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el76

Working Sample Map (download)

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+++UPDATE+++

While playing around with visitor a new problem occured. After binarinzing with binPBO, all user actions (doors, ladders) did not work for me.

Regarding to this thread some changes have to be made to get those actions avaible.

The Download has been updated.

For all who are working with the old settings:

1. Move your folder to p:\ca

2. Edit config.cpp, layers.cfg and all rvmat-files as described at the bottom.

3. Repeat the steps below

+++

For all people with problems i uploaded my project folder, so everyone can start with a working example.

http://arma2.battlegroundeurope.de

1. Extract file to p:\ca\SampleMap2

2. Open P:\ca\SampleMap2\Source\SampleMap2.pew

3. Check first under Tools > Project preferences if the Texture-folder is set to: p:\ca\samplemap2\data

and the object-folder to: p:\CA.

If everything is ok do:

Tools > Import Satellite + Mask

4. Connect to Bulldozer

Visitor starts now with converting all the textures

5. When all the textures are converted switch back to visitor without closing Bulldozer and do:

Project > Export World and save it as samplemap2.wrp to p:\ca\SampleMap2

6. Finally use BinPBO

Short summary what i have done:

- The config.cpp is based on the config of utes.

- All unnecessary stuff is removed

- further changes made to the rvmat-files and the layer.cfg

- replaced two textures with new ones from ArmA2. Seems like clutter only work with new textures, but im not sure at this point.

- the map is without any objects.

- Some changes to the clutter definitions (Size, probability,etc...). Just play a bit with them to see what they do.

Importent ! To get the plants working in vistor you have to create a directory plants2 into your CA directory. Next step is to depbo all the plants2_-pbo´s into seperate folder.

So that it looks like this:

CA\plants2\Bush
CA\plants2\Clutter
CA\plants2\misc
CA\plants2\Plant
CA\plants2\Tree

At least the config isn`t pefect, because its my first attempt with visitor and all changes are based on what i found out so far. There are still things left in the config without use in the map (Clutter definitions, etc...).

Changes due to the update:

config.cpp

worldName = "[color="Red"][b]ca\[/b][/color]SampleMap2\samplemap2.wrp";

midDetailTexture = "[color="Red"][b]ca\[/b][/color]SampleMap2\data\ut_middle_mco.paa";

layers.cfg

class Layers
{

 class pisek
 {
   texture = "[color="Red"][b]ca\[/b][/color]SampleMap2\data\pisek_mco.png";
   material="[color="Red"][b]ca\[/b][/color]SampleMap2\data\pisek.rvmat";
 };

 class pole1
 {
   texture = "[color="Red"][b]ca\[/b][/color]SampleMap2\data\pole1_mco.png";
   material="[color="Red"][b]ca\[/b][/color]SampleMap2\data\pole1.rvmat";
 };
 class cr_trava2
 {
   texture = "[color="Red"][b]ca\[/b][/color]SampleMap2\data\cr_trava2_mco.png";
   material="[color="Red"][b]ca\[/b][/color]SampleMap2\data\cr_trava2.rvmat";
 };
 class cr_travad1
 {
   texture = "[color="Red"][b]ca\[/b][/color]SampleMap2\data\cr_travad1_mco.png";
   material="[color="Red"]ca\[/color]SampleMap2\data\cr_travad1.rvmat";
 };

};

class Legend
{
 picture=""[color="Red"][b]ca\[/b][/color]SampleMap2\Source\mapLegend.png";
 class Colors
 {
   /// color names should correspond to surface layer names
   pisek[]={{255,255,0}};
   cr_trava2[]={{0,255,0}};
   cr_travad1[]={{99,55,0}};
   pole1[]={{0,0,255}}; 
 }
};

rvmat-files (This has to be done to all the rvmat-files)

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=""[color="Red"][b]ca\[/b][/color]samplemap2\Data\cr_trava2_detail_nopx.png";
 uvSource="tex";
 class uvTransform
 {
   aside[] = {10,0,0};
   up[]    = {0,10,0};
   dir[]   = {0,0,10};
   pos[]   = {0,0,0};
  };
};

class Stage2
{
 texture=""[color="Red"][b]ca\[/b][/color]samplemap2\Data\cr_trava2_detail_co.png";
 uvSource="tex";
 class uvTransform
 {
   aside[] = {10,0,0};
   up[]    = {0,10,0};
   dir[]   = {0,0,10};
   pos[]   = {0,0,0};
  };
};

BinPBO

Addon Source directory p:\ca\samplemap2

Select Options

1. Add *.rvmat to the List of files to Copy directly

2. uncheck Use source path (Otherwise binPBO crash..)

3. set: path to project folder p:\ca

Edited by el76

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very nice and handy to have around.

:)

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Thanks very much el76, and someone should make this sticky...

EDIT: You´re the best..my map´s working now...thanks so much...

Edited by MemphisBelle

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HEY el76,

WOWZAA! Thanks very much m8. This is exactly what I've been after to help me get started ;)

EDIT: Any chance you can replicate the Chernarus Map? Just the Island itself no roads, towns etc unles s you want to ;)

Many Thanks!

NightHawk

Edited by NightHawk2009

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The only think I noticed is (after I did as you said), that the Island is not running perfect ingame. The textures are not showing up and the Game is crashing after a couple seconds of freeze. I haven´t done any other things as you said.

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Did you compress textures with texview/pal2pace?

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This seems to be a process which wasnt needed within ArmA1 Terrain editing. It worked there without compressing those things. How do I do this? Just open in TexView and saving as paa?

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a2 is different to a1. ;)

If you generate the textures from the big png, the new v3 might do it already.

