HeisenS 27 Posted November 24, 2015 I have my config.cpp however it works and i can load in with my terrain mod into the game however when i get into the game, the map doesn't show up on the map list on the editor, any help , ty Config Cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class abc_sample { units[] = {"abc_sample"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "island.pbo"; author = "Heisen"; }; }; class CfgWorlds { class CAWorld; class Island: CAWorld { class Grid; class DefaultClutter; }; class abc_sample: Island { cutscenes[] = {}; description = "Island by Heisen"; worldName = "\heisen\island\island.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //newRoadsShape = "\abc\abc_sample\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 OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ 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.h" class Names { #include "island.h" }; }; }; class CfgWorldList { class abc_sample{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" 1 Share this post Link to post Share on other sites
mrastreaus 10 Posted November 24, 2015 Hey, I am having the same exact issue and I can not find a post that clearly states what the issue is, or how to setup config.cpp If anyone could reply and give some feedback that would be amazing! Share this post Link to post Share on other sites
HeisenS 27 Posted November 24, 2015 Hey, I am having the same exact issue and I can not find a post that clearly states what the issue is, or how to setup config.cpp If anyone could reply and give some feedback that would be amazing! maybe we could talk on teamspeak sometime and work out this issue together till we get a reply? kek Share this post Link to post Share on other sites
anthariel 165 Posted November 25, 2015 Hello, I'm at work atm so I can't realy compare it but you're CfgPatches have the same classname as your world name wich is... not good. In this class : class CfgWorldList { class abc_sample{}; }; Your config file say "Hey load abc_sample as a map in your map list please" but the engine detect that you have abc_sample in the CfgPatches and in your world but it will probably load the first one or both and the engine will say "nope that not a world or the config file is wrong dude". Try something different maybe rename your CfgPatches to abc_sample to abc_sample_map and try to recompile your project. eg. : class CfgPatches { class abc_sample_map { units[] = {}; weapons[] = {}; requiredVersion = 1.0; author = "Heisen"; }; }; The best is to realize your config.cpp file yourself and use personnal naming for your classes (ex AntharielTerrains_MapName_CfgInfo will sounds like AT_Tilos_World for the main configurations class and AT_Tilos_Patches for the CfgPatches header), like that you can easily see if you doing some errors like this. Your subworld name is a perfect example "Island" will proprably create some confusion in the game if a player load some others terrains that use this classname too. Try also to delete some useless things that you have in your config file (#Include _ARMA_...) and outsourcing some class into hpp files to see more clearly. The best way to learn is to use a custom World class and not CAWorld or some preconfig worlds like that if you want my opinion because that will force you to work properly and you'll learn a lot by doing that, + you can bring more personalization with a custom CfgWorld. Share this post Link to post Share on other sites
HeisenS 27 Posted November 25, 2015 Hello, I'm at work atm so I can't realy compare it but you're CfgPatches have the same classname as your world name wich is... not good. In this class : class CfgWorldList { class abc_sample{}; }; Your config file say "Hey load abc_sample as a map in your map list please" but the engine detect that you have abc_sample in the CfgPatches and in your world but it will probably load the first one or both and the engine will say "nope that not a world or the config file is wrong dude". Try something different maybe rename your CfgPatches to abc_sample to abc_sample_map and try to recompile your project. eg. : class CfgPatches { class abc_sample_map { units[] = {}; weapons[] = {}; requiredVersion = 1.0; author = "Heisen"; }; }; The best is to realize your config.cpp file yourself and use personnal naming for your classes (ex AntharielTerrains_MapName_CfgInfo will sounds like AT_Tilos_World for the main configurations class and AT_Tilos_Patches for the CfgPatches header), like that you can easily see if you doing some errors like this. Your subworld name is a perfect example "Island" will proprably create some confusion in the game if a player load some others terrains that use this classname too. Try also to delete some useless things that you have in your config file (#Include _ARMA_...) and outsourcing some class into hpp files to see more clearly. The best way to learn is to use a custom World class and not CAWorld or some preconfig worlds like that if you want my opinion because that will force you to work properly and you'll learn a lot by doing that, + you can bring more personalization with a custom CfgWorld. hmm ... i get this error now, https://gyazo.com/ff1c944ecf11b4cff98d1c61b373ccc0... Share this post Link to post Share on other sites
anthariel 165 Posted November 25, 2015 Hmmm if my memory is good this error basically say that one of your #include file does not exist or have a wrong name. Try to check your #include "cfgSurfaces.h" and #include "island.h" or comment this line and recompile to see if this is the error. Share this post Link to post Share on other sites
HeisenS 27 Posted November 25, 2015 Hmmm if my memory is good this error basically say that one of your #include file does not exist or have a wrong name. Try to check your #include "cfgSurfaces.h" and #include "island.h" or comment this line and recompile to see if this is the error. i use pbo manager to repack, my pbo project doesnt work, could that be a problem ? https://gyazo.com/7c3f0ca9dff9caecec0156fffb85b21a Share this post Link to post Share on other sites
anthariel 165 Posted November 25, 2015 Yes if PboProject doesn't compile your map then it's beceause there's an error in your files, PboProject works fine. Try to see the binlogs in PboProject and copy them (output logs and binlogs) here. Share this post Link to post Share on other sites
sgtbarnes73 11 Posted November 25, 2015 I have my config.cpp however it works and i can load in with my terrain mod into the game however when i get into the game, the map doesn't show up on the map list on the editor, any help , ty Config Cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class abc_sample { units[] = {"abc_sample"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "island.pbo"; author = "Heisen"; }; }; class CfgWorlds { class CAWorld; class Island: CAWorld { class Grid; class DefaultClutter; }; class abc_sample: Island { cutscenes[] = {}; description = "Island by Heisen"; worldName = "\heisen\island\island.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //newRoadsShape = "\abc\abc_sample\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 OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ 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.h" class Names { #include "island.h" }; }; }; class CfgWorldList { class abc_sample{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.h" Try to replace all of “abc_sample†instances with “islandâ€. Also, correct the following: class CfgWorlds { class CAWorld; class Island: CAWorld { class Grid; class DefaultClutter; }; class abc_sample: Island { and change it into: class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class island: Stratis { and mind upper and lower cases. Sometimes they do matter some others they may not… Share this post Link to post Share on other sites
Cype_Revenge 651 Posted November 25, 2015 hesien i replied your pm... always use PboProject to pack a Terrain, all other don't work! Share this post Link to post Share on other sites