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darkxess

Problem with binarize

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Hey, can someone help me please? everytime i Binarize my map it all goes ok, untill i load the game and nothing is there, or i look in the Binarize log file and see this:

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:\ca\samplemap\SampleMap.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 open object ca\plants\clutter_grass_general.p3d

Its really annoying me now as its stopping me from the final part of completing all this lark! lol...

Please help someone.

Edit: ive followed the tuts on how to set up the BinPBO it cant be that! or unless its something else or... :butbut:

Ok, ive fixed the above error! but not still got this one:

<world = "p:\ca\samplemap\SampleMap.wrp">
Cannot open object ca\plants\clutter_grass_general.p3d

Ive looked and looked and still cant work it out! :mad:

Edited by DarkXess

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<world = "p:\ca\samplemap\SampleMap.wrp">

Cannot open object ca\plants\clutter_grass_general.p3d

Hi Darkxess...

OK...

firstly, you shouldn't have your project folder inside P:\CA... that's liable to cause problems... the best place for your project is on the root of the P:\ drive... so...

P:\yourproject\yourproject.wrp

or, if you prefer to use a "namespace", then something like...

P:\Darkx\yourproject\yourproject.wrp

Secondly...

With default Arma2 there isn't a "plants" folder - only "plants2", so there shouldn't be a "plants" folder in CA at all, and further, I don't recognise the filename "clutter_grass_general.p3d"... alll Arma2 standard clutters are "c_something.p3d"... is this some sort of custom plants folder with custom clutter? - if so, then you can't put it in "CA"... thats BIS's "namespace"... basically Visitor looks at the P:\CA\stuff folders you have and assumes they're the gamefiles for real - later when you binarise and run the island for real, it'll be looking in CA\somewhere for all the gamefiles - and it'll find them - cause thats where they are in the main game - but since "ca\plant" isn't part of the main game - it can't find it...

If you want to include custom stuff the easiest and best way is to make an accompanying "islandaddons.pbo", much like you'll see with most islands that include custom content - like Icebreakrs stuff...

If that's what this nonstandard folder/file is, then ask again and someone will explain how to make a basic custom addons folder - if it's not intended as custom content, then theres something wrong with your P:\CA setup, and you need to post more details on that, and possibly read Alliex's tutorial as well, to check you've got everything in there correctly...

Finally, once the stuff above is sorted, you need to check all your BINpbo paths to make sure they're all correct - thats the usual cause of the island not showing up in game... though it may be error #1 above as well...

P.S.... Remember...

If your current project path is indeed...

P:\CA\Samplemap\

Then that path is also quoted in your config.cpp, your clutter definitions, surfaces, rvmats.... if you repath to something like...

P:\Darkx\Samplemap\

... then you'll need to recheck everything where the old path was used and change all of them too...

B

Edited by Bushlurker

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Hey mate, thanks for the reply.. anyways the reason ive got "plants" is because im using some stuff from CAA1 project! it does work, as im using the BIS sample map! experimenting so that i can learn more to make my own maps soon.

Ive just changed it all to my own project path and its working the same, though now ive got a new error, this:

Found p:\xess\rahmadi\Data\Layers\textures.lst, inserting textures not linked by .p3d-s...
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

I dont understand why ive got this error about "fonts" and "core" there all in place.. just changed paths! do i need a "core" or "fonts" in my map? stupid questions, lol.

This is the path ive got now "p:\xess\rahmadi\"

I can use it in Visitor just like before, just only now these new errors! :j: the configs im using could be the problem, ill put them here too so you can see.

