GrizzlyDK 20 Posted June 15, 2016 Hi guys.I was wondering if anyone could find out whats wrong with my setup.I'm playing around with a 20x20 terrain, but I've got no clutter or keypoints showing up in game and I got no errors.The other 10x10 terrains I'm messing around with, is working fine but I cant seem to find the error in this one.I've also got a wierd repeating pattern in what appears to be the midDetailTexture layer, so far the current settings I'm using has the least amount of the pattern so far, but I would like it to be gone. I dont know if its entirely possible though. Source settings:sattelite.png - 20480x20480mask.png - 20480x20480 (just pure white RGB 255-255-255 at the moment)heightfield.asc - 20480x20480 Terrainbuilder settings: Config: class CfgPatches { class Derka { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; }; }; #include "cfgSurfaces.hpp" //#include "cfgVehicles.h" //#include "cfgEnvSounds.h" class CfgWorlds { class DefaultWorld { cutscenes[] = {}; }; class CAWorld : DefaultWorld{}; class DefaultLighting; class Stratis : CAWorld { class DefaultClutter; class Sea; class Underwater; class SeaWaterShaderPars; class WaterExPars; class HDRNewPars; class Lighting; class DayLightingBrightAlmost; class DayLightingRainy; class Weather; class SimulWeather; class EnvMaps; class OutsideTerrain; class Grid { class Zoom1; class Zoom2; class Zoom3; }; class Sounds; class Animation; class Subdivision; }; class Derka : Stratis { class Sea : Sea{}; class Underwater : Underwater{}; class SeaWaterShaderPars : SeaWaterShaderPars{}; class WaterExPars : WaterExPars{}; class HDRNewPars : HDRNewPars{}; class Lighting : Lighting{}; class DayLightingBrightAlmost : DayLightingBrightAlmost{}; class DayLightingRainy : DayLightingRainy{}; class Weather : Weather{}; class SimulWeather : SimulWeather{}; cutscenes[] = {}; icon = ""; worldName = "\grz\derka\derka.wrp"; //pictureMap = "\grz\derka\data\icons\pictureMap_ca.paa"; //pictureShot = "\grz\derka\data\icons\derka_ca.paa"; plateFormat = "AS$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "GRIZZLY"; description = "Derka 0.003"; newRoadsShape = "\grz\Derka\data\roads\roads.shp"; startTime = "07:30"; startDate = "6/7/2009"; midDetailTexture = "A3\Map_Data\middle_mco.paa"; access = 3; worldId = 1; mapSize = 20480; mapZone = 42; longitude = 68.873; latitude = -36.712; elevationOffset = 0; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 65; fullDetailDist = 20; minTreesInForestSquare = 2; minRocksInRockSquare = 2; safePositionAnchor[] = {1024,1024}; safePositionRadius = 1024; centerPosition[] = {2048,2048,2048}; seagullPos[] = {1024,1024,1024}; ilsPosition[] = {0,0}; ilsDirection[] = {0,0,0}; ilsTaxiOff[] = {}; ilsTaxiIn[] = {}; loadingTexts[] = {}; class EnvMaps : EnvMaps{}; class OutsideTerrain { satellite = "A3\map_Stratis\data\s_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "grz\derka\data\grz_outsideterra_nopx.paa"; texture = "grz\derka\data\grz_outsideterra_co.paa"; }; }; colorOutside[] = {0.8549,0.7019,0.3764,1}; }; class Grid : Grid { offsetX = 0; offsetY = 20480; class Zoom1 : Zoom1{}; class Zoom2 : Zoom2{}; class Zoom3 : Zoom3{}; }; class Sounds : Sounds{}; class Animation : Animation{}; class Subdivision : Subdivision{}; /* class AmbientA3 { #include "cfgAmbience.h" }; */ class Names { #include "derka.hpp" }; }; initWorld = "Derka"; demoWorld = "Derka"; }; class CfgWorldList { class Derka{}; }; class CfgLensFlare{}; layers.cfg class layers { class grz_derka_basedirt { texture = "grz\derka\data\grz_derka_basedirt_co.paa"; material = "grz\derka\data\grz_derka_basedirt.rvmat"; }; }; class legend { picture="grz\derka\source\mapLegend.png"; class colors { grz_derka_basedirt[]={{255,255,255}}; }; }; cfgClutter.hpp class Clutter { class grz_derka_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.2; scaleMax = 0.6; }; }; cfgSurfaces.hpp class CfgSurfaces { class Default{}; class grz_derka_basedirt_Surface: Default { files = "grz_derka_basedirt_*"; rough = 0.09; maxSpeedCoef = 0.7; dust = 0.8; soundEnviron = "dirt"; character = "grz_derka_basedirt_Character"; soundHit = "soft_ground"; lucidity = 8; grassCover = 0.05; }; }; class CfgSurfaceCharacters { class grz_derka_basedirt_Character { probability[] = {0.10}; names[] = {"grz_derka_GrassDry"}; }; }; derka.hpp class Alpha { name="Alpha"; position[]={688.73,5081.97}; type="NameVillage"; radiusA=108.23; radiusB=73.88; angle=0.000; }; Share this post Link to post Share on other sites
cupcake_actual 13 Posted June 15, 2016 I'm pretty sure the config has changed. your cfgclutter and cfgsurfaces should all be in the config now, i guess they are being ignored separately. check out the other post about the 1.60 config update. Share this post Link to post Share on other sites
dragonsyr 21 Posted June 15, 2016 your config is wrong and incomplete try this config http://pastebin.com/n2veCqV4 too long to paste it here... check your values (in your config) and paste it in my config. I already do that , but in case if i miss something 1 Share this post Link to post Share on other sites
