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OChristie

--=Terrain Starter Kit=--

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--=TERRAIN STARTER PACK=--

--=Blackknight63 Terrain Starter Pack=--

2927413558_a025bf53c6_o.jpg

<span style='color:#00FF00'>Download Link for Blackknight63 Terrain Starter Kit: </span>

FILE FRONT LINK

ARMEDASSAULT.INFO MIRROR

ARMAHOLIC MIRROR

ePrison.de Mirror

-=Update=-

-New Data and Layers.cfg

Link

http://www.2shared.com/file/4089275/ae70a959/Archive.html

Installation

-Replace all of the files in the 'data' folder with all of the files in your current 'data' folder, and then also replace the 'layers.cfg' aswell!! {WARNING} You will have to rename all the names again to your current terrain name!

***After replacing your new files, delete the 'Layers' folder inside the 'data' folder, and then import your Satellite and Mask again!!***

<span style='color:#FF0040'>This pack was made to help people who have never made a map before, Make a Map!

It includes 5 Terrain Templates (terrain.png's) 5 Sat_LCO's and 5 Masks! For the DEM/SRTM Data I used the USGS Seamless Server,Or I Made the Heightmap in GeoControl, I then imported the data into VTBuilder and used the area tool to export that to .bt format which I imported into L3DT and generated the Sat_LCO's! I have left the masks a standard colour to simulate the area of which they are based etc!</span>

1. Hilly Area - Grass

2. Mountain Range (Valley's) - Rock/Grass

3. Plateau's (Nevada) - Rock/Desert

4. Large Hills/Mountains - Rocky/Snow

5. Gradule Mountains/Hills - Rocky/Desert

The Sat Maps are very basic but they give you an idea and a starting point to develop them further!

--=Instructions=--

Tools Needed:

Visitor 3

1st - Rename your this folder to the name of your terrain!

2nd - Edit all of the RVMAT Files in the "Data" Folder and the "layers.cfg" in the "Source" Folder so that "YOURTERRAINNAME" is replaced with the name of your terrain - I suggest Ultra-Edit!

------------------

1. Place the desired "terrain.png" in the "terrain" folder in side of the "source" folder!

2. Place the "Sat_LCO.png" and the "Mask_LCO" in the "source" folder!

3. Open up Visitor 3

4. Create a New Project

5. Set the "Terrain grid size" to "2048 x 2048"

6. Set the "Terrain cell size (meters)" to "10.0"

7. Click "Calculator..."

8. In the "Image size (pixels)" Field type "2048"

9. Click "Apply Proposed" the "Close"

10. Click "OK"

You will now see a blank blue background which is just waiting for you to start importing...hehe!

Wait!....

11. Click "Tools" at the top

12. Select "Project Parameters..." from the drop down list

13. In the "Texture layers" box click "Base (active)"

14. Click "Edit"

15. In the "Texture size" drop down menu slect "40.0x40.0m"

16. Click "OK"

Now it says (Invalid).....

17. Click "Calculator..."

18. Do (8.) and (9.)

19. Click "OK"

Now lets set up where we want Visitor to look for our "Data" Folder!

20. Click "Tools" at the top

21. Select "Project Preferences..." from the drop down list

22. In the "Folder - Textures" textbox put in "YOURTERRAINNAME\data"

23. Click "OK"

24. Now "Save" the project into the "Source" folder - (MAKE SURE YOU PUT ".pew" AT THE END OF THE NAME - EXAMPLE "yourterrainname.pew")

Right, now we can start to import all of the necersary data!

25. Click "Project" and then go to "Import Terrain from picture..."

26. Find your folder that is located in the "P:\" Drive then "YOURTERRAINNAME --> source --> terrain" and then select "terrain.pbl" - THEN SAVE YOUR PROJECT!

The heightmap should have shown up in Visitor 3!

