Waterman 0 Posted August 2, 2009 Hey there, I've been following this Visitor tutorial: http://forums.bistudio.com/showthread.php?t=62725&highlight=Visitor+tutorial I have also setup Visitor 3 to use ARMA2 objects and for buldozer etc. I've started a project using OS Landranger based data and using Google Earth for creating a satellite image of the area im working on too (Took about 60 print screens at 1km to get it all lol) Now I've got to the stage where I need to create a mask. The above tutorial uses 4 colours/textures: Grass = Green RGB = 0.255.0 Sand = Yellow RGB = 255.255.0 Urban/Asphalt = Blue RGB = 0.0.255 Rock/Mountain = Red RGB = 255.0.0 However ARMA2 has 14 I believe: Grass1 Grass2 GrassW1 GrassW2 Forest1 Forest2 MudGround Field1 Field2 Grit1 Heather Rock Tarmac Concrete I was wondering, what RGB colours should I use in order to create the mask? Can I choose any and just define them in the Layers.cfg? Also in the Layers.cfg example given in the tutorial, there are paths to RVMAT files for ARMA1 textures which need changed. In the ARMA2 chenerus_Data folder (equivalent of ARMA1 Data folder), there is any? Do they exist, if so where do I get them and if not, is there any other work around? Thanks, Hope it makes sence! :p Share this post Link to post Share on other sites
rstratton 0 Posted August 2, 2009 http://www.armaholic.com/page.php?id=3987 get this itll help alot Share this post Link to post Share on other sites
Waterman 0 Posted August 2, 2009 Thanks, that helps a little to my understanding, but not get any further as those are for ARMA1. When you un-binarize the config.bin you get a file called: CfgSurfaces.hpp Inside: // Generated by unRap v1.06 by Kegetys class CfgSurfaces { class Default {}; class Water {}; class CRGrass1 : Default { access = ReadOnly; files = "cr_trava1_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRGrassClutter"; soundHit = "soft_ground"; }; class CRGrass2 : Default { access = ReadOnly; files = "cr_trava2_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRTallGrassClutter"; soundHit = "soft_ground"; }; class CRGrassW1 : Default { access = ReadOnly; files = "cr_travad1_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRGrassWClutter"; soundHit = "soft_ground"; }; class CRGrassW2 : Default { access = ReadOnly; files = "cr_travad2_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRTallGrassWClutter"; soundHit = "soft_ground"; }; class CRForest1 : Default { access = ReadOnly; files = "cr_les1_*"; rough = 0.2; dust = 0.2; soundEnviron = "forest"; character = "CRForestMixedClutter"; soundHit = "soft_ground"; }; class CRForest2 : Default { access = ReadOnly; files = "cr_les2_*"; rough = 0.2; dust = 0.15; soundEnviron = "forest"; character = "CRForestFirClutter"; soundHit = "soft_ground"; }; class CRMudGround : Default { access = ReadOnly; files = "cr_pole_*"; rough = 0.09; dust = 0.1; soundEnviron = "dirt"; character = "SparseWeedsClutter"; soundHit = "soft_ground"; }; class CRField1 : Default { access = ReadOnly; files = "cr_oranice_*"; rough = 0.15; dust = 0.25; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; }; class CRField2 : Default { access = ReadOnly; files = "cr_strniste_*"; rough = 0.13; dust = 0.3; soundEnviron = "dirt"; character = "CRStubbleClutter"; soundHit = "soft_ground"; }; class CRGrit1 : Default { access = ReadOnly; files = "cr_sterk_*"; rough = 0.1; dust = 0.25; soundEnviron = "gravel"; character = "Empty"; soundHit = "hard_ground"; }; class CRHeather : Default { access = ReadOnly; files = "cr_vres_*"; rough = 0.14; dust = 0.1; soundEnviron = "forest"; character = "CRHeatherClutter"; soundHit = "soft_ground"; }; class CRRock : Default { access = ReadOnly; files = "cr_skala_*"; rough = 0.2; dust = 0.07; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class CRTarmac : Default { access = ReadOnly; files = "cr_asfalt_*"; rough = 0.08; dust = 0.05; soundEnviron = "road"; character = "Empty"; soundHit = "hard_ground"; }; class CRConcrete : Default { access = ReadOnly; files = "cr_beton_*"; rough = 0.08; dust = 0.05; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "concrete"; }; }; Some of the surfaces are the same as ARMA1, but there are also some new ones. It's the new ones like "vres" or "sterk" I need to know what colours to use. Share this post Link to post Share on other sites
