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el76

Working Sample Map (download)

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For p3d rvmats are merged into the p3d. Aka no need to copy rvmat over.

For config referenced p3d (damage textures) and wrps, this is not the case.

So one needs to add them in binpbo best.

The other option is to have them in a separate pbo, rapify them yourself

(BinMake\cfgconvertfilechng or rapify from mikero).

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Thanks for the comment kju

Seems what might have happened is a (fortunate) slip of habit.

Juring the conversion process I normally select "Text Format" for the dialog box that asks.

For the sample island I must have left if as default (binary) and as a consequence I didn't need to add *.rvmat to BinPBO.

It now seems leaving that option as default will give less problem.

But now its the BinPBO crash (that still lets you finish the process of making an island!) thats go me curious. Going to try a tip Loki left in the OFPEC forums .....

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hi, thx for map, great.

I have a problem with roads. In a tutorial stands that I shall select the menue entry "New Roads Objects Definition". But it doesn t exist. There is for natural objects and artificial, ... but no roads. Only the point "roads" but that s something different. I mean somewhere should it be possible to include roads ... ?

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1. Tools > Roads

2. In the upcomming window push Add...

3. Give it a name

4. Switch to Straight parts

i.e. scroll down to roads2 and add step by step:

asf1_12.p3d (12.5m)

asf1_6.p3d (6.25m)

asf1_25.p3d (25m)

5. Switch to Curves

i.e. scroll down to roads2 and add step by step:

asf1_10 25.p3d (Angle 10°, Radius 25m)

asf1_10 50.p3d (Angle 10°, Radius 50m)

asf1_10 75.p3d (Angle 10°, Radius 75m)

asf1_10 100.p3d (Angle 10°, Radius 100m)

5. Switch to Terminators

i.e. scroll down to roads2 and add step by step:

asf1_6konec.p3d

5. Switch to Special parts and add some crossroads

i.e. scroll down to roads2 and add step by step:

kr_t_asf1_asf3.p3d (t-Crossing which connects to a asf3 road)

kr_x_asf1_asf3.p3d (t-Crossing which connects to a asf3 road)

Forget about this part and define them separatly under Crosroads and add them as terminator !

6. push Ok and close window

7. Select Roads in the Panel of objects

-> Select your road and double-click on map

8. Now you are asked about a part to start with

i.e. select Straight part

Next steps are self explaining

9.Now you have one single keypart on the map double click on it and select Modify dir A. In the upcomming window you can extend your road. If you click on Apply after adding a new part, it shows up on the map

10. finally (when you have finished your road) click on Ok and add a terminator to dir A., if you wann define the end of the road.(or add are crossing to go on...)

Edited by el76

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ok thx :)

But I only get a not textured, white road. How can I assign the texture ?

Edited by ph00nix

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roads textures do not show up in visitor.

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ah ok. And I think I have much stuff from sahrani what I imported ... where/which are the important arma2 pbos ? There is also an editor enlargement/upgrade mod that enables all objects for the mission editor. How can I do this for visitor ?

this one: http://www.mapfact.net/include.php?path=comment&comcat=cont&subid=85 (map eu)

Edited by ph00nix

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Just copy your PBOs (well, the static land ones anyway) from ArmA2 "Addons" game directory into your ArmA2 Work directory under CA, then just Un-PBO them.

Delete the PBO file once un-pbo'ed.

Only other tip is per el76's first post, redo the PLANT2 directory as suggested.

Now you can point Visitor to the new p3d files, to place objects on map and preview.

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ok. And what is the difference between a .pbo and a .pbo.bi.bisign ? Thx btw !

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the .bisign file is just a Signature file (addon integrity checking for MP gameplay), you dont need it for editing.

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Added a update to the first post.

Because all user actions (doors, ladders) did not work with the old procedure...

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Hi am trying to work this example map as instructed but have problems here.

If everything is ok do:

Tools > Import Satellite + Mask

and then? Select layers.cfg? If so save as text or binary? Or what else..which file am I opening here.

Thnx

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Choose following files in this folder:

ca\SampleMap2\source

1. layers.cfg

2. Sat_lco.png

3. mask_lco.png

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Working now thank you.

If I close visitor and start again though, project preferences is set back to p:samplemap2\data instead of p:\ca\... I changed all settings as per your first post. Did I miss 1?

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after changing to ca\samplemap you have to save your samplemap2.pew and you need to export your samplemap2.wrp again.

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el76: it is not a good idea to create your map in /ca folder - use your own name as many tutorials explain. For example: I use P:/ib/Island_Im_Making folder. ib = icebreakr, so things don't get mixed up with other work.

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Added a update to the first post.

Because all user actions (doors, ladders) did not work with the old procedure...

Well, Not all.

In my test of your first sample map at least the ladder on the ArmA1 brick chimney worked .....

Even got a screen shot of me at the top of it.

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Just one Building was right for me (mil_controltower). All the other buildings did not work.

After changing the path, every building was fine. Not sure why, but i think it´s the binPBO setting (set: path to project folder p:\ca), which makes the difference.

I need to test this again.

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Never ever put your stuff into BI namespace (like ca). First of all before you start with your island you should understand what you are doing (exact setup of the working dir,correct unrap/extracted pbos.. and lots of other stuff to keep in mind).

A good start is this Wiki entry from Q: CMA.DevelopmentSetup

And a must Read about CA or not to be CA comes from Synide.

PS: Il try to make a small tut (if the time let me) in wiki maby with some vids.

Edited by Atsche

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