Lets import the Sat_LCO and Mask_LCO

27. Click "Tools" at the top

28. Select "Import Satilite + Mask..."

29. Navigate to "layers.cfg" in the "source" folder

30. Select "Binary" and click "OK"

31 Selct the "Sat_LCO" and then select the "Mask_LCO"

32. Wait!

33. Open "Buldozer" by clicking the "Red Exclamation Mark"

34. Then, Without Closeing go to the Visitor 3 "Project Menu and select "Export World"

35. Save the .wrp file with the same name as your PBO, Make sure to save it in the PBO Folder, save it next to the "data" and "source" folders!

36. Now you can close "Buldozer" and "Visitor 3" - DO NOT FORGET TO SAVE IT!!

37. Open up the "config.cpp" and replace all of the "YOURTERRAINNAME" with the name of your PBO! and then you are ready to go, just PBO it and then go go go!

You can experiment with different terrain sizes and other different maps etc!

I have Included all of the L3DT Files so that you can edit it!

Have Fun!

<span style='color:#00FF00'>Download Link for Blackknight63 Terrain Starter Kit: </span>

FILE FRONT LINK

ARMEDASSAULT.INFO MIRROR

ARMAHOLIC MIRROR

ePrison.de Mirror

-=Update=-

-New Data and Layers.cfg

Link

http://www.2shared.com/file/4089275/ae70a959/Archive.html

Installation

-Replace all of the files in the 'data' folder with all of the files in your current 'data' folder, and then also replace the 'layers.cfg' aswell!! {WARNING} You will have to rename all the names again to your current terrain name!

***After replacing your new files, delete the 'Layers' folder inside the 'data' folder, and then import your Satellite and Mask again!!***

Cheers!!

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wow stunning work mate, I'm sure a 1000 islands will now be spawned from this smile_o.gif

Southy

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Thanks Mate,

I forgot to add to the list, If anybody has any suggestions or anything like that, Feel free to let me know and I will see what i can do!

--> D@nte

Thanks Mate wink_o.gif

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Thank you for your work. I think a long time about to create my own perfect island with nature, villiges forests and bases (And without lags).

But the creation of a island like Shmalfelden is a log process that can take more than 5 months. There was no new island in OG, and i have not seen a perfect island for ArmA. Not even from BIS. smile_o.gif ArmA 2 is not far away - will we able to use the ArmA islands there?! I don't think so.

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Never tried to make an island before, so I thought I'd give this a try.

It seems fairly idiot-proof, although I got confussed by not placing my island folder in the P-drive to start with. After correcting that everything went fine until step 26, where the height map didn't show up in Visitor. Not quite sure what I've done wrong, I've deleted everything, ensured all the paths are correct (including RVMAT files) and tried again 3 times and still got the same result...

Anyway, I'm sure it will work for others. Although if anyone has any ideas where I've gone it would be much appreciated  wink_o.gif

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Josh - you can only "team up" if you have a goal you want achieve together. In this specific case we need a concept plan of the island people want to made and to work for.

I don't think it is the right tread, but it would ba a beginning to start a thread with "kind of idea" island maps (hand drawn, Google Earth, Photoshop, Paint, etc.)

Then select (via vote) what island people really wanna made and make the 3D model and terrain layers together. The placements of objects is the only thing that can be split. But at least the same style should be kept.

I like the objects is the south sahrni, but the north part has not that great quality. Good "East europe" objects is the cherry of ArmA2. Some good "EAST EUROPE" islands could wait since then.

But it is really important to have a good concept.

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@blackknight63

Thanks, that got it. I should have known it would be something simple I was missing  wink_o.gif

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I think an idea that his could spur, is a directory/location for users/requesters to upload sat maps/height maps, and then the map makers can simply make the map (hardest part).

It could at least allow beginners to also have ideas from the community to base their maps off anyhow.

