Crowe 0 Posted August 17, 2009 Hi there, did anyone already figure out how to create a island config? I tried this way http://pastebin.com/m26f5ef96 but there are all chernarus town names on the map. How can i remove them? Regards Crowe Share this post Link to post Share on other sites
memphisbelle 99 Posted August 17, 2009 Have you tried to just remove those names and may be respective classes from the config file? Share this post Link to post Share on other sites
Crowe 0 Posted August 17, 2009 (edited) problem has been fixed, there has been a "{" at the wrong place :D thanks for your help so far does anyone know how to get rid of this bug? http://i881.photobucket.com/albums/ac12/iridium_5/CrMap.jpg http://www6.picfront.org/picture/9ASJH7Dom/img/picture001.jpg You can download the map here: http://crowe2extreme.net/crowe_desertisland.pbo Edited August 17, 2009 by Crowe Share this post Link to post Share on other sites
Waterman 0 Posted August 17, 2009 Check this thread: http://forums.bistudio.com/showthread.php?t=82444&page=2 From post 11 on page 2, read to last post. I changed texture size in Visitor: Tools -> Project Parameters -> click "Base (active)" -> click "Edit" -> change from 10.0x10.0 to something else (bigger). You will need to re-import Satellite and Mask pictures for this though. Also try binarizing the textures (.paa) and rvmat files. Then when pbo is made, extract them again to project folder using pboview/cpbo or something. Share this post Link to post Share on other sites
plumose 219 0 Posted August 17, 2009 (edited) i have this bug problem to ,i have change Project Parameters size but no different, when u say binarizing is that the one thats saids binarize in tools, all is there a different one. the water line dont stop at normal line, when i go in game it takes ages to load , and theres a water ghost line,when you walk on it unit is under water ,but theres is no water. Edited August 17, 2009 by plumose 219 Share this post Link to post Share on other sites
Waterman 0 Posted August 17, 2009 (edited) BinMake I think its's called and its part of BI Tools2. EDIT - Dont know about water, I am still learning too. Edited August 17, 2009 by Waterman Share this post Link to post Share on other sites
plumose 219 0 Posted August 17, 2009 BinMake I think its's called and its part of BI Tools2. in binmake folder there is one called binarize,all do i put the files in the binmake program to binarize.........thanks Share this post Link to post Share on other sites
Waterman 0 Posted August 17, 2009 (edited) Sorry I meant BinPBO. Make a copy of your P:\Your_Island_Name\Data\ folder with your textures (.paa) and .rvmat files. Then in BinPBO, Addon source directory: point it to the folder with textures and rvmat files Desitnation directory: anywhere It then makes a binarized pbo file. You will need to extract them using pboview or some other tool and put them back into your P:\Your_Island_Name\Data\ folder. If that doesn't work, I suggest you try starting a new island if you have not done much work on it using techniques I mentioned before. If that doesn't work I can't help you. All I am telling you is what I done. Edited August 17, 2009 by Waterman Share this post Link to post Share on other sites
plumose 219 0 Posted August 17, 2009 Thanks for that its help so much, brills ,but im still getting the ghost waterline lol,but it is so much smoother :) Share this post Link to post Share on other sites
Waterman 0 Posted August 17, 2009 I think it is to do with view distance settings... I have same problem but only when foggy or low view distance ingame. Share this post Link to post Share on other sites
plumose 219 0 Posted August 17, 2009 I think it is to do with view distance settings... I have same problem but only when foggy or low view distance ingame. ill try that bud thanks so much :),can i ask you this when you said but paa files & rvmat files in bin pbo, it dose its job but my rvmat files are not in there when i extract them back ,plus a text file comes with it saying this Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found :confused::confused::confused: thanks so much for helping. Share this post Link to post Share on other sites
plumose 219 0 Posted August 17, 2009 (edited) may be my rvmats are wrong :( Edited August 17, 2009 by plumose 219 Share this post Link to post Share on other sites
plumose 219 0 Posted August 17, 2009 (edited) ill try again tomorrow :) Edited August 17, 2009 by plumose 219 Share this post Link to post Share on other sites
