Auss 208 Posted August 13, 2009 (edited) I've managed to get Australia back up and running with all required addons, but I'm having a bugger of a job getting the new clutter to work on the new textures. Has anyone managed to get Clutter working using Arma2 textures and Clutter? I am using the default configs and I'm not binarising the island, If I do binarise it breaks the whole thing. Edited August 13, 2009 by Aussie Share this post Link to post Share on other sites
rocket 9 Posted August 13, 2009 If I do binarise it breaks the whole thing. Need to wait for the new Visitor 3, as when the file gets binarized it is not storing the data correctly. Share this post Link to post Share on other sites
Auss 208 Posted August 14, 2009 I'm sure I read in this forum that someone has managed to get clutter running? Share this post Link to post Share on other sites
mr_centipede 31 Posted August 14, 2009 man... that is huge... hope you will get the clutter sort out. is this 1:1 scale? Share this post Link to post Share on other sites
rocket 9 Posted August 14, 2009 I'm sure I read in this forum that someone has managed to get clutter running? Yes, but I don't believe they have when binarized? Share this post Link to post Share on other sites
luki 53 Posted August 14, 2009 If you do it correct then it works even with a1 tools. Share this post Link to post Share on other sites
.kju 3245 Posted August 14, 2009 and now a2 tools are out Share this post Link to post Share on other sites
Auss 208 Posted August 15, 2009 and now a2 tools are out Thanks, downloading them now. Share this post Link to post Share on other sites
plumose 219 0 Posted August 15, 2009 I cant even get textures to work :( can u help me,i only want a desert map,one texture thats all i want lol Share this post Link to post Share on other sites
Auss 208 Posted August 16, 2009 (edited) textures, define the RBG color in the layers.cfg and assign a class name (same RGB color as you have in mask) then in the config.cpp assign a texture file to that class name class CfgSurfaces { class UTGround : Default { access = 2; files = "yousandfile_*"; rough = 0.1; dust = 0.2; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; }; }; character- is where your clutter type is specified, sand is usually Empty. Still cant get clutter figured out yet. Not sure what I'm doing wrong Edited August 16, 2009 by Aussie Share this post Link to post Share on other sites
.kju 3245 Posted August 16, 2009 @ Aussie If we load ACEIP, the clutter works. The a2 conversion called OFPIP it does not yet. Coming back to you once we find out. Share this post Link to post Share on other sites
Auss 208 Posted August 18, 2009 ok clutter is sorted. I am a noob, something so simple in the end. Share this post Link to post Share on other sites
.kju 3245 Posted August 18, 2009 Aussie please share your problem and fix. Likely we did just the same. :) Share this post Link to post Share on other sites
ScorpionGuard 10 Posted August 19, 2009 Dear Aussie. How big is the map in km? And how big can you go? For example. Can Southern Africa be done from your knowledge of map building? And how long would it take for a map of that size? Thx Share this post Link to post Share on other sites
mankyle 420 Posted August 19, 2009 It's veeeeeeeeeeeeeeeeeeeeeeeeeeeery Big http://forums.ogn.com.au/attachment.php?attachmentid=43466&d=1235677579 It would take ages to get on foot from sydney to darwin or to perth, so bring your planes keys. Share this post Link to post Share on other sites
memphisbelle 99 Posted August 19, 2009 textures, define the RBG color in the layers.cfg and assign a class name (same RGB color as you have in mask) So far it´s clear and still similar with A1 editing. then in the config.cpp assign a texture file to that class name But where is that config.cpp located? I cant find it in unpacked chernausrus? The normal config file which is stored in Chernaurus.pbo, is not containing that cfgsurfaces entrie. Thanks Memphis Share this post Link to post Share on other sites
Thrash 0 Posted August 20, 2009 (edited) It would take ages to get on foot from sydney to darwin or to perth, so bring your planes keys. On foot!... your keyboard would break before you made it there. For example we were testing a CTI on it a while ago and i got in a car thinking i would drive from our base (in perth) to the enemy base (in sydney). I think i ran out of gas somewhere just after Adelaide, after 15+ minutes of driving. Walking across the map would maybe take 4 hours or so. Edit: maybe more Edited August 20, 2009 by Thrash Share this post Link to post Share on other sites
Auss 208 Posted August 20, 2009 But where is that config.cpp located? I cant find it in unpacked chernausrus? The normal config file which is stored in Chernaurus.pbo, is not containing that cfgsurfaces entrie. When you de-pbo the BIS maps you will see a config.bin. Unrap that and it will generate root class files, if you say yes. If you say no it will generate a config.cpp (with all th classes in that config) As for building a map of this size, Dont try it alone. You really need a team to complete something of this size and detail. We have 7 members and its still a struggle. Share this post Link to post Share on other sites
