the main highway and zoom in using the mouse wheel.

viii. You can also move your view by clicking and holding the right-mouse button and moving the mouse,

ix. Click the left-mouse button on the end of the highway.

x. A dot will appear with a line going to your cursor.

xi. Keep placing dots along the highway until you get to end of the highway at the top of the map.

1. Make sure to keep the line along the center of the highway to the best of your ability.

2. You can use the right-mouse button and drag trick to move along the road.

3. When the road goes into the trees use your best judgment to follow the road.

4. When you reach the end of the road double-click to end the road placement.

xii. Look back over your road.

xiii. Save your project.

c. Modifying Roads

i. Select the “Edit Selection†button on the top toolbar. Note: The “Edit Selection†button and the “Layer Selection†button look similar. The “Edit Selection†button is on the left.

ii. Click the line to see your points.

iii. If you see a point you would like to move, click on it once so it turns what I think is an olive color and then click and hold to move it around.

iv. If you wish to remove a dot, right-click and go to “Remove selected verticesâ€

d. Adding Road Properties

1. When you are satisfied with the road, right-click on it and go to “Database propertiesâ€.

2. At the bottom it says “New…â€. Press it.

3. A new window called “New field†will pop up and ask for two inputs.

4. Name the new field “ID†and give it a type of “floatâ€.

5. Press Ok.

6. You should now have a new field called “ID†with a type of “float†underneath it.

7. In the cell where “polyline†meets the “ID†field type 1.

8. Create another field called “Order†with a type of “float†and enter 0 into the field.

9. Press “Okâ€

e. Exporting

i. Go to File > Export > Shapefile.

ii. A new window called “Export shapes to shp file†will appear.

iii. Bubble in the “Document†bubble.

iv. Click the “…†button and locate your project’s data folder.

v. Make a new folder called “roadsâ€.

vi. Open the new “roads†folder and give your file the name of “yourtag_yourproject_roads†(ex. abc_SampleMap_roads)

vii. Press Open.

viii. Press Ok.

ix. A new window will pop up called “TerrainBuilder Information†and say “Export SHP – DONE!â€

x. Press Ok.

f. Viewing

i. Setting Up Editor.sqs

1. Locate your P:\scripts folder and use notepad to edit “editor.sqsâ€

2. Change the file path on line 3 to point to your newly created “roads†folder. (ex. “P:/abc/abc_SampleMap/data/roads/â€)

a. Note: This path must be changed whenever you work on a new terrain.

3. Save the file and close.

ii. Roads Library

1. Locate the “RoadsLib.cfg†file in the “shapes†folder of the sample data.

2. Copy this to the “roads†folder that you recently created.

iii. Go back to Terrain Builder and press the “Connect to Buldozer†button .

iv. You may get an error message. If so, make note of what it says.

v. You should be able to navigate to an area and view your roads now. There should be one that is a highway and several dirt roads. If you can’t see the roads, take a look back at the directions and see if you might have missed one.

1. Note: If you change your roads they will need to be re-exported into the roads folder over the original file. Or you could create a new file and change the path in “editor.sqsâ€

vi. Use alt+f4 to close Buldozer when you are ready.

vii. Save.

Objects & Forests:

1.) Objects

a. Object Libraries

ii. Creating an Object Library from a Directory

1. Press the “Create new template library†button .

2. A new window will pop up called “Create new libraryâ€.

3. Check the “Create new library from directory†box.

4. Set the source directory to “P:\a3\structures_f\walls†by using the “…†button and navigating to the directory.

5. Press the “…†button next to the “Fill Color†color box and set the color to bright red (first column, second row).

6. Use the same process to set the “Outline color†box to black.

7. The “Name†field should say “wallsâ€.

8. Change the lowercase “w†in walls to a capital “W†because I am picky and want it to match with the rest of the template libraries.

9. Press Ok.

10. A new template library shows up called “Wallsâ€.

iii. Creating an Object Library using Individual Models

1. Press the “Create new template library†button .

2. A new window will pop up called “Create new libraryâ€.

3. Type “Bush†into the “Name†field.

4. Set the “Fill color†to bright green (three columns over and three rows down).

5. Set the “Outline color†to black.

6. Bubble in the “Ellipse†bubble.

7. Press Ok.

8. You should now have a new empty library called “Bushâ€. The (0) next to it means that it has no objects assigned to it. In other words empty.

9. Select the “Bush†library and press the “Add new template†button . You may also right click on the “Bush†library and go to “Add new templateâ€.

