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rip31st

binarize.exe What exactly is it doing for hours...

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arggggh! .wrp file won't binarize, everything else will. What gives? bad config?

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It did work fine before?

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Yeah worked great before with arma1, then I went to a steam version of arma2. I don't know what gives, but it's very frustrating. I tried to binarize some of the tutorial maps, and get the same results. I've gone through my registry with a fine tooth comb and reinstalled the tools 4 times now. So I'm kinda lost.

I'm able to binarize p3d's, rvmat's. etc all day long. But not .wrp's

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That's quite weird. Did you try a1 tool set again?

What are the setting in binpbo on both pages (screenshot please).

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That's quite weird. Did you try a1 tool set again?

What are the setting in binpbo on both pages (screenshot please).

binpbo_settings.jpg

Here's some visitor settings( maybe I'm doing something wrong there ):

visitor_settings.jpg

visitor_settings2.jpg

visitor_settings3.jpg

Here's my config:

// config.bin - 14:50:04 08/22/09, generated in 1.01 seconds

// Generated by unRap v1.06 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

#define private 0

#define protected 1

#define public 2

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

#define VSoft 0

#define VArmor 1

#define VAir 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches {

class normandy2 {

units[] = {"normandy2"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CABuildings2", "CARoads2"};

};

};

class CfgVehicles {

class ThingEffect; // External class reference

class ThingEffectLight; // External class reference

class ThingEffectFeather; // External class reference

class FXCrWindLeaf1 : ThingEffectLight {

scope = protected;

model = "\ca\plants2\clutter\cr_leaf.p3d";

displayName = "Internal: FxCrWindLeaf1";

airFriction2[] = {2, 2, 8};

airFriction1[] = {1, 1, 4};

airFriction0[] = {0.3, 0.3, 0.1};

airRotation = 0.35;

minHeight = 0.3;

avgHeight = 5.5;

maxHeight = 10.0;

};

class FXCrWindLeaf2 : FXCrWindLeaf1 {

model = "\ca\plants2\clutter\cr_leaf2.p3d";

displayName = "Internal: FxCrWindLeaf2";

};

class FXCrWindLeaf3 : FXCrWindLeaf1 {

model = "\ca\plants2\clutter\cr_leaf3.p3d";

displayName = "Internal: FxCrWindLeaf3";

};

};

class CfgWorlds {

class DefaultWorld {

class Weather; // External class reference

};

class CAWorld : DefaultWorld {

class Grid {};

class DayLightingBrightAlmost; // External class reference

class DayLightingRainy; // External class reference

class DefaultClutter; // External class reference

class Weather : Weather {

class Lighting; // External class reference

};

};

class DefaultLighting; // External class reference

class normandy2 : CAWorld {

access = 3;

worldId = 4;

cutscenes[] = {"UtesIntro1"};

description = "Normandy 1944";

icon = "";

worldName = "\normandy2\normandy2.wrp";

pictureMap = "";

pictureShot = "normandy2\data\ui_selectisland_normandy2_ca.paa";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

//longitude = -5; // positive is east

//latitude = -50; // positive is south

longitude = 10; // positive is east

latitude = 51; // positive is south

class OutsideTerrain {

satellite = "normandy2\data\s_satout_co.paa";

enableTerrainSynth = 1;

class Layers {

class Layer0 {

nopx = "normandy2\data\travad2_detail_nopx.paa";

texture = "normandy2\data\travad2_detail_co.paa";

};

};

};

class Grid : Grid {

offsetX = 0;

offsetY = 0;

class Zoom1 {

zoomMax = 0.15;

format = "XY";

formatX = 000;

formatY = 000;

stepX = 6100;

stepY = 6100;

};

class Zoom2 {

zoomMax = 0.85;

format = "XY";

formatX = "00";

formatY = "00";

stepX = 61000;

stepY = 61000;

};

class Zoom3 {

zoomMax = 1e+030;

format = "XY";

formatX = "0";

formatY = "0";

stepX = 153600;

stepY = 153600;

};

};

startTime = 6:20;

startDate = 06/06/2009;

startWeather = 0.25;

startFog = 0.0;

forecastWeather = 0.25;

forecastFog = 0.0;

centerPosition[] = {76800, 76800, 300};

seagullPos[] = {2560, 150, 2560};

ilsPosition[] ={2545,3000};

ilsDirection[] ={0,0.08,1};

ilsTaxiIn[]= {};

ilsTaxiOff[]= {};

drawTaxiway=false;

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {

groundReflection[] = {0.06, 0.06, 0.03};

};

class DayLightingBrightAlmost : DayLightingBrightAlmost {

deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0};

fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};

sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5};

earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1};

sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1};

earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1};

midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1};

morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1};

noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1};

};

class DayLightingRainy : DayLightingRainy {

deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0};

fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};

sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5};

earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5};

earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1};

morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1};

lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1};

noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1};

};

class Weather : Weather {

class Lighting : Lighting {

class BrightAlmost : DayLightingBrightAlmost {

overcast = 0;

};

class Rainy : DayLightingRainy {

overcast = 1.0;

};

};

};

clutterGrid = 1.0;

clutterDist = 50;

noDetailDist = 80;

fullDetailDist = 15;

midDetailTexture = "normandy2\data\travad2_mco.paa";

minTreesInForestSquare = 3;

minRocksInRockSquare = 3;

class clutter {

class BTGrassTall : DefaultClutter {

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.0;

};

class BTStubbleClutter : DefaultClutter {

model = "ca\plants2\clutter\c_stubble.p3d";

affectedByWind = 0.1;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class BTAutumnFlowers : DefaultClutter {

model = "ca\plants2\clutter\c_autumn_flowers.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.0;