Config.cpp

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied

class CfgPatches
{
class Rahmadi
{
	units[] = {Rahmadi};
	weapons[] = {};
	requiredVersion = 0.10;
	requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};


class DefaultLighting;
class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds
{

 class DefaultClutter
 {
   scaleMin = 0.9;
   scaleMax = 1.4;
 };
 class DefaultWorld;
 class CAWorld : DefaultWorld
 {
   class Grid {};
 };

 class Rahmadi: CAWorld
{
	access = ReadOnlyVerified;
	worldId=3;

	cutscenes[] = {RahmadiIntro1};

	description = "Rahmadi";
	icon="";
	worldName= "xess\Rahmadi\Rahmadi.wrp";
	pictureMap = "";
	pictureShot = "";

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

	longitude = -40; // positive is east
	latitude = -40; // positive is south

	// landRange is stored directly in WRP file

	class Grid : Grid
	{
		offsetX = 0;
		offsetY = -15360;

		class Zoom1
		{
			zoomMax = 0.5;
			format = "XY";
			formatX = "Aa";
			formatY = "00";
			stepX = 200;
			stepY = 200;
		};
		class Zoom2
		{
			zoomMax = 1e30;
			format = "XY";
			formatX = "A";
			formatY = "0";
			stepX = 2000;
			stepY = 2000;
		};
	};

	startTime = 8:30;
	startDate = 01/05/1985;
	startWeather = 0.1;
	startFog = 0.0;
	forecastWeather = 0.3;
	forecastFog = 0.0;

	seagullPos[] = {1272.842,150.000,14034.962};

	//default center position
	centerPosition[] = {2500,2500,300};

	// landing place - airport
	ilsPosition[] ={2545,3000};
	ilsDirection[] ={0,0.08,1};
	ilsTaxiIn[]= {2495,2725, 2495,2850,  2508,2860, 2508,3000, 2520,3010, 2545,3000};
	ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
	drawTaxiway=false;

   class ReplaceObjects {};

   // sound sources
   class Sounds
   {
   	sounds[]={};
   };
   class Animation
   {
     vehicles[]={};
   }; // default - no film


   class Lighting : DefaultLighting {};


   clutterGrid = 1.11;//pred demem to bylo 1.5
   /// how far clutters are visible
   clutterDist = 55;

   noDetailDist = 40;
   /// where ground detail texture is fully visible (begin fading out)
   fullDetailDist = 5;

   minTreesInForestSquare = 3;
   minRocksInRockSquare = 4;

   class clutter
   {

     class GrassGeneral: DefaultClutter
     {
       model=ca\plants\clutter_grass_general.p3d;
       affectedByWind = 0.3;
       swLighting = true;        //relativeColor[]={0.8,0.8,0.8,0};
       //colorByGround=0.9;
       scaleMin = 0.75;
       scaleMax = 1.0;
     };

     class GrassFlowers: GrassGeneral
     {
       model=ca\plants\clutter_grass_flowers.p3d;
     };

     class GrassLong: GrassGeneral
     {
       model=ca\plants\clutter_grass_long.p3d;
       affectedByWind = 0.6;
       scaleMin = 0.60;
       scaleMax = 1.10;
     };

     class GrassSevenbeauty: GrassGeneral
     {
       model=ca\plants\clutter_grass_sevenbaeuty.p3d;
       affectedByWind = 0.2;
       scaleMin = 0.70;
       scaleMax = 1.10;
     };

     class GrassYellow: GrassGeneral
     {
       model=ca\plants\clutter_grass_yellow.p3d;
       affectedByWind = 0.2;
       scaleMin = 0.70;
       scaleMax = 1.10;
     };

     class GrassDesert: GrassGeneral
     {
       model=ca\plants\clutter_grass_desert.p3d;
     };

     class ForestFern: GrassGeneral
     {
       model=ca\plants\clutter_forest_fern.p3d;
       affectedByWind = 0.1;
       scaleMin = 0.90;
       scaleMax = 1.10;
     };

     class SmallRocks: GrassGeneral
     {
       model=ca\rocks\clutter_stone_small.p3d;
       affectedByWind = 0;
       scaleMin = 0.90;
       scaleMax = 1.10;
     };

     class FlowersColor: GrassGeneral
     {
       model=ca\plants\clutter_smetanka.p3d;
     };

