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odstgeneral

Sat Mask altered on generation?

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Hey guys I have been working on a map and recently noticed some surfaces where they shouldn't have been. I realized in my layers folder the Sat Mask had been altered to an almost inverted color. I originally believed the issue to be Gimp, but after trying to use photoshop, and the unaltered Sat Mask from L3DT it is still happening. I had one additional color that was not defined but attempting to remove that did not yield the correct results either. This imgur album has the Sat Mask that I am trying to import and the second image is as it appears after generating the layers. 

 

http://imgur.com/a/eTlty

 

This is my layers.cfg

 

Spoiler

class Layers
{
    class OGA_grass_green
    {
        texture = "a3\map_data\gdt_wild_grass_co.paa";
        material = "OGA\OGA_gao_terrain\data\gdt_wild_grass.rvmat";
    };
    class OGA_rock
    {
        texture = "a3\map_data\gdt_rock_co.paa";
        material = "OGA\OGA_gao_terrain\data\gdt_rock.rvmat";
    };
    class OGA_wildfield
    {
        texture = "a3\map_data\gdt_wildfield_co.paa";
        material = "OGA\OGA_gao_terrain\data\gdt_wildfield.rvmat";
    };
    class OGA_concrete
    {
        texture = "a3\map_data\gdt_concrete_co.paa";
        material = "OGA\OGA_gao_terrain\data\gdt_concrete.rvmat";
    };
};
 
class Legend
{
    picture = "maplegend.png";
 
    class Colors
    {
        OGA_grass_green[] = {{ 140, 220, 80 }};
        OGA_rock[] = {{ 80, 80, 80}};
        OGA_wildfield[] = {{ 140, 220, 70}};
        OGA_concrete[] = {{ 0, 0, 254}};
    };
};

 

And my config

Spoiler

 

class CfgPatches
{
    class OGA_gao_terrain
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 1;
    requiredAddons[] = {"A3_Map_Stratis","OPTRE_UNSC_Structure_class","A3_Roads_F","A3_Plants_F","A3_Rocks_F_Sharp","A3_Plants_F_Bush","OPTRE_Plants","A3_Rocks_F","A3_Structures_F_Households_Stone_Small","A3_Structures_F_Walls","A3_Structures_F_Civ_Offices","A3_Structures_F_Households_Stone_Shed","A3_Structures_F_Households_Stone_Big","A3_Structures_F_Households_WIP","A3_Structures_F_Households_Addons","A3_Structures_F_Ind_SolarPowerPlant","OPTRE_UNSC_Structure_Misc","A3_Structures_F_Households_House_Small01","A3_Structures_F_Naval_Piers","A3_Structures_F_Mil_Cargo","A3_Structures_F_Households_Slum","A3_Structures_F_Ind_Shed","OPTRE_UNSC_Structure_Containers","A3_Structures_F_Ind_Tank","A3_Structures_F_Households_House_Small03","A3_Structures_F_Households_House_Small02","A3_Structures_F_Mil_BagBunker","A3_Structures_F_Mil_Fortification","A3_Structures_F_Civ_Constructions","A3_Structures_F_Civ_Garbage","A3_Structures_F_Civ_Pavements","A3_Structures_F_Civ_Lamps","A3_Structures_F_Civ_Market","A3_Structures_F_EPC_Civ_Accessories","A3_Structures_F_Households_House_Big01","A3_Structures_F_EPC_Civ_Tourism","A3_Structures_F_Ind_Transmitter_Tower","A3_Structures_F_Mil_Helipads","A3_Structures_F_Ind_ReservoirTank","OPTRE_UNSC_Structure_Farm","A3_Structures_F_Wrecks","A3_Structures_F_Households_House_Big02","A3_Structures_F_Dominants_WIP","A3_Structures_F_Mil_Offices","A3_Structures_F_Ind_DieselPowerPlant","OPTRE_UNSC_Structure_Buildings","A3_Structures_F_Dominants_Castle","A3_Structures_F_Mil_Barracks","A3_Structures_F_Ind_Windmill","A3_Structures_F_Ind_FuelStation_Small","A3_Structures_F_Ind_CarService","A3_Signs_F","A3_Structures_F_Items_Vessels","A3_Structures_F_Furniture","A3_Structures_F_Ind_Pipes","A3_Structures_F_Ind_PowerLines","A3_Structures_F_Heli_Ind_Machines","A3_Structures_F_Ind_ConcreteMixingPlant","OPTRE_UNSC_Structure_Military","A3_Structures_F_Ind_Factory","A3_Structures_F_Bridges","A3_Structures_F_Training","A3_Structures_F_Ind_WindPowerPlant","OPTRE_UNSC_Structure_Walls","OPTRE_UNSC_Structure_CityObjects","OPTRE_Buildings_Street_Objects","OPTRE_Buildings_City_Lights","OPTRE_UNSC_Structure_Towers","A3_Structures_F_Mil_Radar","OPTRE_UNSC_Structure_Highway","A3_Structures_F_EPC_Civ_Playground","A3_Structures_F_Civ_PlayGround","OPTRE_UNSC_Structure_Elevator","A3_Structures_F_Ind_AirPort","A3_Structures_F_EPB_Civ_Accessories","A3_Structures_F_EPC_Dominants_GhostHotel","A3_Structures_F_Civ_Camping","A3_Structures_F_EPC_Civ_Camping","A3_Structures_F_EPC_Dominants_Stadium","A3_Structures_F_Civ_SportsGrounds","A3_Structures_F_Civ_Statues","A3_Structures_F_Mil_TentHangar","A3_Structures_F_Mil_Bunker","A3_Structures_F_Research"};
    version = "0.4";
        