GrizzlyDK 20 Posted June 15, 2016 your config is wrong and incomplete try this config http://pastebin.com/n2veCqV4 too long to paste it here... check your values (in your config) and paste it in my config. I already do that , but in case if i miss something Thanks! I was under the impression that most of all that stuff only really needed to be there if you wanted to change it? Such as weather, lighting, animals, sounds etc so I was keeping it minimalistic as the example posted by James from Kunduz here: https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/ I just tried your config, and it does make the clutter show up. So thank you! I wonder which part of it was missing in my own. But the other problems such as names not showing, and the copy/paste pattern on the texture is still there. The "names.hpp" problem is a wierd one though. The village name appears as a floating pointer in zeus view, but it does not appear on the map... Share this post Link to post Share on other sites
dragonsyr 21 Posted June 15, 2016 For the Names: try to use type="NameLocal"; or type="NameCity"; insteed of type="NameVillage"; edit: i suggest to rename your names file to CfgNames.hpp if you rename the file, dont forget to change the name in config.cfg ;) Share this post Link to post Share on other sites
GrizzlyDK 20 Posted June 15, 2016 try to use type="NameLocal"; or type="NameCity"; insteed of type="NameVillage"; edit: i suggest to rename your names file to CfgNames.hpp if you rename the file, dont forget to change the name in config.cfg ;) "NameVillage" should work, it has always worked for me before. Just tried with "NameLocal" which does not work either. I will try renaming the hpp. Share this post Link to post Share on other sites
dragonsyr 21 Posted June 15, 2016 maybe try to make the radius 100X100 or 150X150 Share this post Link to post Share on other sites
GrizzlyDK 20 Posted June 15, 2016 Renaming the hpp file and setting the radius at 100x100 does no difference :/Wonder what does this. Share this post Link to post Share on other sites
dragonsyr 21 Posted June 15, 2016 Maybe silly, but try to remove from tb the entry of your village and crunch again with the file named CfgNames.hpp edit: if you r going to make roads on your map , check the line 1944 (newRoadsShape = "\Derka\data\roads\roads.shp";) in your config .Set the path to your work. (i think i miss something there) also check the line 1907 (for icon of your mod). Share this post Link to post Share on other sites
GrizzlyDK 20 Posted June 16, 2016 Maybe silly, but try to remove from tb the entry of your village and crunch again with the file named CfgNames.hpp edit: if you r going to make roads on your map , check the line 1944 (newRoadsShape = "\Derka\data\roads\roads.shp" ;) in your config .Set the path to your work. (i think i miss something there) also check the line 1907 (for icon of your mod). Hm yeah, didnt make a difference. I also cleared the temp folder files from the pboproject so It didnt accidentally take the cfgnames from the temp folder. Thanks for the heads up, I just commented the icon line out for the moment. Here's how it's working. Since it's showing in the zeus, it must be reading the file. But something is stopping it from showing on the 2D map. Config: http://pastebin.com/EuL4b8Mn 1 Share this post Link to post Share on other sites
D3F3CT3D 25 Posted June 16, 2016 How do you remove all animals and wildlife ? Share this post Link to post Share on other sites
dragonsyr 21 Posted June 17, 2016 comment all entries under class AmbientA3 make it like this class AmbientA3 {/*....code.... */}; i never test that ,but the information for animals is there...... Share this post Link to post Share on other sites
GrizzlyDK 20 Posted June 17, 2016 So, completely made a new map with the same stuff in it, like an insane person. Who knows, maybe I forgot a step in the beginning. So I've redone everything, and tried making the name-size 300x300 instead of the default sizes.But still, no markers on the 2D map, with namevillage nor namecity. Just the same.What the actual hell. Share this post Link to post Share on other sites
Cype_Revenge 651 Posted June 17, 2016 try to change on your cfgsurfaces : class grz_derka_basedirt_Surface: Default to class grz_derka_basedirt: Default and the names you can include in your config under class Names{ class Alpha { name="Alpha"; position[]={688.73,5081.97}; type="NameVillage"; radiusA=108.23; radiusB=73.88; angle=0.000; }; }; Share this post Link to post Share on other sites
GrizzlyDK 20 Posted June 17, 2016 Okay guys! Thanks for your help, I got it working by throwing myself off a cliff and updating the tools to beta developer version. I hate that because I'm always afraid it will damage/change more than it will repair, but this time it worked. That means it was probably something in the binarize process that didn't work properly. Yay! Share this post Link to post Share on other sites
dragonsyr 21 Posted June 17, 2016 thats good..... finaly works :) 1 Share this post Link to post Share on other sites
ViruzDeath_BSOC 20 Posted July 6, 2016 Hm yeah, didnt make a difference. I also cleared the temp folder files from the pboproject so It didnt accidentally take the cfgnames from the temp folder. Thanks for the heads up, I just commented the icon line out for the moment. Here's how it's working. Since it's showing in the zeus, it must be reading the file. But something is stopping it from showing on the 2D map. Config: http://pastebin.com/EuL4b8Mn Thanks man, your config helped me with many problems with "visual update" 1 Share this post Link to post Share on other sites