     class FlowersWhite: GrassGeneral
     {
       model=ca\plants\clutter_white_flower.p3d;
     };

     class MushroomsHorcak: GrassGeneral
     {
       model=ca\plants\clutter_horcak.p3d;
       affectedByWind = 0;
       scaleMin = 0.85;
       scaleMax = 1.25;
     };

     class MushroomsPrasivka: MushroomsHorcak
     {
       model=ca\plants\clutter_prasivky.p3d;
     };

     class MushroomsBabka: MushroomsHorcak
     {
       model=ca\plants\clutter_babka.p3d;
     };

     class MushroomsMuchomurka: MushroomsHorcak
     {
       model=ca\plants\clutter_muchomurka.p3d;
     };


   };
	class Subdivision
	{
		// fractal component of subdivision
		// changes are smaller for smaller rectangles
		class Fractal
		{
			// texture roughness factor
			rougness = 5;
			// max. value for squares containing road
			maxRoad = 0.02;
			// max. value for squares containing track
			maxTrack = 0.50;
			// max. coeficient depending on slope
			maxSlopeFactor = 0.05;
		};
		// white noise component of subdivision
		// change size is independent on rectangle size
		class WhiteNoise
		{
			rougness = 2;
			// max. value for squares containing road
			maxRoad = 0.01;
			// max. value for squares containing track
			maxTrack = 0.05;
			// max. coeficient depending on slope
			maxSlopeFactor = 0.0025;
		};

		// do not divide surfaces that are under given limit
		minY = -0.0;
		// do not divide flat surfaces
		minSlope = 0.02;
	};

	class Ambient
   {
     /*
	  Layer cost and species probability use expressions.
	  Variables which can be used inside of expressions:
       rain: rain intensity.
       night: 1 during night, 0 during day.

       hills: 0 at 150 ASL, 1 at 400 ASL.
       windy: 0 at 0 m/s, 1 at 20 m/s.

       trees: tree density.
       sea: distance to sea.
       houses: house density.
       meadow: meadow character.
       forest: 1 in the forest.

     Any values are continuous/interpolated in the range of 0 to 1.
     Values they are independent unless notes otherwise
     (meaning meadow and forest can be 1 at the same time).

     You can observe these values in real-time using:
     	diag_toggle "ambient"
     */

	  class BigBirds
	  {
	    //Container radius:
	    	//Species are normally spawned at the edges of the circle defined by this radius.
	    	//One exception to this is the initial start of the simulation, where the whole
	    	//circle will be filled.
	    radius = 300;
	    //Points allowed for this container:
	    //Xbox: 1 * (1 - night) * (1 - sea)
	    cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
 		  //Classname in Species corresponds to type name:
	    class Species
	    {
	      class Hawk
	      {
	        probability = 0.2;
	        cost = 1;
	      };
	    };
	  };

	  class Birds
	  {
	    radius = 170;
	    //Xbox: (1 - night) * (2 + 8 * sea)
	    cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
	    class Species
	    {
	      class Seagull
	      {
	        probability = 0.2;
	        cost = 1;
	      };
	    };
	  };

	  class BigInsects
	  {
	    radius = 20;
	    //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
	    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;
	  		};
	  	};
	  };

	  //The wind is blowing various particles around:
	  class WindClutter
	  {
	    radius = 10;
	    //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
	    cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
	    class Species
	    {
	      class FxWindGrass1 //Dark green grass.
	      {
	        probability = "0.4 - 0.2 * hills - 0.2 * trees";
	        cost = 1;
	      };
	      class FxWindGrass2 //Dry grass.
	      {
	        probability = "0.4 - 0.2 * hills - 0.2 * trees";
	        cost = 1;
	      };
	      class FxWindRock1 //Dust.
	      {
	        probability="0.4 * hills";
	        cost = 1;
	      };
	      class FxWindLeaf1 //Green leaf.
	      {
	        probability = "0.2 * trees";
	        cost = 1;
	      };
	      class FxWindLeaf2 //Dry leaf.
	      {
	        probability = "0.1 * trees + 0.2";
	        cost = 1;
	      };
	      class FxWindLeaf3 //Green leaf with a dry spot.
	      {
	        probability = "0.1 * trees";
	        cost = 1;
	      };
	    };
	  };