    };
};
 
class CfgWorldList
{
    class OGA_gao_terrain{};
};
 
class CfgWorlds
{
    class CAWorld;
    class Stratis: CAWorld
    {
        class Grid;
        class DefaultClutter;
    };
    class OGA_gao_terrain: Stratis
    {
        cutscenes[] = {};
        description = "GAO (ALPHA Release)";
        worldName = "\OGA\OGA_gao_terrain\OGA_gao_terrain.wrp";
        author = "ODST General";
        icon = "";
        previewVideo = "";
        pictureMap = "";
        pictureShot = "";
 
        newRoadsShape = "OGA\OGA_Gao_Terrain\data\roads\roads.shp";
 
        centerPosition[] =
        {
            2560, 2560
        };
        ilsDirection[] =
        {
            0, 0.08, 1
        };
        ilsPosition[] =
        {
            0, 0
        };
        ilsTaxiIn[] = {};
        ilsTaxiOff[] = {};
        drawTaxiway = false;
        class SecondaryAirports{};
        class ReplaceObjects{};
 
        class Sounds
        {
            sounds[] = {};
        };
 
        class Animation
        {
            vehicles[] = {};
        };
 
        class Subdivision{};
        class Names{};
    };
};
class CfgSurfaces
{
class Default{};
class Water{};
class OGA_grass_green: Default
{
    files = "OGA_grass_green_*";
    character = "Gao_tropicalgroundclutter";
    soundEnviron = "drygrass";
    soundHit = "soft_ground";
    rough = 0.08;
    maxSpeedCoef = 0.9;
    dust = 0.75;
    lucidity = 2;
};
class OGA_rock: Default
{
    files = "OGA_rock_*";
    character = "Empty";
    soundEnviron = "dirt";
    soundHit = "soft_ground";
    rough = 0.08;
    maxSpeedCoef = 0.9;
    dust = 0.75;
    lucidity = 2;
};
class OGA_wildfield: Default
{
    files = "OGA_wildfield_*";
    character = "Empty";
    soundEnviron = "drygrass";
    soundHit = "soft_ground";
    rough = 0.08;
    maxSpeedCoef = 0.9;
    dust = 0.75;
    lucidity = 2;
};
class OGA_concrete: Default
{
    files = "OGA_concrete_*";
    character = "Empty";
    soundEnviron = "concrete";
    soundHit = "soft_ground";
    rough = 0.08;
    maxSpeedCoef = 0.9;
    dust = 0.75;
    lucidity = 2;
};
};

