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Tutorial for Visitor3 ?

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It was not included.

Anyone know how we can make our satelite and mask without this tool ?

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The tool only helps import large EMF into a graphics program. You don't need it at all unless you are creating a large island, and then it would be only useful, not essential.

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It was not included.

Anyone know how we can make our satelite and mask without this tool ?

The freeware bitmap viewer IrfanView can open EMF files and save in any other format (like .png). Don't know about size limitations though, just tried a 64x64px, lol.

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cheers i will give it a go .

worked like a char .

maybe some of these people who were beta testing can place a walkthrough on a blog ot something, the wiki looks like someone want us to wait until they have released there own maps before we figure it out.

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Here is a basic working example (just tested it and worked fine). smile_o.gif

Be sure you change all rvmat files.

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can the v3 work with .paa at this stage (making rvmats for sand rock etc) ?

like

europe\data\blato_detail_nohq.paa

instead of

europe\data\blato_detail_nohq.png

sorry if it seems like a why dont you try ,but i dare not shut v3 down as i am about to import masks etc from huge png file .

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Hm...how long should the importing take? I haven't decided if V3 has hanged on me or is it just working.

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I've managed to import a 5120x5120 pixel mask in ~5 mins for the first time, updates take only 20 seconds.

Bergs example took a good 20 minutes for my system.

I'm having some trouble with one terrain type coming up black in buldozer, most likely a rvmat problem. It's a start smile_o.gif

ash_land2.jpg

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Well the loading is going quite smooth, thank you mr. Berghoff. My trouble is that it gives me an error simmilar to the one above, saying that it can't find ca\<my_islandname>\data\pisekplatz_detail_nohq.paa.

This is kinda strange, since i already renamed the file to test (not <my_islandname>, and there is no mention of the nohq variant in the layer.cfg. I tried redoing all the .png for .paa (via texview), to no avail.

EDIT

Renaming all the .png files to .paa did indeed do the trick for me. It still pops up the same error as above, but the damn thing is textured!

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Hund, you need to alter the rvmats as well (open them in text editor).

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lmao

its the old 2 steps forward onestep back, i love it but now i am stumped again.

anyone had this when opening the map in the game ?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Make not available (requested by 'layers\s_000_000_lco.png')

thats a true path and a true file but i cant decide wether it dont like the png in game or i should of pathed to europe\data\filename in project prefs ?

ah wel that was an full few hours got a layer files with 400 meg inside and they dont want to go on the island ingame, everything looks real beauty in bulldozer.

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Well I tried Berghoff's thing.

I set up my terrain like this:

setan1.gif

then I tried to import Satellite/Mask and got this error:

fail1qg1.gif

So then I copied and put the maplegend.png into P:\LayerTest\data and tried again.

Then I got this error:

fail2bk2.gif

Why does Visitor hate me? huh.gif

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Many thanks Mr. Fasad.

I made up my own sat and mask image by simply applying the right shade of colour (as noted in the layer.cfg) in paint.NET (the poor man's photoshop) to an empty image sized at 7680x7680 (256x256 with a grid of 30). In my case this was 205, 114, 0 (also know as sand). Saved this as mask.png. Since I'm a little hazy on the whole sattelite image thing, i just copied mask.png and renamed it sat.png.

Redid all instances of <my_islandname> in the layer.cfg AND in the pisekplatz.rvmat (with the kind assistance of Mr. Fasad). All ready to go.

Now I opened up my V3 and made a landmass (flat and square, don't need to be artistic at this point). Then pressed tools/import sat and mask. Clicked sat.png for sat image, layer.cfg for config and mask.png for mask image.

That did the trick for me. I now have 7680x7680 meters of sand that I can call my own.

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Hmm, can anybody explain to me in a way for dummies how big my mask should be for a 1024x1024 map with a 5m cell? The manual just confuses me and I get lost.

Also, does anybody know what's the difference between a pixel and a texel?

And, if you make a change on the mask or sat image do you have to reimport the sat+mask or does it do the changes itself?

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* * * I have no idea if what I am doing is correct, but in the interests of helping ppl get at least some progress... * * *

I renamed all the detail textures in the layer.cfg and rvmats to paa, using the texture.paa from sara. Buldozer seems happier to use these, although the layer mask has been imported a lot more blocky than it should be huh.gif. Creating paa's of the png output segments visitor creates allows the sat layer to be rendered in buldozer. The different shades appear to be caused by the sand mco being rendered on the grass satellite image. I hope there is some batch png->paa tool out there! (or i may have missed some intergral feature of V3)

* * * I have no idea if what I am doing is correct * * *

No satellite mask:

blockoland.jpg

a little bit of satellite mask:

blockoland2-1.jpg

I used:

512x512 10m cells

5120x5120 pixel mask, in 512 pixel segments, 32 pixel overlap.

