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plumose 219

png into V3

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What do you mean exactly? Are you talking about the Sat/mask/Legend textures? Yes, they should be PNG (Sat_LCO.png Mask_LCO.png mapLegend.png), I'm not going to explain more untill you give a more descriptive question since I'm not sure what you're referring to.

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What do you mean exactly? Are you talking about the Sat/mask/Legend textures? Yes, they should be PNG (Sat_LCO.png  Mask_LCO.png  mapLegend.png), I'm not going to explain more untill you give a more descriptive question since I'm not sure what you're referring to.

well some one told me if i create a map in geo control and save as png ,ill could open it in V3 . smile_o.gif THANKS

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Ahh, you mean import a PNG height map!

Yes, but:

- the PNG must be 16-bit (although wiki says 8-bit will work, it doesn't for me).

- it should be the same resolution as your terrain's number of cells.

- you must make a pbl (text config file) to tell V3 how to import it.

See the wiki!

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Ahh, you mean import a PNG height map!

Yes, but:

- the PNG must be 16-bit (although wiki says 8-bit will work, it doesn't for me).

- it should be the same resolution as your terrain's number of cells.

- you must make a pbl (text config file) to tell V3 how to import it.

See the wiki!

hey thanks for that m8.now how can i save to pbl,is there away of doing this. help.gif

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Okay to get a grayscale png map into V3 you need to make a pbl file to accompany it, do this:

Step 1: Make a txt file and paste this in it:

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

{

PNGfilename="world.png";

squareSize=5.000000;

originX=0;

originY=0;

minHeight=120.000000;

maxHeight=735.000000;

};

In the pbl file you see "world.png" that should be the name of your png grayscale map, so if you name your png world you don't need to change anything in the pbl.

Step 2: Save the txt file as something like world.pbl, then it should become a pbl file.

Step 3: Make sure your png grayscale is in the the same directory as your pbl.

Step 4: Make a new terrain in Visitor (Project--> new) then set the terrain grid size to match your png, example: png is 512 x 512 pixels---> set terrain grid to 512 x 512.

Step 5: Set your desired cell size.

Step 6: hit okay (or if you know how big your satellite map is you can set that in calculator, can be done later if you wish)

Step 7: Go to Project ---> Import terrain from picture and open up the pbl you made.

Now you should have your grayscale map in V3

PS: If anyone spots an error feel free to correct.

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Okay to get a grayscale png map into V3 you need to make a pbl file to accompany it, do this:

Step 1: Make a txt file and paste this in it:

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

{

PNGfilename="world.png";

squareSize=5.000000;

originX=0;

originY=0;

minHeight=120.000000;

maxHeight=735.000000;

};

In the pbl file you see "world.png" that should be the name of your png grayscale map, so if you name your png world you don't need to change anything in the pbl.

Step 2: Save the txt file as something like world.pbl, then it should become a pbl file.

Step 3: Make sure your png grayscale is in the the same directory as your pbl.

Step 4: Make a new terrain in Visitor (Project--> new) then set the terrain grid size to match your png, example: png is 512 x 512 pixels---> set terrain grid to 512 x 512.

Step 5: Set your desired cell size.

Step 6: hit okay (or if you know how big your satellite map is you can set that in calculator, can be done later if you wish)

Step 7: Go to Project ---> Import terrain from picture and open up the pbl you made.

Now you should have your grayscale map in V3

PS: If anyone spots an error feel free to correct.

thanks thats helped so much smile_o.gif

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now ive got the map in V3,how can i get this map to work in the game,i know there is alot to do yet ,but can u give me any idea please. smile_o.gif i mean could any body tell me the next step please lol banghead.gif

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Assuming you don't want any ground textures, you can get you terrain into ArmA by doing the following :

Load your terrain in V3.

Connect to buldozer.

From the file menu, choose export world (this creates a WRP for ArmA use).

Create a config.cpp file (I've posted working examples of config.cpp files in both the huge Tutorial and and "do i need to ..." topics).

Make a PBO of containing your WRP and config.cpp

Run ArmA using your PBO as an addon.

There are more details in the wiki and in the tutorial topic.

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@ fasad

is this the one u mean these configs, huh.gif

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class CEEB_p2007 {

units[] = {};

worlds[] = {CEEB_p2007};

requiredVersion = 0.1;

};

};

class DefaultLighting; // External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds {

class DefaultClutter {

scaleMin = 0.9;

scaleMax = 1.4;

};

class DefaultWorld; // External class reference

class Intro : DefaultWorld {};

class CEEB_p2007 : Intro {

access = 3;

cutscenes[] = {"DesertIntro1"};

description = "CEEB_p2007";

icon = "";

worldName = "\CEEB_p2007\CEEB_p2007.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -40; // positive is east

latitude = -40; // positive is south

class Grid //OFP style Aa00 - JJ99

{

//colorGrid[]={0,0,1,1};