};

class BTGrassBunch : DefaultClutter {

model = "ca\plants2\clutter\c_GrassBunch.p3d";

affectedByWind = 0.35;

swLighting = 1;

scaleMin = 0.6;

scaleMax = 1.0;

};

class BTGrassCrooked : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.4;

};

class BTGrassCrookedGreen : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.3;

};

class BTGrassCrookedForest : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrookedForest.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class BTGrassAutumnbrown : DefaultClutter {

model = "ca\plants2\clutter\c_GrassAutumnBrown.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class BTGrassAutumn : DefaultClutter {

model = "ca\plants2\clutter\c_GrassAutumn.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class BTGrassAutumn_t : DefaultClutter {

model = "ca\plants2\clutter\c_GrassAutumn_t.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class BTWeedDead : DefaultClutter {

model = "ca\plants2\clutter\c_WeedDead.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.1;

};

class BTWeedDeadSmall : DefaultClutter {

model = "ca\plants2\clutter\c_WeedDead2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 0.9;

};

class BTHeatherBrush : DefaultClutter {

model = "ca\plants2\clutter\c_caluna.p3d";

affectedByWind = 0.15;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.8;

surfaceColor[] = {0.53, 0.5, 0.37, 1};

};

class BTWeedSedge : DefaultClutter {

model = "ca\plants2\clutter\c_weed3.p3d";

affectedByWind = 0.2;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.85;

};

class BTWeedTall : DefaultClutter {

model = "ca\plants2\clutter\c_weed2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.1;

};

class BTBlueBerry : DefaultClutter {

model = "ca\plants2\clutter\c_BlueBerry.p3d";

affectedByWind = 0.05;

swLighting = 1;

scaleMin = 0.85;

scaleMax = 1.3;

};

class BTRaspBerry : DefaultClutter {

model = "ca\plants2\clutter\c_raspBerry.p3d";

affectedByWind = 0;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.2;

};

class BTFernAutumn : DefaultClutter {

model = "ca\plants2\clutter\c_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.6;

scaleMax = 1.2;

};

class BTFernAutumnTall : DefaultClutter {

model = "ca\plants2\clutter\c_fernTall.p3d";

affectedByWind = 0.15;

scaleMin = 0.75;

scaleMax = 1.0;

};

class BTSmallPicea : DefaultClutter {

model = "ca\plants2\clutter\c_picea.p3d";

affectedByWind = 0.05;

scaleMin = 0.75;

scaleMax = 1.25;

};

class BTPlantWideLeaf : DefaultClutter {

model = "ca\plants2\clutter\c_WideLeafPlant.p3d";

affectedByWind = 0.1;

scaleMin = 1.0;

scaleMax = 1.0;

};

class BTStumpen1 : DefaultClutter {

model = "ca\plants2\misc\misc_stub1.p3d";

affectedByWind = 0.1;

scaleMin = 0.4;

scaleMax = 2.0;

};

class BTStumpen2 : DefaultClutter {

model = "ca\plants2\misc\misc_stub2.p3d";

affectedByWind = 0.1;

scaleMin = 0.4;

scaleMax = 2.0;

};

class BTStumpentot : DefaultClutter {

model = "ca\plants2\misc\Misc_trunk_torzo.p3d";

affectedByWind = 0.1;

scaleMin = 0.6;

scaleMax = 1.9;

};

class BTMushroomsHorcak : DefaultClutter {

model = "ca\plants2\clutter\c_MushroomHorcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class BTMushroomsPrasivka : BTMushroomsHorcak {

model = "ca\plants2\clutter\c_MushroomPrasivky.p3d";

};

class BTMushroomsBabka : BTMushroomsHorcak {

model = "ca\plants2\clutter\c_MushroomBabka.p3d";

};

class BTMushroomsMuchomurka : BTMushroomsHorcak {

model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d";

};

};

class Subdivision {

class Fractal {

rougness = 5;

maxRoad = 0.02;

maxTrack = 0.5;

maxSlopeFactor = 0.05;

};

class WhiteNoise {

rougness = 2;

maxRoad = 0.01;

maxTrack = 0.05;

maxSlopeFactor = 0.0025;

};

minY = 0.0;

minSlope = 0.02;

};

class Ambient {

class Mammals {

radius = 200;

cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)";

class Species {

class Rabbit {

probability = 0.2;

cost = 1;

};

};

};

class BigBirds {

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 0.2;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {

class Crow {

probability = 0.2;

cost = 1;

};

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";

cost = 1;

};

class ButterFly {

probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";

cost = 1;

};

};

};

class BigInsectsAquatic {

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {

class DragonFly {

probability = 1;

cost = 1;

};

};

};

class SmallInsects {

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class HouseFly {

probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

cost = 1;

};

class HoneyBee {

probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

cost = 1;

};

class Mosquito {

probability = "(1 - deadBody) * (0.2 * forest)";

cost = 1;

};

};

};

class NightInsects {

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 1;

cost = 1;

};

};

};

class WindClutter {

radius = 10;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.4 * hills";

cost = 1;

};

class FxCrWindLeaf1 {

probability = "0.2 * trees";

cost = 1;

};

class FxCrWindLeaf2 {

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxCrWindLeaf3 {

probability = "0.1 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 15;

cost = 8;

class Species {

class FxWindPollen1 {

probability = 1;

cost = 1;

};

class FxCrWindLeaf1 {

probability = "0.2 * trees";

cost = 1;

};

class FxCrWindLeaf2 {

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxCrWindLeaf3 {

probability = "0.1 * trees";

cost = 1;

};

};

};

};

class Names {

class mestrengermuehle

{

name="Mestrenger Muehle";

position[]={5852.39,2647.58};

type="namevillage";

radiusA=100;

radiusB=100;

