jimbop 25 Posted October 10, 2015 I have all the .paa's and rvmats in 'data'. most of my mask image is coloured 0,255,0, I get no errors compiling but all I get is that stoney ground texture! as soon as I can get this sorted, I can then move on to clutter. :unsure: http://images.akamai.steamusercontent.com/ugc/387665671584941538/274136C01CDE68FE43C970D636F8E3A53FC75FC3/ layers.cfg http://pastebin.com/nnwxh35L surfaces http://pastebin.com/qXRpGKM3 config http://pastebin.com/5gmKHzAj Share this post Link to post Share on other sites
Richie 330 Posted October 10, 2015 You have a double underscore on line #6 of surfaces Also you really don't want your project in the TerrainBuilder folder, make a new folder P:My_Tag\My_Project Unused entries in the config should be removed. Does this path even exist ? satellite = "jsp\abc_sample\Data\s_satout_co.paa"; Follow Jakerods guide Here Share this post Link to post Share on other sites
jimbop 25 Posted October 10, 2015 well spotted! :) changed all files/folders but still that stoney texture. :( does showing textures only involve layers.cfg and the textures in data? or do the config and surfaces hpp's take a part? Share this post Link to post Share on other sites
Richie 330 Posted October 10, 2015 Your mask along with the layers.cfg determines what surface is assigned, surfaces and clutter add the clutter on top. So your issue is the mask or layers, you don't need any values in texture either. For example my seabed entry looks like this : class px1_seabed_surface { texture = ""; material = "PX1\spero\data\PX1_seabed.rvmat"; }; Make a backup of yours and then try how i have mine, might just fix it. Share this post Link to post Share on other sites
jimbop 25 Posted October 11, 2015 I'm really stumped here now :confused: checked my layers...they look ok class Layers{ class bush_grassgreen_01_detail { texture = ""; material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat"; }; class gdt_roche { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "jap\jap_burm\data\gdt_roche.rvmat"; }; class gdt_strrocky { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "jap\jap_burm\data\gdt_strrocky.rvmat"; }; }; class Legend { picture = "jap\jap_burm\source\mapLegend.png"; class Colors { gdt_strbeach[]={{255,255,0}}; gdt_strforest_pine[]={{0,255,1}}; gdt_strseabed[]={{0,221,255}}; gdt_roche[]={{170,190,80}}; gdt_strrocky[]={{170,190,80}}; bush_nicegrass_01_detail[] = {{0,255,0}}; }; }; rvmat for grass looks ok... emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse";VertexShaderID = "NormalMapDiffuseAlpha"; //surfaceInfo = "landtext\bumps.bisurf"; class Stage1{ // normal map texture= "a3\map_data\bush_nicegrass_01_detail_nopx.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; };};class Stage2{ texture= "a3\map_data\bush_nicegrass_01_detail_co.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; };};class Stage3{ texture= "a3\map_data\bush_nicegrass_01_mco.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; };}; I changed entries to point to A3..still no joy my mask is 95% 0.255.0. and maplegend is the norm. still no grass!!!! :mad: edit: ive tried generating layers with/without normal map...4 mats per cell....5 mats per cell. Share this post Link to post Share on other sites
jimbop 25 Posted October 12, 2015 well the plot thickens.... I deleted all the entries in layers.cfg except class bush_grassgreen_01_detail { texture = ""; material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat"; }; then re generated layers. sat layers are ok but mask freezes on tile 64 out of 256 and TB exits. mask image is a .bmp with only 2 colours. Share this post Link to post Share on other sites
RoF 241 Posted October 12, 2015 well the plot thickens.... I deleted all the entries in layers.cfg except class bush_grassgreen_01_detail { texture = ""; material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat"; }; then re generated layers. sat layers are ok but mask freezes on tile 64 out of 256 and TB exits. mask image is a .bmp with only 2 colours. Maybe you need to add somethign for the other colour? instead of just "bush_grassgreen_01_detail" on it's own... I'm kinda having same trouble I can't get a concrete texture to show up, it keeps showing my forest texture instead Share this post Link to post Share on other sites
jimbop 25 Posted October 12, 2015 well I sorted it...kind of :rolleyes: used a complete green mask [0.255.0] . strange though as my original mask only had 2 colours...green + white. Share this post Link to post Share on other sites
Mattastic 97 Posted October 12, 2015 In your layers.cfg I see that you only have 3 layer classes but 6 color classes. From my experience, these two need to equal each other. You need to create a layer class for each color class you plan on using even if it isn't used in the mask. I would also say the same thing needs to happen in your CfgSurfaces, there you have 5 surface classes, but only 3 character classes. I have had to do the one color mask thing also, and it eventually grew to include more colors. I was only able to do that though by properly creating and matching the classes of the layers.cfg and other related configs. I am not an expert, but maybe this info can help you. 1 Share this post Link to post Share on other sites
jimbop 25 Posted October 13, 2015 interesting :) ill try all your suggestions. thanx lads. Share this post Link to post Share on other sites
colddna 5 Posted October 14, 2015 i know they say { texture = ""; material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat"; }; it is fine and can be done BUT i ran into an issue on this the way i fixed it was, make yours like this then i should workclass Layers{ class bush_grassgreen_01_detail { texture = "TerrainBuilder\Projects\jap_burm\data\bush_nicegrass_01_detail.paa"; material = "TerrainBuilder\Projects\jap_burm\data\bush_nicegrass_01_detail.rvmat"; }; class gdt_roche { texture = "TerrainBuilder\Projects\jap_burm\data\gdt_roche.paa"; material = "TerrainBuilder\Projects\jap_burm\data\gdt_roche.rvmat"; }; class gdt_strrocky { texture = "TerrainBuilder\Projects\jap_burm\data\gdt_strrocky.paa"; material = "TerrainBuilder\Projects\jap_burm\data\gdt_strrocky.rvmat"; };};class Legend { picture = "TerrainBuilder\Projects\jap_burm\source\mapLegend.png"; class Colors { gdt_roche[]={{170,190,80}}; gdt_strrocky[]={{170,190,80}}; bush_nicegrass_01_detail[]={{0,255,0}}; }; }; Share this post Link to post Share on other sites
colddna 5 Posted October 14, 2015 class CfgSurfaces{ class Default {}; class jap_burm_grass_green_Surface : Default { files = "bush_nicegrass_01_detail_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "jap_burm_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; };};class CfgSurfaceCharacters{ class jap_burm_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"jap_burm_BigFallenBranches_pine","jap_burm_BigFallenBranches_pine02","jap_burm_BigFallenBranches_pine03","jap_burm_GrassDryGroup","jap_burm_GrassGreenGroup"}; };}; Share this post Link to post Share on other sites
colddna 5 Posted October 15, 2015 i know one thing too that i probably missed is when you generate the layers have the mask (surface mask) visible and it will activate the surface config in bulldozer. Share this post Link to post Share on other sites