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Nice and simple tutorial, just what I need hehe biggrin_o.gif Although think I found a "bug". When I want to import the SAT and the MASK, here's what I get:

"Error saving 'p:\shemya\data\layers\S_000_000_LCO.png" without the " . I think I looked everywhere, but I really couldn't find any S_000_000_LCO.png. It may be a bug or just a mistake by me, I don't know I am new at this. whistle.gifconfused_o.gif

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Make sure that all of the RVMATS and the LAYERS.CFG have the YOURTERRAINNAME replaced with shemya in your case!

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Alright I'll check it again, but I am almost 100% sure that I did everything right, thanks for the reply.

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I am not sure that should the stuff in the layers cfg look like this:

"ca\SHEMYA\data\pole1_mco.png"

Or this:

"P:ca\SHEMYA\data\pole1_mco.png"

the first "version" is in my layers cfg.

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-=Update=-

-New Data and Layers.cfg

Link

http://www.2shared.com/file/4089275/ae70a959/Archive.html

Installation

-Replace all of the files in the 'data' folder with all of the files in your current 'data' folder, and then also replace the 'layers.cfg' aswell!! {WARNING} You will have to rename all the names again to your current terrain name!

This should fix your problems if done correctly!

***After replacing your new files, delete the 'Layers' folder inside the 'data' folder, and then import your Satellite and Mask again!!***

@DaKa

layers.cfg

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

class Layers

{

class trava

{

texture = "YOURTERRAINNAME\data\trava_mco.paa";

material="YOURTERRAINNAME\data\trava.rvmat";

};

class travanf

{

texture = "YOURTERRAINNAME\data\travanf_mco.paa";

material="YOURTERRAINNAME\data\travanf.rvmat";

};

class pisekplaz

{

texture = "YOURTERRAINNAME\data\pisekplaz_mco.paa";

material= "YOURTERRAINNAME\data\pisekplaz.rvmat";

};

class pole1

{

texture = "YOURTERRAINNAME\data\pole1_mco.paa";

material= "YOURTERRAINNAME\data\pole1.rvmat";

};

class travajih

{

texture = "YOURTERRAINNAME\data\travajih_mco.paa";

material= "YOURTERRAINNAME\data\travajih.rvmat";

};

class fieldtravajih

{

texture = "YOURTERRAINNAME\data\fieldtravajih_mco.paa";

material= "YOURTERRAINNAME\data\fieldtravajih.rvmat";

};

class lawn

{

texture = "YOURTERRAINNAME\data\lawn_mco.paa";

material= "YOURTERRAINNAME\data\lawn.rvmat";

};

class mesto

{

texture = "YOURTERRAINNAME\data\mesto_mco.paa";

material= "YOURTERRAINNAME\data\mesto.rvmat";

};

class lesjeh

{

texture = "YOURTERRAINNAME\data\lesjeh_mco.paa";

material= "YOURTERRAINNAME\data\lesjeh.rvmat";

};

class leslist

{

texture = "YOURTERRAINNAME\data\leslist_mco.paa";

material= "YOURTERRAINNAME\data\leslist.rvmat";

};

class skalaj

{

texture = "YOURTERRAINNAME\data\skalaj_mco.paa";

material= "YOURTERRAINNAME\data\skalaj.rvmat";

};

};

class Legend

{

picture= "YOURTERRAINNAME\Source\mapLegend.png";

class Colors

{

/// color names should correspond to surface layer names

///travajih[]={{255,255,0}};

fieldtravajih[]={{255,255,0}};

///pole1[]={{0,255,0}};

///pisekplaz[]={{255,0,0}};

///pole1[]={{255,255,255}};

///trava[]={{255,0,255,}};

travanf[]={{255,0,255,}};

lawn[]={{0,255,0}};

mesto[]={{255,0,0}};

lesjeh[]={{0,0,255}};

///leslist[]={{0,255,0}};

skalaj[]={{255,255,255}};

}

};

That should help you with all of your problems!

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Just a small hint. But when you use original arma ground texture names and someone would like to define own clutter on that textures you getting serious problems. Always use your own textur tags (mytag_mesto, mytag_pole1.......) to awoid any problems. wink_o.gif

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