};

class Schmidt

{

name="Schmidt";

position[]={7446.88,973.083};

type="namevillage";

radiusA=400;

radiusB=400;

};

class Vossenack

{

name="Vossenack";

position[]={4971.16,4212.46};

type="namevillage";

radiusA=1500;

radiusB=400;

};

class simonskall

{

name="Simonskall";

position[]={3368.05,1999.11};

type="namevillage";

radiusA=100;

radiusB=100;

};

class kommerscheidt

{

name="Kommerscheidt";

position[]={6808.91,2136.42};

type="namevillage";

radiusA=300;

radiusB=300;

};

class frostscheidt

{

name="Frostscheidt";

position[]={7512.07,2545.14};

type="namevillage";

radiusA=200;

radiusB=200;

};

class brandenberg

{

name="";

position[]={7810.68,5754.4};

type="namevillage";

radiusA=300;

radiusB=600;

};

class huertgen

{

name="Huertgen";

position[]={5561.97,7162.06};

type="namevillage";

radiusA=1500;

radiusB=300;

};

class germeter

{

name="Germeter";

position[]={3617.42,4717.48};

type="namevillage";

radiusA=200;

radiusB=200;

};

class kleinhau

{

name="Kleinhau";

position[]={6650.92,8351.01};

type="namevillage";

radiusA=200;

radiusB=200;

};

class haarscheidt

{

name="Haarscheidt";

position[]={8274.45,1739.86};

type="namevillage";

radiusA=100;

radiusB=100;

};

};

};

};

class CfgWorldList {

class normandy2 {};

};

class CfgMissions {

class Cutscenes {

class normandy2 {

directory = "normandy2\data\scenes\intro.bet_hurtgen";

};

};

};

class CfgSurfaces {

class Default {};

class Water {};

class BTboden : Default {

access = ReadOnly;

files = "Hlina_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTBodenClutter";

soundHit = "soft_ground";

};

class BTgrassfroz : Default {

access = ReadOnly;

files = "grfroz_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTWintheideClutter";

soundHit = "soft_ground";

};

class BTgroundfroz : Default {

access = ReadOnly;

files = "gfroz_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTWintgroundClutter";

soundHit = "soft_ground";

};

class BTGrass1 : Default {

access = ReadOnly;

files = "trava1_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTGrassClutter";

soundHit = "soft_ground";

};

class BTGrass2 : Default {

access = ReadOnly;

files = "trava2_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTGrassClutter";

soundHit = "soft_ground";

};

class BTGrassW1 : Default {

access = ReadOnly;

files = "travad1_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTGrassWClutter";

soundHit = "soft_ground";

};

class BTGrassW2 : Default {

access = ReadOnly;

files = "travad2_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "BTTallGrassWClutter";

soundHit = "soft_ground";

};

class BTForest1 : Default {

access = ReadOnly;

files = "les1_*";

rough = 0.2;

dust = 0.2;

soundEnviron = "forest";

character = "BTForestMixedClutter";

soundHit = "soft_ground";

};

class BTForest2 : Default {

access = ReadOnly;

files = "les2_*";

rough = 0.2;

dust = 0.15;

soundEnviron = "forest";

character = "BTForestFirClutter";

soundHit = "soft_ground";

};

class BTField2 : Default {

access = ReadOnly;

files = "strniste_*";

rough = 0.13;

dust = 0.3;

soundEnviron = "dirt";

character = "BTStubbleClutter";

soundHit = "soft_ground";

};

class BTGrit1 : Default {

access = ReadOnly;

files = "sterk_*";

rough = 0.1;

dust = 0.25;

soundEnviron = "gravel";

character = "Empty";

soundHit = "hard_ground";

};

class BTHeather : Default {

access = ReadOnly;

files = "vres_*";

rough = 0.14;

dust = 0.1;

soundEnviron = "forest";

character = "BTHeatherClutter";

soundHit = "soft_ground";

};

class BTRock : Default {

access = ReadOnly;

files = "skala_*";

rough = 0.2;

dust = 0.07;

soundEnviron = "rock";

character = "Empty";

soundHit = "hard_ground";

};

class BTTarmac : Default {

access = ReadOnly;

files = "asfalt_*";

rough = 0.08;

dust = 0.05;

soundEnviron = "road";

character = "Empty";

soundHit = "hard_ground";

};

class BTSplitt : Default {

access = ReadOnly;

files = "mesto_*";

rough = 0.08;

dust = 0.05;

soundEnviron = "gravel";

character = "Empty";

soundHit = "hard_ground";

};

class BTConcrete : Default {

access = ReadOnly;

files = "beton_*";

rough = 0.08;

dust = 0.05;

soundEnviron = "concrete_ext";

character = "Empty";

soundHit = "concrete";

};

class BTsand3 : Default {

access = ReadOnly;

files = "pisekplaz_*";

rough = 0.1;

dust = 0.25;

soundEnviron = "gravel";

character = "Empty";

soundHit = "concrete";

};

class BTschill1 : Default {

access = ReadOnly;

files = "schill_*";

rough = 0.1;

dust = 0.25;

soundEnviron = "gravel";

character = "BTmud1clutter";

soundHit = "concrete";

};

};

class CfgSurfaceCharacters {

class BTGrassClutter {

probability[] = {0.79, 0.1, 0.1, 0.01};

names[] = {"BTGrassCrookedGreen", "BTGrassCrooked", "BTAutumnFlowers", "BTWeedDead"};

};

class BTmud1clutter {

probability[] = {0.05, 0.03, 0.03, 0.04,};

names[] = {"BTGrassCrookedGreen", "BTGrassCrooked", "BTAutumnFlowers", "BTWeedDead"};