10. A new window called “Create new template†will open.

11. Click the “…†button after the “Object file†field.

12. Navigate to “P:\a3\plants_f\Bush\†and select the “b_FicusC1s_F.p3d†file.

13. Press “Openâ€.

14. The “Name†field should automatically be filled in with “b_FicusC1s_Fâ€.

15. Leave everything else as is.

16. Press “Okâ€.

17. Do the same process for the following models all of which are located in the “P:\a3\plants_f\Bush\†folder:

a. b_ficusC2d_F.p3d

b. b_ficusC2s_F.p3d

c. b_NeriumO2d_F.p3d

d. b_NeriumO2s_white_F.p3d

18. You should now have a “Bush†library with five different models in it.

iv. Changing Object Properties

1. Click the “+†button next to the “Bush†template library.

2. A list of bushes should come up.

3. Left-click on one of the bush models and the properties for that model will show up in the “Template properties†panel.

4. Edit the following attributes for the selected bush to the following (Tip: Click in the top box and use tab to navigate down the list typing in numbers as you go):

a. Pitch + (deg): 2

b. Pitch – (deg): 2

c. Roll + (deg): 2

d. Roll – (deg): 2

e. Scale + (%): 5

f. Scale – (%): 5

g. Yaw + (deg): 180

h. Yaw – (deg): 180 (Note: After typing in this value, click on the main screen in the middle. If you click on the next bush before doing this the last value will stay as 0)

5. Set the remaining bushes to the same settings.

6. Save

ii. Fill Objects - Forests

1. Next we want to create the forests that are to the east of this farm.

2. Draw Shapes

a. You should see a browner area on the satellite imagery just to the east. These are the forests.

b. We are going to make two types of forest; a deciduous forest (leafy) and a coniferous forest (pine).

c. Move over to the “Shapes†tab in the “Layers manager†and make a new layer one called “Forestsâ€.

d. With this layer selected, select the “Add polygon†tool from the toolbar.

e. This works similar to the “Add polyine†tool that we used in the “Creating Roads†section only it makes shapes instead of lines.

f. Begin to make a shape around the western most forest by left-clicking to place the first point and then left-clicking to create any additional points afterward.

g. When you get to your last point double-left-click to “Finish and Close the Shapeâ€

h. Use this same process to create two more forests; one immediately to the east and another to the south of that one.

i. If you would like, you can select the “Edit selection†tool from the toolbar, click the shape, and change the color by going to the “Properties†panel and clicking the color next to where it says “Fill color:â€. You can change the color of multiple shapes by selecting multiple ones using ctrl + left-click and doing the same process.

3. Filling Forests

a. Go back to the “Objects†tab in the “Layers manager†and create a new layer called “New Forestsâ€.

b. Select the forest on the left and right-click on it.

c. Select “Fill(add new objects)â€

d. We want to make forests that consist of trees and bushes, so there is no reason to have any of the other libraries open. Uncheck all libraries except for “Tree†and “Bushâ€. You will see objects vanish from the “Available Templates†window on the right.

e. Select “b_FicusC1s_F†from the “Available templates†window.

f. Now hold ctrl and select “b_FicusC2s_Fâ€, “t_FraxinusAV2s_Fâ€, and “t_QuercusIR2s_Fâ€.

g. Type “Leafy†into the “Preset name:†field. Note: You must fill this out in order to be able to use fill. At the present moment, it really doesn’t matter what you type here because it doesn’t allow you to load presets. However, it will remember if you used a name before and not allow you to use it again.

h. Change “Objects density (per hectare):†to 60.

i. Leave the rest of the settings.

j. Press “Okâ€.

k. There should now be plants filling in the polygon.

4. Clearing Fills

a. Let’s say that 60 is too low and we want to redo that.

b. Select the shape and right-click again.

c. This time select “Refill (clear and fill)â€.

d. Select any object from “Available templatesâ€.

e. Set your preset name to whatever you would like as it won’t be used ever again.

f. Press “Okâ€.

g. Your previous forest should now be cleared.

5. Fill Again

a. Follow the steps from the “Filling Forests†stage until you get to object density.

b. Change “Object density (per hectare):†to 130.

c. Leave the rest of the settings.

d. Press “Okâ€

e. You should now have a denser forest.

6. A New Forest

a. We’re going to do two more forests now.

b. Select the forest to the east of the one you just filled.

c. Follow the same plan as the “Filling Forests†stage but instead of selecting the same four plants select the following instead; “b_FicusC2s_Fâ€, “t_PinusS2s_Fâ€, and “t_PinusS2s_b_Fâ€

d. Set the density to 130.

e. Leave the rest of the settings.

f. Press “Okâ€

g. You should now have a nice pine forest.

h. Do the same, using the same settings, on the forest to the south.

i. We are now done with forests

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I also noticed the tiling issue. I went ahead and bought the pro version of L3DT so I could make a proper 10k^2 terrain. Once that finishes rendering I will begin the process again for my terrain and then follow these steps you gave me. Again thank you so much for your help in this.