Waterman 0 Posted August 17, 2009 ill try that bud thanks so much :),can i ask you this when you said but paa files & rvmat files in bin pbo, it dose its job but my rvmat files are not in therewhen i extract them back ,plus a text file comes with it saying this Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found :confused::confused::confused: thanks so much for helping. Not sure, I just copied the texture files back into the Data folder. A text file was produced but I never checked it and I've deleted it now I think. I dont think its important if it talks about fonts??? Maybe someone can correct me if I am wrong. Share this post Link to post Share on other sites
Planck 1 Posted August 18, 2009 I think it is checking the P:\ tools drive for core\data\fonts\blah blah. Planck Share this post Link to post Share on other sites
Thrash 0 Posted August 18, 2009 Thanks for that its help so much, brills ,but im still getting the ghost waterline lol,but it is so much smoother :) Are you running grass directly down into the water? May be a lod issue with the grass, same as A1. Basically at a distance, the grass appears as a flat surface just above the ground (so it partially obscures people lying down in it). When it goes into the water, it can look strange. Dunno if it still exists with A2 tho. Share this post Link to post Share on other sites
.kju 3245 Posted August 18, 2009 plumose 219 you messed up your P drive or the binarization settings. Please post all details here. Share this post Link to post Share on other sites
plumose 219 0 Posted August 18, 2009 (edited) shell i reload visitor kju? i all so have all the components of p:drive in my C:\Documents and Settings\mart\My Documents\ArmAWork is this right ? Plus do i binarize the paa files & rvmatt files {first} all after visitor as made world ? plus i use cpbo to extrat back files, is this the same to the one you mension which was pboview.......thanks so much if you can help me out on this :) this is my RVMAT FILE CONFIGS ambient[]={0.900000,0.900000,0.900000,1.000000}; diffuse[]={0.900000,0.900000,0.900000,1.000000}; forcedDiffuse[]={0.020000,0.020000,0.020000,1.000000}; emmisive[]={0.000000,0.000000,0.000000,0.000000}; specular[]={0.000000,0.000000,0.000000,0.000000}; specularPower=1.000000; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="hards\Data\desertstone1_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={10.000000,0.000000,0.000000}; up[]={0.000000,10.000000,0.000000}; dir[]={0.000000,0.000000,10.000000}; pos[]={0.000000,0.000000,10.000000}; }; }; class Stage2 { texture="hards\Data\desertstone1_detail_co.paa"; uvSource="tex"; class uvTransform { aside[]={10.000000,0.000000,0.000000}; up[]={0.000000,10.000000,0.000000}; dir[]={0.000000,0.000000,10.000000}; pos[]={0.000000,0.000000,10.000000}; }; }; this is my binarize settings ,my map name des plus data where my paas & rvmatt files are,.....it works but my rvmatts are not there when extracted back :( Edited August 18, 2009 by plumose 219 Share this post Link to post Share on other sites
.kju 3245 Posted August 18, 2009 is this right ? Thats ok. Plus do i binarize the paa files & rvmatt files {first} all after visitor as made world ? As input you have one huge png for the SAT. Tga for the details textures, unless you use the ones of the game. In addition you need to setup a layers.cfg. Visitor 3 will generate the rvmat and paa, both for mask and SAT (once you use tools - import sat ..). Most important is to rapify the wrp with binarize. If you have the rvmat in the same folder, they should be rapified automatically. If not, you could use cfgConvertFileChng (part of binMake) to convert them. Rvmat are not that important though. So possible to skip at the start. Normally you do not have to edit the rvmat. Visitor generates them correctly itself, as long as you setup the layers.cfg correctly and the project details. PAA are generate automatically and compressed accordingly - I think. You can use pal2pace on a paa and compare the size. it works but my rvmatts are not there when extracted back In BinPbo go to options and add ',*.rvmat' to copy filter directly at the top. See above how to rapify the rvmat yourself. I recommend you the depbo suite of mikero. The dos tools if you are fine to use console, otherwise eliteness with GUI. Make sure to have the dll in the same folder: http://dev-heaven.net/news/show/134 Share this post Link to post Share on other sites
plumose 219 0 Posted August 19, 2009 i have a working map thanks to KJU ,thanks bud. can you tell me why i get grass around the map border line,where the map ends, ive only put stone paa & RVMAT files in my data folder lol. Share this post Link to post Share on other sites