icfhoop 0 Posted December 14, 2007 I need some help. Sgt. Ace has helped me a whole lot on how to actually make a map. Now I just dont understand how to import it into arma. I have read the quick tutorial but got confused. any help thank you. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted December 15, 2007 What stage of the project are you? Do you mean you are having problems creating the PBO file? Share this post Link to post Share on other sites
icfhoop 0 Posted December 15, 2007 yes i need help creating pbo file, every time i do it doesnt show up in game any ideas? Share this post Link to post Share on other sites
Linker Split 0 Posted December 15, 2007 you need a proper config.cpp... when you create one, pay attention to save it as .cpp, not .cpp.txt Share this post Link to post Share on other sites
icfhoop 0 Posted December 15, 2007 have a config, got this one from bi sample map here it is : #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class SampleMap { units[] = {SampleMap}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class SampleMap: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {SampleMapIntro1}; description = "SampleMap"; icon=""; worldName=C:\Documents and Settings\Chosen One\Desktop\SampleMap\SampleMap.wrp pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport 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=false; class ReplaceObjects {}; // sound sources class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; // default - no film class Lighting : DefaultLighting {}; clutterGrid = 1.11;//pred demem to bylo 1.5 /// how far clutters are visible clutterDist = 55; noDetailDist = 40; /// where ground detail texture is fully visible (begin fading out) fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral: DefaultClutter { model=ca\plants\clutter_grass_general.p3d; affectedByWind = 0.3; swLighting = true; //relativeColor[]={0.8,0.8,0.8,0}; //colorByGround=0.9; 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 = 0.60; scaleMax = 1.10; }; class GrassSevenbeauty: GrassGeneral { model=ca\plants\clutter_grass_sevenbaeuty.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassYellow: GrassGeneral { model=ca\plants\clutter_grass_yellow.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassDesert: GrassGeneral { model=ca\plants\clutter_grass_desert.p3d; }; class ForestFern: GrassGeneral { model=ca\plants\clutter_forest_fern.p3d; affectedByWind = 0.1; scaleMin = 0.90; scaleMax = 1.10; }; class SmallRocks: GrassGeneral { model=ca\rocks\clutter_stone_small.p3d; affectedByWind = 0; scaleMin = 0.90; scaleMax = 1.10; }; 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 { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient { /* Layer cost and species probability use expressions. Variables which can be used inside of expressions: rain: rain intensity. night: 1 during night, 0 during day. hills: 0 at 150 ASL, 1 at 400 ASL. windy: 0 at 0 m/s, 1 at 20 m/s. trees: tree density. sea: distance to sea. houses: house density. meadow: meadow character. forest: 1 in the forest. Any values are continuous/interpolated in the range of 0 to 1. Values they are independent unless notes otherwise (meaning meadow and forest can be 1 at the same time). You can observe these values in real-time using: diag_toggle "ambient" */ class BigBirds { //Container radius: //Species are normally spawned at the edges of the circle defined by this radius. //One exception to this is the initial start of the simulation, where the whole //circle will be filled. radius = 300; //Points allowed for this container: //Xbox: 1 * (1 - night) * (1 - sea) cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; //Classname in Species corresponds to type name: class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; //Xbox: (1 - night) * (2 + 8 * sea) cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea) 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; }; }; }; //The wind is blowing various particles around: class WindClutter { radius = 10; //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5]) cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 //Dark green grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 //Dry grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 //Dust. { probability="0.4 * hills"; cost = 1; }; class FxWindLeaf1 //Green leaf. { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 //Dry leaf. { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 //Green leaf with a dry spot. { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { //Xbox: 10 radius = 15; //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2])) 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; //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy) 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 { #include "SampleMap.hpp" }; }; }; class CfgWorldList { class SampleMap {}; }; class CfgMissions { class Cutscenes { class SampleMapIntro1 { directory = "ca\SampleMap\data\scenes\intro.SampleMap"; }; }; }; Share this post Link to post Share on other sites
opteryx 1562 Posted December 15, 2007 Is any other PBO in your addons folder using that config? Also, does the folder + wrp you're trying to compile have the correct names so that it correlates with the config? Share this post Link to post Share on other sites
icfhoop 0 Posted December 15, 2007 Ok i do not know if anyother config in my addon folder has the same config but im pretty shure there isnt, i have SampleMap.wrp and i have config.cpp Share this post Link to post Share on other sites
.kju 3245 Posted December 15, 2007 Doh... people configs are actually very easy... At least this is completely wrong: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName=C:\Documents and Settings\Chosen One\Desktop\SampleMap\SampleMap.wrp => <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName = "\SampleMap\SampleMap.wrp"; IF you folder has the name SampleMap. IF your WRP reads SampleMap.wrp. And IF your WRP is inside that folder AND you pbo this folder. Your complete config should rather look like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class PBO_NAME { units[] = {"ISLANDNAME"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"Sara"}; }; }; class CfgWorlds { class Sara; class YOUROFPECTAG_ISLANDNAME: Sara { description = "ISLANDNAME"; worldName = "\SampleMap\SampleMap.wrp"; }; }; class CfgWorldList { class YOUROFPECTAG_ISLANDNAME{}; }; Replace all strings in UPPERCASE. PBO_NAME: Name of the folder the wrp is in. FOR NOW: SampleMap. In the future it has to be: "YOUROFPECTAG_ISLANDNAME" ISLANDNAME: Think of something. YOUROFPECTAG: Read more about OFPEC Tags Share this post Link to post Share on other sites