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I also noticed the tiling issue. I went ahead and bought the pro version of L3DT so I could make a proper 10k^2 terrain. Once that finishes rendering I will begin the process again for my terrain and then follow these steps you gave me. Again thank you so much for your help in this.

No problem! Good luck.

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Try just double-clicking instead of dragging if that is what you're doing. Then just edit the size and coordinates manually. It has issues.

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Attempting to pack now, will report back later.

EDIT: I got this big mess:

No entry 'P:\bin\config.cpp.CfgVehicles'.

No entry 'P:\bin\config.cpp.CfgAmmo'.

No entry 'P:\bin\config.cpp.CfgNonAIVehicles'.

No entry 'P:\bin\config.cpp.CfgInGameUI'.

No entry '.DebugFont'.

No entry '.font'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgFonts'.

No entry 'P:\bin\config.cpp.CfgFontFamilies'.

String id 0 is not registered

!!! UNREGISTERED STRING

No entry '.'.

No entry '.fonts'.

Size: '/' not an array

No entry '.size'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/Default.rough'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/Default.dust'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/Default.soundEnviron'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/Default.impact'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/Default.isWater'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/Default.files'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/abc_samplemap_grass_green_Surface.impact'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgSurfaces/abc_samplemap_grass_green_Surface.isWater'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgDefaultSettings'.

No entry '.defaultVisibility'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgDefaultSettings'.

No entry '.defaultTerrainGrid'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgDefaultSettings'.

No entry '.defaultObjectViewDistance'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgDefaultSettings'.

No entry '.hazeDefaultDistance'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.RadioChannels'.

No entry '.GlobalChannel'.

No entry '.level'.

'/' is not a value

No entry '.noise'.

'/' is not a value

No entry '.micOuts'.

'/' is not a value

No entry '.pauseAfterWord'.

'/' is not a value

No entry '.pauseInNumber'.

'/' is not a value

No entry '.pauseAfterNumber'.

'/' is not a value

No entry '.pauseInUnitList'.

'/' is not a value

No entry '.pauseAfterUnitList'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgVoice'.

No speaker configuration found.

No entry 'P:\bin\config.cpp/CfgWorlds/DefaultWorld.skyTexture'.

'/' is not a value

No entry 'P:\bin\config.cpp/CfgWorlds/DefaultWorld.skyTextureR'.

'/' is not a value

No entry 'P:\bin\config.cpp.CfgLensFlare'.

No entry '.flarePos'.

..\Lib\scene.cpp(2153)(func: Scene::InitLensFlares) [AssertUSR] MainThread=2844 Group: Config Invalid configuration of flarePos - must be array with 16 members!

No entry '.flareSizeCam'.

..\Lib\scene.cpp(2184)(func: Scene::InitLensFlares) [AssertUSR] MainThread=2844 Group: Config Invalid configuration of flareSizeCam - must be array with 16 members!

No entry '.flareBright'.

..\Lib\scene.cpp(2215)(func: Scene::InitLensFlares) [AssertUSR] MainThread=2844 Group: Config Invalid configuration of flareBright - must be array with 16 members!

No entry '.flareSizeEye'.

..\Lib\scene.cpp(2246)(func: Scene::InitLensFlares) [AssertUSR] MainThread=2844 Group: Config Invalid configuration of flareSizeEye - must be array at least 1 member!

No entry '.flareSizeEyeSun'.

..\Lib\scene.cpp(2277)(func: Scene::InitLensFlares) [AssertUSR] MainThread=2844 Group: Config Invalid configuration of flareSizeEyeSun - must be array at least 1 member!

Edited by MikeJHunter

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Anyone have any idea as to why that is happening? I have not done anything but make a new heightmap, mask and sat file.

---------- Post added at 18:52 ---------- Previous post was at 17:40 ----------

I think I might have found the problem. I clicked setup and whatever the values that were there in the terrain options are gone. What should be there?

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When you open PBOProject there is a setup button below binlog.

Mine is presently setup for ArmA2/CWR2 so I won't be much help with that I'm afraid. That being said I know;

Engine: ArmA 3

Workspace: P:\

Used only When Terrain Building Paths: P:\a3 (probably)

Rest probably doesn't matter

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