Planck 1 Posted August 3, 2009 My understanding from ArmA1 was that your chosen mask colours were just that, whatever you chose for each surface type. If you chose 'Deep Pink' for grass that was fine, and maybe 'Light Pink' for lighter grass ... and so on. In other words there was no set colours to use as far as I can see, however, in ArmA1 the number of colours allowed in any one terrain cell was 4. I'm not sure if this still applies to ArmA2. This means that you could only denote 4 seperate surface types per cell on the mask. Planck Share this post Link to post Share on other sites
Waterman 0 Posted August 3, 2009 (edited) Ok manged to find the mask images for chenerus which confuses me more as there is only 5 colours used that I can tell: RGB: 0,0,0 RGB: 255,0,0 RGB: 0,255,0 RGB: 0,0,255 RGB: 104,73,107 Could someone explain to me what the mask is for, because as far as I can tell by playing ingame and comparing to the mask images, each colour can have more than 1 kind of texture and sound (when you run on it). My head hurts. EDIT My understanding from ArmA1 was that your chosen mask colours were just that, whatever you chose for each surface type.If you chose 'Deep Pink' for grass that was fine, and maybe 'Light Pink' for lighter grass ... and so on. In other words there was no set colours to use as far as I can see, however, in ArmA1 the number of colours allowed in any one terrain cell was 4. I'm not sure if this still applies to ArmA2. This means that you could only denote 4 seperate surface types per cell on the mask. Planck Sorry never saw your post before posting mine. Thanks Planck. It would appear the maximum number of colours allowing in a terrian cell is now 5? Here is a single image from the mask for Chenerus (click thumbnail for larger version): Is my understanding correct? Edited August 3, 2009 by Waterman Share this post Link to post Share on other sites
.kju 3244 Posted August 3, 2009 A2 supports 6 colors per cell. The color system is to be found in the rvmat. Not sure how to read it. Maybe its simple RGB. Just take a look. Share this post Link to post Share on other sites
Waterman 0 Posted August 3, 2009 (edited) A2 supports 6 colors per cell.The color system is to be found in the rvmat. Not sure how to read it. Maybe its simple RGB. Just take a look. How did you find out it supports 6 colours? Also the RVMAT files (in the Chenerus_Data_Layers.pbo, not the Chenerus_Data.pbo) wont open using the BIS material editor which came as park of the tool pack. I did manage to use Kegetys unRAP programme to open one which gives me these files: p_000-000_l04_l07_l10.cpp Stage0.hpp Stage1.hpp Stage2.hpp Stage3.hpp Stage4.hpp Stage5.hpp Stage6.hpp Stage7.hpp Stage8.hpp TexGen1.hpp TexGen2.hpp TexGen3.hpp TexGen4.hpp Inside p_000-000_l04_l07_l10.cpp: // p_000-000_l04_l07_l10.rvmat - 14:35:33 08/03/09, generated in 0.04 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Enabled, Automatic comments: Enabled ambient[] = {0.9, 0.9, 0.9, 1.0}; diffuse[] = {0.9, 0.9, 0.9, 1.0}; forcedDiffuse[] = {0.02, 0.02, 0.02, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 0.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; #include "Stage0.hpp" #include "Stage1.hpp" #include "TexGen3.hpp" #include "TexGen4.hpp" #include "TexGen0.hpp" #include "TexGen1.hpp" #include "TexGen2.hpp" PixelShaderID = "TerrainX"; VertexShaderID = "Terrain"; #include "Stage2.hpp" #include "Stage3.hpp" #include "Stage4.hpp" #include "Stage5.hpp" #include "Stage6.hpp" #include "Stage7.hpp" #include "Stage8.hpp" ??? Also still need to find rvmat files for chenerus textures (ie. trava1, trava2 etc), there are only ones for the chenerus mask images. This is the only way to get the correct values to use apart from guessing. ---------- Post added at 02:08 PM ---------- Previous post was at 12:55 PM ---------- BTW, has nobody else tried to use ARMA2 detail textures yet? Edited August 3, 2009 by Waterman Share this post Link to post Share on other sites
