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Non-Human

MapLegend.png

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error importing satelite+mask

maplegen.jpg

I can not find why it crashes, I watched the tutorial on the web but found no solution

maplegend must be the same size as the mask and sat?

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Hi,

the maplegend.png is NOT as big as the sat and mask_lco.png's

maplegend.png

This is the right maplegend file, rightclick and save as .png, and you have a maplegend file

Later,

Allie

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Quick tutorial by Opteryx

Opteryx says:

#Step 9: Two more things you'll need to do before importing this in V3, first you need to add the mapLegend.png to P:\MyMap\Source (I honestly have no clue what this does, but apparently you need it) get it here: http://community.bistudio.com/wikidata/images/2/2a/SurfaceMapLegend.png

Just copy the maplegend.png to your SampleMap\Source\ folder. :)

Cheers

Edit. Damn, too slow.

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must be in .png or paa . don't work the same error , don't inderstend I use the defaut bis textures and config :confused:

errorb.jpg

:butbut:

""oh small beetle, the road is long, but the issue is close ..."" :rolleyes:

Edited by Non-Human

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impsat.jpg

this was before my nose, but I do not see, Opteryx was right, it was a problem of path texture :yay:

---------- Post added at 04:33 PM ---------- Previous post was at 03:33 PM ----------

workon.jpg

Finally! Mysterious Island is ready to give us her secrets :yay:

thank you to you for the help ;)

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testing map in game

mapingam.jpg

but i have a rvmat error need to fix it :o

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I know its a bit offtopic, but can someone tell me where everyone gets that palms and other stuff for arma2 like that palms? I cant find any Addon :/ (except that Stadium)

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want you my tree palm ?

trepalm.jpg

and volcanic rock and stone ? must to build brown stone/rock for my lost island

PM me if you want ;)

I know its a bit offtopic, but can someone tell me where everyone gets that palms and other stuff for arma2 like that palms? I cant find any Addon :/ (except that Stadium)

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looks good the way or are your textures on your hard disk, for example:

p: \ ca \ bisamplemap \ ca \ samplemap \ source. this is not good in expemle

p: \ ca \ samplemap \ source. this is good in the example

looks good the way into your file layer.cfg match the path of your textures on your hard drive

Crap, I too have this problem, all the files are in the correct folder though..

---------- Post added at 11:25 PM ---------- Previous post was at 10:48 PM ----------

texbug.jpg

I have a problem of placement of texture on my map , I can not place the texture where it should go, green mountain yellow side and blue water, what can I do to fix it?

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Hi all,

The palm trees are actually from Arma 1, they are not default in Arma 2.

But please check this out, it gives you a shht load of open source sample objects which you can use for arma 2.

http://forums.bistudio.com/showthread.php?t=61769

(scroll a bit down, there's more samples)

Inhere you will find the Plants and roads sample objects from arma1/OFP.

It will be a bit of a hasle to get them in your game without errors, but it is do-able.

http://img401.imageshack.us/img401/6226/pdrive.jpg

(please pay close attention, this is also the correct P drive layout !!!!)

Look at the bottom of this picture, XX is my TAG folder and ENTEBBE my project folder. I have used the roads and plants folder from the samples and put them inside my project folder. I also renamed them so no conflicts are possible.

Have fun,

Alphons

Edited by Alliexx

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Thx for your Offer Non-Human maybe i take em.

Thx to Alliexx too, didnt know i could use em, however i have no idea how to include them in my Addon.. Trying that for weeks now :/ (Im a noob in Arma2 Editing^^)

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The sample objects do NOT come with the textures and RVMAT files, you have to extract them from your game.

So when you for example want to use the "banana.p3d" from the sample folder called "plants", you have to manually extract the textures and rvmat files from the actuall arma1 plants PBO !!

So the samples objects are NOT complete.

Again check my P:\DRIVE layout ..... on the bottom on the left side you see my XX tag folder, with inside my ENTEBBE project folder. I have created 2 new folders called "xxroads" and "xxplants", both are the open sample .P3d files and the extracted textures and rvmat files from the arma 1 "plants" and "roads" folder.

If you do not have Arma1 installed you can forget about most of the sample objects. YOU NEED ARMA1 ADDONS.

Later,

Alphons

NOTE: Both the xxroads and xxplants objects do work ingame and are placable true the editor too.

So when i release my island you will get new addons with it, which are packed inside my 1 island PBO, i like this way the best because it will give less problems for people when they want to play on my island. If you have my island PBO you have all addons needed, and these addons are usable for other people to play with in the editor.

So all my regular default addons from Arma2 are inside the P:\CA folder, all other addons that are not default to arma2 are located inside my project folder !!!

Edited by Alliexx

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Okay i gotta get Arma1 next Month :P

Btw what do u change in those configs?

For example when i want to tell where to find a specific file?

texture = "ca\whatever\plants\data\cr_trava1_detail_co.paa

to this?

texture = "ca\xx\entebbe\xxplants\data\cr_trava1_detail_co.paa

Well the Example is not best but i hope you can still help me, because i always run into problems when i want to implement my own or other addons :/ Tells me everytime that it cant find the textures... (I got textures for them, but i just placed them in my project folder) Is there any good tutorial about that?

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Hi,

I'm at home so i can make pictures again of my own setup.

Take a look at this : http://img210.imageshack.us/img210/1130/datatextures.jpg

Mind that i have changed the .PAA files to .PNG files, i used "TexView2.exe" for that, just open the PAA and save as PNG.

All the rvmat files and the texture files (.png or .paa) are placed inside the P:\XX\entebbe\data folder ( see picture)

And here is a sample of one of 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="XX\entebbe\Data\xx_asfalt_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="XX\entebbe\Data\xx_asfalt_detail_co.png";

uvSource="tex";

class uvTransform

{

aside[] = {10,0,0};

up[] = {0,10,0};

dir[] = {0,0,10};

pos[] = {0,0,0};

};

};

So the thing to manually update in the rvmat files are the PATHS !

Edited by Alliexx

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hello work is almost finished, here's a screen in the game ;)

al1bw.jpg

Now I have to implement objects, rocks, palm trees, the statue of taweret, and all things useful to the mystery of Lost ...

more photos on :

http://sgc-dharma2.webs.com/

Edited by Non-Human

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