greecelightning5 12 Posted August 11, 2016 I am getting an error with my layer.cfg Layers generation- Unable to load the file "P:\" Can't load image from file 'P:\': file does not exist. Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char*filename = "P:\") Unable to open the image file. Layers generation - Unable to load the file "P:\". From what I read I more than likely have a misspelling or some other small error that I'm over looking or I need to reset up my P drive and before I set up my P drive I was hoping someone could just check behind me on my layers and maybe see something I missed. class Layers { class green_grass { texture = ; material = "TestMap\data\gdt_grass_green.rvmat"; }; class sea_bed { texture = ; material = "TestMap\data\gdt_seabed.rvmat"; }; class beach_sand { texture = ; material = "TestMap\data\gdt_beach.rvmat"; }; class desert_sand { texture = ; material = "TestMap\data\gdt_dirt.rvmat"; }; class deep_desert { texture = ; material = "TestMap\data\gdt_desert.rvmat"; }; class desert_rocks { texture = ; material = "TestMap\data\gdt_stony.rvmat"; }; class cliffs { texture = ; material = "TestMap\data\gdt_rock.rvmat"; }; class lush_grass { texture = ; material = "TestMap\data\gdt_forest_pine.rvmat"; }; class desert_cliffs { texture = ; material = "TestMap\data\gdt_rock.rvmat"; }; class coastal_grass { texture = ; material = "TestMap\data\gdt_dry_grass.rvmat"; }; class desert_sand2 { texture = ; material = "TestMap\data\gdt_dirt.rvmat"; }; }; class Legend { picture="TestMap\source\maplegend.png"; class Colors { grass_green[] = {{140,195,80}}; sea_bed[] = {{0,0,255}}; beach_sand[] = {{230,230,120}}; desert_sand [] = {{220,210,102}}; desert_sand2 [] = {{220,210,100}}; deep_desert [] = {{236,230,149}}; desert_rocks [] = {{228,215,137}}; cliffs [] = {{196,177,123}}; lush_grass [] = {{110,180,80}}; desert_cliffs [] = {{181,158,111}}; coastal_grass [] = {{160,200,90}}; }; }; Here is a screenshot of my source folder Any help would be appreciated Share this post Link to post Share on other sites
lappihuan 178 Posted August 11, 2016 Make sure to change texture = ; to texture = ""; or texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); but the best solution is texture = "m1lkm8n loves clowns"; Not sure if it fixes your problem tho 1 Share this post Link to post Share on other sites
m1lkm8n 410 Posted August 11, 2016 It can't find it because it appears to me you have the files set up like this: P:\Projects\testmap But in your layers config you have just : P:\Testmap\... I would remove the projects folder and just place the testmap folder directly in your root p drive. Also check to make sure your rvmats reflect the same change 2 Share this post Link to post Share on other sites
dragonsyr 21 Posted August 11, 2016 my opinion..... get rid of the folder projects 1 Share this post Link to post Share on other sites
greecelightning5 12 Posted August 12, 2016 Yeah tried both of those. got rid of Projects folder and moved it to the root drive and updated everything. Also added the "" to textures and still having the issue. Currently at work right now though so I'll try to get some more info on here for yall when I get home. Share this post Link to post Share on other sites
dragonsyr 21 Posted August 12, 2016 try this with the file names that you have in your data folder class green_grass { texture="TestMap\data\gdt_grass_green.paa"; //your paa file material="TestMap\data\gdt_grass_green.rvmat"; }; Share this post Link to post Share on other sites
dragonsyr 21 Posted August 12, 2016 and dont forget to check your rvmat files (right click -> edit or open with notepad) pointing at your file names Share this post Link to post Share on other sites
lappihuan 178 Posted August 12, 2016 try this with the file names that you have in your data folder class green_grass { texture="TestMap\data\gdt_grass_green.paa"; //your paa file material="TestMap\data\gdt_grass_green.rvmat"; }; that won't do anything, texture is ignored Share this post Link to post Share on other sites
