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memphisbelle

Basic Texture Problem

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Hello guys,

I already asked for some help in certain Threads and recieved some help,

thanks for that. But I still have a Problem with my Island and the Textures.

Back in ArmA1 it wasn´t a big deal to paint a 3DModell of a Island. But the

way I know has totally changed, cause it´s no more working. I think I have

basic Problems in understanding what happens now with the Textures.

All the new different files, related to hundrets of rvmat files, strange definition

of layers.cfg and massive amount of hpp files within the config are a bit confusing.

So if it´s possible and some of the experts around here could help me, so I´d apriciate this pretty much.

My Problem:

I have a map which shall run only one texture at the time to figure out the basic

handling with Textures. The layers.cfg and the rvmat file seems to be OK.

The Sat-and the mask_lco files as well. While importing process I have no

Vis crashes but no Textures on the ground.

an Example:

Those images were alreaqdy posted in another thread, but to make

it complete I do here again. So may be this thread will help other guys with

the same problem.

This is how it looks like after import:

beisp.png

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};

};

};

Edited by MemphisBelle

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When you import your satellite and mask images, where are these stored?

They should be in: P:\MB_Tarrafal\Data\Layers\

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Yes it is. The Island is stored directly in the virtual drive as you wrote. I only renamed the drive from P to M in the mapdisk.bat, as described in the BIKI. So my usual path is always M:\....

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M ?

Why didnt you leave it as P ?

These tools are very touchy ...... little things like that could make a huge difference.

Is the loooooog O2 conversion process actually working? (takes minutes and minutes right?)

Can you manually load the textures it generated? (ie into TexView2)

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So funny it sounds, but P is already in use. And BIS says that it´s basically possible to change the virtual drives´s name, cause basically it´s just a name. That´s possible by assigning another drive´s name in the mapdisc.bat. All things are working....but not the Textures....There must be another reason. Shall I upload the project and send the link by pm?

The Visitor conversion is running without any problems...and takes indeed some minutes. And yes, I can load the Textures in TexView2.

Edited by MemphisBelle

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I have been having the same problem as you MemphisBelle. I have deleted all my stuff yesterday and gonna re-install soon. But before i deleted i was thinking my issue might be with the maplegend.png? i opened it and saw it had the old texture names from Arma1 written in there.

I couldnt find a new one, so i un-installed, gonna start over, and hopefully by that time an updated sample map or something will be out that i can compare to will be out. This way i can figure out what's different and what i didn't do correctly.

I also never played arma1, so this is all new to me and i wasnt sure how relevant the maplegend.png is or how to change it correctly, since most if not all the tutorials were written for Arma1.

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I dont think that it´s up to the maplegend.png. If it would be so kju, Waterman and co wouldnt be able to create a Map, and Aussie also hasn´t presented his awesome ingamescreens of his Australia. So there must be another reason for this problem.

I think that it has somethings to do with handling the rvmat files, may be with the texturefiles as well as some of that config crap. Have you already unraped the config file? Thats so much confusing. What we need is a logical and for beginners created explanation/Tutorial. But who wants to do somethings like this since this a shitload of work I guess.

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Hmmm...but what could it be? I got an example rvmat file from Waterman, so I just changed the path.

My current rvmat file

RVMAT file name:

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

cr_trava1.rvmat

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\cr_trava1_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\cr_trava1_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};

};

};

and the respective Textures (taken from unpboed Chernaurus_Data.pbo):

cr_trava1_detail_co.paa

cr_trava1_detail_nopx

cr_trava1_mco

Edited by MemphisBelle

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Get rid of...

<-- Change this for different textures
maybe? :P

I did the same thing as you and noticed that i didnt remove that part. Once i did; it was still the same though.

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class Stage1

{ // normal map

texture="MB_Tarrafal\Data\cr_trava1_detail_nopx.pa a"; <-- 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};

};

};

the paa bit is written with a space .pa a; maybe?

just a wild guess looking at the code you posted I'm still way behind in the map maker learning process :)

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i found out the problem from synide. you need to take your arma2.cfg and copy it to p drive and rename it to buldozer.cfg and edit the buldozer target line to -cfg=buldozer.cfg

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i found out the problem from synide. you need to take your arma2.cfg and copy it to p drive and rename it to buldozer.cfg and edit the buldozer target line to -cfg=buldozer.cfg

Are you sure that I´ve to copy it? Only a shortcut has a targetline, so you mean that I´ve to make a shortcut of the ArmA2.cfg?

Edited by MemphisBelle

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Thanks Synide, it does, but what about the targetline? By deafult the copied .cfg file has no targetline as long I dont use a shortcut of the .cfg file. So my question. Do I have to create a shortcut of ArmA2.cfg and add respective command?

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i found out the problem from synide. you need to take your arma2.cfg and copy it to p drive and rename it to buldozer.cfg and edit the buldozer target line to -cfg=buldozer.cfg

Per Tutorial;

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Sorry Gnat, I followed your Tutorial and got a copy of ArmA2.cfg and renamed it to buldozer.cfg and added the commandline into the targetline of Visitor3.

visbeisp.png

but I still have the same issue...black textures...I slowly start to belive that I should reinstall everything. But I´ll gonna do this in October, cause I get my win7 copie there and are used to install everythings anyway.

Or do you have another idea what it could be?

Edited by MemphisBelle

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WHOLE EDIT:

I solved my Problems...thanks to el76 for his uploaded map.

I used paa Textures insted png Textures in the Data folder...Now its going on.....yeah..

Thanks for your patience and for your help guys..

Edited by MemphisBelle

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good stuff no more hair pulling and swearing!!!

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good stuff no more hair pulling and swearing!!!

Hope so, now I need to get it ingame af first before I really much start panting the map, to see how this works, yet the game is always crashing by using el76´s config with replaced Island names, so I still need to figure out this reason. But I am working on it.

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