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g50st

Arma 3 map problem [texture]

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its just like any other map the roads show up and the hills do to ill luanch and take a screenshot

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alright, check the path`s in the config for the satellite image, if you are not sure if its right, you can post you config 

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yeah i was just testing to get a map ingame not to make proper one it will be a proper one next time but just wondering about the sat 

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You have not defined a Satellite Image in your config

I don't exactly know where the satellite image has to be defined, but try to add this:

class OutsideTerrain 
		{
			satellite = "YOUR\PATH\TO\TEXTURE.paa";   
			enableTerrainSynth = 0;
			class Layers
			{
				class Layer0
				{
					nopx = "A3\Map_Data\gdt_grass_green_nopx.paa";
					texture = "A3\Map_Data\gdt_grass_green_co.paa";
				};
			};
			colorOutside[] = {0.294118,0.333333,0.372549,1};
		};

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ok ill try it out i looked at lakeside its defined above class secondary airports ill try it now

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no did not work ill try use a different config maybe that will work?

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no thats for the outsideTerrain

did you generate your layers in TB?

yes i imported the images and then generated

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the other config dident work still white terrain until i zoom in

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I can haz questions that hopefully lead you to the answer :)

 

1, Were you using a tutorial when making this map, if so, which one?

2. Did you change the coordinates of the sat map image after you imported it into TB?

3. Could you post a screenshot of the settings you're using to generate the map tiles?

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I can haz questions that hopefully lead you to the answer :)

 

1, Were you using a tutorial when making this map, if so, which one?

2. Did you change the coordinates of the sat map image after you imported it into TB?

3. Could you post a screenshot of the settings you're using to generate the map tiles?

 

1 using the atlas tutorial and the youtube tutorial of captncaps but has gotten to a point where i know what to do with them so i try do it on my own.

2 yes i did heres a sc: https://gyazo.com/aca7f6e3a05a6981f8e00681db60de69

3.

tb1: https://gyazo.com/d89684315a2b9ffdf3cf67a503e82aed

tb2: https://gyazo.com/4e6e1187d160ee7aa3b325dcc1892aa8

tb3: https://gyazo.com/a3c2701f347548365fd72ea3ad9f65c9

tb4: https://gyazo.com/e77ea6e6b66e9d5093704cacef6fff76

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Your satmap is way too small at 2048x2048px for 20480x20480m terrain.

 

It's been a while since I checked out the Atlas tutorial but if I remember correctly, JakeRod gives you a heightmap of 512x512px at 4m horizontal resolution which comes to 2048x2048m in-game. The satmap he provides is 2048x2048px meaning a resolution of 1 pixel per meter.

 

The way your satmap is now, the engine has to try and stretch 1 pixel over an area of 10x10m. Try making your satmap at least 20480x20480 pixels, you can probably set the Satellite / Surface tile size to 1024x1024. I think if you go a few pages back or do a search for white terrain, there was someone else with this problem recently and if I recall correctly, his issue went away when he used a properly sized sat map.

 

-edit

 

I noticed you're exporting 4 material per cell but you do have a normal map loaded in so maybe switch to 5 materials per cell + normal map. I don't think it has anything to do with the white map issue but just thought I'd point it out.

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Your satmap is way too small at 2048x2048px for 20480x20480m terrain.

 

It's been a while since I checked out the Atlas tutorial but if I remember correctly, JakeRod gives you a heightmap of 512x512px at 4m horizontal resolution which comes to 2048x2048m in-game. The satmap he provides is 2048x2048px meaning a resolution of 1 pixel per meter.

 

The way your satmap is now, the engine has to try and stretch 1 pixel over an area of 10x10m. Try making your satmap at least 20480x20480 pixels, you can probably set the Satellite / Surface tile size to 1024x1024. I think if you go a few pages back or do a search for white terrain, there was someone else with this problem recently and if I recall correctly, his issue went away when he used a properly sized sat map.

 

-edit

 

I noticed you're exporting 4 material per cell but you do have a normal map loaded in so maybe switch to 5 materials per cell + normal map. I don't think it has anything to do with the white map issue but just thought I'd point it out.

 

okkk will do and thanks for help dident see that will try now 

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nohq is your normal map. It would help if you could explain what you did this time around because I don't think you could've made 20480x20480 image and generated layers that fast :/

 

And I probably should've been more clear, it's not just your satellite image that needs to be 20480x20480, your surface mask and normal map need to be as well.

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nohq is your normal map. It would help if you could explain what you did this time around because I don't think you could've made 20480x20480 image and generated layers that fast :/

 

And I probably should've been more clear, it's not just your satellite image that needs to be 20480x20480, your surface mask and normal map need to be as well.

oh ok and yeah i did generate it took 8 mins to do ill try that out 

 

do you mean to make it 20480x20480 you do it in the mapframe tab thing or in l3dt

https://gyazo.com/4e6e1187d160ee7aa3b325dcc1892aa8

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oh ok and yeah i did generate it took 8 mins to do ill try that out 

 

do you mean to make it 20480x20480 you do it in the mapframe tab thing or in l3dt

https://gyazo.com/4e6e1187d160ee7aa3b325dcc1892aa8

 

In L3DT, you need to up the scale when you're generating a mask and texture image there. If you're using the free version you're limited in size though so you wouldn't be able to generate an image big enough. A very quick and dirty way around all this would be to resize the 3 images (satellite, normal and mask) in Photoshop using the Nearest neighbour algorithm, this is mostly important for the mask images as you don't want Photoshop generating extra colours on that during the resizing.

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