Arquilius 1 Posted June 3, 2017 First of all sorry to disturb you but this is the first time I create a map. I built all the Heightfield/satellite/normal maps on L3DT however I need to build the mark map. So for what I’ve understood (correct me if I’m wrong) the mark map is the tool used to order teambuilder to put the texture X when he sees the corresponding color on the mark map. All the corresponding colors are put in the layers.cfg file. The layers.cfg file also indicates which paa and rvmat files are linked to a X texture. So now there is my problem (and I’m sure this won’t be the last). I’m using the atlas guide to build this map. However, in the files he gives us some textures are missing (i think he only put the ones he needed for the guide). So I’ve been planning to modify the layers.cfg file and add the missing texture directly. I’ve managed to find the paa files I need in the a3 file (P:\a3\map_data) however I think I need the rvmat files and didn’t manage to find them. So I have several questions. First of all am I doing the right thing or is there no need to do all the modifications on the layers.cfg file? If I am doing the right thing, do you have any idea where I could find the rvmat files? If i'm not doing it right, what should i do according to your experience? Again sorry to disturb you, I tried to search a topic like that on the forum but didn’t find any (maybe because it's too basic). Thank you for your answers. Arquilius 1 Share this post Link to post Share on other sites
W4lly63 82 Posted June 3, 2017 rvmat take one existing and edit ... this is a example of layers.cfg and rvmat edited... layers.cfg Spoiler class Layers { class your_TAG_your_PROJECT_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_dirt.rvmat"; }; class your_TAG_your_PROJECT_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_dry_grass.rvmat"; }; class your_TAG_your_PROJECT_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_forest_pine.rvmat"; }; class your_TAG_your_PROJECT_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_grass_green.rvmat"; }; class your_TAG_your_PROJECT_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_soil.rvmat"; }; class your_TAG_your_PROJECT_sea { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_seabed.rvmat"; }; class your_TAG_your_PROJECT_beach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_beach.rvmat"; }; class your_TAG_your_PROJECT_mud { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_mud.rvmat"; }; class your_TAG_your_PROJECT_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_rock.rvmat"; }; class your_TAG_your_PROJECT_weed { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_weed.rvmat"; }; class your_TAG_your_PROJECT_concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_concrete.rvmat"; }; }; class Legend { picture="your_TAG_\your_PROJECT\source\mapLegend.png"; class Colors { your_TAG_your_PROJECT_dirt[]={{255,0,0}}; your_TAG_your_PROJECT_dry_grass[]={{255,255,0}}; your_TAG_your_PROJECT_forest_pine[]={{255,0,255}}; your_TAG_your_PROJECT_grass_green[]={{0,255,0}}; your_TAG_your_PROJECT_soil[]={{0,0,255}}; your_TAG_your_PROJECT_sea[]={{15,8,0}}; your_TAG_your_PROJECT_beach[]={{153,84,0}}; your_TAG_your_PROJECT_mud[]={{53,255,0}}; your_TAG_your_PROJECT_rock[]={{0,211,255}}; your_TAG_your_PROJECT_weed[]={{253,141,0}}; your_TAG_your_PROJECT_concrete[]={{118,0,255}}; }; }; rock rvmat edited... Spoiler ambient[]={1.5,1.5,1.5,1}; diffuse[]={0.5,0.5,0.5,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_rock_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="your_TAG_\your_PROJECT\data\your_TAG_your_PROJECT_rock_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; 1 Share this post Link to post Share on other sites
RoF 241 Posted June 3, 2017 Don't use the texture from the Atlas guide, they were before the visual update so don't have correct parallax map and are too bright. Just go grab them from your p drive. "P:\a3\map_data\" Then rename them Also you would be better off using a more up to date guide like PMC wiki http://pmc.editing.wiki/doku.php?id=arma3:terrain 1 Share this post Link to post Share on other sites
Arquilius 1 Posted June 3, 2017 Thank you guys i will follow your advices. :) Share this post Link to post Share on other sites
Arquilius 1 Posted June 4, 2017 Everything works (now i have to figure out how to smooth the texture changes on buildozer) Thank you very much! Share this post Link to post Share on other sites