	  class NoWindClutter
	  {
	  	//Xbox: 10
	    radius = 15;
	    //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
	    cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
	    class Species
	    {
	      class FxWindPollen1
	      {
	        probability = 1;
	        cost = 1;
	      };
	    };
	  };

	  class SmallInsects
	  {
	    radius = 3;
	    //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
	    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 Names
   {
#include "Rahmadi.hpp"
   };
 };
};

class CfgWorldList
{
class Rahmadi {};
};

class CfgMissions
{
 class Cutscenes
 {
   class RahmadiIntro1
   {
     directory = "xess\Rahmadi\data\scenes\intro.Rahmadi";
   };
 };
};

Anything else you need just ask, thanks again for helping.

Edited by DarkXess

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Hi again...

OK...

The textures thing at the top is because when you imported your mask and sat (and thereby generated rvmats as well), you were still using the old path... you'll need to reimport sat and mask and resave the .wrp... that should fix that... I think...

I haven't encountered the "core/data/fonts" error before, but there should be a folder called "core" on your P:\ drive - installed as part of the BIS Tools install I think... maybe check thats there...

OK... so you're using CAA1, so you have the relevant Arma1 .pbo's also unpacked into your P;\CA\ (plants/roads, etc), as mentioned in your "required addons" line in your config above...?

This "required addons" basically means that those files need to somehow be loaded and made available in the main game when it runs - since they're not part of the default Arma2, you will have to make them available by also having CAA1 loading... I've never tried that, though technically I guess that should work...

eg: in your "island under construction" you are referencing stuff in your P:\CA\plants\ folder, and - in the main game, there IS a CA\plants folder available... in this case as part of CAA1...

Assuming you sort out that core/data/fonts error again, and thats the only error you're getting, and the island still isn't showing ingame, and you DO have CAA1 loaded, then you need to look at the paths you're using in BINpbo next I guess...

I'm a bit unsure all round about this whole rhamadi and CAA1 thing though, it's a tricky way of learning, since it requires so much non-standard messing about with stuff that's only indirectly available to others, there could easily be some sort of error elsewhere I haven't thought of...

... you ARE loading your island file properly once BINpbo produces it, aren't you...?? In a @myisland/addons/samplemap.pbo modfolder or something??

B

Edited by Bushlurker

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Ok... em, more and mroe errors when ever i try something! so now ill just show you everything ive done etc... really im getting angry with it now, lol.

First ill show you my BinPBO settings:

pic2_5.jpg

and now 2nd is my options with these in the line:

*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.rvmat

pic1.jpg

Now this is how ive got all my files spaced out, im not even sure this is all right! im just going by what ive read! lol...

pic3.jpg

Now we will go through my paths, this is my folder "xess" and my map name "rahmadi"

pic4.jpg

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2ND PART:

and inside the "rahmadi" folder

pic5.jpg

Finally here is my CA folder! to see that ive got all the things needed!

pic6.jpg

Em... lol what more can i think of? im lost now, :(

Edit: lol of course im loading the addon properly! that im sure isnt the problem.

Here is also the tut with the sample map i followed! http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial

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ok

firstly this is Sgt Aces Tutorial you've given the link for... it's easily the best beginners tutorial around... if you've worked your way right through this then everything should be set up correctly... Note that this ISN'T Rhamadi - that BIS Samplemap is totally different of course, and requires the assets we've discussed... I see them in your CA folder, so I'm assuming thats ok with this whole CAA1 deal once it comes to game-time...

While I'm looking at that CA folder I notice you have a "buildings2_Ind_CementWorks" folder... that won't work, though I doubt its the cause of your current errors... you need to edit off the "buildings2_" bit, so it's just called "Ind_CementWorks", and THEN - drag it into "buildings2" - it needs renamed and belongs in there...

