diabolical 428 Posted August 15, 2016 So I'am currently working on a terrain and I'am constantly going back and forth between L3DT and TB adjusting areas etc. Just recently I have done a major rework of the sat and mask to re-arrange alot of the terrain and I have ran into some issues with the mask applying my grass layer over two of my assigned colors (the other is meant to be desert). So to try and cut down back and forth questions I'll put up as much info on the terrain as I can. Map Frame properties terrain sampler grid size: 2048 x 2048 cell size: 10.000 terrain size: 20480.000 sat/surf (mask) source images size: 2048 x 2048 Res: 10.000 sat/surf (mask) tiles size: 512 x 512 desired overlap: 16 texture layer size: 40.00 x 40.00 Then for processing I have export sat texture ticked export sat normal ticked export surface mask ticked with the 5 mat + normal per cell Layer class Layers { class muscat_concrete { texture = ""; material = "Muscat\data\concrete.rvmat"; }; class muscat_desert_light { texture = ""; material = "Muscat\data\desert_light.rvmat"; }; class muscat_desert_dark { texture = ""; material = "Muscat\data\desert_dark.rvmat"; }; class muscat_beach { texture = ""; material = "Muscat\data\beach.rvmat"; }; class muscat_mountain { texture = ""; material = "Muscat\data\Mountainside.rvmat"; }; class muscat_grass { texture = ""; material = "Muscat\data\grass_green.rvmat"; }; }; class Legend { picture="Muscat\source\maplegend.png"; class Colors { muscat_concrete[] = {{116,117,115}}; muscat_desert_light[] = {{225,225,0}}; muscat_desert_dark[] = {{255,0,0}}; muscat_beach[] = {{0,0,255}}; muscat_mountain[] = {{255,125,0}}; muscat_grass[] = {{0,255,0}}; }; }; Clutter class Clutter { class muscat_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class muscat_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class muscat_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class muscat_Grassgreen: DefaultClutter { model = "a3\plants_f\clutter\c_grass_green.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class muscat_thistlethorndesert: DefaultClutter { model = "A3\plants_f\Clutter\c_thistle_thorn_desert.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; }; Surfaces class CfgSurfaces { class Default {}; class muscat_concrete_Surface : Default { files = "muscat_concrete_*"; rough = 0.02; maxSpeedCoef = 0.0; dust = 0.15; soundEnviron = "concrete"; character = "Empty"; soundHit = "concrete"; lucidity = 4; grassCover = 0.00; }; class muscat_desert_light_Surface : Default { files = "muscat_desert_light_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "gravel"; character = "muscat_desert_light_Character"; soundHit = "gravel"; lucidity = 2; grassCover = 0.1; }; class muscat_desert_dark_Surface : Default { files = "muscat_desert_dark_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "gravel"; character = "muscat_desert_dark_Character"; soundHit = "gravel"; lucidity = 2; grassCover = 0.1; }; class muscat_beach_Surface : Default { files = "muscat_beach_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "gravel"; character = "Empty"; soundHit = "gravel"; lucidity = 2; grassCover = 0.1; }; class muscat_mountain_Surface : Default { files = "muscat_mountain_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "gravel"; character = "Empty"; soundHit = "gravel"; lucidity = 2; grassCover = 0.1; }; class muscat_grass_Surface : Default { files = "muscat_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "muscat_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; }; class CfgSurfaceCharacters { class muscat_desert_light_Character { probability[] = {0.05,0.012,0.01,0.015}; names[] = {"muscat_GrassDry","muscat_GrassDryGroup","muscat_GrassDryMediumGroup","muscat_thistlethorndesert"}; }; class muscat_desert_dark_Character { probability[] = {0.02,0.010,0.011}; names[] = {"muscat_GrassDry","muscat_GrassDryGroup","muscat_GrassDryMediumGroup"}; }; class muscat_grass_Character { probability[] = {0.45}; names[] = {"muscat_Grassgreen"}; }; }; And here is a link to the mask image. I've triple checked to make sure I have no more than the limit of colors per cell (even though I do have 6 all up) and did the color checker in photoshop to make sure I didn't have any more colors hiding in the image. http://imgur.com/MN09z03 But to also show you the problem I have here are two images ingame. first is assigning properly but the second obviously is not. http://imgur.com/bZuKGqj http://imgur.com/tH2XyQD Now for the second Issue. I have a cut off area for some reason were about 200m (roughly) is not having textures or sat map applied. this one has me puzzled? http://imgur.com/NN3OzXN http://imgur.com/Gx2aXex Any help would be much appreciated and I thank you in advance. Share this post Link to post Share on other sites
Cype_Revenge 651 Posted August 16, 2016 the second problem its the famous Bottomline Bug, you can do nothing its a error from TB. Only BIS can fix it! I cant understand the other two pictures.... Other suggestion, your sat mask image is only 2048x2048 px. resolution 10, Standard in Arma is a resolution of 1mt. Share this post Link to post Share on other sites
diabolical 428 Posted August 16, 2016 Since this post I've recreated the terrain as a 4k image at 5 cell (all other images have been upgraded also). But still getting the same issue. I also took out the orange color to see if I had to many colors per cell (5 instead of 6) but the issue still persists Share this post Link to post Share on other sites
diabolical 428 Posted August 18, 2016 I found the problem with my first problem I was exporting the mask png with the layers in PS seperate (seems to leave transparency in places) after converting to a single image Its all working. Share this post Link to post Share on other sites
lappihuan 178 Posted August 18, 2016 transparency is the magic that allows you to have more than 4 surfaces per tile. you said above that you use 5 surfaces + normalmap option but you use 6 colors which should be the problem here.so you either remove the normalmap or remove one color from your mask to actually fix your problem. Share this post Link to post Share on other sites