dragonsyr 21 Posted August 12, 2016 my layer works with this .... Share this post Link to post Share on other sites
m1lkm8n 410 Posted August 12, 2016 my layer works with this ....Yes but that most likely is because that line is ignored. That used to be for the a1 days when you needed to defined per ground texture mco's. Since they decided to go with a overall mco texture defined in your island config that line is ignored. I'm pretty sure you can have "m1lkm8n loves clowns" in there and it will still work lol 2 Share this post Link to post Share on other sites
lappihuan 178 Posted August 12, 2016 fixed my post above 1 Share this post Link to post Share on other sites
dragonsyr 21 Posted August 12, 2016 and your rvmat is ok? Share this post Link to post Share on other sites
greecelightning5 12 Posted August 13, 2016 Sorry didn't get a chance to work on it yesterday because I was really busy. Going to jump on in a couple hours when I get home from work. Lol Lappi. Share this post Link to post Share on other sites
greecelightning5 12 Posted August 13, 2016 Heres some more photos for yall to look at. an example of an rvmat my new layers.cfg and a copy of my data folder Still no luck. Thinking I may need to wipe the P drive and reinstall it. Share this post Link to post Share on other sites
m1lkm8n 410 Posted August 13, 2016 Ahh. Remove the "P:" in the rvmat and the layers config Share this post Link to post Share on other sites
dragonsyr 21 Posted August 13, 2016 Except P: removal as m1Ikm8n says, check your Layers.cfg the class name of the layer green_grass with the name of the class colors (must be the same) i see in your first post that the names is different . ( green_grass on top , and grass_green[] = {{140,195,80}}; on bottom ) if all above fails, then try layers.cfg (Here you declare the layer texture and the mask colour of the layers. The file must be in your DATA folder) class Layers { class green_grass { texture = "for_test"; material = "TestMap\data\gdt_grass_green.rvmat"; }; }; class Legend { picture="TestMap\source\maplegend.png"; class Colors { green_grass[] = {{140,195,80}}; sea_bed[] = {{0,0,255}}; beach_sand[] = {{230,230,120}}; desert_sand [] = {{220,210,102}}; desert_sand2 [] = {{220,210,100}}; deep_desert [] = {{236,230,149}}; desert_rocks [] = {{228,215,137}}; cliffs [] = {{196,177,123}}; lush_grass [] = {{110,180,80}}; desert_cliffs [] = {{181,158,111}}; coastal_grass [] = {{160,200,90}}; }; }; CfgSurfaces.hpp (Here you declare the clutter for each layer.Also the file must be in your DATA folder) class CfgSurfaces { class Default {}; class Water{}; class gdt_grassgreen_surface : Default { access = 2; files = "gdt_grass_green*"; //name of the file in folder DATA character = "gdt_grassgreen_character"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.05; maxSpeedCoef = 1; dust = 0.15; lucidity = 8; grassCover = 0.05; Impact = "hitGroundSoft"; //surfaceFriction = 1.6; }; }; class CfgSurfaceCharacters { class gdt_grassgreen_character { probability[]={0.65}; names[]={gdt_grassgreen_clutter}; }; }; CfgClutter.hpp (and Here you declare the clutter types for CfgSurfaceCharacters. Not the layer textures . Note that you can have many clutters for each character and you can use the same clutters on different characters) class clutter { class gdt_grassgreen_clutter: DefaultClutter { model = "A3\Plants_F\Clutter\c_GrassGreen_GroupSoft.p3d"; //clutter of your choice affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.3; scaleMax = 1.0; }; }; Share this post Link to post Share on other sites
greecelightning5 12 Posted August 14, 2016 Yeah the only reason I added the P:\ was because it didn't work with just TestMap\....... Share this post Link to post Share on other sites
