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spirit

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Everything posted by spirit

  1. Just a quick question here. Did you simple remove the satellite files from the directory and left the mask and/or the data files for the textures? If you only removed the sat map and left the mask i know where this prob might come from. Tahts why i ask:) Not because that simple gives errors but something else does.
  2. Just to add that my png files are 512x512 and indeed were made paa files after it. I do not have multiple layers in my mask.
  3. My config content at the moment. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSurfaces { class Default {}; class water {}; class sneeuw : Default { access = ReadOnly; files = "s*"; rough = 0.01; dust = 0.0; soundEnviron = "snow"; character = "Empty"; }; class rots : Default { access = ReadOnly; files = "r*"; rough = 0.005; dust = 0.01; soundEnviron = "rock"; character = "Empty"; }; }; So i would expect any to start with s and r to get their sound. The list of my data dir: rotson_detail_co rotson_detail_nohq rotson_mco rotstw_detail_co rotstw_deteail_nohq rotstw_mco sneeuw_detail_co sneeuw_detail_nohq sneeuw_mco rvmats (text not binairy) rotson.rvmat rotstw.rvmat sneeuw.rvmat Content rvmats: Rotson.rvmat: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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="WATKINS\DATA\rotson_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="WATKINS\DATA\rotson_detail_co.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; Rotstw.rvmat <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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="WATKINS\DATA\rotstw_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="WATKINS\DATA\rotstw_detail_co.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; sneeuw.rvmat <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> 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="watkins\Data\Sneeuw_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="watkins\Data\Sneeuw_detail_co.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; The content of my layers file: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers { class sneeuw { texture = "WATKINS\DATA\sneeuw_mco.paa"; material="WATKINS\DATA\sneeuw.rvmat"; }; class rotson { texture = "WATKINS\DATA\rotson_mco.paa"; material="WATKINS\DATA\rotson.rvmat"; }; class rotstw { texture = "WATKINS\DATA\rotstw_mco.paa"; material="WATKINS\DATA\rotstw.rvmat"; }; }; class Legend { picture="WATKINS\mapLegend.png"; class Colors { /// color names should correspond to surface layer names sneeuw[]={{255,0,0}}; rotson[]={{0,255,0}}; rotstw[]={{0,0,255}}; }; };
  4. Crap that costed me a whole evening and still no solution. I go make pics and lists of all i have. Maybe some of you guys can see the prob cause i am becoming blind for it i gues. Did rename all the textures to good names, checked all sizes, checked the config file, reloaded the mask and sat. Check all paths. Checked the config for the rigt files (* shit) and still only snow works. Double double double double checked the number of layers, no antialiasing. Man it probably is something major stupid and small but i am getting blind for it gues.
  5. I also just double checked that and it is one layer.
  6. spirit

    Few questions...

    First of all did you read the tutorial that is top here? If you get it working in bulldozer then did you take all approriate steps as written in the manual to be able to publish it to arma? If you did not, do that first. That said, i am far from an expert map maker so i just followed the examples first and started goofing with what i needed from a working place. Although i have other probs:)
  7. Continue here with my question since it seems most topic related. I finished my config file and basicly it has 2 things in it concerning sound to texture. The odd thing is i get only the sound from the snow. First some code and then i try explain happens. Maybe this rings a bell to somebody cause i dont understand this. I simplified the character to none so i dont need to bother any clutter problems. I just want the sound to be correct. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class sneeuw : Default { access = 2; files = "sneeuw*"; rough = 0.010000; dust = 0.800000; soundEnviron = "snow"; character = "Empty"; }; class rots : Default { access = 2; files = "rots*"; rough = 0.010000; dust = 0.800000; soundEnviron = "rock"; character = "Empty"; }; There is 3 rvmats and corresponding textures with it. Namely: - sneeuw - rots - rots2 They show up fine on in the game (its the watkins map incase ya saw it). Now i would expect for indeed snow to get snow sound and rock (rots*) to get rock sound. However the rock gets the snow sound. If i change the snow round to water then everywhere i walk i get water sound. How can it be it picks up the snow sound "sneeuw*" while i am walking on "rots*". Â I realy dont understand it. The rvmate and all the corresponding textures all have the correct name. Does this ring any bell to somebody?
  8. spirit