... This is mentioned in the Alliex's Tutorial I recommended earlier...

Back to Sgt Aces Tutorial and take a look at the section headed "Your Project Folder"...

Follow this whole wee section and download & edit the "copy_cpp.bat" file to reflect your path so it creates a copy of the main P:\CA folder inside your "tag" folder...

eg: you should end up with a P:\xess\CA folder beside your "Rhamadi" folder...

... again, I'm unsure if this would have caused the errors you're experiencing - thats mainly so doors and gates and ladders and stuff work...

... again - working thru the whole of Sgt Aces Tut with Sgt Aces Tut files would have familiarised you with this little bit...

OK...

Other than that I can't immediately see anything else wrong - BINpbo paths look OK... though like I say I'm unsure about the whole arma 1 pbo's and CAA1 and BIS Samplemap thing... the samplemap is old and I'm not sure to what extent it's plug and playable without problems within an Arma 2 environment...

For example - it's default location inside P:\CA\... that's not current usual practise... The config you're using is essentially an Arma1 config I think - of which I have little experience, but I'm assuming again that you're assuming that a CAA1/OAC install running at game-time is going to interpret it all correctly and make the appropriate files available to the island, and make the island available to the game...

If you don't mind me asking... what are you trying to achieve? You've edited what is basically the Arma1 Rhamadi and now you want to run it in Arma2 using CAA1 as the "interpreter" ?? - in place of the standard CAA1 Rhamadi, I guess??

If thats the goal then cool, but it's a tricky one to try as a learning experience... essentially, you're following one tutorial using the sample files from another...

Things may look OK in Visitor - you're accessing the island .pew and the contents of CA directly at that time - your config file isn't really involved at that stage, but during runtime, the game has to access your island via it's config, and for that it requires OAC to interpret an arma1 config in Arma2 terms (I think), plus CAA1 to provide the appropriate Arma1 assets (plants, etc)... theres a whole level of "interpretation" going on - and the reason your island doesn't show in-game could be tied in with that....

B

Edited by Bushlurker

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Thanks again for the help mate! ive already got the basics over and done with, so now im working on an island that is already with roads, houses, trees, etc etc just so i can learn from it! maybe you wont understand this but ive already been playing on this map! even after ive edited it! lol but... with a problem, with i binarize it, it doesnt work! but from the sample map if i copy the things i need from it and put it in to my worked folder, it works! lol... this is defeating my objective though, i want to start on my own map and binarize it, but as im having problems with this one, im not even going to start yet! get what i mean? i want to get everything through and through before i put all my time on to a map to only get to the end and i fail! lol...

Now, ive got all the OAC, CAA1, etc.. thats all working fine! even with this map, though i need to copy the things from the "already working sample map"

the "buildings2_Ind_CementWorks" is part of "beton's" addons, ive deleted it now, forgot it was there, just playing around with some models from it before.

Id love to start a whole new map! though i just dont want to be dissapointed at the end with some fails etc... so im going through this now.

Its possible as you said the configs are from arma1 whatever, but ive no idea on how to set up my own configs! any you know of i can get for arma2? or can you give me some working ones please?

In all mate, i just want to get this to work, if it does then ive no more problems, with the settings and folders etc ive setup... they are right yes? so im on the right path apart from these errors! lol.

thanks for your help anyways, anymore on configs or even source files for an arma2 map would be great! lol.

Thanks

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Hi again Darkxess...

OK - I get the picture... the binarizing thing is obviously hiccuping over something, but with the CAA1/OAC involvement it's all a bit nonstandard... I get confused easily plus I was kinda busy during the Arma1 years and didn't do much modding, so I'm not so familiar with that stuff...

If it was a real serious project and you were this stuck I'd normally recommend you try to ask Kju, who actually made CAA1 in the first place... since it's more of a "exercise with Visitor", plus you've had a go at the tutorial, you may benefit more at this stage by moving on to a project of your own...