greecelightning5 12 Posted August 14, 2016 So I have a feeling now that the problem now lies in my Surfaces and Clutter files. So in the interest of saving a bit of time I don't have much in there would yall mind looking at it and tell me where I need to make changes before I throw a bunch in there class CfgSurfaces { class Default { }; class Water { }; class GdtStratisConcrete: Default { access=2; files="gdt_strconcrete_*"; character="Empty"; soundEnviron="concrete"; soundHit="concrete"; rough=0.050000001; maxSpeedCoef=1; dust=0.15000001; lucidity=0.30000001; grassCover=0; impact="hitConcrete"; maxClutterColoringCoef=1.35; }; }; class CfgSurfaceCharacters { class StratisForestPineClutter { probability[]={0.050000001,0.012,0.0099999998,0.1,0.050000001}; names[]= { "StrBigFallenBranches_pine", "StrBigFallenBranches_pine02", "StrBigFallenBranches_pine03", "StrGrassDryGroup", "StrGrassGreenGroup" }; }; class DefaultClutter; class clutter { class StrBigFallenBranches_pine: DefaultClutter { model="A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind=0; swLighting=0; scaleMin=0.30000001; scaleMax=0.69999999; }; class StrGrassDry: DefaultClutter { model="A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind=0.5; swLighting=1; scaleMin=0.80000001; scaleMax=1.2; }; }; Share this post Link to post Share on other sites
dragonsyr 21 Posted August 14, 2016 Just use for test all that i posted in #16. If this works , then we can do the changes you really need. can you post like #16 all your code (layers , surfaces , clutter and a list of your files in DATA folder) to understand what you have and what you need? so far I have not figured out Note that layers,surfaces and clutters is interdependent. Edit: dont upload images.... just post the codes with copy paste.... Also in need to know if the colours (rgb values.as example.........green_grass[] = {{140,195,80}};.................) that you have in your layers.cfg is the correct colours that you have in your satmask picture. where you find those values? Share this post Link to post Share on other sites
GirlieAllie 19 Posted August 14, 2016 I found a typo in your surfaces, at 'class CfgSurfaceCharacters'. You haven't closed all of your brackets. I fixed it by adding one more right-bracket-semicolon at the end of the file: class CfgSurfaceCharacters { class StratisForestPineClutter { probability[]={0.050000001,0.012,0.0099999998,0.1,0.050000001}; names[]= { "StrBigFallenBranches_pine", "StrBigFallenBranches_pine02", "StrBigFallenBranches_pine03", "StrGrassDryGroup", "StrGrassGreenGroup" }; }; }; It's the little things that kill you! Clutter seems fine to me. Fix that bracket and try again. Share this post Link to post Share on other sites
m1lkm8n 410 Posted August 14, 2016 I'm going back to my first question being "do you use pboproject" because this could have all been avoided if you do ;) 1 Share this post Link to post Share on other sites
londo19 13 Posted August 17, 2016 hi there, you set your clutter right. your surface Character looks also good but your surface itself tries to load clutters from a class "empty" that I don't see to be defined anywhere. "StratisForestPineClutter" would do Share this post Link to post Share on other sites
greecelightning5 12 Posted August 18, 2016 Dragon - tried your fixes and still a no go. m1lk - since I don't know what that is going to say no. Should I start over from square 1? Feel like that is the only option right now. Sorry for the delay. School is starting in a couple of days and I'm trying to get ready for it. Share this post Link to post Share on other sites
m1lkm8n 410 Posted August 18, 2016 Pboproject is a pbo packing utility creating by mikero. I believe there is a free version as well as a paid version. However I recommend the paid version as it allows for more options and updates for a year. It's only like 30$ And that includes access to the other tools As well. What pboproject does vs addonbuilder is that it WILL NOT let you pack a addon into a pbo if there are errors. It will also spit out a text file of what the error is. Trust me it will save you multitudes of headaches if you are serious about making mods for arma Share this post Link to post Share on other sites