    Watkin Mountains, Island

    lol that will be not so a dry spot on next update. its a lake. its the only real sattelite problem i had to fix:) But i might turn it into rocks for the reason to build stuff for ppl. No sweat:) Anyway, snow wont hurt mate, its just a texture
  9. spirit

    Watkin Mountains, Island

    Hey nice pic above:) The sounds have been changed all. This means no longer cricket sounds but wind sounds, at higher altitude you get hard wind sounds. More environment sounds gonna change. But i found out that less is better. The sounds of almost nothing and a few birds and your footsteps fit here. Sounds for walking on textures has been changed. Snow=snow and rock= rock. Life can be simple. As i read above i see exactly where i am in doubt. Isnt this environment enough as it is or should it add more. Trees, well they dont fit here but i gues at some part of the island a few should be well doable. Flatland. The island is huge, its always bigger then you think. Like in real life snow environment its hard to estimate distance. The snow parts are the most flat area's because if it isnt, there is a reason for it (it fell off ). Zoom in to the map and go stand at some locations. You will find huge flat area's. Just not super flat. Call for help: I need snowtracks. As blizz gave the example models for their roads it would be very cool if somebody could make the CES moddel a snowtrack. Anybody able to do it? I can myself i gues but its from zero experience to what i need... Btw: I use 6thsense mod (ofcourse since i play there) and i can fly nicely with my choppers in heigh altitude. At least i can fly there, if its the mod i dont even know:) Anyway, tx all for the nice feedback. Its appriciated!
  10. spirit

    Environment sounds

    Et voila, my cricket is gone. Changed it to wind sound till i figured out something more fun.
  11. Hey guys, Well i managed to finalize a lot on my watkins map and i am running in something i dont know yet. The environment sounds for the map. I did manage to get sounds attached to the textures but when i open my winte rmap i hear all sorts of insects QWAAAARK en ttrrrrrr. Fine but not in the artic. I seem to miss out where i can set the standard environment sound setting for the day and during the night. Can anybody be of any help to that? Thanks in advance. Spirit
  12. spirit

    Environment sounds

    Hey Q, Tx for the offer mate and i might go make use of that if it aint what i think it is. After some searching i came into this (for those intrested i post here). I didnt quite get the link i got before but i gues could have understood back then. The one down under gave direct hints to the cricket:) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgEnvSounds { class Default // editor - sounds from landscape { name = $STR_CFG_ENVSOUNDS_DEFAULT; sound[]={"$DEFAULT$",0,1}; soundNight[]={"$DEFAULT$",0,1}; }; class Rain // rain { name = $STR_DN_RAIN; sound[]={"\ca\Sounds\Env\hard_rain01",db-25,1}; soundNight[]={"\ca\Sounds\Env\hard_rain02",db-15,1}; }; class Sea // sea { name = $STR_DN_SEA; sound[]={"\ca\Sounds\Env\wave_break_01",db-60,1}; soundNight[]={"\ca\Sounds\Env\wave_break_02",db-65,1}; }; class Meadows // default - no trees, no sea, no hills ... { name = $STR_DN_MEADOWS; sound[]={"\ca\Sounds\Animals\crickets06",db-45,1}; soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1}; }; class MeadowsNight // default - no trees, no sea, no hills ... { name = $STR_DN_MEADOWS; sound[]={"\ca\Sounds\Animals\crickets03",db-45,1}; }; class Trees // trees { name = $STR_DN_TREES; sound[]={"\ca\Sounds\Env\treesbirds",db-65,1}; soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1}; }; class TreesNight // trees { name = $STR_DN_TREES; sound[]={"\ca\Sounds\Animals\crickets03",db-55,1}; }; class Hills // hills > 250m { name = $STR_DN_HILLS; sound[]={"\ca\Sounds\Env\wind_day",db-45,1}; soundNight[]={"\ca\Sounds\Env\wind_night",db-55,1}; }; class Wind { name = $STR_DN_WIND; sound[]={,db-75,1}; }; class Combat // desinger effect { name = $STR_CFG_ENVSOUNDS_COMBAT; sound[]={"\ca\Sounds\Env\battle1",db-45,1}; soundNight[]={"\ca\Sounds\Env\battle2",db-40,1}; }; };
  13. spirit