};

class BTTallGrassClutter {

probability[] = {0.4, 0.2, 0.3, 0.07, 0.02, 0.01};

names[] = {"BTGrassTall", "BTAutumnFlowers", "BTGrassBunch", "BTGrassCrooked", "BTWeedDead", "BTWeedDeadSmall"};

};

class BTschillClutter {

probability[] = {0.01, 0.005, 0.003, 0.07, 0.1, 0.1};

names[] = {"BTGrassTall", "BTAutumnFlowers", "BTGrassBunch", "BTGrassCrooked", "BTWeedDead", "BTWeedDeadSmall"};

};

class BTwintgroundClutter {

probability[] = {0.001, 0.002, 0.003, 0.002, 0.001, 0.05, 0.03, 0.04};

names[] = {"BTGrassTall", "BTAutumnFlowers", "BTGrassBunch", "BTWeedDead", "BTWeedDeadSmall", "BTGrassAutumnbrown", "BTGrassAutumn_t", "BTGrassAutumn"};

};

class BTGrassWClutter {

probability[] = {0.65, 0.17, 0.1, 0.05, 0.03};

names[] = {"BTGrassCrooked", "BTGrassCrookedGreen", "BTAutumnFlowers", "BTWeedDead", "BTWeedDeadSmall"};

};

class BTTallGrassWClutter {

probability[] = {0.3, 0.25, 0.2, 0.2, 0.03, 0.02};

names[] = {"BTGrassTall", "BTAutumnFlowers", "BTGrassBunch", "BTGrassCrooked", "BTWeedDead", "BTWeedDeadSmall"};

};

class BTForestMixedClutter {

probability[] = {0.2, 0.1, 0.2, 0.001, 0.003};

names[] = {"BTGrassCrookedForest", "BTFernAutumn", "BTFernAutumnTall", "BTMushroomsHorcak", "BTMushroomsPrasivka"};

};

class BTForestFirClutter {

probability[] = {0.4, 0.1, 0.1, 0.15, 0.05, 0.003, 0.005, 0.008, 0.004};

names[] = {"BTBlueBerry", "BTFernAutumn", "BTFernAutumnTall", "BTSmallPicea", "BTRaspBerry", "BTMushroomsHorcak", "BTMushroomsPrasivka", "BTMushroomsBabka", "BTMushroomsMuchomurka"};

};

class BTHeatherClutter {

probability[] = {0.15, 0.5, 0.3, 0.1};

names[] = {"BTBlueBerry", "BTHeatherBrush", "BTGrassCrooked", "BTWeedSedge"};

};

class BTBodenClutter {

probability[] = {0.15, 0.5, 0.3, 0.1};

names[] = {"BTBlueBerry", "BTHeatherBrush", "BTPlantWideLeaf", "BTWeedSedge"};

};

class BTwintheideClutter {

probability[] = {0.01, 0.03, 0.003, 0.08, 0.04, 0.04};

names[] = {"BTBlueBerry", "BTHeatherBrush", "BTWeedSedge", "BTGrassAutumnbrown", "BTGrassAutumn_t", "BTGrassAutumn"};

};

class BTStubbleClutter {

probability[] = {0.975, 0.01, 0.01, 0.005};

names[] = {"BTStubbleClutter", "BTAutumnFlowers", "BTWeedDeadSmall", "BTWeedDead"};

};

class BTsparseweedClutter {

probability[] = {0.3, 0.25, 0.2, 0.2, 0.03, 0.02};

names[] = {"BTGrassTall", "BTAutumnFlowers", "BTGrassBunch", "BTGrassCrooked", "BTWeedDead", "BTWeedDeadSmall"};

};

};

Edited by Rip31st

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P: drive setup:

Pdrivesetup.jpg

My project folder setup:

normandyfolder.jpg

---------- Post added at 03:21 PM ---------- Previous post was at 03:09 PM ----------

I've tried both ways of importing the Sat & Mask binarized & in text mode. I've noticed that when I go to import the Sat & Mask in binarized mode it makes a textures.lst in the data\layers folder. When I do it in text mode it does not do that.

I've tried the old school way of editing the paths of the rvmat's in the layer's folder. The path's to the textures in the layers folder end with .PNG and I've tried leaving them alone and trying to binarize the project and changing the paths to .paa.

When I import in text mode, the rvmat's do not contain pos [] = position data. I'm assuming once it's binarized with the .wrp file, it add's it. When I import the Sat & Mask in binarized mode, it automatically gives it that position data to the rvmat's.

Here's my layers.cfg:

layerscfg.jpg

Here's my data folder setup with all the textures in it and an example of my rvmat for my base textures for my island:

textures_rvmat.jpg

Edited by Rip31st

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Deleted revised below...

Edited by SRS

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Here is an improved config:

http://pastebin.jonasscholz.de/337

Rebased to Utes, lots of obsolete definitions removed, inheritance for CfgSurfaces

classes used.

Couple of more issues:

1) You have to tag your HQ texture names. Adapt rvmats and config accordingly.

2) I was never able to get 'path to project folder' working, if no subfolder level was used,

like p:\myTag\projectName.

You can try 'use source path'.

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In your c:\arma_temp folder in with your wrp file is there a *.wrp.dep file its a text file it lists I'm guessing dependancies. Maybe you'll find a clue there. I note that in my *.wrp.dep file the rvmat files are listed there.

I noticed that you have *.rvmat in your list of files to copy directly. Is there something different about the rvmat files in arma2 or with steam. Normally binpbo or binmake? calls a utility when you run binpbo. Its called CfgConvertFileChng 'from the readme' (- this tool converts rvmats to binarized format). It or something else changes the png to paa in the rvmat files as well. Atleast thats been my luck worry free rvmat files so far.

Kju posted while I was looking through your config. The config at that link has it all sorted. I was begining to find more errors. But if you use the one from kju that will sort it all. So I'll remove those things from this post.