.kju 3244 Posted August 3, 2009 Actually the mask tells you the color code, doesn't it? :P Check the stages. They assign the ground textures. Best to find areas of only one/few colors and check the terrain. in the ca config (or all in one) you can check all existing cfgClutterTypes (or similar name) Share this post Link to post Share on other sites
Waterman 0 Posted August 3, 2009 I did check the stages but the only one that hints at RGB is Stage 2. Stage0: class Stage0 { texture = "ca\chernarus\data\layers\s_003_028_lco.paa"; texGen = 3; }; Stage1: class Stage1 { texture = "ca\chernarus\data\layers\m_003_028_lca.paa"; texGen = 4; }; Stage 2: class Stage2 { texture = "#(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)"; texGen = 0; }; Stage3: class Stage3 { texture = "ca\chernarus\data\cr_sterk_detail_nopx.paa"; texGen = 1; }; Stage4: class Stage4 { texture = "ca\chernarus\data\cr_sterk_detail_co.paa"; texGen = 2; }; Stage5: class Stage5 { texture = "ca\chernarus\data\cr_les2_detail_nopx.paa"; texGen = 1; }; Stage6: class Stage6 { texture = "ca\chernarus\data\cr_les2_detail_co.paa"; texGen = 2; }; Stage7: class Stage7 { texture = "ca\chernarus\data\cr_vres_detail_nopx.paa"; texGen = 1; }; Stage8: class Stage8 { texture = "ca\chernarus\data\cr_vres_detail_co.paa"; texGen = 2; }; I can post the TexGen too if it helps? Share this post Link to post Share on other sites
.kju 3244 Posted August 3, 2009 Well this is a complicated example. If you start with a mask part that has only one color on it, it should have only one stage / or one unique texture defined in the given rvmat. That way you can see: color X = texture Y (defined in the stage). This way you can work you way up, step by step. Share this post Link to post Share on other sites
Waterman 0 Posted August 10, 2009 (edited) OK think I got it worked out. Seems to be working I think after making some rvmat files for the detail textures: The problem is now with the Satellite textures in the distance not displaying properly, at least in Buldozer: Any idea why this would be? How can I fix this? Here is a picture of my project parameters if it helps: Text reads: Terrain grid size: 4096 x 4096 Terrian cell size (meters): 5.0 Terrain size (meters): 20480.0 x 20480.0 Satellite image details: Image size: 20480 x 20480 Image resolution (m/pixel): 1.0 Segment size (pixels): 512 Segment size (meters): 512.000 Segment overlap (pixels): 16 Segment overlap (meters): 16.000 Then Satellite Segment for Game is 96. Edited August 10, 2009 by Waterman Share this post Link to post Share on other sites
Waterman 0 Posted August 11, 2009 Tried it ingame and textures are the same? Could it be the file size or just something like the config.cpp? Also noticed that all the sea areas have lots of triangles, like a small grid with diagonal lines when when on the map? Share this post Link to post Share on other sites
prowler.wolf 0 Posted August 11, 2009 My islands did the same thing when I ported them from arma 1 Share this post Link to post Share on other sites
Synide 0 Posted August 11, 2009 Unfortunately, Like the thread about trying to use 'new' shaders in material files the same applies here. (Well, with twists of course) In a rush so don't have time to explain every detail, but suffice to say you really need the 'new' tools if you want to use 'new' features. You could get away with using the same 'A1' island setup with the A1 tools as if you were producing the content for A1 and have it work resonably in A2, but not optimally. You should really hang-fire till the A2 tools come out I'd suggest. Share this post Link to post Share on other sites
Waterman 0 Posted August 12, 2009 Who knows how long that will be... :rolleyes: Share this post Link to post Share on other sites
