digitalcenturion 20 Posted March 4, 2015 So basically, can anyone tell me what is the limit per square for ground texture types? Is it 4 in Arma3? And what defines how large is one square? I thought I understood this but I am havign trouble assigning my ground textures properly. My stats: Grid size: 4096 X 4096 Cell size: 7.5m Terrain size: 30720m Sattelite map size: 30720 x 30720 px (desired) Res: 1m/PX (dito) Tile size: 2048 x 2048 (tried several other sizes) Desired overlap: 16 px Texture layer 30x30m My layers.cfg class Layers { class dgc_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_dirt.rvmat"; }; class dgc_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_dry_grass.rvmat"; }; class dgc_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_forest_pine.rvmat"; }; class dgc_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_grass_green.rvmat"; }; class dgc_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_soil.rvmat"; }; class dgc_concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_concrete.rvmat"; }; class dgc_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_rock.rvmat"; }; class dgc_seabed { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dgc\dgc_lostcoast\data\dgc_seabed.rvmat"; }; }; class Legend { picture="dgc\dgc_LostCoast\source\mapLegend.png"; class Colors { dgc_dirt[]={{255,0,0}}; dgc_dry_grass[]={{255,255,0}}; dgc_forest_pine[]={{255,0,255}}; dgc_grass_green[]={{0,255,0}}; dgc_soil[]={{0,0,255}}; dgc_concrete[]={{150,150,150}}; dgc_rock[]={{0,0,0}}; dgc_seabed[]={{20,40,20}}; }; }; Share this post Link to post Share on other sites
kerodan 25 Posted March 4, 2015 I am no expert on the matter but I will give it a try. Tile size: 2048 x 2048 (tried several other sizes) This parameter is important for ground textures placement. If you have a 2048x2048px tile on a 30720 x 30720 px map your satmask is divide in 15x15 tiles for placing ground textures and you can lay down 4 - 6 different ground textures per tile. 4 if you use the "Arma" setting while generating the layers for your satmap and 6 if you use the "Arma 2" setting. Till this moment, I have no idea what the downside is of using the "Arma 2" setting over the "Arma" one. I hope this helped a little bit. On a side note: I also tried different tile size settings but my bulldozer always crashes with smaller ones. Did you experience the same result? Share this post Link to post Share on other sites
digitalcenturion 20 Posted March 4, 2015 I can't get TB to generate layers with anything smaller than 2048x2048.. I made a feedback tracker about it even. http://feedback.arma3.com/view.php?id=18305 Share this post Link to post Share on other sites
kerodan 25 Posted March 4, 2015 Thats weird. TB generates layers bigger than 512x512 without any problems for me. However, Bulldozer crashes will booting up. Share this post Link to post Share on other sites
major_desync 137 Posted March 5, 2015 So far as I know - it's 4 per square without a normals map, 5 or 6 with normals, depending what you pick on in the Mapframe properties when you generate your layers. If you can generate layers and pack your pbo, but still have issues with some textures not displaying in game, you may have exceeded your maximum layers in a given square. PS: Nice looking map, btw! Share this post Link to post Share on other sites