memphisbelle 99 Posted August 20, 2009 (edited) OK, I got unrap and extracted the config as you said. There is a bunch of Stuff in these files, but this is related to the massive amount of material (textures and objects) I guess/hope, right? Do you also use a special tool to open the hpp files to get the content displayed correctly? Because the importing process works without a crash meanwhile, but no textures are visible...by zooming in I break the Sat map and then the ground turns to black where the Textures should be visble actually. Thats so much different then in A1. In A1 it worked perfectly for me, but not for A2, thats why I want to figure out the Texture thing....so if you could give me some explanations about how to do this so it would be so much awesome...please This is how it looks like: My Project: Textures stored in: MB_Tarrafal/Data/ ( I´m using one texture set from Chernaurus Map and renamed from cr_les1_....paa into les1_....paa) terrain.pbl stored in: MB_Tarrafal/Source/Terrain Sat_lco and Mask_lco stored in: MB_Tarrafal/Source/ These are my files I´m using: (just testing around with 1 texture only) layres.cfg class Layers{ class les1 { texture = "MB_Tarrafal\Data\les1_mco.paa"; material="MB_Tarrafal\Data\les1.rvmat"; }; }; class Legend { picture="MB_Tarrafal\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names les1[]={{226,229,6}}; } }; (I just checked the RGB code, but it´s correct) And the respective rvmat file ambient[] = {0.9,0.9,0.9,1};diffuse[] = {0.9,0.9,0.9,1}; forcedDiffuse[] = {0.02,0.02,0.02,1}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; // specular interpolator must be enabled emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; //surfaceInfo="landtext\bumps.bisurf"; class Stage1 { // normal map texture="MB_Tarrafal\Data\les1_detail_nopx.paa"; <-- Change this for different textures uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="MB_Tarrafal\Data\les1_detail_co.paa"; <-- Change this for different textures uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; Just ran the process again with the same result... Edited August 20, 2009 by MemphisBelle Share this post Link to post Share on other sites
Auss 208 Posted August 20, 2009 Your problem is the layers.cfg. Dont point them to mco files it needs to be co. It will fix your problem Share this post Link to post Share on other sites
Waterman 0 Posted August 20, 2009 (edited) Sorry to confuse things, but I am using mco files in the layers.cfg successfully it would seem: http://forums.bistudio.com/showthread.php?t=82444&page=3 class Layers { class trava1 { texture = "Skye\Data\cr_trava1_mco.paa"; material="Skye\Data\trava1.rvmat"; }; class skala { texture = "Skye\Data\cr_skala_mco.paa"; material="Skye\Data\skala.rvmat"; }; class sterk { texture = "Skye\Data\cr_sterk_mco.paa"; material="Skye\Data\sterk.rvmat"; }; class vres { texture = "Skye\Data\cr_vres_mco.paa"; material="Skye\Data\vres.rvmat"; }; class les1 { texture = "Skye\Data\cr_les1_mco.paa"; material="Skye\Data\les1.rvmat"; }; class les2 { texture = "Skye\Data\cr_les2_mco.paa"; material="Skye\Data\les2.rvmat"; }; }; class Legend { picture="Skye\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names trava1[]={{255,255,0}}; skala[]={{255,255,255}}; sterk[]={{0,0,0}}; vres[]={{255,0,0}}; les1[]={{0,255,0}}; les2[]={{0,255,255}}; } }; If your saying to remove mco files, what are they for? EDIT - Pictures in that thread doesn't show it clearly but it is working. I followed this tutorial, which says to use mco files in the layers.cfg Edited August 20, 2009 by Waterman Share this post Link to post Share on other sites
memphisbelle 99 Posted August 20, 2009 (edited) So you´re just using the old kind of layers.cfg, not the one provided by BIS in the BIKI?? By using the co not the mco file it´s causing a crash of Vis3. Using the mco file still takes no Textures on the ground...what is it what I am doing wrong? I´ve absolutely no clue anymore. Is the config needed as well for the Textures? In A1 it was needed only to tell the engine the details for ingame presentation. Is the class cfgSurfaces within cfgsurfaces.hpp somehow needed? I dont have any config running at the moment. EDIT: I just took a look around in the Forums here and there I found somethings which makes me wonder since it is releated to the project size (2048x2048) and the respective image size of mask- and sat_lco.png. At a total size of 2048x2048 what a size do I have to use for those images? Is that the same size as well? In Watermans thread I noticed somethings which means that the imagesizes need to be expandet on 20840x20840 px...is that correct, or did I (hopefully) missunderstood somethings there? Edited August 20, 2009 by MemphisBelle Share this post Link to post Share on other sites
Auss 208 Posted August 20, 2009 Having some fun now with the new clutters and textures that Arma2 offers. Share this post Link to post Share on other sites
memphisbelle 99 Posted August 20, 2009 Nice pictures...but does that mean, that I can´t expect some more detailed information about my texture problem? Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 20, 2009 Prreeeettttyyyyy ! @Memphis You probably should start your own thread with a request for assistance. Share this post Link to post Share on other sites