Jump to content
Sign in to follow this  
digitalcenturion

Problem: terrain is white in A2 and it says it cant load layer rvmats

Recommended Posts

Hi

Well so im still learning this process and now i apparently fudged up my map somehow? What i did was that i was unsatisfied with the terrain res with a 2048 map so i reimported my map as a new project using a 4096, reimported satmap (same 5120px) and layer mask. Then i copy-pasted my vegetation from the old map, it all works fine and dandy in Bulldozer but in Arma2 it gives an error that it cant load (presumably) the first of the layer RVmat files and the ground is all white. WHat gives, did i mess something up when i redid the map?

EDIT: Nevermind, just as i typed it down i realized that i had forgot to specify the texture directory when i redid the map. Well, it took writing this thread. Have not tested yet tho.

Edited by DigitalCenturion

Share this post


Link to post
Share on other sites

I've seen this, bulldozer is looking for the "layers" folder that should be in the data directory. At least I got a similar error when I forgot to reload the sat/mask textures through V3.

Share this post


Link to post
Share on other sites

Ok, it still doesnt work even tho i fixed the texure path, what gives?

It says "Cannot load material file layers/p_000-000_l00.rvmat"

This rvmat looks like this when i look into the layers directory

ambient[]={0.89999998,0.89999998,0.89999998,1};
diffuse[]={0.89999998,0.89999998,0.89999998,1};
forcedDiffuse[]={0.02,0.02,0.02,1};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=0;
class Stage0
{
texture="tut\cnt_twolakes\data\Layers\S_000_000_lco.png";
texGen=3;
};
class Stage1
{
texture="tut\cnt_twolakes\data\Layers\M_000_000_lco.png";
texGen=4;
};
class TexGen3
{
uvSource="worldPos";
class uvTransform
{
	aside[]={0.00048828125,0,0};
	up[]={0,0,0.00048828125};
	dir[]={0,-0.00048828125,0};
	pos[]={0.03125,10.03125,0};
};
};
class TexGen4
{
uvSource="worldPos";
class uvTransform
{
	aside[]={0.00048828125,0,0};
	up[]={0,0,0.00048828125};
	dir[]={0,-0.00048828125,0};
	pos[]={0.03125,10.03125,0};
};
};
class TexGen0
{
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,1};
	pos[]={0,0,0};
};
};
class TexGen1
{
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};
class TexGen2
{
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};
PixelShaderID="Terrain1";
VertexShaderID="Terrain";
class Stage2
{
texture="tut\CNT_TWOLAKES\data\sm_grass_mco.png";
texGen=0;
};
class Stage3
{
texture="tut\CNT_TWOLAKES\Data\sm_grass_detail_nopx.tga";
texGen=1;
};
class Stage4
{
texture="tut\CNT_TWOLAKES\data\sm_grass_detail_co.png";
texGen=2;
};

What is up?

I really think i should redo all the paths in my files to a different work directory, and get rid of the TUT prefix...

Share this post


Link to post
Share on other sites

I'm thinking that your paths are not correct either in the rvmat and or visitor. My folder structure for my island is settup like this:

P:\Madm\Bohemia_L\data

Bohemia_L is the name of the island folder or project. so in my rvmat the file is this:

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=[b]"Madm\bohemia_l\data\sm_grass_detail_nopx.tga";[/b]
 uvSource="tex";
 class uvTransform
 {
   aside[] = {10,0,0};
   up[]    = {0,10,0};
   dir[]   = {0,0,10};
   pos[]   = {0,0,0};
  };
};

class Stage2
{
 texture=[b]"madm\bohemia_l\data\sm_grass_detail_co.png";[/b]
 uvSource="tex";
 class uvTransform
 {
   aside[] = {10,0,0};
   up[]    = {0,10,0};
   dir[]   = {0,0,10};
   pos[]   = {0,0,0};
  };
};

This rvmat is inside the data folder along with all of my original texture files (.png's .paa's .tga's etc) After I import my sat/mask layers through visitor, it will convert the layers to another format (only if it needs to) inside a folder that it creates called layers which is located in my data folder. It's path looks like this:

P:\Madm\Bohemia_L\data\Layers

When you then click the bulldozer button, it will convert all the textures automatically and that's where I think you are having issues.

Now inside visitor3, under Tools->Project Preference's the top box for mine has this path in it:

madm\bohemia_l\data

Notice that there is no P:\ , that is because the box already has that in there.

Once you check all this and everything is ok but it still doesn't work. Try deleting the "layers" folder, then reload the sat_lco and mask_lco files back into your map, visitor will recreate the layers folder.

It's probably a good idea to know that the files and code I am using came from the Sample Tutorial Download by srgt ace. I'm currently using them for placeholders till I can refine my map. So if/when I have issues I just copy past the old files and over write them, then redo the file directories. It's like a "system restore" for my textures haha.

You might want to also check your "layers.cfg" and your config file for directory paths.

Edited by MadMardigan409

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×