I'd suggest that you have a good look at the Alliex Tutorial I mentioned earlier.... follow that carefully, every (slightly rambling) ;) line... you need that P:\CA directory fully loaded, including the Ind_Cementworks renamed and tucked inside Buildings2, etc as I've mentioned... roads textures added to Roads2 without overwriting the MLOD road models supplied as part of Visitor, etc... the whole picky fuss needs done, theres no getting away from it... and Alie's tutorial DOES explain it all... pretty much...

Essentially what you're doing is creating an unpacked "Virtual" version of Arma2 on this Virtual P drive... you then build your Virtual island on this same Virtual drive - using the game assets in the virtual CA folder...

When you binarize and then run the island for real, it looks along all those same paths it used in the "virtual development environment" you made on P:\ - and, because everything was in the right place on P - when it comes to gametime - the engine can find all the same stuff in the same places for real - and your island works...

Sounds like a lot of fuss and hassle? - it IS... but it only needs done once - properly - then you can forget about it - you have your "development environment" and any island project you choose to work on should operate within it just nicely...

eg: I have a namespace folder too... P:\Bush\ and inside there are several folders - each one is a seperate island project, and all of them use the same P:\CA\ structure for their assets - and with a quick change to the BINpbo paths, can be binarized successfully - and they don't interfere with each other, since they're each in their own folder within that "namespace" one, on the root of the P:\ drive... they all "see" P:\CA\ and think it's the real game...

The common factor being.... the P:\CA\ folder.... get it right - theres no substitute...

As far as an actual project is concerned, my only advice is - keep it fairly small for starters... I'm working on a 20x20km island - have been for months - if it weren't a pet project and my home land I'd have given up by now... a "Duala" at 10x10, or even a "Thirsk" at 5x5km is actually do-able in a few months, and you'll progress fast enough to not hit the despair stage...

As far as a config is concerned - the SgtAce tutorial should have explained the basics, and would provide a working Arma2 project folder structure, with the cfgSurfaces.hpp, the cfgClutter.hpp and the config.cpp files you need...

I guess you could also take a look at my Falklands Islands Source Files

DON'T be seduced by the size - at 40x40km (16 Dualas!) this was designed to DETER people from making islands this big! ... unless you're a dedicated team, a project this size is a recipe for major despair... however, it IS an original island, with 4-way (sand, grass, rock, asphalt) working clutter and surface files, a basic working config - and it binarizes just fine...

You could rename and repath everything, get it in your namespace folder on P:\ and it should work just nicely... In all the configs/rvmats/etc you'll clearly see paths like...

\Bush\Falklands\Data\texturefiles, etc

You can just repath them all to something like...

\xess\NewIsland\etc\etc

in other words - repath EVERYTHING into your own namespace

once you've done that and had a go at binarizing it out successfully and getting a working standalone .pbo - you can start to experiment...

Simply dump the mask and sat and terrain heightfield files - and substitute new ones - change the parameters in Visitor to reflect your new projects size, etc - and you're sorted - a fully functional and personalised basic structure...

Of course, you'll need your own Mask, Sat, Heightfield, etc.... thats the tricky part... There's tutorials in this forum section which deal with realworld DEMs, or if you prefer to go with a "Fantasy" terrain like Duala you should really start looking at the L3DT demo, etc...

Lots of reading and fooling around to do there... however, if you've done Alliex's tutorial properly, plus successfully repathed and renamed the Falklands source, then you have a complete and working environment ready for whatever terrain files you decide to create...

B

Edited by Bushlurker

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Man your a god! lol... you have helped me so much, thanks.

Anyways, some good news, ive finally got it to work! haha, it was the way i was binarizing it, i looked and looked again and its the way i was doing it, so i went back right to the start went through it all and tried it, Now... there was errors still! this time alot, but this time it worked ingame, and worked very well! I couldnt understand why so many errors and it still worked fine, so .. mission completed! haha.

