Jump to content

Kerwin van Westen

Member
  • Content Count

    7
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Kerwin van Westen

  • Rank
    Rookie
  1. Kerwin van Westen

    Terrain textures white ingame, working in bulldozer

    Will do! Now I can at least continue with messing around. Joined the discord, Thanks!
  2. Kerwin van Westen

    Terrain textures white ingame, working in bulldozer

    My god, it works now... seemed my $PBOPREFIX$ had "\lem\lem_panide" instead of "lem\lem_panide". Its literally the only thing I changed before retrying. I feel retarded. Still, thanks alot for the fast replies and help!
  3. Kerwin van Westen

    Terrain textures white ingame, working in bulldozer

    Deleted the .v4w file from \source\TerrainBuilder and the contents in the data\layers folder. Exported layers again. Exported wrp. Crunching went fine. Now I can't seem to get it in eden somehow. I feel like a fool stumbling in the dark here 😞
  4. Kerwin van Westen

    Terrain textures white ingame, working in bulldozer

    Funny thing is, now it does not even show up in editor anymore? I only repeated this step: - Clearing my data/layers folder ==> Exporting textures again ==> Exporting wrp ==> Crunch with pboproject I remember a message showing it missed "P_000-000_L05.rvmat", although it there. I will give it another go.
  5. Kerwin van Westen

    Terrain textures white ingame, working in bulldozer

    Both. But only ingame after I packed it.
  6. Kerwin van Westen

    Terrain textures white ingame, working in bulldozer

    My layers.cfg class Layers { class lem_panide_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_dirt.rvmat"; }; class lem_panide_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_dry_grass.rvmat"; }; class lem_panide_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_forest_pine.rvmat"; }; class lem_panide_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_grass_green.rvmat"; }; class lem_panide_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_soil.rvmat"; }; class lem_panide_gdt_vbeach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_gdt_vbeach.rvmat"; }; class lem_panide_gdt_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "lem\lem_panide\data\lem_panide_gdt_rock.rvmat"; }; }; class Legend { picture="lem\lem_panide\source\maplegend.png"; class Colors { lem_panide_dirt[]={{255,0,0}}; lem_panide_dry_grass[]={{255,255,0}}; lem_panide_forest_pine[]={{255,0,255}}; lem_panide_grass_green[]={{0,255,0}}; lem_panide_soil[]={{0,0,255}}; lem_panide_gdt_vbeach[]={{0,255,255}}; lem_panide_gdt_rock[]={{255,255,255}}; }; }; config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class lem_panide { units[] = {"lem_panide"}; weapons[] = {}; requiredVersion = 1.0; requiredaddons[]={"A3_Map_Stratis"}; version = "2"; fileName = "lem_panide.pbo"; author = "SubsidedLemon"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class lem_panide: Stratis { cutscenes[] = {}; author = "SubsidedLemon"; description = "Lem_Panide"; pictureMap = "A3\map_Altis\data\pictureMap_ca.paa"; worldName = "lem\lem_panide\lem_panide.wrp"; startTime = "11:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {1024,1024,500}; seagullPos[] = {1024,1024,500}; longitude = 65; latitude = -34; elevationOffset = 5; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "lem_panide.hpp" }; }; }; class CfgWorldList { class lem_panide{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" cfgsurfaces class CfgSurfaces { class Default {}; class lem_panide_dirt_Surface : Default { files = "lem_panide_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class lem_panide_dry_grass_Surface : Default { files = "lem_panide_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "lem_panide_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class lem_panide_forest_pine_Surface : Default { files = "lem_panide_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "lem_panide_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class lem_panide_grass_green_Surface : Default { files = "lem_panide_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "lem_panide_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class lem_panide_soil_Surface : Default { files = "lem_panide_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class lem_panide_gdt_vbeach_Surface : Default { files = "lem_panide_gdt_vbeach_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class lem_panide_gdt_rock_Surface : Default { files = "lem_panide_gdt_rock_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class lem_panide_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"lem_panide_BigFallenBranches_pine","lem_panide_BigFallenBranches_pine02","lem_panide_BigFallenBranches_pine03","lem_panide_GrassDryGroup","lem_panide_GrassGreenGroup"}; }; class lem_panide_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"lem_panide_GrassGreenGroup","lem_panide_FlowerLowYellow2"}; }; class lem_panide_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"lem_panide_GrassDryGroup","lem_panide_GrassDryMediumgroup","lem_panide_WeedBrownTallGroup","lem_panide_WeedGreenTall","lem_panide_ThistleYellowShrub","lem_panide_PlantMullein"}; }; };
  7. Hello all, First of all: I am fairly new to this scene, so forgive me if I offend anyone with this problem (it propably has an obvious solution) 😉 I have followed PMC's guide, consulted atlas's guide and have been googling for hours on now, I'm stumped and need someone to tell me I am a fool and explain why. The issue: I can't get the map working (properly) ingame. It either shows zero textures on my map, or not shows up in eden at all. In bulldozer I can see my map with all textures. It can be crunched by pboproject and loaded into game. Things I have tried: - Clearing my data/layers folder ==> Exporting textures again ==> Exporting wrp ==> Crunch with pboproject - Removing my wrp file ==> Export it again ==> Crunch it with pboproject - Starting from scratch in terrainbuilder, importing all layers again and crunching again. I will include some screenshots (not sure what you might need more though) https://imgshare.io/image/ZCPNH https://imgshare.io/image/ZCUOX https://imgshare.io/image/ZCCpr https://imgshare.io/image/ZC1cy https://imgshare.io/image/ZCBDB Any help will be appreciated greatly!!
×