RussiaGhost 0 Posted November 3, 2016 As delete White Fog in my map? See Distance no change in game. This only in my map. ambient[]={1.5,1.5,1.5,1};diffuse[]={1.5,1.5,1.5,1};forcedDiffuse[]={0.5,0.5,0.5,0.5};emmisive[]={0,0,0,0};specular[]={0,0,0,0};specularPower=1;PixelShaderID="NormalMapDiffuse";VertexShaderID="NormalMapDiffuseAlpha";class Stage1{ texture="land1\Data\pisek_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; };};class Stage2{ texture="land1\Data\pisek_detail_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; };}; This RVMAT for texture Share this post Link to post Share on other sites
RoF 240 Posted November 3, 2016 Looks like its your sat map playing up. Check you imported it correctly Share this post Link to post Share on other sites
D3F3CT3D 25 Posted November 4, 2016 try this config? - replace " Template " with your "Mytag"/ Folder structure .. and " Replace for " mapnames, author etc. http://pastebin.com/Tr50iihw it also removes ambient life like rabbits,snakes Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 4, 2016 #define _ARMA_//Class config.bin{class CfgPatches{ class land1{ units[] = {"land1"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "land1.pbo"; author = "RussiaGhost";};}; class CfgWorlds { class CAWorld; class newland: CAWorld { class DefaultClutter; class Grid; }; class land1: newland { description = "map1"; worldName = "land1\land1.wrp"; startTime = "11:00"; startDate = "05/03/2001"; icon=""; pictureMap = ""; pictureShot = ""; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = ""; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; }};class CfgWorldList{ class land1{};}; Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 4, 2016 This ? Save as Template my name map? Share this post Link to post Share on other sites
dragonsyr 21 Posted November 4, 2016 i think you dont need material editor.... do you have satmap in terain builder layers? seems like your satmat is white or no satmap at all if you have satmap, do you see your satmap in buldozer? 1 Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 4, 2016 if i this set 2048 white fog no in my map. Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 4, 2016 All size only real size texture resolution? All my texture 2048x2048 px. Share this post Link to post Share on other sites
dragonsyr 21 Posted November 4, 2016 in terrain size (m) , use 20480.000 and not 2048.000 .... i think this is your problem on Satellite surface tiles use 256x256 also use texture layer size (m) to 40x40 Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 5, 2016 No Help this settings. Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 5, 2016 This problem only in satmap. This Satmap size 2048x2048 px. this size 2048. Share this post Link to post Share on other sites
dragonsyr 21 Posted November 5, 2016 terrain coordinates and properties for the satmask sizes(width/height) must be 20480.000 (all your layers in layers manager must be 20480.000....not 2048.000. because of this your heightfield layer in Layers manager (second layer in your last image) is only a small tile in bottom left corner and all other space is black) so , as i understand with the setup you have right now, you can see your satmap only in bottom left corner of your island and all other space is white. then in samples config tab , grid size 2048 , terrain size 20480.000 , satellite/surface mask source images 2048x2048 , mask tiles 256x256 and texture layer 40x40 (use what you like, but keep in mind that there is some bugs with the ingame map grids when use settings up to 40 and i dont know if Bis fixed yet) edit: dont forget on every change you made , to rebuild your terrain from Processing Tab and export your WRP.... Share this post Link to post Share on other sites
RoF 240 Posted November 6, 2016 Do you have your grid size right? a 2kmx2km map seems a bit small... Also when you change your sat image, remember to export it again Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 6, 2016 Do you have your grid size right? a 2kmx2km map seems a bit small... Also when you change your sat image, remember to export it again How long should the minimum size of the map? I want to make a small map just 2 km for example.Can I make a geometry in 3D max and insert it into the game? Or if I just 2km map and cover it with water and then the model will do a small part in the water so it will work? Technique will ride on the model? Share this post Link to post Share on other sites
dragonsyr 21 Posted November 7, 2016 follow this tut for the import to tb Share this post Link to post Share on other sites
RussiaGhost 0 Posted November 7, 2016 In this video terrian size 20km Share this post Link to post Share on other sites
dragonsyr 21 Posted November 8, 2016 just put the grid and cell size you want. from here Share this post Link to post Share on other sites