-martin- 10 Posted June 12, 2010 Hey guys, I have a problem with ground textures in game which has been there since I started working on my island but I didn’t give it any thoughts until now because I guess the earlier I fix it the less problems I might have in the future. Basically when I load the map in game I get some kind of low resolution stains/spots on the ground as if from the satellite mask on parts of the island. This is how it should look normally: And here are some screenshots of how some affected areas look: Did I do something wrong when creating my masks? I never saw this on any other islands. Share this post Link to post Share on other sites
cctoide 0 Posted June 12, 2010 That looks like noise, like a procedural texture somehow got into your ground texture RVMATs. Off the top of my head I can't come up with a reason for that happening, but maybe check the generated (binarized) RVMATs out with Eliteness? Share this post Link to post Share on other sites
-martin- 10 Posted June 12, 2010 That looks like noise, like a procedural texture somehow got into your ground texture RVMATs. Off the top of my head I can't come up with a reason for that happening, but maybe check the generated (binarized) RVMATs out with Eliteness? Mmmm, I'm quite new to ArmA, what RVMAT's should I check out, the ones in the Layers folder, or the ones in the Data folder? Also what is Eliteness? I read its like unRap so do I have to use it or is it somehow better?:o Share this post Link to post Share on other sites
cctoide 0 Posted June 12, 2010 Actually, after thinking about this later it's probably not the RVMATs in Layers, but your terrain texture RVMATs. Those would be the ones in your_island\Data, and if you used the Chernarus textures they're probably called cr_sterk.rvmat, cr_trava1.rvmat, and so on. In those RVMATs in the Data folder, Stage1 should go to a _nopx.paa file and Stage2 to a _co.paa file. The corresponding entries in your Layers.cfg should have a path to an _mco.paa file along with a path to the RVMAT. My hypothesis is that when changing the paths on those RVMATs for your island something went wrong and you ended up with procedural noise in the texture. I'm not sure that's what actually happened, though, since usually one of the tools should have flipped out and refused to work if that was the case... but try it out and see if everything's OK, try comparing your materials to a previous island without this problem. You can get Eliteness from here, and there's some instructions here. I believe originally it was a tool for messing around with the console versions of OFP, but it got expanded to work with lots of BI file types... I mostly just use it to look inside binarized configs and RVMATs. UnRap might do the same, I'm not sure as I haven't used it. Share this post Link to post Share on other sites
-martin- 10 Posted June 12, 2010 Actually, after thinking about this later it's probably not the RVMATs in Layers, but your terrain texture RVMATs. Those would be the ones in your_island\Data, and if you used the Chernarus textures they're probably called cr_sterk.rvmat, cr_trava1.rvmat, and so on.In those RVMATs in the Data folder, Stage1 should go to a _nopx.paa file and Stage2 to a _co.paa file. The corresponding entries in your Layers.cfg should have a path to an _mco.paa file along with a path to the RVMAT. My hypothesis is that when changing the paths on those RVMATs for your island something went wrong and you ended up with procedural noise in the texture. I'm not sure that's what actually happened, though, since usually one of the tools should have flipped out and refused to work if that was the case... but try it out and see if everything's OK, try comparing your materials to a previous island without this problem. You can get Eliteness from here, and there's some instructions here. I believe originally it was a tool for messing around with the console versions of OFP, but it got expanded to work with lots of BI file types... I mostly just use it to look inside binarized configs and RVMATs. UnRap might do the same, I'm not sure as I haven't used it. I didnt find any differences in the RVMAT's, I used the ones from the PMC example island and all the stage paths point to the right place, here is one of the RVAMT's for the brown texture that I showed in the screenshots: 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="tavi\tavi\data\tav_asfalt_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="tavi\tavi\data\tav_asfalt_detail_co.png"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; Here is my my layers.cfg (the brown texture is called tav_asfalt) class Layers { class tav_trava1 { texture = "tavi\tavi\data\tav_trava1_mco.png"; material= "tavi\tavi\data\tav_trava1.rvmat"; }; class tav_kamen1 { texture = "tavi\tavi\data\tav_kamen1_mco.png"; material= "tavi\tavi\data\tav_kamen1.rvmat"; }; class tav_les1 { texture = "tavi\tavi\data\tav_les1_mco.png"; material= "tavi\tavi\data\tav_les1.rvmat"; }; class tav_pisekplaz { texture = "tavi\tavi\data\tav_pisekplaz_mco.png"; material= "tavi\tavi\data\tav_pisekplaz.rvmat"; }; class tav_asfalt { texture = "tavi\tavi\data\tav_asfalt_mco.png"; material= "tavi\tavi\data\tav_asfalt.rvmat"; }; class tav_beton { texture = "tavi\tavi\data\tav_beton_mco.png"; material= "tavi\tavi\data\tav_beton.rvmat"; }; class tav_emba { texture = "tavi\tavi\data\tav_emba_mco.png"; material= "tavi\tavi\data\tav_emba.rvmat"; }; class tav_pole1 { texture = "tavi\tavi\data\tav_pole1_mco.png"; material= "tavi\tavi\data\tav_pole1.rvmat"; }; }; class Legend { picture="tavi\tavi\source\mapLegend.png"; class Colors { tav_trava1[]={{0,255,0}}; tav_kamen1[]={{100,100,100}}; tav_les1[]={{70,20,20}}; tav_pisekplaz[]={{255,255,0}}; [b] tav_asfalt[]={{255,120,0}};[/b] tav_beton[]={{100,100,0}}; tav_emba[]={{0,255,255}}; tav_pole1[]={{200,0,150}}; } }; And here are the .png's for the texture: http://www.mediafire.com/?1mgfxfo0ttg I dont know what can be causing this maybe colours that are lighter then the texture on the satelite mask? Share this post Link to post Share on other sites
bushlurker 46 Posted June 13, 2010 Hi Martin... Did you figure this one out? Just a wild guess here... all these textures you're using that are in .png format... try dragging them one at a time into Texview2 and saving them as .paa - change all the configs and .rvmats to point at the .paa versions instead of the .png's and try it again... Don't see how it should make any difference really, as the conversion is supposed to be done automatically now, but it's worth a quick try... Also, as always, I'm wary of the "more than 4 colours per segment" thing... it can do odd and unpredictable things to ground textures..... B Share this post Link to post Share on other sites
plumose 219 0 Posted June 13, 2010 with png ,the colours are much more vivid,and textures are different in pattern, u have to change these to paa . hope that helps bud. Share this post Link to post Share on other sites
-martin- 10 Posted June 14, 2010 Hi Martin...Did you figure this one out? Just a wild guess here... all these textures you're using that are in .png format... try dragging them one at a time into Texview2 and saving them as .paa - change all the configs and .rvmats to point at the .paa versions instead of the .png's and try it again... Don't see how it should make any difference really, as the conversion is supposed to be done automatically now, but it's worth a quick try... Also, as always, I'm wary of the "more than 4 colours per segment" thing... it can do odd and unpredictable things to ground textures..... B Nope guys even changing the textures to to .paa's doesn't help. Maybe something is wrong with my bulldozer? Although this doesn't occur in Bulldozer only in game, maybe its because I didn't patch my game, its still in one of the earliest versions. I'll be going back to the Czech Republic in a while to sort out some stuff so I'll buy ArmA 2 with arrowhead there but for the time being I will leave it until I release the BETA of the island in like 3 weeks time, maybe I could send the island to one of you guys so you could try to binarise it on your computer but we will see if other people who download the beta also have this issue. Any new ideas are welcome of course and very much appreciated :smile: Share this post Link to post Share on other sites