Now ive got it all set up the way i want, time to start from scratch on my own island, now that i know how to do everything else.

Im sure ill be asking you in future for more help on stuff, you seem to me that you know what your on about and you have answers for everything, thanks again so much! if and when i do complete my map ill be sure to add you to the credits! Its says im from China, though thats just my job! im a brit, your fellow countryman! haha.

Thanks again mate, Cheers! :bounce3:

PS: thanks for the source files, ill be going through that too... learn more!

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You're welcome mate...

You'll find plenty of help here in this section of the forum - though it pays to search a bit before posting... people tend to be lazy about replying to questions that have definitely been asked many times before... just follow the tutorials and stuff... the understanding why will click into place soon enough and you'll suddenly think... "bugger, it was all so obvious, really!"

Good luck with whatever you decide to do... and remember, have Fun doing it! - thats what it's all about...

B

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I was going great guns with opteryxs tutorial until the extract RVMATS from sara.pbo, and i also failed at sgt aces tutorial towards the end! :P

I was going to ask some dumb questions but after having a good read of this thread i think ill uninstall-reinstall bis editing tools because im sure ive somehow got bogie files and folders in there and start fresh... 3rd time lucky!!

I got all excited using wilbur to create a height map :D

Arrggh this game!

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I was going great guns with opteryxs tutorial until the extract RVMATS from sara.pbo, and i also failed at sgt aces tutorial towards the end! :P

I was going to ask some dumb questions but after having a good read of this thread i think ill uninstall-reinstall bis editing tools because im sure ive somehow got bogie files and folders in there and start fresh... 3rd time lucky!!

I got all excited using wilbur to create a height map :D

Arrggh this game!

Haha... ive been at this whole thing about a month now, learning more and more each day! just a question for you though, about this wilbur, how to make a map so that it is flat?? then put it in wilbur and heighten it yourself? also is wilbur ok to use with windows7 ? and where to download wilbur as i cant download it from that old link.

Thanks

Edit: Bush, ive sent you something, want you to have a look at something for me! lol... thanks man

Edited by DarkXess
Typo

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Hi...

OK... firstly... not sure about Wilbur... but for general terrain editing, original terrain creation, synthetic satellite and mask generation you need look no further than L3DT - there's a basic demo which is good for starters, though max Sat Tex generating size is 4096.... but theres also a 3 month full version trial available... just fill in the form and Aaron will get back to you...

@Darkxess... checked out your download.... you're definitely on the right track... probably most of the errors you're getting are down to the P:\ drive thing we've discussed - sort that out... Katipoo is right - a full fresh reinstall and then follow Alliex's tut inch-by-inch to sort that picky but necessary job out...

From the looks of your files you have a fairly lo-res sat image of a Realworld island... a little lo-res maybe... and a heightfield derived directly from that Sat image.... that can work, (though this one doesn't... you need black where you want sea, and white where the highest peaks are - a 16bit greyscale), but with the free availability of proper satellite DEM data, if it's a realworld location you want to make, you should really be looking at acquiring an appropriate DEM... suitably prepared, that'll take care of your heightmap... you can then either generate purely synthetic Satellite textures and groundcover masks via L3DT "climate" tools, or download and overlay a higher res realworld satellite image and make your mask from that - Shezan-style....

Once you have both of them ready to import into Visitor, THEN you need to look at the "Project Parameters" in Visitor - where you'll decide on your final island size, terrain cell size, etc...

To avoid despair I'd recommend no more than...

1024x1024 heightmap with a 10m cell size (anything smaller than 10m may cause performance issues - anything bigger will look Bad... very crude and clumsy... 10m is bad enough! but seems to be what BIS themselves use...)(... and since your DEM will be 90m, or, at best, 30m resolution - thats where your data detail limitation is happening anyway).

10240x10240 satellite map, so 1pixel = 1m (kinda makes up for the 10m ground cell size a bit)

or, for a first go...

