gingerlikeme 6 Posted November 9, 2017 I have a white terrain in game but it works fine in Buldozer. Any Ideas? Spoiler cfgClutter.hpp class Clutter { class Catraz_Jackson_County_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class Catraz_Jackson_County_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class Catraz_Jackson_County_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class Catraz_Jackson_County_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Catraz_Jackson_County_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class Catraz_Jackson_County_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class Catraz_Jackson_County_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class Catraz_Jackson_County_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class Catraz_Jackson_County_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class Catraz_Jackson_County_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class Catraz_Jackson_County_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class Catraz_Jackson_County_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class Catraz_Jackson_County_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class Catraz_Jackson_County_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; }; Spoiler cfgSurfaces.hpp class CfgSurfaces { class Default {}; class Catraz_Jackson_County_dry_grass_Surface : Default { files = "thistle_stony*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "Catraz_Jackson_County_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class Catraz_Jackson_County_grass_green_Surface : Default { files = "grass_green*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "Catraz_Jackson_County_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class Catraz_Jackson_County_sand_Surface : Default { files = "Beach*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Catraz_Jackson_County_sand_Character"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class Catraz_Jackson_County_sand_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"Catraz_Jackson_County_BigFallenBranches_pine","Catraz_Jackson_County_BigFallenBranches_pine02","Catraz_Jackson_County_BigFallenBranches_pine03","Catraz_Jackson_County_GrassDryGroup","Catraz_Jackson_County_GrassGreenGroup"}; }; class Catraz_Jackson_County_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"Catraz_Jackson_County_GrassGreenGroup","Catraz_Jackson_County_FlowerLowYellow2"}; }; class Catraz_Jackson_County_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"Catraz_Jackson_County_GrassDryGroup","Catraz_Jackson_County_GrassDryMediumgroup","Catraz_Jackson_County_WeedBrownTallGroup","Catraz_Jackson_County_WeedGreenTall","Catraz_Jackson_County_ThistleYellowShrub","Catraz_Jackson_County_PlantMullein"}; }; }; Spoiler Layers.cfg class Layers { class Catraz_Jackson_County_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material="jackson_county\data\thistle_stony.rvmat"; }; class Catraz_Jackson_County_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material="jackson_county\data\grass_green.rvmat"; }; class Catraz_Jackson_County_sand { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material="jackson_county\data\Beach.rvmat"; }; }; class Legend { picture="jackson_county\Source\mapLegend.png"; class Colors { Catraz_Jackson_County_sand[]={{0,0,255}}; Catraz_Jackson_County_dry_grass[]={{255,255,255}}; Catraz_Jackson_County_grass_green[]={{0,255,0}}; }; }; Spoiler Config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class Jackson_County { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredaddons[]={"A3_Map_Stratis"}; version = "25/01/2015"; fileName = "Jackson_County.pbo"; author = "Harry Catraz"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; #include "cfgClutter.hpp" }; class Jackson_County: Stratis { cutscenes[] = {}; author = "Harry Catraz"; description = "Lakeside Valley"; pictureMap = "A3\map_Altis\data\pictureMap_ca.paa"; worldName = "Jackson_County\Jackson_County.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {1024,1024,500}; seagullPos[] = {1024,1024,500}; longitude = 65; latitude = -34; elevationOffset = 5; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "Jackson_County\Data\roads\roads.shp"; // Roads Shape ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; class Names { #include "Jackson_County.hpp" }; }; }; class CfgWorldList { class Jackson_County{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" Share this post Link to post Share on other sites
RoF 241 Posted November 9, 2017 Don't ever use P:\ in your file paths! You have it in your layers and config.cpp I suggest you follow a guide https://pmc.editing.wiki/doku.php?id=arma3:terrain Share this post Link to post Share on other sites
gingerlikeme 6 Posted November 9, 2017 Removed the P:\ from every file including the RVMATS. Still have a white terrain with no clutter. Rebuilt the layers and re-exported it as WRP Screenshot in ARMA 3: https://gyazo.com/c4d7258153d5f31933b6b77fc215f8e5 Screenshot In Buldozer: https://gyazo.com/abf37ed3d74bbff1f9354a053110ecfb Share this post Link to post Share on other sites
RoF 241 Posted November 9, 2017 Use pboproject to pack your map and not addon breaker. Download all these https://armaservices.maverick-applications.com/Products/MikerosDosTools/FileBrowserFree You clutter is most likely not working as you haven't tagged anything. You have default names of clutter, and Class grass at the top and bottom of your surfaces, plus access = 2; in there ????. Try following a guide and making a map, instead of using a well known broken map Share this post Link to post Share on other sites
gingerlikeme 6 Posted November 11, 2017 Got them all. Gonna try and redo the cfg surfaces and layers in a bit according to the atlas guide. ill let you know if it continues Share this post Link to post Share on other sites
gingerlikeme 6 Posted November 11, 2017 Tried what you recommended. Still no luck. I have just noticed that in game there is no sat image so could it be the order of the layers. I have updated all the spoilers with the new files I made using the Atlas guide. That should be working now. Terrain Builder: https://gyazo.com/3d0458013f76d3b87339bb2977447b10 P:\Jackson_County: https://gyazo.com/9fd7591905fd32ba00185d99a9510f4a P:\Jackson_County\data: https://gyazo.com/9334a65a020e29ba7639e2e045ac031d P:\Jackson_County\source: https://gyazo.com/9aea7fd73f261a639bc13f1c83060fd7 All the images correspond with the map in Buldozer. I saw that the images are 10240 instead of 1024. Could this be it? Share this post Link to post Share on other sites
RoF 241 Posted November 12, 2017 Did you export the sat and surface? Is it at the correct coords? Why do you have a mods folder in there? Why is there a data folder in your source? That layout is a mess... Share this post Link to post Share on other sites
cowardheart 11 Posted November 13, 2017 I steal this thread I have got a problem i never seen before when packin in pbo project i get "Checkin cfgSurfaces and clutter...pacem_grass_green_Character:sumof probabilities exceed 1.0" Packing with Arma tool it says succes but in game its white terrain..... I have reinstall Arma tools..made mask all over again checkin all things i can think off.....anyone have a clue.... Share this post Link to post Share on other sites
Cosmo_D41 117 Posted November 13, 2017 Well just what the error-message tells you: Checkin cfgSurfaces and clutter...pacem_grass_green_Character:sumof probabilities exceed 1.0 Those messages are there for a reason. The sum of your clutter in this class exceeds 1.0, you have to reduce some values to get below 1.0 in total. Share this post Link to post Share on other sites
gingerlikeme 6 Posted November 15, 2017 Ok, I got this error now about a missing RVMAT. But it seems to be there and correct. p_000-000_l03.rvmat https://gyazo.com/bbf7cdc2e6b750345881e8fe704dd514 Its the only error I get in game. Any ideas? Share this post Link to post Share on other sites
RoF 241 Posted November 15, 2017 You have to clear EVERYTHING in the layers folder before exporting them, its a well known bug Share this post Link to post Share on other sites
gingerlikeme 6 Posted November 15, 2017 Ok will try thx Share this post Link to post Share on other sites