Yet if you use custom HQ textures you need to do that process for sure.

The readme says:

example how to generate new paa files from TGA sources:

Pal2PacE x:\Test\*.tga

As you have paa:

Pal2PacE x:\Test\*.paa

Execute this from the command line from within the texview 2 folder.

Make sure to backup your paa first, as pal2pace overwrites the input files.

You can see that it worked if the overall size is 40-60% less than before.

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?

Using the BinPBO tool does this for you.

Are you Binarizing to test your islands?

You should always.

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Yes I am using BIS tools only, when it comes for unpbo as well as for repack again. The checkbox with Binarize is always checked. I´ve downloaded the example, opened it up in Vis3 and checked the preferences as told by el76. Then I´ve imported Sat and Mask and started buldozer. The Textures are visible now so I´ve exported the wrp.file. Used Binpbo and ran the Island ingame. Then the island was selectable and started to get loaded. After a short while the island was shown up in the editor but a errormessage is saying that a special rvmat file is missing. The Island has no textures and will not really show up, cause while the initialzing process ArmA2 is freezing and crash.

Still need to try kju´s compression advice, haven´t done yet though.

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Anyone else with the problem ?

@Memphis

Whats the name of the rvmat ?

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The respective rvmat file is named

p_000-000_L00.rvmat

although it´s located right in the data/layers folder, I just checked that. By clicking ok, I can enter the Island. But it is the 3d Modell only without textures.

All Textures are visible in Vis3, so it´s basically working. But for some reason the engine can´t locate the resp. rvmat file...however?

I haven´t done any changes at the config.cpp. It has been binarized while pbo packing process...just checked this as well.

Edited by MemphisBelle

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Works for me.

But I will admit I dropped the "CA" parameter for the "Addons" option, cuz I think thats wrong .... but maybe it doesnt matter.

One ladder worked (ArmA1 brick tower) but others didnt. Probably a newer ArmA2 parameter for ladders.

The clutter is AWESOME :)

Thanks el76 ..... great kickstart project

sampleisland1.th.jpg

.

sampleisland2.th.jpg

.

sampleisland3.th.jpg

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I was yesterday on the island of EL76 and i must say wtf , we need more of them :D

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What have you done after downloading that it doesnt work for me? May be redownloading and trying again. May be I did somethings wrong...

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Sounds to me like a problem with the path definitions.

Did you change anything before importing Sat & Mask ?

Is the folder located in p:\SampleMap2 ?

AFAIK the important path setting is Tools > Project Preferences. The path for the texture folder is used by visitor when converting textures and rvmat-files.

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I noticed a automatically created samplemap2.txt file while packing to pbo located in the Destination folder. This it´s content.

<world = "m:\samplemap2\samplemap2.wrp">
Bad case in SampleMap2\data\ut_middle_mco.paa
W:\c\Poseidon\Lib\txtBank.cpp(377) : Bad case in texture name
Bad case in SampleMap2\data\ut_middle_mco.paa
W:\c\Poseidon\Lib\txtBank.cpp(276) : Bad case in texture name
Cannot open object ca\plants2\clutter\c_deadgrassbunch.p3d

I also have to say, that I´ve changed the virtual drives name from P to M. within the mapdisc.bat file which is located right in the root. By editing the bat file one can see this content:

subst [color="Red"]M[/color]: "N:\ArmA2 tools\ArmAWork"  

Usually it looks like this:

subst [color="Red"]P[/color]: "N:\ArmA2 tools\ArmAWork"  

But by changing the red marked P to another drives name so this drive will be used by everythings. So M. is automatically set as main destination Location of everything. Also BIS said that it´s basically possible to change the drives name, I start to belive that this is nevertheless the reason for all my trouble. Unfortunately P is alreayd in use. But I´ll reinstall my OS in October anyway, so I´ll gonna keep P free and will try then again.

I dont want to waist important space here for my crap, which is probably selfmade. So I try again in October, when everything is installed again and I am no more using a Beta Windows.

Thanks for your support and I´ll be back in 2 month. cya

Memphis

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i found that if you change the png files to paa in layers it worked fine.plus when files go through in v3 it creates paa files, but not the pisek_mco ,you have to copy the pisek_mco png go to p\shop & change it to paa ,works fine :) thanks EL76.

Edited by plumose 219

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Thank you el76! Thanks to you I can soon complete Island Panthera v2.0 for ArmA II :)

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Anyone else with the problem ?

I dont think so, that must be a local problem at mine, thanks again for uploading that example.

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I dont think so, that must be a local problem at mine, thanks again for uploading that example.

Take a look into the Layer folder. There is a textures.lst . Open it with the Editor and check the paths in the file. Maybe the problem is located there.

Or you open one of the generated rvmat-files if the paths are right inside them.

Maybe it helps to track down your problem.

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This sample map works perfeclty el76, good instructions for noobs, too. Now I only need to figure out how to make 4 different clutters for custom terrain types that I use (stone, rivershore, forest, grassyfield). I'll also try to replace couple of mission buildings that were in A1 but not anymore in A2 (army huts, shacks).

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.

Curious ..... unless I missed something ...... why when I Binarzied the sample map there was no errors concerning RVMATs? yet I did my own map using most of the same files (config, layers etc) and white land and "missing RVMAT" errors ?

I had to add *.rvmat to the BinPBO tool to get the my island to work.

EDIT!

The rvmats are in the Sample2 PBO, but are binarized.

And the unbinarized rvmats are in my map, but it was the only way to avoid untextured landscape and a "missing rvmat" error ingame.

.... weirdness.

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