I remembered coming across a post in the arma visitor forum about a steam issue. I just tracked it down. Looks like you probably already read that post. Thats about all that caught my eye.

Edited by SRS
Update

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Here is an improved config:

http://pastebin.jonasscholz.de/337

Rebased to Utes, lots of obsolete definitions removed, inheritance for CfgSurfaces

classes used.

Couple of more issues:

1) You have to tag your HQ texture names. Adapt rvmats and config accordingly.

2) I was never able to get 'path to project folder' working, if no subfolder level was used,

like p:\myTag\projectName.

You can try 'use source path'.

I've tried tons of configs, but I will give this one a shot. I've also given the project folder to people with the retail boxed version, and digitally downloaded version of ArmA2. I have the steam version myself. They all have the same results with various configs.

I'm thinking the island parameters aren't going to work for ArmA2. Probably will have to make it a bit smaller. Worked great for ArmA1, just isn't going to fly this time.

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There is a difference if you try good configs or just the standard broken config used for islands.

That said, this will not solve the problem at hand most likely.

Still it would be a big improvement to have a good config.

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There is a difference if you try good configs or just the standard broken config used for islands.

That said, this will not solve the problem at hand most likely.

Still it would be a big improvement to have a good config.

Well post one then. ;)

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The one he posted is good, 'based on the one you posted Rip31st'. It may be the forums formating of your posted config. But I found mismatches of "{}" a typo so on. Thats all cleaned in the one kju posted.

I'm gonna hedge on the rvmat files. They must get added to the wrp file. I can't find them anywhere else in an unpboed working island. They are also listed in the dep file.

Maybe your wrp file doesn't binarize. Because your rvmats aren't what is expected. You can completly remove the config.cpp file from your project folder, and compile the island. It just won't show up in game. That is you could if everything else is good to go?

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never mind... I'LL say "wow! thanks Kju!" and grab a copy... :D My config's working fine (so far), but it's always worth checking it against one made by someone who actually knows what they're doing !

B

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well intentional or not, ambient has FxWindPollen defined.

Without that one could remove the ambient block too and get the same via inheritance.

For worlds there isnt that much you can do wrong:

1) wrp name = class name (at least in a1), else savegames dont work.

2) IMHO made your world based on Utes/Chernarus to reduce code

3) only define changes

4) use inheritance to keep config lean and easier to grasp

5) Use (OFPEC) tags on new classes and your HQ textures.

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never mind... I'LL say "wow! thanks Kju!" and grab a copy... :D My config's working fine (so far), but it's always worth checking it against one made by someone who actually knows what they're doing !

B

Sorry, apologies are in order - 2 hours sleep :eek:

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I cut kjus into .hpp files hacked it for arma1 it compiles fine here. No errors. my test island runs fine in game.

I have to do some last minute xmas shopping I guess I will swing by bestbuy see if they have arma2. Get on the same page with you guys. Not much going on in the arma1 visitor forum.

I hesitate to post any advice at times not having arma2. Not exactly sure how different it would be from arma1, as far as visitor is concerned. the config files I can see clutter has changed. Thats got to be an improvement.

N1 kju that config is lean and mean ready too rock and roll. I keep mine broken down into .hpps'. Just use the includes in the cpp. But thats just the way i work. Makes it easier for me to turn things on and off while testing. I also found some things you excluded weren't needed for arma1. This cleaned up my CfgWorlds.hpp abit thanks.

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Yup - using include + hpp is a neat way to separate different parts and have better overview.

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Ok so with a newer config with the help of kju and some advice, I changed it around a bit. Binpbo doesn't complain, the binarization process completes. But now here is the log file from binpbo:

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

<world = "p:\rip31st\rip31st_normandy2\rip31st_normandy2.wrp">

Cannot open object core\default\default.p3d

Cannot open object core\skyobject\skyobject.p3d

Cannot load font core\data\fonts\tahomab16

Fonts file \core\data\fonts\tahomab16 not found

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-000_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-000_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-000_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-000_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-000_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-000_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-000_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-000_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-000_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-000_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-000_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-000_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-000_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-000_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-000_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-000_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-000_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-000_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-000_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-000_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-000_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-000_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-000_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-000_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-001_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-001_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-001_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-001_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-001_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-001_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-001_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-001_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-001_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-001_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-001_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-001_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-001_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-001_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-001_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-001_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-001_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-001_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-001_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-001_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-001_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-001_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-001_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-001_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_n_l01_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_n_l01_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_l01_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_l01_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_n_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_n_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_l01_l02.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_l01_l02.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_n_l02.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-002_l00_n_l02.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_n_l01_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_n_l01_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_l01_l02.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_l01_l02.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_n_l02.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_n_l02.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_n_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_n_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_l01_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-002_l00_l01_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-002_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-002_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-002_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-002_l00_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-002_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-002_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-002_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-002_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-002_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-002_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-003_n_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-003_n_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-003_l00_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-003_l00_l01.rvmat

Cannot load material fConvert world p:\rip31st\rip31st_normandy2\rip31st_normandy2.wrp -> C:\Users\don\AppData\Local\Temp\ARMAaddons\rip31st_normandy2\rip31st_normandy2.wrp

ile rip31st\rip31st_normandy2\data\layers\p_000-003_l00_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-003_l00_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_n_l01_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_n_l01_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_l00_l01_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_l00_l01_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_l00_l01_l02.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_l00_l01_l02.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_l00_n_n.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-003_l00_n_n.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-003_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-003_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-003_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-003_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-003_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-003_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-004_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-004_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-004_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_001-004_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-004_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_002-004_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-004_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_003-004_l01.rvmat

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-004_l01.rvmat.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_004-004_l01.rvmat

No entry 'D:\Program Files\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds.rip31st_normandy2'.

