Linker Split 0 Posted October 14, 2007 I installed Visitor3, then I followed Opteryx tutorial, and I want to see the new terrain (only the elevation map, not the textures) in buldozzer, but it doesn't start! I click "connect to buldozzer" but nothing happens.. can you help me? plzzzzzzzzzz #EDIT Ok, problem solved, since I wrote the command line in the "Real time working dir" box but now the problem is: i wrote this command line: C:\armed assault\arma.exe -window -cfg=p:\arma.cfg -maxmem=2048 and i get this error Share this post Link to post Share on other sites
Planck 1 Posted October 14, 2007 Provided the path you entered is correct and the cfg file you mention does exist at the location specified.... .....I would say that as your path contains spaces, that you need to enclose it in quotes: "C:\armed assault\arma.exe" -window -cfg=p:\arma.cfg -maxmem=2048 Maybe Planck Share this post Link to post Share on other sites
Linker Split 0 Posted October 14, 2007 Provided the path you entered is correct and the cfg file you mention does exist at the location specified.........I would say that as your path contains spaces, that you need to enclose it in quotes: "C:\armed assault\arma.exe" -window -cfg=p:\arma.cfg -maxmem=2048 Maybe Planck thanks plank, but i solved the problem, I forgot to put -buldozer parameter ^^' now, I can load buldozer, but I can't move inside it! i tried all the keys form my Kboard, but nothing... Share this post Link to post Share on other sites
Linker Split 0 Posted October 14, 2007 yeah, i laso removed the line parameter about the cfg, but still nothing... Share this post Link to post Share on other sites
Synide 0 Posted October 14, 2007 Buldozer is ArmA in 'buldozer' mode - you already knew that... like ArmA, Buldozer accepts many of the commandline parameters that ArmA utilizes for playing the game... eg. On my computer the P:\ drive was already allocated to a physical hdd, so in my setup for Vistor & O2PE the V:\ drive is mapped to ArmAWork in the mapdisk.bat... that's background... so... in the root of my V:\ drive (the mapped ArmAWork) i have a file called product.cpp. following is the contents of this file... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> profilePathDefault=""; profilePathCommon=""; extensionSave="ArmASave"; extensionProfile="ArmAProfile"; extensionWizardMission="ArmAWizardMission"; extensionAddon="ArmAAddon"; In Visitor3 i have the following in my 'System Preferences'. Also, when Vistor3 installed to 'ArmAWork' which in my case is mapped to 'V:\'... it created a config.cpp. if you open it, you might want to change the following lines as well... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> profilePathDefault = "Ca"; profilePathCommon = "Ca Profiles"; to... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> profilePathDefault = ""; profilePathCommon = ""; After setting the above in V3, if you hit the 'exclamation mark' on the toolbar for 'connect/disconnect to viewer Buldozer' it creates a 'V:\Users\<YourUserName>' folder. In that folder is a 'profile' file called '<YourUserName>.ArmAProfile'... as per the '-name=<YourUserName>' parameter for the commandline in Vistor3. this profile file will be used by Buldozer when you run it from Vistor3. You can either edit it directly with a text editor to change the appropriate key mappings. Or, while in Buldozer from Vistor3... press the 'F1' function key... you can work the rest out from there i think. Share this post Link to post Share on other sites
Linker Split 0 Posted October 15, 2007 I've created my first map with custom textures and objects... but there's a little little problem: how to avoid these type of ugly problems? here is a part of the map in costruction: plz someone help me, with these texture square seems like an OFP island! Share this post Link to post Share on other sites
opteryx 1562 Posted October 17, 2007 What are all the terrain settings and sat/mask dimensions? Share this post Link to post Share on other sites
Linker Split 0 Posted October 17, 2007 Sat_LCO.png: 10240x10240 px Mask_LCO.png: 10240x10240 px 4 types of textures: ---------------- beachsand_detail_co.paa = 1024x1024 px beachsand_detail_nohq.paa = 1024x1024 px beachsand_mco.paa = 512x512 px ---------------- grass_detail_co.paa = 1024x1024 px grass_detail_nohq.paa = 1024x1024 px grass_mco.paa = 512x512 px ---------------- sand_detail_co.paa = 1024x1024 px sand_detail_nohq.paa = 1024x1024 px sand_mco.paa = 512x512 px ---------------- terrain_detail_co.paa = 1024x1024 px terrain_detail_nohq.paa = 1024x1024 px terrain_mco.paa = 512x512 px all the rvmats are the original ones from the samplemap only modified to fit the new textures, but the textures are made from scratch, and I followed all the samplemap ground textures... Share this post Link to post Share on other sites
opteryx 1562 Posted October 17, 2007 Quote[/b] ]Sat_LCO.png: 10240x10240 pxMask_LCO.png: 10240x10240 px I'm not sure, but maybe these ought to match terrain size? Try resizing your terrain size so that it'll correspond with your sat/mask, ie. same dimensions in meters/px. Just a suggestion. Share this post Link to post Share on other sites
Linker Split 0 Posted October 17, 2007 Quote[/b] ]Sat_LCO.png: 10240x10240 pxMask_LCO.png: 10240x10240 px I'm not sure, but maybe these ought to match terrain size? Try resizing your terrain size so that it'll correspond with your sat/mask, ie. same dimensions in meters/px. Just a suggestion. but do you have the same problem? anyway i'm trying it now... Share this post Link to post Share on other sites
Linker Split 0 Posted October 18, 2007 is there anyone who is working on a map with custom ground textures? so i can understand my problem... Share this post Link to post Share on other sites
opteryx 1562 Posted October 18, 2007 Do you mean custom detail textures? Editing the _co texture shouldn't pose a problem as long as you don't start resizing it and messing with RVMAT values, don't know about specular/mco though. Share this post Link to post Share on other sites
