Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×
Sign in to follow this  
Chip360

Removing the close-range mask from map

Recommended Posts

Hello,

I havent been on much as school has been hectic, but Ide like to further progress on the map (oh and my tut is kind of fubared, I have like a page or two typed, but I stopped at textures which is what everyone is so damn confused about... im so sorry, I just dont have it in me right now...)

Anyway, to my question... I would like to remove the extreme close-range texture (the detailed mask which u use to "paint on" grass and such) from my map completely.

This being because my sat and med sat images are much too detailed for me to create a mask by hand (I dont feel like making a mask with new textures and texture types as it would take AGES with what Im trying to do).

I have removed it from config, but then i just see all black around me (no texture). So what I would like to do, is tell visitor or whatever not to look for that 3rd and final mask, I want my far-away satellite texture, and my other satelite texture for close-up... no third. (sorry the names of the textures have elluded me, and Im too burned out to go search them out, but I hope you understand what I mean...)

Even if a master map-maker somehow figured out how to do this, and I have doubts ( sad_o.gif ) it may raise a few problems... Such as:

1) too low of detail (but i dont care about this right now...)

and 2) The literal terrain type bump map thing (the heightmap thing for the texture) might not be present, and as a result the whole map would look smoothe. I hope you understand What I mean by this.

I would like to get it set up so that the deffault terrain type (fault 2) would be sand or something rough for the whol map, but... we are getting ahead of ourselves...

So.. Does anyone want to help me tackle this problem, or does anyone already think they know of a way to do this? Im not sure if it would require a work-around in the configs, vistor 3, or even if it is possible or not in the Engine...

Please Discuss

Ps/edit: ok just read through and I realize I sound retarded... Just to try to sum up what Im saying:

I want their to be only two texture maps. The Satellite map which you see far away, and the other satellite map which you see at medium range. I do not want the mask (which you see close up) to be included at all. When experimenting with removing the file names and entries for this close-up detail mask, I would see the textures at long and medium range, but close up all I saw was black. I want to code the config or do something in such a way that it allows me to see the medium-range satellite map when at close-range. Phweew!  rofl.gif

Share this post


Link to post
Share on other sites

I doubt it would be possible to elect that only the satellite map gets displayed, since the game uses the layer mask for more than just chosing the ground textures.

The MCO "medium range" multiplication texture, normal map, ground clutter, wildlife, footstep sounds and probably the surface properties (eg, how smooth is it for wheeled vehicles) and environmental sounds are all part of the terrain type definition.

You could just make the entire map one terrain type?

Share this post


Link to post
Share on other sites

I had this, just gave up and made my own Satellite texture. It's not going to look very well unless your sat is monotonous and you're really good at matching up the sat with the detail mask.

Share this post


Link to post
Share on other sites

Its possible , but you still have to create all the textures (sounds silly huh), in the config under the clutter class ,you will see values called fulldetaildist and no detaildist distance and a couple of others. i am not at home right now ,but if you alter these values so that the no detail (or satelite/mco texture) is drawn closer to you ,and that the (from memory here) detail distance drawn at a distance beyond your map size ,i.e you will never reach that distance , then you will achieve what you want.

i did some values in the @propper island thread by q , either try that addon or adjust your own config to suit.

p.s remember bis never designed islands to do this so it may cause problems ,with shaders etc when bomb craters are formed or probs with terrain streaming .

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">noDetailDist = 40;

fullDetailDist = 5;

try

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> noDetailDist = 1;

fullDetailDist = 5000;

i will try to update when i`m home

Share this post


Link to post
Share on other sites

Interesting note - A white satellite layer mask seems to make ArmA render the detail textures to the horizon (albeit simplified to one colour). This could be useful to check your layer mask in game visually.

Share this post


Link to post
Share on other sites
Its possible , but you still have to create all the textures (sounds silly huh), in the config under the clutter class ,you will see values called fulldetaildist and no detaildist distance and a couple of others. i am not at home right now ,but if you alter these values so that the no detail (or satelite/mco texture) is drawn closer to you ,and that the (from memory here) detail distance drawn at a distance beyond your map size ,i.e you will never reach that distance , then you will achieve what you want.

i did some values in the @propper island thread by q , either try that addon or adjust your own config to suit.

p.s remember bis never designed islands to do this so it may cause problems ,with shaders etc when bomb craters are formed or probs with terrain streaming .

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">noDetailDist = 40;

fullDetailDist = 5;

try

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> noDetailDist = 1;

fullDetailDist = 5000;

i will try to update when i`m home

Thanks, I will try this when I get home, from what your saying, this seems like it could work . smile_o.gif

Share this post


Link to post
Share on other sites

Ok, after a few quick changes to config, I see no results in Bulldozer. I shouldnt have to re import my map into visitor everytime I change the config right? And my config does account for my map in vistor si?

Well heres my config:

(Oh, and I didnt have the entries you listed above under class clutter, only under class lighting, so I added them to the clutter class and still didnt get any results)

Sorry, couldnt figure out how to use the "code wrap" function so I had to use default "code". Mods plz dont get mad...

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

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class Trinigy_Isle {

units[] = {};

worlds[] = {Trinigy_Isle};

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 = "Trinigy_Isle";

icon = "";

worldName = "\Trinigy_Isle\Trinigy_Isle.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;

[b]noDetailDist = 1;

fullDetailDist = 5000;[/b]

};

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 Trinigy_Isle {};

};

Also I could not find the @proper thread which you made mention of, any ideas?

Share this post


Link to post
Share on other sites

it wont work in bulldozer ,because bulldozer dosent use the config. it will work in game ,,i tried other day. about the @propper its in arma a&m complete .

Share this post


Link to post
Share on other sites
it wont work in bulldozer ,because bulldozer dosent use the config. it will work in game ,,i tried other day. about the @propper its in arma a&m complete .

Ok, Thankyou for the tip, is there any way to script a special config for bulldozer?

Share this post


Link to post
Share on other sites
Quote[/b] ]is there any way to script a special config for bulldozer?

You may use a custom config, called by -cfg parameter defined in menu "Tools" > "System Preferences" > "Command to launch Buldozer". I am not sure if this works in Release Candidate, feel free to report if you encounter anything suspicious.

Quote[/b] ]-cfg=PathToConfig : Forces Buldozer to use a certain config. By default Buldozer uses same settings as the game, located in c:\Documents and Settings\USERNAME\My Documents\ArmA\ArmA.cfg, but you may as well use your own config located wherever you fancy, provided you state the path correctly.

Visitor 3 Manual - Installation and Setup

(Edited typo.)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×