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Keypoints not visible in game

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Hey together,

 

I am able to create keypoints for ArmA2 that are visible in game. But for ArmA3 I could not achieve this till now and need your assistance. What I currently get is a map without any keypoints visible on the mini map in game. This is at least better than having the wrong keypoints of Stratis on my map. Thus Arma3 recognizes that I want different keypoints. But those keypoints are not visible.

 

I am using the Terrain Builder function "Add keypoint" to add keypoints to the map:

 

tbAddKeypoint.png

 

I can see and edit the key points in Terrain Builder. I am exporting the *.WRP file and thus automatically the file "sunIsland.hpp" is generated (which is identical to my map name "sunIsland.wrp").

 

Here are my two relevant files:

 

http://www.ludwig-software.de/arma3editing/bisforum/config.cpp

 

http://www.ludwig-software.de/arma3editing/bisforum/sunIsland.hpp

 

Addtionally I copied the "P:\TerrainBuilder\kptypes.vdat" to have the same file with the following file names since I hoped it helps: "P:\TerrainBuilder\kptypes.dat" and "P:\TerrainBuilder\keypoints.dat" but it has no effect.

 

Any help is very appriciated!

Best regards
smaLLfLy aka "Schmitt"

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I had this the other day, once I added loading text it seem to work after that

 

config.cpp

		class Names
		{
			#include "sunIsland.hpp"		
		};
		loadingTexts[] = {
		"Loading Screen Text Test.",
		"Hello Wrld."
		};
		
	};
};

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Thank you for your quick answer. I implemented this change, but it did not help.

 

But if I have a look on this site: https://community.bistudio.com/wiki/Loading_Screens

 

I find that the config structure is totally different to mine.

class CfgWorlds
{
	class Stratis: CAWorld
	{
		author = "Bohemia Interactive"; // Author
		description = "Stratis"; // World name
		pictureMap = "A3\map_Stratis\data\pictureMap_ca.paa"; // Background map
		pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; // Default overview picture

		// Loading texts displayed on the bottom of the loading screen (picked randomly)
		loadingTexts[]=
		{
			"Area of Stratis is 19.3 square kilometers.",
			"Stratis is of volcanic origin, with many rocks and crevices.",
			"Kamino Firing Range uses remnants of the nearby old Kamino village as a target area."
		};
	};
};

Vs. my one (see first post). Perhaps I am doing something generally wrong with config file structure? Would anyone be so kind to provide an example of a fully working config file?

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Here is the one from the Atlas guide https://forums.bistudio.com/topic/178033-the-atlas-guide-to-arma-3-terrain-making/

#define _ARMA_

//Class config.bin{
class CfgPatches
{
 class yourtag_yourproject
 {
  units[] = {"yourtag_yourproject"};
  weapons[] = {};
  requiredVersion = 1.0;
  requiredaddons[]={"A3_Map_Stratis"};
  version = "25/01/2015";
  fileName = "yourtag_yourproject.pbo";
  author = "your_username";
 };
};
class CfgWorlds
{
 class CAWorld;
 class Stratis: CAWorld
 {
  class Grid;
  class DefaultClutter;
 };
 class yourtag_yourproject: Stratis
 {
  cutscenes[] = {};
  author = "your_username";
  description = "yourproject";
  pictureMap = "yourtag\yourtag_yourproject\data\imagery\yourtag_yourproject_pictureMap.paa"; 
  worldName = "yourtag\yourtag_yourproject\yourtag_yourproject.wrp";
  startTime = "11:00";
  startDate = "05/03/2001";
  startWeather = 0.2;
  startFog = 0.0;
  forecastWeather = 0.6;
  forecastFog = 0.0;
  centerPosition[] = {1024,1024,500};
  seagullPos[] = {1024,1024,500};
  longitude = 65;
  latitude = -34;
  elevationOffset = 5;
  envTexture = "A3\Data_f\env_land_ca.tga";
  minTreesInForestSquare = 2;
  minRocksInRockSquare = 2;
  newRoadsShape = "\yourtag\yourtag_yourproject\data\roads\roads.shp";
  ilsPosition[] = {1024,1024};
  ilsDirection[] = {0.5075,0.08,-0.8616};
  ilsTaxiIn[] = {};
  ilsTaxiOff[] = {};
  drawTaxiway = 0;
 class SecondaryAirports {};
class Sea
  {
   seaTexture = "a3\data_f\seatexture_co.paa";
   seaMaterial = "#water";
   shoreMaterial = "#shore";
   shoreFoamMaterial = "#shorefoam";
   shoreWetMaterial = "#shorewet";
   WaterMapScale = 20;
   WaterGrid = 50;
   MaxTide = 0;
   MaxWave = 0;
   SeaWaveXScale = "2.0/50";
   SeaWaveZScale = "1.0/50";
   SeaWaveHScale = 2.0;
   SeaWaveXDuration = 5000;
   SeaWaveZDuration = 10000;
  };
  class Grid: Grid
  {
   offsetX = 0;
   offsetY = 5120;
   class Zoom1
   {
    zoomMax = 0.15;
    format = "XY";
    formatX = "000";
    formatY = "000";
    stepX = 100;
    stepY = -100;
   };
   class Zoom2
   {
    zoomMax = 0.85;
    format = "XY";
    formatX = "00";
    formatY = "00";
    stepX = 1000;
    stepY = -1000;
   };
   class Zoom3
   {
    zoomMax = 1e+030.0;
    format = "XY";
    formatX = "0";
    formatY = "0";
    stepX = 10000;
    stepY = -10000;
   };
  };
#include "cfgClutter.hpp"
		class Names
		{
			#include "yourtag_yourproject.hpp"
		};
 };
};
class CfgWorldList
{
 class yourtag_yourproject{};
};
class CfgMissions
{
 class Cutscenes
 {
 
 };
};


//SURFACES
#include "cfgSurfaces.hpp"


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Mmmh. I cannot find the problem. If anyone else had an issue with invisible/not recognized keypoints and solved it please share your findings.

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Can you post your config again? You did include this part right?
 

class Names
   {
      #include "yourtag_yourproject.hpp"
   };

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Hello guys,

I had the same probleme. Try to rename "sunIsland.hpp" into "sunIsland.h".

I made it so and it works perfect :)

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So I found out: It does not matter how you call the names file. You can even call it "i-dont-mind.idm". Its only important that you include the file with the exact same name in your config.cpp. And since Terrain Builder automatically generates a file like "sunIsland.hpp" or however you named your WRP file, it makes no sense to rename the file everytime you update your keypoints. Just keep the original ...hpp file name.

The simple reason why I could not see my keypoints had been that I used hardly visible key points (types/size).

 

Next step: I am now checking the influence of the keypoint radius on the appearance on the mini map in game.

 

//Edit: Zoom level / keypoint radius seems to have no effect, compare the following pictures:

 

http://www.ludwig-software.de/arma3editing/tbPlacedKeypoints.png
 

http://www.ludwig-software.de/arma3editing/tbKeyPointOnMinimap.png

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