    Watkin Mountains, Island

    That is cool stuff mate, with your permission i go use a few of them as scenery stuff. Would be nice to put a few parked at the oilfields to keep the roads clear:)
  14. spirit

    Watkin Mountains, Island

    Hey ppl, Tx for the feedback, any feedback is a plus then typing nothing I gave you guys a all empty map to make up your own mind and come up with ur own idea's without influencing it to much. What has been build already: About oil, its already in there. There is a huge oilfield in there. There will be more oilfields but the internal part of the island will be untouched. However the interest for war in this area will indeed be oil. Lighthouses at all major points of the island with some points of interest close to it. Major points have been connected by tracks (sort of road :P). Some small (ruined) locations/town have been build. About removing snow for other area's like dry land. Thats a no, this is based on the artic mountains of greenland. Check google and lookup a nice picture:) Beside that its already passed that station and as claimed before this is my practice project. Where technical complexitiy shall not be the main aim. I now aim to deliver the island as is with interesting locations but it wont be overdone. Flatland. Yep there will be more flatland. If it was only because i need to even out stuff for my own towns/points etc. what you have there is the rough map. From the rough map all is possible with imagination. Airfield. Well its not hard to make the landing strip but as this is a practice map for me i sure go build one. The hard part is i believe in the config file(where i have more leftovers to do). Where? Well i aint sure yet. Also been playing with the idea to implement a static aircraft carrier (after permission). Sounds cool but i think technical to complex. There will be improvments to the textures from the rocks itself. Although some vague medium range will stay for performance reasons. Rocks. There will be lots of shattered rocks for natural cover. Over and out. Tx for your time and reading ppl.
  15. spirit

    IMWM

    lol, keep going what ya do guys. Modding etc its a hobby and hobbies dont have deadlines and/or demands except from the people the hobbiest themself. Also have nothing to proof. Here is the screenshot screenshot
  16. spirit

    Watkin Mountains, Island

    Awesome pics mate, i contact you before i release anything in the future, so you make me some pics I puttet them in first post if you dont mind?
  17. spirit

    Watkin Mountains, Island

    You guys love blow things up do ya Drive that tank in there baby, yep 2 meter more Have fun mate!
  18. spirit

    Watkin Mountains, Island

    Thanks for the feedback so far guys. Hope you guys enjoy it cause thats the reason its been alpha released:) Been fixing some stuff with textures and actualy filled up the lake (check known issues). Let the suggestions come cause i need get inspiration:) Although this landscape does not call for lots of object. There will be however lots of rock on it. Ruins and mainly stuff that gives a lonely feeling. The middle should be mostly untouched for natural feeling. Its my first published map and it was and is a learning project: - Easy theme considering texture variety - all the technical difficulties you normaly do have - Experimental heigh altitude - rough terrain - Texture generation instead of google earth - Learning learning learning Visitor 3 Basicly its a proof of concept project before me and a friend of mine start our intended project. Its hell of fun making it;) Next couple of weeks i have limited time so estimate on next release is september. (Final release).
  19. spirit