Import 16bit png heightmap (512x512 pixels, white = high) using this .pbl

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfg

{

PNGfilename="isle2007_terrain.png";

squareSize=10;

originX=0;

originY=0;

minHeight=-50.000000;

maxHeight=97.200000;

};

Imported satellite/layer mask:

Both 5120x5120 pngs. Layer mask uses the example maplegend.png

layer.cfg

Quote[/b] ]class Layers

{

class sand

{

texture = "ca\isle2007\data\pisekplaz_detail_co.paa";

material= "ca\isle2007\data\pisekplaz.rvmat";

};

class grass

{

texture = "ca\isle2007\data\travajih_detail_co.paa";

material= "ca\isle2007\data\travajih.rvmat";

};

};

class Legend

{

picture="ca\isle2007\source\maplegend.png";

class Colors

{

sand[]={{255,0,60}};

grass[]={{0,255,131}};

}

};

travajih.rvmat

Quote[/b] ]ambient[] = {0.9,0.9,0.9,1};

diffuse[] = {0.9,0.9,0.9,1};

forcedDiffuse[] = {0.02,0.02,0.02,1};

specular[] = {0.0,0.0,0.0,0};

specularPower = 1; // specular interpolator must be enabled

emmisive[] = {0,0,0,0};

PixelShaderID = "NormalMapDiffuse";

VertexShaderID = "NormalMapDiffuseAlpha";

class Stage1

{ // normal map

texture="ca\isle2007\data\travajih_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="ca\isle2007\data\travajih_detail_co.paa";

uvSource="tex";

class uvTransform

{

aside[] = {10,0,0};

up[] = {0,10,0};

dir[] = {0,0,10};

pos[] = {0,0,0};

};

};

Directory structure:

P:\CA\isle2007\source\ contains

isle2007_layb_lco.png

isle2007_satb_lco.png

layers.cfg

maplegend.png

P:\CA\isle2007\data\ contains :

pisekplaz.rvmat

pisekplaz_detail_co.png/paa

pisekplaz_detail_nohq.png/paa

pisekplaz_mco.png/paa

travajih.rvmat

travajih_detail_co.png/paa

travajih_detail_nohq.png/paa

travajih_mco.png/paa

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Hmm, can anybody explain to me in a way for dummies how big my mask should be for a 1024x1024 map with a 5m cell? The manual just confuses me and I get lost.

Also, does anybody know what's the difference between a pixel and a texel?

And, if you make a change on the mask or sat image do you have to reimport the sat+mask or does it do the changes itself?

As I've understood it so far, it's just a matter of multiplying you map size with your terrain grid size to get the size of your mask and satelite images.

So 1024 x 5 = 5120 pixels across.

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hmm i thought the calculator did that ?

take this image of opteryx.

setan1.gif

dosent this mean the satellite must be 6400.0 x6400.0 ?

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Hmm, what does the satellite grid number do?

And thanks Hund and fasad!

One more question though fasad, regarding your project folders in the tools section, how do you have those setup?

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Quote[/b] ]I hope there is some batch png->paa tool out there! (or i may have missed some intergral feature of V3)

me too , this is a nigthmare so far converting them sats from png to paa.

i had that blocky thing but realised that when i had created my original satelite png i had shadows on lol and it obviously showed up.

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Ah, the blocky blackness goes away if you convert it to paa?

I'm dealing with this problem right now:

testyt4.jpg

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1)What about the airport runways?

Are they p3d Models like roads or textures like in OFP?

I mean South Sahrani Airport runways

can`t find them

2)someone knows where to find a tutorial for Photoshop to paint satellite images biggrin_o.gif

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HOLY CRAP ! I DID IT! Ahhhh!!!! crazy_o.gifbiggrin_o.gif

Turns out my brain ain't that good of keeping track of numbers so every time I tried to import there was one or two settings wrong, so I just kept failing over and over again until I got it right!

I was about to give up too. crazy_o.gif

untitled1copyrv6.jpg

Damn it felt good to make some actual progress. smile_o.gif

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1)What about the airport runways?

Are they p3d Models like roads or textures like in OFP?

They are now p3d models with separate invisible road lods under them. Of course there should be also an airport image in the satellite map.

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