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usedragon

White Textures in game

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So, basically when I load up in game, the whole map is white and saying it cannot load texture \lakeside\data\layers\s_000_000_lco even though its in there paa/png file. 

 

I am using Lakeside map (starting over from scratch). 

 

Sat/mask images are 10240x10240 png files 

 

Config http://pastebin.com/PDk5x71D

 

CfgSurfaces.h

class DefaultClutter;
class Clutter
{
    class Grass: DefaultClutter
    {
        model = "A3\plants_f\Clutter\c_Grass_Green.p3d";
        affectedByWind = 1.0;
        swLighting = 1;
        scaleMin = 0.85;
        scaleMax = 1.0;
        surfaceColor[] = {0.431,0.475,0.267};
    };
    class ThistleThorn: DefaultClutter
    {
        model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d";
        affectedByWind = 0.3;
        swLighting = 0;
        scaleMin = 0.3;
        scaleMax = 1.0;
    };
    class ThistleThornSmall: DefaultClutter
    {
        model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d";
        affectedByWind = 0.25;
        swLighting = 0;
        scaleMin = 0.4;
        scaleMax = 0.7;
    };
    class FlowerYellow2: DefaultClutter
    {
        model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d";
        affectedByWind = 0.4;
        swLighting = 1;
        scaleMin = 0.6;
        scaleMax = 1.0;
    };
};
class CfgSurfaces
{
    class Default{};
    class Water{};
    class GrassSurface: Default
    {
        access = 2;
        files = "use_grass_green_*";
        character = "GrassClutter";
        soundEnviron = "grass";
        soundHit = "soft_ground";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.15;
        lucidity = 4;
        grassCover = 0.05;
        impact = "hitGroundSoft";
        surfaceFriction = 1.7;
        maxClutterColoringCoef = 1.35;
    };
    class BeachSurface: Default
    {
        access = 2;
        files = "use_beach_*";
        character = "Empty";
        soundEnviron = "sand";
        soundHit = "soft_ground";
        rough = 0.1;
        maxSpeedCoef = 0.8;
        dust = 0.5;
        lucidity = 1.25;
        grassCover = 0.0;
        impact = "hitGroundSoft";
        surfaceFriction = 1.6;
        maxClutterColoringCoef = 1.35;
    };
    class SeabedSurface: Default
    {
        access = 2;
        files = "use_seabed_*";
        character = "Empty";
        soundEnviron = "gravel";
        soundHit = "hard_ground";
        rough = 0.15;
        maxSpeedCoef = 0.85;
        dust = 0.75;
        lucidity = 200;
        grassCover = 0.05;
        surfaceFriction = 1.4;
        maxClutterColoringCoef = 1.35;
    };
};
class CfgSurfaceCharacters
{
    class GrassClutter
    {
        probability[] = {0.74,0.02,0.19,0.05};
        names[] = {"GrassGreen","ThistleThorn","ThistleThornSmall","FlowerYellow2"};
    };
};

 

layers.cfg

class Layers
{
  class lakeside_grass_green
  {
    texture = "lakeside\data\use_grass_green_co.paa";
    material = "lakeside\data\use_grass_green.rvmat";
  };
  class lakeside_beach
  {
    texture = "lakeside\data\use_beach_co.paa";
    material = "lakeside\data\use_beach.rvmat";
  };
  class lakeside_seabed
  {
    texture = "lakeside\data\use_seabed_co.paa";
    material = "lakeside\data\use_seabed.rvmat";
  };
};
 
class Legend
{
  picture="lakeside\source\maplegend.png";
  class Colors
  {
    lakeside_grass_green[]={{0,255,0}};
    lakeside_beach[]={{107,75,6}};
    lakeside_seabed[]={{0,0,255}};
  };
};

 

2v3fqdl.png

Edited by usedragon

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try export your wrp before crunch...

 

Tried before and after generating texturing, clearing temp folders still no vail  :(

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Maybee check the rvmat ,

I had a similar problem before and it was rvmat thats was wacko

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Maybee check the rvmat ,

I had a similar problem before and it was rvmat thats was wacko

 

I gave those a shot

  • Redid them by making new document and saving the approperiate names
  • redid data/textures images by taking map_data textures to png > paa with new name saving (maybe renaming wasn't working) 
  • used a different config 
  • changed mask colors and did repeated steps above. 

I'm out of options :( 

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Do they show up inside buldozer?

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Do they show up inside buldozer?

 

sat texture shows up in buldozer(no error) but once in game everything is white 

 

 

Edit: updated first post 

Edit: I verify arma 3 tools and 3 files were reacquired but didn't help 

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update 

 

http://i65.tinypic.com/fk8pr4.png-- sat texture shows up in buldozer no error

 

http://tinypic.com/r/sd337s/9-- load up editor gets the cannot load texture s_000_000_lco 

 

pboPoject came up no errors cruching 

 

Is this causing the cfgSurfaces/layers.cfg not reading correctly? Been trying to get this bug squashed and not haven't given up just yet. 

 

sorry for double-posting 

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The satellite image isnt the problem, its the surface type images, either the color corresponding to them is wrong, the file location is wrong, or the way you have linked them in the config is wrong, id suggest just wiping your surfaces and get one global one to work, as right now even your default texture isnt showing.

What is the name of your PBO once its put together? I am guessing lakeside? Maybe try with the default, jackson_county.

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Yeah the pbo is named lakeside however I am not using any of the Jackson_County source files as im doing it from scratch (except for L3DT files). 

 

So I did the suggestion of doing 1 color and still does it. Also, when I looked at how the generating layers when on the surfaces; all the mask png/paa are black instead of green (when it should be?) 

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Not sure what you mean is black and green, screen shot it?

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Not sure what you mean is black and green, screen shot it?

 

 

mask images 

 

could you show a screenshot of your "location" tab?

n483za.png

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24pgdhi.png

 

  • Tried the 4 and 6 material per cell 
  • used Replace Text program to convert .png > .paa images 
  1. When I used replace Text program to replace few lines inside the .rvmat files (.png to .paa), i'll get the same error cannot load texture s_000_000_lco.paa or s_000_000_lco.png 
  • save.
  • export WRP (overwriting existing/delete and make a new one -- doesn't matter) 
  • Deleting temp folder right before using PBOproject 

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Is this just in Buldozer, if so, I have the same issue sometimes, do this:

 

Re-Run Bulldozer Configurator, Make sure bulldozer.cfg is set to defaults. Reload Terrain Builder and then Generate layers again (Export Mask / Sat).

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Is this just in Buldozer, if so, I have the same issue sometimes, do this:

 

Re-Run Bulldozer Configurator, Make sure bulldozer.cfg is set to defaults. Reload Terrain Builder and then Generate layers again (Export Mask / Sat).

 

This is in game (Editor) which doesn't have any textures, however buldozer is fine for me. 

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delete your layers folder and try redo it if you get missing file errors

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delete your layers folder and try redo it if you get missing file errors

 

Did not work unfortunately 

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I have now happily say I have found the problem :) Everything is find with everything within TerrainBuilder/P drive until I got into pboProject. Looking and decided to hit Restore Defaults in the setup and notice .paa was part of the exclude from pbo. So now the textures is showing up (never touch this since i have downloaded pboProject. 

 

Thanks for everyone who tried to help me 

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