No entry 'D:\Program Files\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds.rip31st_normandy2'.

</world>

And in the temp folder here is the wrp.dep file:

core\default_co.paa

rip31st\rip31st_normandy2\data\layers\p_001-000_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-000_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-002_n_l01_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-003_l00_l01_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-003_l00_n_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-001_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-001_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-003_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-003_l00_l01_l02.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-003_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-004_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-000_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-004_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-001_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-002_l00_l01_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-000_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-000_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-001_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-001_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-002_l00_n_l02.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-002_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-000_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-001_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-002_l00_n_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-000_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-002_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-003_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-004_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-001_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-001_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-002_l00_l01_l02.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-003_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-004_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-000_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-000_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-000_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-001_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-002_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-003_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-000_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-002_n_l01_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-002_l00_l01_l02.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-002_l00_l01_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-000_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_003-002_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-003_n_l01_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-004_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-001_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-002_l00_n_l02.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-003_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_001-000_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-000_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-002_n_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_004-000_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-001_l00_n.rvmat

rip31st\rip31st_normandy2\data\layers\p_002-001_l00_l01.rvmat

rip31st\rip31st_normandy2\data\layers\p_000-002_l00_n_n.rvmat

I need to ask about the rvmats again. In the process of importing the Sat & Mask I noticed that the path's to the images remain .PNG file extension. Once loaded into buldozer they are converted to .paa. Does this require a manual change to all the rvmat files before binarization.

And given these logs do you guys see any other problems that need to be fixed?

thx

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You need to select text during the sat/mask import. The texture files in the rvmats will retain the png extention until binpbo is ran. Then during the binpbo processing they are changed to the paa extention.

I noticed though in your binpbo options you have "*.rvmat" listed in the (list of files to copy directly). I posted this in an earlier post, in order too raise concerns about doing that. You need to remove "*.rvmat" from that list, let binpbo handle them. Otherwise you end up with uncompiled rvmat files with wrong extention. You can do it all manually. But it's allot of work. Try removing *.rvmat from that list. Then run binpbo again with "clear folder" checked for GP's.

Edited by SRS

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Actually that's what I did and got that error.

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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
<world = "p:\rip31st\rip31st_normandy2\rip31st_normandy2.wr p">
Cannot open object core\default\default.p3d
Cannot open object core\skyobject\skyobject.p3d
Cannot load font core\data\fonts\tahomab16
Fonts file \core\data\fonts\tahomab16 not found

Means you don't have arma (2) files unpacked on P.

Cannot load material file rip31st\rip31st_normandy2\data\layers\p_000-000_n_l01.rvmat.

You seem to use a different path (namespace) here compared to your config..

You need to have files at the very correct place on P.

The namespace of the wrp (for the rvmat), looks better than the config one.

worldName = "\normandy2\normandy2.wrp"

So adapt your config and your files on P to 'rip31st\rip31st_normandy2'.

And WRP name = class name.

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Well I changed the config around a bit. I believe it works. Just trying to use proper name space and prefix:

class CfgPatches

{

class rip31st_normandy2

{

units[] = {"rip31st_normandy2"};

weapons[] = {};

requiredVersion = 1.04;

requiredAddons[] = {"Utes"};

version = "2009-12-17";

fileName = "rip31st_normandy2.pbo";

author = "Rip31st";

mail = "Rip31st@mail.net";

};

};

class CfgWorlds

{

class DefaultWorld

{

class CAWorld;

class Utes: CAWorld

{

class Grid;

class DefaultClutter;

};

class rip31st_normandy2: Utes

{

description = "Normandy 1944";

worldName = "\rip31st\rip31st_normandy2\rip31st_normandy2.wrp";

pictureShot = "rip31st\rip31st_normandy2\data\ui_selectisland_normandy2_ca.paa";

longitude = 10;

latitude = 51;

class OutsideTerrain

{

satellite = "rip31st\rip31st_normandy2\data\s_satout_co.paa";

enableTerrainSynth = 1;

class Layers

{

class Layer0

{

nopx = "rip31st\rip31st_normandy2\data\travad2_detail_nopx.paa";

texture = "rip31st\rip31st_normandy2\data\travad2_detail_co.paa";

};

};

};

class Grid: Grid

{

offsetX = 0;

offsetY = 0;

class Zoom1

{

zoomMax = 0.15;

format = "XY";

formatX = "000";

formatY = "000";

stepX = 6100;

stepY = 6100;

};

class Zoom2

{

zoomMax = 0.85;

format = "XY";

formatX = "00";

formatY = "00";

stepX = 61000;

stepY = 61000;

};

class Zoom3

{

zoomMax = 1e+030;

format = "XY";

formatX = "0";

formatY = "0";

stepX = 153600;

stepY = 153600;

};

};

centerPosition[] = {76800,76800,300};

seagullPos[] = {2560,150,2560};

ilsPosition[] = {2545,3000};

ilsDirection[] = {0,0.08,1};

ilsTaxiIn[] = {};

ilsTaxiOff[] = {};

drawTaxiway = 0;

clutterDist = 50;

noDetailDist = 80;

midDetailTexture = "rip31st\rip31st_normandy2\data\travad2_mco.paa";

minTreesInForestSquare = 3;

minRocksInRockSquare = 3;

class clutter

{

class GrassTall: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1;

};

class StubbleClutter: DefaultClutter

{

model = "ca\plants2\clutter\c_stubble.p3d";

affectedByWind = 0.1;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class AutumnFlowers: DefaultClutter

{

model = "ca\plants2\clutter\c_autumn_flowers.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1;

};

class GrassBunch: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassBunch.p3d";

affectedByWind = 0.35;

swLighting = 1;

scaleMin = 0.6;

scaleMax = 1;