Edge 2 Posted October 19, 2007 Try resizing your terrain size so that it'll correspond with your sat/mask, ie. same dimensions in meters/px. No, the dimensions seemed correct. Does the artifact occur on the map boundary? What is expected state? Quote[/b] ]all the rvmats are the original ones from the samplemap only modified to fit the new textures Did you check whether the paths in RVMATs are really pointing to textures in your addon? Share this post Link to post Share on other sites
fitzee 7 Posted October 19, 2007 Try resizing your terrain size so that it'll correspond with your sat/mask, ie. same dimensions in meters/px. No, the dimensions seemed correct. Now I'm confused... The visitor tutorials on the wiki say the sat/mask should be 1 pixel per meter. (which seems to work ok) His image is 10240 and terrain 20480, and your saying thats correct. Share this post Link to post Share on other sites
Linker Split 0 Posted October 19, 2007 I saw that in the samplemap, the _mco textures are the half of the _co one... so I did the same, with the difference that the samplemap textures are 512x512 px, mine are 1024x1024... could it be the problem? well,I saw that some generated layers got strange mapping on the the edge... look at this generated layer: M_000_000_LCO.png (that i converted to paa) Did you check whether the paths in RVMATs are really pointing to textures in your addon? path is the following: BHD_mogadishu\Data and the files which they are pointed to are png... so <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BHD_mogadishu\Data\beachsand_detail_co.png Share this post Link to post Share on other sites
opteryx 1562 Posted October 19, 2007 The stretching is normal, it's to make sure the textures overlap properly if I recall correctly. I believe it's set in the Grid Calculator-->Segment Overlap (pixels). However, I see that your RVMAT is referring to a png, it should be paa. Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> texture="Sakakah\data\pisek_detail_co.paa"; All paths in the detail texture RVMATs that are in the data (NOT layers folder) folder should be referring to paa. If you're using the newest version of Visitor 3 that comes with the RC3 Tool suite (LINK), auto conversion of layers sat/mask from png to ppa is done automatically first time you run Buldozer. Share this post Link to post Share on other sites
Linker Split 0 Posted October 19, 2007 The stretching is normal, it's to make sure the textures overlap properly if I recall correctly. I believe it's set in the Grid Calculator-->Segment Overlap (pixels).However, I see that your RVMAT is referring to a png, it should be paa. Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> texture="Sakakah\data\pisek_detail_co.paa"; All paths in the detail texture RVMATs that are in the data (NOT layers folder) folder should be referring to paa. If you're using the newest version of Visitor 3 that comes with the RC3 Tool suite (LINK), auto conversion of layers sat/mask is done automatically first time you run Buldozer. thanx Opteryx... but can I modify the Rvmats now that the layers have been created? Or do I have to make the work again? It's only to not waste time... because there are at least about 2000 paa layer textures... Share this post Link to post Share on other sites
opteryx 1562 Posted October 19, 2007 If your sat/mask layers are already converted either via auto conversion when running Buldozer or the more tedious method described in my tutorial, then there should be no problem. #Make sure your sat/mask textures in data\layers folder are converted to paa. #Make sure all the paths inside detail texture RVMATs ( located in data folder) are referring to paa and not png. You do not need to change the paths in the RVMATs prior to conversion. Share this post Link to post Share on other sites
Linker Split 0 Posted October 19, 2007 thanks Opteryx, I'll give now the try... EDIT I'll give it a try tomorrow, because now I'm tired... see you tomorrow guys! good night all... Share this post Link to post Share on other sites
Linker Split 0 Posted October 20, 2007 nothing, still the same problem, and I've set the terrain size to 10240x10240 px as the sat/mask texture... I've even changed the rvmats as Opteryx said, but not a fucking progress but what I saw is that also in Rahamadi there's some problem like it, but the transition seems to be more smooth... Share this post Link to post Share on other sites
opteryx 1562 Posted October 20, 2007 What does your layers.cfg look like? Share this post Link to post Share on other sites
Linker Split 0 Posted October 20, 2007 class Layers { <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class terrain { texture = "BHD_mogadishu\data\terrain_mco.png"; material="BHD_mogadishu\data\terrain.rvmat"; }; class beachsand { texture = "BHD_mogadishu\data\beachsand_mco.png"; material="BHD_mogadishu\data\beachsand.rvmat"; }; class sand { texture = "BHD_mogadishu\data\sand_mco.png"; material="BHD_mogadishu\data\sand.rvmat"; }; class grass { texture = "BHD_mogadishu\data\grass_mco.png"; material="BHD_mogadishu\data\grass.rvmat"; }; }; class Legend { picture="BHD_mogadishu\Source\MapLegend.png"; class Colors { terrain[]={{86,77,52}}; beachsand[]={{190,168,158}}; sand[]={{127,114,87}}; grass[]={{47,81,34}}; } }; colours correspond exactly to the ones I used in photoshop for the Mask_lco.png image... also in the same image there are no transition pixels... Share this post Link to post Share on other sites
Auss 208 Posted October 21, 2007 I had the same problem several weeks back and asked the same question, I got no help at all so good luck mate I gave up Share this post Link to post Share on other sites
Linker Split 0 Posted October 21, 2007 what i can understand is that Visitor3 RC still doesn't accept textures with different names than the original one (obviously it's only a suggestion)... because now i tried to name my textures with the original CZ ones, and i got grass, rocks, but the same problem too... I've changed the terrain grid size to 512x512 and terrain cell size (meters) to 20, so that the final terrain size ould be 10240x10240 exactly as my SAT image... but nothing... I'm starting hating this program Share this post Link to post Share on other sites