scars09 9 Posted October 26, 2007 1st try 63mb server rpt file, couldnt believe it. deleted it. 2nd try 14mb, cause i stopped it. only entry Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png' shadowze you found it!!! hope any1 know how to get this handled. Share this post Link to post Share on other sites
DBO_ 0 Posted October 26, 2007 looks like shadowze found your prob very weird how that error dosent show up in sp , but you havent changed the .png - paa in your rvmats . Share this post Link to post Share on other sites
opteryx 1562 Posted October 26, 2007 Quote[/b] ]Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png'Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png' Unrecognized texture type '.png': 'sakakah\data\layers\m_000_042_lco.png' the .png file errors keeps going for 4mb of error ( lots ) AHA! If this is the case, it should be corrected in the upcoming version. Seems like Allie was right. -edit- looks like shadowze found your prob very weird how that error dosent show up in sp , but you havent changed the .png - paa in your rvmats . Yeah it's strange, but the amount of files seems like a plausible reason for a server to run out of mem. Thank you guys for the help! I sincerely hope we have apprehended the right culprit this time. Share this post Link to post Share on other sites
jasono 0 Posted October 26, 2007 And PNG's are high quality images files... which could make the server run out of memory extremely easy. You know, this could be it. Share this post Link to post Share on other sites
scars09 9 Posted October 26, 2007 just opened it with editor Quote[/b] ] Œ texture Sakakah\data\pisekplaz_mco.png texGen È texture Sakaka P_035-042_L00.rvmat ist the one it is a endless loop in trying reading the unrecognized texture type png Share this post Link to post Share on other sites
scars09 9 Posted October 26, 2007 there are more seems like all the m_xxx_042 are with png i start correcting them now, i sorted the folder for filetype and start at the bottom, my 1st is P_042-042_L03.rvmat start from top we meet in the middle and i send you my corrected ones with email Share this post Link to post Share on other sites
opteryx 1562 Posted October 26, 2007 No need to send me anything, I'm not even using those textures anymore on the new version. The layer RVMATs should be corrected in next version anyway. Also, if anyone has the capability to change all RVMAT paths, feel perfectly free to do so as a temporary fix for dedi servers. -edit- Can I get confirmation from someone that the auto conversion of png to paa when starting buldozer first does actually fix this? Share this post Link to post Share on other sites
scars09 9 Posted October 27, 2007 i really started the first 20 files in editor lol i will change the pathes did you had png files in the addon that were converted to paa? or was there no png at all? EDIT: isnt rapified but fixes the problem as far i could test rvmat fix Share this post Link to post Share on other sites
Kerry 0 Posted October 27, 2007 Optometryx, did you get QG yet? We're awaitin for you to update the BITCHIN map! We just released the insurgents, and we hope people will get them. and we are all excited to play on your map with more people + the insurgents. Wish the best of luck to you-! Share this post Link to post Share on other sites
bravo 6 0 Posted October 27, 2007 Is it possible to have this kinda terrain details in the next version? If not why? I know Sakakah don't have all these mountains as Iraq border but what i mean the terrain details and color it self. pic1, pic2, pic3, pic4, pic5 btw the new Iraq border released by Allie is much better then the 1st version. @Opteryx maybe you could use similar details for this Sakakah map. Cant wait to make missions on the new version. Share this post Link to post Share on other sites
opteryx 1562 Posted October 27, 2007 Stole me some Sudanese desert, it wasn't exactly a very pleasing job... http://img518.imageshack.us/img518....MG] http://img507.imageshack.us/img507....MG] I dumbed down the contrast though, this is so the transition between the satellite and detail texture don't get too awkward. Share this post Link to post Share on other sites
bravo 6 0 Posted October 27, 2007 Stole me some Sudanese desert, it wasn't exactly a very pleasing job... http://img507.imageshack.us/img507....MG] I dumbed down the contrast though, this is so the transition between the satellite and detail texture don't get too awkward. Oh comon, what we need most in ArmA is good Islands http://forums.bistudio.com/oldsmileys/biggrin_o.gif' alt='biggrin_o.gif'> I like the colors you post Kinda soft/smoother and faited but looks pretty nice to me. One thing that i "dislike" on your 1st map was that it had too flat terrain. From Google Hearth it looks most flat, but it in reality must have more defined mountains and irregularities in terrain in general. They should be more noticeable from the sky. Damn Can't wait for your map and start working on it. Share this post Link to post Share on other sites
armatech 8 Posted October 27, 2007 lets hope there is a fix for the vanilla arma version before he moves to QG stuff as there is an issue with QG and dedicated servers Share this post Link to post Share on other sites
DBO_ 0 Posted October 27, 2007 simple way to make it playable is ,download ultraedit32 and point it to layersfolder and replace png to paa , it does binarised rvmats too . only dont try anything more complex than png to paa or it messes up the rvmats edit i changed them here. its just a folder with rvmats only , if someone with a dedi wants to dl this and replace the rvmats in sakakah\data\layers . and see if its a fix then dl these hope opteryx dont mind. sakakah layers converted Share this post Link to post Share on other sites