};

class GrassCrooked: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.4;

};

class GrassCrookedGreen: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.3;

};

class GrassCrookedForest: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassCrookedForest.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class GrassAutumnbrown: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassAutumnBrown.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class GrassAutumn: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassAutumn.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class GrassAutumn_t: DefaultClutter

{

model = "ca\plants2\clutter\c_GrassAutumn_t.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class WeedDead: DefaultClutter

{

model = "ca\plants2\clutter\c_WeedDead.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.1;

};

class WeedDeadSmall: DefaultClutter

{

model = "ca\plants2\clutter\c_WeedDead2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 0.9;

};

class HeatherBrush: DefaultClutter

{

model = "ca\plants2\clutter\c_caluna.p3d";

affectedByWind = 0.15;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.8;

surfaceColor[] = {0.53,0.5,0.37,1};

};

class WeedSedge: DefaultClutter

{

model = "ca\plants2\clutter\c_weed3.p3d";

affectedByWind = 0.2;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.85;

};

class WeedTall: DefaultClutter

{

model = "ca\plants2\clutter\c_weed2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.1;

};

class BlueBerry: DefaultClutter

{

model = "ca\plants2\clutter\c_BlueBerry.p3d";

affectedByWind = 0.05;

swLighting = 1;

scaleMin = 0.85;

scaleMax = 1.3;

};

class RaspBerry: DefaultClutter

{

model = "ca\plants2\clutter\c_raspBerry.p3d";

affectedByWind = 0;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.2;

};

class FernAutumn: DefaultClutter

{

model = "ca\plants2\clutter\c_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.6;

scaleMax = 1.2;

};

class FernAutumnTall: DefaultClutter

{

model = "ca\plants2\clutter\c_fernTall.p3d";

affectedByWind = 0.15;

scaleMin = 0.75;

scaleMax = 1;

};

class SmallPicea: DefaultClutter

{

model = "ca\plants2\clutter\c_picea.p3d";

affectedByWind = 0.05;

scaleMin = 0.75;

scaleMax = 1.25;

};

class PlantWideLeaf: DefaultClutter

{

model = "ca\plants2\clutter\c_WideLeafPlant.p3d";

affectedByWind = 0.1;

scaleMin = 1;

scaleMax = 1;

};

class Stumpen1: DefaultClutter

{

model = "ca\plants2\misc\misc_stub1.p3d";

affectedByWind = 0.1;

scaleMin = 0.4;

scaleMax = 2;

};

class Stumpen2: DefaultClutter

{

model = "ca\plants2\misc\misc_stub2.p3d";

affectedByWind = 0.1;

scaleMin = 0.4;

scaleMax = 2;

};

class Stumpentot: DefaultClutter

{

model = "ca\plants2\misc\Misc_trunk_torzo.p3d";

affectedByWind = 0.1;

scaleMin = 0.6;

scaleMax = 1.9;

};

class MushroomsHorcak: DefaultClutter

{

model = "ca\plants2\clutter\c_MushroomHorcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class MushroomsPrasivka: MushroomsHorcak

{

model = "ca\plants2\clutter\c_MushroomPrasivky.p3d";

};

class MushroomsBabka: MushroomsHorcak

{

model = "ca\plants2\clutter\c_MushroomBabka.p3d";

};

class MushroomsMuchomurka: MushroomsHorcak

{

model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d";

};

};

class Ambient

{

class Mammals

{

radius = 200;

cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)";

class Species

{

class Rabbit

{

probability = 0.2;

cost = 1;

};

};

};

class BigBirds

{

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species

{

class Hawk

{

probability = 0.2;

cost = 1;

};

};

};

class Birds

{

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species

{

class Crow

{

probability = 0.2;

cost = 1;

};

};

};

class BigInsects

{

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species

{

class DragonFly

{

probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";

cost = 1;

};

class ButterFly

{

probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";

cost = 1;

};

};

};

class BigInsectsAquatic

{

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species

{

class DragonFly

{

probability = 1;

cost = 1;

};

};

};

class SmallInsects

{

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species

{

class HouseFly

{

probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

cost = 1;

};

class HoneyBee

{

probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

cost = 1;

};

class Mosquito

{

probability = "(1 - deadBody) * (0.2 * forest)";

cost = 1;

};

};

};

class NightInsects

{

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species

{

class Mosquito

{

probability = 1;

cost = 1;

};

};

};

class WindClutter

{

radius = 10;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2,0.5]))) * (1 - sea)";

class Species

{

class FxWindGrass1

{

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindGrass2

{

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindRock1

{

probability = "0.4 * hills";

cost = 1;

};

class FxCrWindLeaf1

{

probability = "0.2 * trees";

cost = 1;

};

class FxCrWindLeaf2

{

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxCrWindLeaf3

{

probability = "0.1 * trees";

cost = 1;

};

};

};

class NoWindClutter

{

radius = 15;

cost = 8;

class Species

{

class FxWindPollen1

{

probability = 1;

cost = 1;

};

class FxCrWindLeaf1

{

probability = "0.2 * trees";

cost = 1;

};

class FxCrWindLeaf2

{

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxCrWindLeaf3

{

probability = "0.1 * trees";

cost = 1;

};

};

};

};

class Names

{

class mestrengermuehle

{

name = "Mestrenger Muehle";

position[] = {5852.390137,2647.580078};

type = "namevillage";

radiusA = 100;

radiusB = 100;

};

class Schmidt

{

name = "Schmidt";

position[] = {7446.879883,973.083008};

type = "namevillage";

radiusA = 400;

radiusB = 400;

};

class Vossenack

{

name = "Vossenack";

position[] = {4971.160156,4212.459961};

type = "namevillage";

radiusA = 1500;

radiusB = 400;