    Watkin Mountains, Island

    Alpha release out. http://www.armaholic.com/page.php?id=3512
  20. spirit

    Environment sounds

    Well i am not a config file export but i try explain better. I have snow textures and rock textures. Now in the config i can link the sound to the textures like example below (just all files get water sound) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class wegisies : Default { access = ReadOnly; files = "*"; rough = 0.005; dust = 0.01; soundEnviron = "water"; character = "Empty"; }; That done then indeed everywere you walk you hear if walking on water. Just example going here, nothing i realy implement. Now i killed all insects like example of another winter map. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Ambient { class BigBirds { radius = 300; cost = "((01 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 1.0; cost = 1; }; }; }; class Birds { radius = 200; cost = "(1 - night) * ((1 + (8 * sea)) - (6 * rain))"; class Species { class Seagull { probability = 1.0; cost = 1; }; }; }; class BigInsects { radius = 0; cost = "(0 - (0 * houses)) * (0 - night) * (0 - rain) * (0 - sea) * (0 - windy)"; class Species { class DragonFly { probability = "0.0 - (meadow * 0.0) + (forest * 0.0)"; cost = 0; }; class ButterFly { probability = "0.0 + (meadow * 0.0) - (forest * 0.0)"; cost = 0; }; }; }; class BigInsectsAquatic { radius = 0; cost = "(0 * sea) * (0 - night) * (0 - rain) * (0 - windy)"; class Species { class DragonFly { probability = 0; cost = 0; }; }; }; class WindClutter { radius = 0; cost = "((40 - 6 * rain) * (3 * (windy factor [0.0, 0.0]))) * (4 - sea)"; class Species { class FxWindGrass1 { probability = "0.0 - 0.0 * hills - 0.0 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.0 - 0.0 * hills - 0.0 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.0 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.0 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.0 * trees + 0.0"; cost = 1; }; class FxWindLeaf3 { probability = "0.0 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 0; cost = "(20 * (windy factor [0.0, 0.0])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 0; cost = 1; }; }; }; class SmallInsects { radius = 0; cost = "(00 - 0 * hills) * (0 - night) * (0 - rain) * (0 - sea) * (0 - windy)"; class Species { class HouseFly { probability = "deadBody + (0 - deadBody) * (0.0 - forest * 0.0 - meadow * 0.0)"; cost = 0; }; class HoneyBee { probability = "(0 - deadBody) * (0.0 - forest * 0.0 + meadow * 0.0)"; cost = 0; }; class Mosquito { probability = "(0 - deadBody) * (0.0 * forest)"; cost = 0; }; }; }; class NightInsects { radius = 0; cost = "(0 - 0 * hills) * night * (0 - rain) * (0 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 0; cost = 0; }; }; }; }; Works fine. So now i have watersound everywhere i walk and i have no insect flying. Still the sound when i walk away from the coast is like a cricket (zzzz zzzzz zzzz) going nuts. Not to mention when it is night its sounds like one big insect party. Where do i change that and better yet, where does this sound come from?
  21. spirit

    Watkin Mountains, Island

    What do you think ? check out... http://img403.imageshack.us/img403....MG] http://img183.imageshack.us/img183....MG]
  22. spirit

    Unknow mask problems

    FIXED! After long long research i finaly found out where i goofed up. One of the textures was called detall_co and not detail_co. That rename was taken over from the layers file so it was a consistent error. The thing is that on my testisland that is way smaller this did not give any errors. On a big map however it gives crashes. I gues the engine deals differently with the found name string and for that crashes (memory allocation) maybe. Anyway, i am glad it is solved so back to business. Thanks you again for your invested time and i have only myself to blame. Spirit
  23. Hey guys, I was close to finish my artic map and then i run in problems beyond my understanding. So i hope to find some support here. I have a 20 x 20 km artic map. The sat map was generated using L3DT. So a 20480x20480 texture. I also have a small project to test things at 2048 x 2048. My height map went perfect, my texture loaded great. I used a mask that was all yellow to test teh texture without bothering the mask. Now i finished the mask but as soon as bulldozer has made all the files and its about to start it crashes. When i use my my all yellow mask it goes fine. There is only 3 colors (attributes in the mask file). its a 24 bit png file 20480x20480. There is no problem with the textures as all works fine with a full yellow map. I cant reproduce the problem in the small project. I rescaled the 20480x20480 and loaded it in the small scale project 2048x2048. It all works fine. Since i cant ask you guys to take a look at my files (way to big) i am looking for any cause that can make bulldozer crash on maks files. So in what cases can it all crash that you guys ran into. It might set me back on track.Maybe a maximum total size (sat + mask), maybe even the weather outside. I am getting out of idea's. I realy am out of idea's after 7 days figuring out and testing all things that came in mind. Thanks in advance Just to add: I already made an island myself and never ran into this kind of problems(although a zillion of other problems). Althought that was a test by 10 by 10 km just to see if i could figure it all out. I thought i had seen all probs but no
  24. spirit

    Watkin Mountains, Island

    Tx for the feedback guy. It will be first Island i actualy go publish so i choose a not to complex environment. Be advised that the terrain is real rough terrain. The AI for sure will at some locations have problems. Still however it is my personal choice not to bother on that to much. Its an extreme mountain terrain and for admosphere i love it. Ofcourse when it is crap to play on i will lower the stuff a little but with pain in my heart Although my first tests with AI did not prove very problematic so its looking good.
  25. spirit

    Al Amiriya

    Very cool stuff Bravo 6. Looks absolutely amazing mate.
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