Jump to content

DrakeVhett

Member
  • Content Count

    3
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About DrakeVhett

  • Rank
    Rookie
  1. I'm trying to package my newly created terrain using pboProject, and I'm running into an issue where the objects I used won't copy into the Temp folder. I'm new to creating environments and can't find and useful supporting documentation to figure out how to troubleshoot my problem. The command line, the output file, and my set up within pboProject is all shown in the image. Does anyone have any idea what I can do to solve this issue?
  2. DrakeVhett

    [Resources] How to make a Terrain

    Sorry for the delayed reply, I was at GDC all week. So, now the problem I am having is that when I click "Generate Layers" that the "Processing Surface Mask" process states that there are 0 tiles to generate and crashes terrain builder. If I choose to do only 4 materials per cell, as opposed to 5 like in the tutorial, then I can get to 9 tiles generated, but then it crashes. So, I followed a old thread I found, here, which got me to the point where I can now build my terrain. I now get the error below when connecting to Bulldozer. Here is the .rvmat code: ambient[]={1.5,1.5,1.5,1}; diffuse[]={0.5,0.5,0.5,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="Donald\OP-Trident Hammer Terrain\data\SCHEP_beach_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="Donald\OP-Trident Hammer Terrain\SCHEP_beach_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; and my layer.cfg code (I cut out a few functions to save space in the post, I left a working one for example): class Layers { class SCHEP_beach { texture = ""; material = "P:\Donald\OP-Trident Hammer Terrain\data\beach.rvmat"; }; class SCHEP_sea_pebbles { texture = ""; material = "P:\Donald\OP-Trident Hammer Terrain\data\soil.rvmat"; }; }; class Legend { picture="P:\Donald\OP-Trident Hammer Terrain\source\mapLegend.png"; class SCHEP_Colors { SCHEP_beach[]={{255,2,2}}; SCHEP_sea_pebbles[]={{78,255,2}}; SCHEP_sea_rock[]={{255,171,2}}; SCHEP_lake_mud[]={{36,3,255}}; SCHEP_lake_pebbles[]={{179,255,3}}; SCHEP_coastal_rock[]={{255,3,213}}; SCHEP_grass[]={{255,3,213}}; SCHEP_cliff[]={{158,3,255}}; SCHEP_dry_grass[]={{3,133,255}}; }; };
  3. DrakeVhett

    [Resources] How to make a Terrain

    I cannot find an actual solution to the issue with layer generation that creates this error: Can't load image from file 'P:\abc\abc_sample\source\mapLegend.png': file does not exist. Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\abc\abc_sample\source\mapLegend.png" ) Unable to open the image file. Layers generation - Unable to load the file "P:\abc\abc_sample\source\mapLegend.png". I was following along with CAPTNCAPS' ArmA 3 Terrain Tutorial, but every time I click "Generate Layers" this error pops up. I found an old thread where this error was mentioned, but the was never an answer posted beyond "are your file paths set up correctly?", with no indication as to what the proper paths are. Another user suggested that the default file paths are fine, but presented no solution to the problem. Does anyone know how to solve this issue?
×