512x512 heightmap/10m cell size

5120x5120 satellite & mask...

40m segment size for both cases, since it seems that smaller sizes cause issues...

How to set this is explained in Sgt Aces Tutorial

which - once you have a nice clean and fully loaded P:\ drive prepped - I suggest you work your way thru - line-by-line... all the way to the finished binarized demo island...

Read the whole thread too - where you'll find most of the uncertanties and potential issues raised by the tutorial asked and answered already...

There's no avoiding it - you've got some reading ahead!

Time to head to ZeroG's Resource Link Collection

First stop is section 2:1... you'll be wanting Google Earth for starters.... find your area, then hit the links below for some discussion on whats the best way to grab a nice hi-res sat map (unless you decide to just make one with L3DT...

Either way - you need a proper DEM/heightfield... further down in that same section you'll find links for a plugin for Google Earth which will give you direct download access to 90m SRTM Radar DEMS for most of the world...

Below that you'll find links for some discussions about working with DEMs, plus a link to GlobalMapper.... you'll almost definitely want the demo of that... or maybe MicroDEM... there's a link there for that too... DEM tools basically...

DEM's and GoogleEarth are tricky and require a bit of careful prep... L3DT - once you get the hang of it - will bang out "Fantasy" terrains, complete with sat and masks, at a rapid rate of knots...

Anyway.... that should keep you busy for a while ;)...

B

Edited by Bushlurker

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Hey guys, wilbur seemed friendly enough? heres a link anyway Wilbur

Ill check out L3DT later..

Just a note, i did a fresh install of BIS editing suite but it gave me a duplicate of my previous P: drive setup with my own map directories and ca etc?

I think i never checked to see if there were any files or even a tools directory left in bohemia directory in C drive, that may be the issue... or is there something i need to do to ensure a clean install..

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the "P:\ drive is basically just a virtual drive which shows the contents of the folder called "ArmAWork" - this should be inside the "BIS TOOLS" folder where all the tools install to...

Rebooting between deleting & uninstalling old reinstalling new should get rid of all traces of the old stuff.....

Don't pick and choose or mess about - you may need the other tools later... just do an absolute default and complete install of all the tools - just say yes and next a lot, and reboot after they're all in... should be OK...

B

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Good evening, one has asks. My ground textures of the island swim and also are very much a pixel custody, in the Buldozer them better from. What I make wrong? the picture is in high Quality and looks so bad on the ground, look like a folie is over there.

When you going over the Stoneground the ground goes like swim and the grass locks so a little bit higher from ground.

Please, around help

Greeting Hotze

sorry for my english

Edited by Hotzenplotz

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Hi Hotze...

OK - I took a look...

It looks exactly the same as This Thread by UnKnown...

It looks like he solved his problem - but he didn't post the solution he found... it might be a good idea to send him a PM...

B

PS...

In your config...

description = "";

whatever you put here will show in the Island Selection Menu... like...

description = "New Island v0.2";

... or whatever...

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Hallo Bushlurker, many thanks for you answere. with help i find the problem,Visitor Project Parameters ;-) here you can settings the grid size, Satellite Grid and texture layers. here you can setting extremly Sharp Groundtexture. This settings for the best result , you can self finding in test. now the new test Island is on the Server for Download. Look the ground. I am happy. The Island have no name sorry , in the next time i fix it. I need a new config.

Greez Hotze

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I need a new config.

Have you ever tried the samplemap? or the bis sample map? they are both helpful! ...

You can find it here: TUT_SampleMap

And the other one here: BIS_SampleMap

You can find new configs in there also, and you can see other ways they did it and maybe some ways to fix your problem.

Oh, and Hotzenplotz, you really need to go through this thread: http://forums.bistudio.com/showthread.php?t=94222 it does help even more.

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Many thanks, it works now. With realy great Groundtex in high Quality. Mabye my Config need Changes. It is ok so, i hope ;-}

Thanks for all

Greez Hotze

Edited by Hotzenplotz

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