opteryx 1562 Posted December 15, 2007 Quote[/b] ]Doh... people configs are actually very easy... LIES! I'm complete moron with anything remotely related to code. Share this post Link to post Share on other sites
icfhoop 0 Posted December 15, 2007 Ok got it into arma but now there are no textures (just white) and it has all of the Sahrani cityies and rahmadi how do i fix these things ? Share this post Link to post Share on other sites
opteryx 1562 Posted December 16, 2007 Ok got it into arma but now there are no textures (just white) and it has all of the Sahrani cityies and rahmadi how do i fix these things ? Perhaps your project folder in P: isn't named the same as the pbo? This would cause all the layers rvmats to be generated with a different path. Then you'll either hex edit them or rename your project file, all other paths and re-import sat. Share this post Link to post Share on other sites
icfhoop 0 Posted December 16, 2007 by project file do you mean the pew file ? if so do i just rename the pbo file to the same as that ? Share this post Link to post Share on other sites
opteryx 1562 Posted December 16, 2007 by project file do you mean the pew file ? if so do i just rename the pbo file to the same as that ? No, the project folder on P: where you have your data folder, source folder etc. Share this post Link to post Share on other sites
icfhoop 0 Posted December 16, 2007 yes the project folder is located in ....P:\CA\SampleMap and the name of the wrp file is SampleMap.wrp Share this post Link to post Share on other sites
opteryx 1562 Posted December 16, 2007 yes the project folder is located in ....P:\CA\SampleMapand the name of the wrp file is SampleMap.wrp Quote[/b] ]yes the project folder is located in ....P:\CA\SampleMap I'm not sure here cause I've never tried, but having your project folder in ca might generate a path in the rvmats that may cause the game not being able to find the textures in that dir. If you have a hex editor that can replace text in multiple files you can remove the "ca" part of the dir. inside the layers rvmats........... but if I were you I'd just put the project folder in P: and rewrite all paths inside the data folder rvmats, project preferences and layers.cfg. then do a re-import of the satellite. Share this post Link to post Share on other sites
icfhoop 0 Posted December 16, 2007 Ok please explain these things in step like what i need to day again in order pla thank you. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted December 16, 2007 I avoided having to hex edit the rvmats in the layers folder by saving them as text as when I imported the mask and satellite images. Everything checked out okay, ie paths. Redoing the import and saving the rvmats as binary, creating the wrp file and then making the PBO did not work. The map did not show up in the editor. Through about a week of frustration I "fixed" the problem by *not* saving the rvmats as binary when importing. Now my map is useable in game. Go figure - I "know" it's not the right way to do it...right? In 25 years of computer gaming I'm not sure I've ever been as seduced or frustrated by map making with these "tools" Share this post Link to post Share on other sites
fitzee 7 Posted December 16, 2007 yes the project folder is located in ....P:\CA\SampleMapand the name of the wrp file is SampleMap.wrp Quote[/b] ]yes the project folder is located in ....P:\CA\SampleMap I'm not sure here cause I've never tried, but having your project folder in ca might generate a path in the rvmats that may cause the game not being able to find the textures in that dir. If you have a hex editor that can replace text in multiple files you can remove the "ca" part of the dir. inside the layers rvmats........... but if I were you I'd just put the project folder in P: and rewrite all paths inside the data folder rvmats, project preferences and layers.cfg. then do a re-import of the satellite. Not trying to argue, but putting it on p is wrong. If you want things like ladders, anims and ordering units to the numbered spots in buildings to work, then you need to put your project folder inside ca. Make sure you fix the paths inside all rvmat files, including the sat and layer maps. Make sure you unrap all configs in their respective model folders. Then when you pbo the island you need to binarize it. Thats the only way ive been able to get an island with everything working, and zero errors in the arma rpt file. Theres a thread in this subforum that goes more into detail. Share this post Link to post Share on other sites
opteryx 1562 Posted December 16, 2007 yes the project folder is located in ....P:\CA\SampleMapand the name of the wrp file is SampleMap.wrp Quote[/b] ]yes the project folder is located in ....P:\CA\SampleMap I'm not sure here cause I've never tried, but having your project folder in ca might generate a path in the rvmats that may cause the game not being able to find the textures in that dir. If you have a hex editor that can replace text in multiple files you can remove the "ca" part of the dir. inside the layers rvmats........... but if I were you I'd just put the project folder in P: and rewrite all paths inside the data folder rvmats, project preferences and layers.cfg. then do a re-import of the satellite. Not trying to argue, but putting it on p is wrong. If you want things like ladders, anims and ordering units to the numbered spots in buildings to work, then you need to put your project folder inside ca. Make sure you fix the paths inside all rvmat files, including the sat and layer maps. Make sure you unrap all configs in their respective model folders. Then when you pbo the island you need to binarize it. Thats the only way ive been able to get an island with everything working, and zero errors in the arma rpt file. Theres a thread in this subforum that goes more into detail. Hey my knowledge is quite limited still to this, also I aware that my tutorial is severely flawed. In any case, I didn't have much success with the project folder in P: when I started out, so I just stuck with it straight on P: Would have been great if someone could take their time to write a proper, thorough and accurate tutorial. Share this post Link to post Share on other sites
.kju 3245 Posted December 16, 2007 rvmats can be converted to cpp (text file) with unrap. You can binarize the cpp again to rvmat with Eliteness. Search the BIKI for the tools. Share this post Link to post Share on other sites