cbfasi 4 Posted August 12, 2009 I having same problem with a new terain, but did not have same problem with my test terrain, will look at what is different and report back if I get any luck Share this post Link to post Share on other sites
cbfasi 4 Posted August 13, 2009 Made quite a number of changes today. My 6.4k test island has no problems like this yet my 10km has the problem... Share this post Link to post Share on other sites
Waterman 0 Posted August 13, 2009 Maybe a problem specifically related to larger islands then? Share this post Link to post Share on other sites
Waterman 0 Posted August 14, 2009 Have installed new BI Tools now, but still have all the same problems. :( Did they actually change anything in Visitor? It looks exactly the same. Only difference I have noticed is when importing satellite and mask images... it asks for the config first now rather than in the middle. Share this post Link to post Share on other sites
.kju 3244 Posted August 15, 2009 Did you use the new binarize yet? (textures, rvmat, etc) Share this post Link to post Share on other sites
Waterman 0 Posted August 15, 2009 What files exactly do I need to binarize? Share this post Link to post Share on other sites
memphisbelle 99 Posted August 16, 2009 I am totaly confused about the handling of A2 Textures, how does it work? Can I go the same way known of ArmA1 and get the same RVMAT (ArmA1) files together with the new ArmA2 Textures in one produktfolder like this: Islandname/Data/Texturename and its RVMAT file? Some better explanations about how to get it worked would be apriciated, would it also be possible to get an example here in this form, which represents how to get an Island ingame? I made such an example for ArmA1 and that helped many peoples. Share this post Link to post Share on other sites
.kju 3244 Posted August 16, 2009 (edited) In terms of textures for worlds, the paa are just far better compressed. Anything else - doesn't seem changed much, if at all. Of course you have six layers / different colors per mask cell, as well as the midRangeTexture. If your textures are tga, v3 should convert them correctly anyway. If you already have paa, use pal2pace to convert them. Very easy to do via command line: Pal2PacE x:\Test\*.paa Make sure to backup your paa first and this will overwrite the source files. Just check the readme of tex view 2. It is all in there. :) WRP and rvmat files should be binarized. BinPBO makes this a child's play, as long as you have a proper P:\ setup. Here is some advanced details on this topic: CMB: DevelopmentSetup And/or read Sy's tut. More good info at the Community Modding Bible. Edited August 16, 2009 by kju Share this post Link to post Share on other sites
Waterman 0 Posted August 16, 2009 I managed to fix all my problems I think now. Just need to do some tweeking. Ingame picture of my island: I started again from scratch. Terrain grid size: 4096x4096 Terrain cell size (meters): 10 Terrain size (meters): 40960 x 40960 Then in satellite grid calulator: [u]Satellite Image[/u] Image size (pixels): 20480 Image resolution (m/pixel): 2 Segment size (pixels): 512 Segment size (meters): 1024 Segment overlap (pixels): 16 Segment overlap (meters): 32 [u]Satellite Grid[/u] Calculated: 99.2 Proposed: 96 Segment overlap proposed: 32.0 Then in the texture layers dialogue, clicked "Base (active)" then "edit". Then changed texture size from 10.0x10.0 to 40.0x40.0. This is what solved the previous problem with placing objects and also made the satellite and mask images load a lot quicker. It might be what fixed the texture problem as well in the pictures I showed. However it makes the detail textures too large ingame, so I think I need to make it 20.0x20.0 maybe or adjust the rvmat files or something. I also pointed buldozer to load from buldozer.exe in the p:\ drive rather than arma2.exe The road builder seems to work for me using the new road files too.:) Share this post Link to post Share on other sites
.kju 3244 Posted August 16, 2009 Good to hear Waterman! Cheers for the guide. Share this post Link to post Share on other sites