opteryx 1562 Posted October 27, 2007 hope opteryx dont mind. Not at all! At least now I might get some proper confirmation if this really is the source of the dedi problem. Thank you OFP2! Share this post Link to post Share on other sites
sickboy 13 Posted October 27, 2007 Confirmed dudes... Works a charm, thanks a bunch! Isn't it lovely? This peaceful cooperation between individuals? Share this post Link to post Share on other sites
mattxr 9 Posted October 27, 2007 We will be testing it tomorrow. as jason hasnt had time to add them tonight. Share this post Link to post Share on other sites
wipman 1 Posted October 28, 2007 Hi, seems that the AI's can pass through some walls like ghosts, the tanks & APC's (M1A1, Striker & M113-A3) don't really follow the roads when they're set on: Danger. In some places i think that i get more than 40fps; more than 35fps for sure, but in the middle of the town and in the most dense urbanized areas i think that im between +-23 to 30fps. The way that the city is beeing made is very good, i miss some kind of industrial area or something like that. With tall buildings, lots of windows, some enterable areas... and basically the heaven of a urban sniper; but i guess that with some time... we'll get it. The city looks good to me as it's rightnow. Even when some roads don't connect well with the roads that cut it (empy spaces between 'em) and some walls clipp through each other. But those are minor things i guess looking at the size of the builded area. Let's C ya Share this post Link to post Share on other sites
chus 0 Posted October 28, 2007 Hy I´m trying to do a mission for this map, but I´m havin problems placing units inside buildings. I´ve tryed to make a liberate POW mission with the Hotel building on the map and placed random units in that building but it was not possible. At last I tried the player in a random position on that building and it placed me somewhere outside the map. Think pos 0,0 One of the scripts I used is this, http://www.armaholic.com/page.php?al=alias6346 Seems like buildings are somehow no objects, and I cant get any values by "buildingPos". BTW: I noticed that the ladder doesnt work in the Hotel building. Nice map so far, hope somen can give me a hand on my probs. Share this post Link to post Share on other sites
wipman 1 Posted October 28, 2007 Hi, for place units or objects at a desired height, use this command in the INIT Box of the unit or object: Quote[/b] ]upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),6]; that "6" is the height, 6 = 6m, it also accepts decimals. So you can place an object at 2.03m if you want. Have fun finding the right height of each room in that pimp building. Let's C ya Share this post Link to post Share on other sites
Maddmatt 1 Posted October 28, 2007 Hi, for place units or objects at a desired height, use this commandin the INIT Box of the unit or object: Quote[/b] ]upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),6]; that "6" is the height, 6 = 6m, it also accepts decimals. So you can place an object at 2.03m if you want. Have fun finding the right height of each room in that pimp building. Let's C ya To make it even simpler, and avoid creating unnecessary global vars: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0,getpos this select 1,(getpos this select 2) + 6] Change 6 to whatever height you want. Share this post Link to post Share on other sites
RedStorm 0 Posted October 28, 2007 Hi, for place units or objects at a desired height, use this commandin the INIT Box of the unit or object: Quote[/b] ]upos=getpos this; oldheight=upos select 2; newheight=oldheight + 2.5; this setpos [(upos select 0),(upos select 1),6]; that "6" is the height, 6 = 6m, it also accepts decimals. So you can place an object at 2.03m if you want. Have fun finding the right height of each room in that pimp building. Let's C ya To make it even simpler, and avoid creating unnecessary global vars: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [getpos this select 0,getpos this select 1,(getpos this select 2) + 6] Change 6 to whatever height you want. Or even more simple: this setpos [getpos this select 0,getpos this select 1,+.6] '.6' is any height you want, 0.6 off the ground in this example. Share this post Link to post Share on other sites
opteryx 1562 Posted October 28, 2007 This isn't the mission editing forum.... Share this post Link to post Share on other sites
bravo 6 0 Posted October 28, 2007 Opteryx did you ever thought build, add some underground shelters? Though i don't know how hard this could be implemented. Some in those far mountains would be nice Share this post Link to post Share on other sites
opteryx 1562 Posted October 29, 2007 Opteryx did you ever thought build, add some underground shelters?Though i don't know how hard this could be implemented. Some in those far mountains would be nice img]http://www.dialoginternational.com/photos/uncategorized/2007/06/30/panic_room.jpg[/img] Yeah sure, just send me the models when you're done with them, notification via PM will be sufficient. You might also want to add some fake terrain to cover up the huge hole that will be present once the terrain grid is lowered, you could just grab a segment from the layers folder in v1.0 for texture. Also, can anybody else verify that the map is functioning properly on a dedicated server with a fairly decent amount of players? Share this post Link to post Share on other sites