class CfgSurfaceCharacters
{
class Gao_tropicalgroundclutter
{
    probability[] = {0.05,0.012,0.01,0.1,0.05};
    names[] = {"Gaoc_grass_tropic","Gaoc_flower_low_yellow1","Gaoc_grassgreen_groupsoft","Gaoc_plant_greenbunch","Gaoc_grasstall"};
};
};
class DefaultClutter;
class clutter
    {
        class Gaoc_grass_tropic: DefaultClutter
        {
            model = "A3\vegetation_f_exp\clutter\grass\c_grassbunch_hi.p3d";
            affectedByWind = 0.0;
            swLighting = "false";
            scaleMin = 0.3;
            scaleMax = 0.7;
        };
        class Gaoc_flower_low_yellow1: DefaultClutter
        {
            model = "A3\Plants_F\Clutter\c_flower_low_yellow1.p3d";
            affectedByWind = 0.0;
            swLighting = "false";
            scaleMin = 0.3;
            scaleMax = 0.7;
        };
        class Gaoc_grassgreen_groupsoft: DefaultClutter
        {
            model = "A3\Plants_F\Clutter\c_grassgreen_groupsoft.p3d";
            affectedByWind = 0.0;
            swLighting = "false";
            scaleMin = 0.3;
            scaleMax = 0.7;
        };
        class Gaoc_plant_greenbunch: DefaultClutter
        {
            model = "A3\plants_f\Clutter\c_plant_greenbunch.p3d";
            affectedByWind = 0.65;
            swLighting = "true";
            scaleMin = 0.65;
            scaleMax = 1.0;
        };
        class Gaoc_grasstall: DefaultClutter
        {
            model = "A3\plants_f\Clutter\c_grasstall.p3d";
            affectedByWind = 0.6;
            swLighting = "true";
            scaleMin = 0.7;
            scaleMax = 1.0;
        };
    };

 

 

If anyone could offer a solution it would be greatly appreciated. 

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Don't worry about the image TB makes, that's normal. It knows whats it doing, so its fine!

 

As for surfaces showing wrong, it could be a few things.

 

1. Try running mask checker to see if you are over the limit, https://github.com/pennyworth12345/MaskColorChecker

2. That image you posted, is that the file you are using? You didn't resize it, to post here? As its only 2048x2048 which is really low res. Could be you have higher settings in TB map samplers, so it's getting resized and TB is mixing colours up. Make sure your file is 1:1 with settings in TB map samplers

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Hi RoF, thanks for the response. To be honest I didn't understand setting up the dimensions for the resolutions very well. I opted to go with 2048x2048 because that was the largest the free version of L3DT provided. I did run color checker and it appears I don't have my sampler set up correctly (I assume?) because it came back with a whopping 73 colors. I provided the color checker results, as well as an image of my sampler settings to see if that is in fact the issue. 

 

http://imgur.com/a/0hdvX 

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Well you got the resolution setting right for your image, BUT ideally you would want 1:1 with the "terrain size". So in your case 10240x10240. L3DT does a 90 day trial of the pro version. So you can use that to make a bigger and better image.

 

73 colours is way too much, Arma has a limit of 6 per surface mask tile. Unless you are using a normal mask, then its only a max of 5. You could try setting it to index mode in photoshop. Image>Mode>Indexed Colors>Local then set it to 4. You could 6, but you only have 4 colours set in you layers config, might as well keep it simple!

 This will sometimes change stuff to a different colour, so you will have to select it with the magic wand, (untick contagious so it selects all that colour on the image) then use the paint bucket to change it to the colour you want.

 It might also be worthwhile, using the eye dropper tool (i) just to check all the colours are the same as what you have in layers, even if they look they aint changed.

 

For your samplers I would use:

Grid, Cell Size and Terrain Size is fine.

 

Sat/Surface (mask) source images

resolution: 1 (use the trial version if you can, to make a bigger image) If you cant, leave as is!

 

Sat/Surface (mask) tiles

Size: 512x512 (this lets you have 6 surface colours, per 512x512 pixels minus the overlap. You have most likely seen these images, in your layers folder. There is more to it than that, but that how I like to remember what it does lol)

Overlap: Leave at 16 ( This controls how much the edge of each tile (see above) overlaps with the tiles next to it. This works every direction, so it overlaps with the tile above, below, left and right. The other tiles next to it, also overlap with it the same amount! You can see this easy, if you run you old surface mask through mask colour checker with outputTiles=2

 

Texture Layer

Size: 40x40

 

 

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Just wanted to pop back in, finally got around to implementing the suggested changes. I finally caught the issue which was a slight blue colored grouping of pixels at the edge of my grey. I must have messed up a save or something when I last tried to index my sat mask. But with that being said the changes made to the Sat texture have definitely improved the overall quality of my map from a distance. So I just wanted to say thank you RoF. 

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I always closed the project, deleted all the layers in my p drive, then opened up the project, re-imported the satmask/surface mask, and then regenerated layers. Always worked with me.

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