};

class simonskall

{

name = "Simonskall";

position[] = {3368.050049,1999.109985};

type = "namevillage";

radiusA = 100;

radiusB = 100;

};

class kommerscheidt

{

name = "Kommerscheidt";

position[] = {6808.910156,2136.419922};

type = "namevillage";

radiusA = 300;

radiusB = 300;

};

class frostscheidt

{

name = "Frostscheidt";

position[] = {7512.069824,2545.139893};

type = "namevillage";

radiusA = 200;

radiusB = 200;

};

class brandenberg

{

name = "";

position[] = {7810.680176,5754.399902};

type = "namevillage";

radiusA = 300;

radiusB = 600;

};

class huertgen

{

name = "Huertgen";

position[] = {5561.970215,7162.060059};

type = "namevillage";

radiusA = 1500;

radiusB = 300;

};

class germeter

{

name = "Germeter";

position[] = {3617.419922,4717.47998};

type = "namevillage";

radiusA = 200;

radiusB = 200;

};

class kleinhau

{

name = "Kleinhau";

position[] = {6650.919922,8351.009766};

type = "namevillage";

radiusA = 200;

radiusB = 200;

};

class haarscheidt

{

name = "Haarscheidt";

position[] = {8274.450195,1739.859985};

type = "namevillage";

radiusA = 100;

radiusB = 100;

};

};

};

};

class CfgWorldList

{

class rip31st_normandy2 {};

};

class CfgMissions

{

class Cutscenes

{

class rip31st_normandy2

{

directory = "rip31st\rip31st_normandy2\data\scenes\intro.bet_hurtgen";

};

};

};

class CfgSurfaces

{

class Default{};

class Water{};

class UTGravel: Default

{

access = 2;

files = "ut_sterk_*";

rough = 0.1;

dust = 0.35;

soundEnviron = "gravel";

character = "Empty";

soundHit = "hard_ground";

};

class UTRock: Default

{

access = 2;

files = "ut_skala_*";

rough = 0.2;

dust = 0.07;

soundEnviron = "rock";

character = "Empty";

soundHit = "hard_ground";

};

class UTConcrete: Default

{

access = 2;

files = "ut_beton_*";

rough = 0.08;

dust = 0.05;

soundEnviron = "concrete_ext";

character = "Empty";

soundHit = "hard_ground";

};

class UTBoulders: Default

{

access = 2;

files = "ut_valouny_*";

rough = 0.1;

dust = 0.07;

soundEnviron = "rock";

character = "UTSparseGrassClutter";

soundHit = "hard_ground";

};

class UTGround: Default

{

access = 2;

files = "ut_hlina_*";

rough = 0.1;

dust = 0.2;

soundEnviron = "dirt";

character = "UTSparseGrassClutter";

soundHit = "soft_ground";

};

class UTGrass: Default

{

access = 2;

files = "ut_trava_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "UTGrassClutter";

soundHit = "soft_ground";

};

class UTHeather: Default

{

access = 2;

files = "ut_vres_*";

rough = 0.14;

dust = 0.1;

soundEnviron = "drygrass";

character = "UTHeatherClutter";

soundHit = "soft_ground";

};

class UTWeeds: Default

{

access = 2;

files = "ut_plevel_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "drygrass";

character = "UTWeedsClutter";

soundHit = "soft_ground";

};

class UTForest: Default

{

access = 2;

files = "ut_les_*";

rough = 0.2;

dust = 0.15;

soundEnviron = "forest";

character = "UTPineForestClutter";

soundHit = "soft_ground";

};

};

class CfgSurfaceCharacters

{

class UTSparseGrassClutter

{

names[] = {"UTGrassDryBunch"};

probability[] = {0.07};

};

class UTGrassClutter

{

probability[] = {0.95,0.02,0.03};

names[] = {"UTGrassDryBunch","UTGrassDryLongBunch","UTAutumnFlowers"};

};

class UTHeatherClutter

{

probability[] = {0.1,0.25,0.07,0.03};

names[] = {"UTBlueBerry","UTHeatherBrush","UTGrassDryBunch","UTWeedSedge"};

};

class UTWeedsClutter

{

probability[] = {0.6,0.3,0.05,0.03,0.02};

names[] = {"UTAutumnFlowers","UTGrassDryLongBunch","UTWeedTall","UTWeedDead","UTWeedDeadSmall"};

};

class UTPineForestClutter

{

probability[] = {0.1,0.15,0.2,0.05,0.001};

names[] = {"UTBlueBerry","UTFernAutumn","UTFernAutumnTall","UTGrassDryBunch","UTMushroomsPrasivka"};

};

};

};

The other part of it, the two files not unpacked, where do they belong on the P:drive and what are they?

Capture4.jpg

Because those have always been there during the process.

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Sorry, rip31st, for the redundancy on the rvmat issue. I thought you had all the path issues and project environment sorted. So many files to track down and correct paths in it takes abit.

I'm sorry I can't help you with the build environment I'm not certain if its the same for arma and arma2.

I tried to get arma2 yesterday but bestbuy and walmart didn't have it in stock. That's about all there is for local shopping and even thats a couple of hours round trip. I had to order it from newegg. Maybe by xmas. overnight was a bit steep for my budget. I will watch this post, I like the idea of your map sounds like your revamping bf42 in a round about way. It sounds like fun to me.

I just had a look at the arma2 terrain tutorial it covers the P: drive setup at the get go as far as what goes where. A quick glance it looks the same as arma. Some of the folder names are different is all. To run that down. Theres even a video there. Nice work on that tutorial. It is well worded easy to follow.

Edited by SRS
Ammended reference to the arma2 terrain tutorial at hte top of this forum

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