//colorGridMap[]={0,0,1,1};

offsetX=0;

offsetY=0;

class Zoom0

{

zoomMax=0.2;

format="XY";

formatX="Aa";

formatY="00";

stepX=256;

stepY=256;

};

class Zoom1

{

zoomMax=1.0;

format="XY";

formatX="A-";

formatY="0-";

stepX=2560;

stepY=2560;

};

}

startTime = 8:30;

startDate = 07/06/2007;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {1272.84, 150.0, 14035};

centerPosition[] = {2500, 2500, 300};

ilsPosition[] = {2545, 3000};

ilsDirection[] = {0, 0.08, 1};

ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};

ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};

drawTaxiway = 0;

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

fullDetailDist = 5;

minTreesInForestSquare = 3;

minRocksInRockSquare = 4;

class clutter {

class GrassGeneral : DefaultClutter {

model = "ca\plants\clutter_grass_general.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class GrassFlowers : GrassGeneral {

model = "ca\plants\clutter_grass_flowers.p3d";

};

class GrassLong : GrassGeneral {

model = "ca\plants\clutter_grass_long.p3d";

affectedByWind = 0.6;

scaleMin = 0.6;

scaleMax = 1.1;

};

class GrassSevenbeauty : GrassGeneral {

model = "ca\plants\clutter_grass_sevenbaeuty.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassYellow : GrassGeneral {

model = "ca\plants\clutter_grass_yellow.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassDesert : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

};

class ForestFern : GrassGeneral {

model = "ca\plants\clutter_forest_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class SmallRocks : GrassGeneral {

model = "ca\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

class FlowersColor : GrassGeneral {

model = "ca\plants\clutter_smetanka.p3d";

};

class FlowersWhite : GrassGeneral {

model = "ca\plants\clutter_white_flower.p3d";

};

class MushroomsHorcak : GrassGeneral {

model = "ca\plants\clutter_horcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class MushroomsPrasivka : MushroomsHorcak {

model = "ca\plants\clutter_prasivky.p3d";

};

class MushroomsBabka : MushroomsHorcak {

model = "ca\plants\clutter_babka.p3d";

};

class MushroomsMuchomurka : MushroomsHorcak {

model = "ca\plants\clutter_muchomurka.p3d";

};

};

class Subdivision {

class Fractal {

rougness = 5;

maxRoad = 0.02;

maxTrack = 0.5;

maxSlopeFactor = 0.05;

};

class WhiteNoise {

rougness = 2;

maxRoad = 0.01;

maxTrack = 0.05;

maxSlopeFactor = 0.0025;

};

minY = 0.0;

minSlope = 0.02;

};

class Ambient {

class BigBirds {

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 0.2;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {

class Seagull {

probability = 0.2;

cost = 1;

};

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";

cost = 1;

};

class ButterFly {

probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";

cost = 1;

};

};

};

class BigInsectsAquatic {

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {

class DragonFly {

probability = 1;

cost = 1;

};

};

};

class WindClutter {

radius = 10;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.4 * hills";

cost = 1;

};

class FxWindLeaf1 {

probability = "0.2 * trees";

cost = 1;

};

class FxWindLeaf2 {

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxWindLeaf3 {

probability = "0.1 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 15;

cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {

class FxWindPollen1 {

probability = 1;

cost = 1;

};

};

};

class SmallInsects {

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class HouseFly {

probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

cost = 1;

};

class HoneyBee {

probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

cost = 1;

};

class Mosquito {

probability = "(1 - deadBody) * (0.2 * forest)";

cost = 1;

};

};

};

class NightInsects {

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 1;

cost = 1;

};

};

};

};

class Names {

class Veg_1 {

name = "";

position[] = {2713.62, 2140.92};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_2 {

name = "";

position[] = {2446.09, 3038.29};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_3 {

name = "";

position[] = {2940.52, 2923.19};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

};

};

};

class CfgWorldList {

class CEEB_p2007 {};

};

thanks

yay.gif

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@ fasad

ive done what u said ,and ive think im getting it know , huh.gif ,but im not getting map showing when u select map at beginning banghead.gif thanks .

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Plumose, this is just a small detail, but the line, defining already present class

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"DesertIntro1"};

should rather be

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"CEEBp2007_Intro1"};

provided you insert this to your config:

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

{

class Cutscenes

{

class CEEBp2007_Intro1

{

directory = "ca\CEEBp2007_Intro1\data\scenes\introanim.CEEB_p2007";

};

};

};

("directory" contains path to cutscene directory, can be different)

I think classes Subdivision and WhiteNoise can be ommited (you seem to use some debinarized config for Rahmadi as reference, maybe it would be better to try SampleMap config).

