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nickhechtel

Layers generation fail

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hi, i got a problem with creating the layers:

Cant load image from file 'P:\': file does not exist.

Layers generation - PNGOVerlapV3Style.cpp   bool V3PictureDataMod::LoadFromFile( const char*filename = "P:\") Unable to open the image file.

Layers generation - Unable to load the file "P:\".

 

here is my layers.cfg:

 

class Layers
{
 
  class gdt_grass_green
  {
    texture = "bia_myisland\data\middle_mco.paa";
    material = "bia_myisland\data\gdt_grass_green.rvmat";
  };
};

class Legend
{
  picture="bia_myisland\data\mapLegend.png";
  class Colors
  {
    bia_myisland\data\gdt_grass_green.rvmat[]={{0,255,0}};
  };
};

 

i hope i can get fast help. thanks!

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the issue is not fixed after some retrys

is it possible that the layers builder searches an file that is needed but not there?

im new at this type of modding.

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In classLegend, you're line

 

bia_myisland\data\gdt_grass_green.rvmat[]={{0,255,0}};

 

should actually look like this:

 

gdt_grass_green[] = {{0,255,0}};

 

 

You need the class name of the material you defined above, not the filepath. Double check that all your file paths are correct. Also, I'd advise you to re-name all your textures to a unique name, and rename your classname "gdt_grass_green" to something unique as well. These names are already used by vanilla Arma stuff and can cause conflicts.

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Check the paths found in the "bia_myisland\data\gdt_grass_green.rvmat" file. Those should be pointing to textures that exist. You're also playing a dangerous game by naming your class gdt_grass_green as it may conflict with Altis. Out of curiosity, why does your project start with bia?

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(got some time for working on this)

i am a noob and terrain builder gave me this name as example... so... you know just took it and replaced the old name :)

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cant understand this... bulldozer terrain is just black. grass.rvmat:

ambient[]={1.5,1.5,1.5,1};
diffuse[]={0.5,0.5,0.5,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
    texture="bia_myisland\data\grasse.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={10,0,0};
        up[]={0,10,0};
        dir[]={0,0,10};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="bia_myisland\data\nopix.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={10,0,0};
        up[]={0,10,0};
        dir[]={0,0,10};
        pos[]={0,0,0};
    };
};
 

layers.cfg:

 

class Layers
{
 
  class grass
  {
    texture = "bia_myisland\data\middle_mco.paa";
    material = "bia_myisland\data\grass.rvmat";
  };
};

class Legend
{
  picture="bia_myisland\source\mapLegend.png";
  class Colors
  {
    grass[]={{0,255,0}};
  };
};

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Have you tried following the Atlas Tutorial? I think it would be helpful if you ran through it. It would probably help you understand a bit more and show you what the rvmat should look like.

 

EDIT: This could be a factor too: https://forums.bistudio.com/topic/184427-black-textures-in-buldozer-simple-solution/

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