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Plumose, this is just a small detail, but the line, defining already present class

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"DesertIntro1"};

should rather be

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"CEEBp2007_Intro1"};

provided you insert this to your config:

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

{

 class Cutscenes

 {

   class CEEBp2007_Intro1

   {

     directory = "ca\CEEBp2007_Intro1\data\scenes\introanim.CEEB_p2007";

   };

 };

};

("directory" contains path to cutscene directory, can be different)

I think classes Subdivision and WhiteNoise can be ommited (you seem to use some debinarized config for Rahmadi as reference, maybe it would be better to try SampleMap config).

Thanks for that edge yay.gif

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ive used the configs from desert map and got my map working,so i used the rvmatt file and textures from the same map,but still no textures on my map,ive changed the rvmatt file to my map name too in text editer.can anyone tell me what im doing wrong please

huh.gif

arma2007-09-0718-20-41-14.jpg

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@ plumose 219,

To get textures into Visitor you need to convert all of your .PNG's to .PAA's in your P:\Ca\<MyIsland>\data\layers folder.

You also need to change the text in your RVMAT's from .PNG to .PAA ( I use notepad++ to do this to hundreds of files at a time).

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@AnIm8oR_8

thanks for that bud,but still cant get textures in the map ive change png to paa.can u tell me what a pew file is and does. could that be it???     thanks.

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The .PEW is your project/world file, an extension of Visitor, or how V3 saves your project. The problem wouldn't be there.

Are your textures showing in Bulldozer and not in-game, or neither?

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The .PEW is your project/world file, an extension of Visitor, or how V3 saves your project. The problem wouldn't be there.

Are your textures showing in Bulldozer and not in-game, or neither?

@AnIm8oR_8

neither mate ,i took the rvmat from sxl_desert map,and data and layers from that as well.i change the name in the rvmat file which was sxl_desert to my map name. but if u pbo the sxl_desert ,theres is a folder called 1saralite, in that has the folders data and layers with the paa files,shall i change that to my map name. huh.gif thanks for your help.

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My apoligies plumose 219, if you edited your .PEW file with a text editor or renamed it, it could have become unstable.

Have you created your own sat_LCO.PNG (distant textures) and mask_LCO.PNG (close/ground textures) and imported them into visitor or used pre-made ones?

Below is an image of my P:\Ca\MyIsland\source folder with images I made in GIMP 2. Note that my mask_LCO.PNG is all one colour to get a single texture over the whole map (got sick of the white and didn't want to spend too long editing images).

structuresourceif1.jpg

Both sat and mask images are 5120x5120px for a 512x512 map with 10m cells and weigh in at 46MB and 87MB respectively.

I also used the textures and .RVMATS from BISampleMap and put in P:\Ca\MyIsland\data folder but only used one at first (travajih).

I then imported my sat_LCO.PNG, layers.CFG and mask_LCO.PNG into Visitor which chops up the sat image and extracts to my P:\Ca\MyIsland\data\layers folder.

From there I changed all .PNG's to .PAA using Pal2Pac batch file command and edited all the RVMAT's accordingly using Notepad++

I then opened my project again in V3, entered Bulldozer and textures were visible.

Don't know if this is any help as I'm not too sure how you've set up your folder structures and Visitor parameters.

P.S. I will be releasing part of a Noob tutorial soon that will take you step-by-step through making and texturing your own maps.

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Ok an other 48 hours down the toillete.

Been busy for weeks now with Visitor3, but stll no result,anybody out there can tell me what i do wrong here.

I'm trying to import a png height map, heres the pic

http://www.delta-automaten.com/public/terrain.png

the pbl:

http://www.delta-automaten.com/public/terrain.pbl

the result:

http://www.delta-automaten.com/public/vissi3.jpg

What the ffff am i doing wrong here huh.gif?huh.gif?huh.gif?huh.gif?huh.gif

Thanks

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Yup, I've had this and figured out that Photoshop does something weird to the heightmap.

Import you PNG to Wilbur and save it from there, then try again in V3.

In case you don't know where to get wilbur..

LINK

smile_o.gif

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are you positive the png that you are importing is exactly ^2 ,sometimes this happens if it is not and also when you select size .i.e new 256x256 this mus also be in tune with sixe of png , you must remember this is total size for land and sea not just land mass

tried all them with your examples , looks like it might be what opteryx is suggesting.

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Allie, are you using 16-bit greyscale PNG? I have had similar results importing an 8-bit PNG.

My version of photoshop cannot create 16-bit greyscale PNG images.

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Thanks you guys,

The wilbur trick worked, i just opened up the terrain.png in it and then save it back as .png 16 bit scale, and its working.

Thanks again for the very, very quick responds.

This is actually my preffered way of making it because i now can just glue together googleearth pictures and make everything out of that one picture.

Bythe way, using fotoshop and corel photopaint, both programs about the same, but both NOT safe PNG's in right format for visitor then.

But no worries, then we just use yet another 3rd party piece of software (really dont get those bis guys, why not release an aplication insted of another piece of script sad_o.gif )

Later for my next problem smile_o.gif

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