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Edge

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Posts posted by Edge


  1. USSRSniper: Glad to hear that, and good luck with your projects! I am afraid to say Visitor really sucks, but it is still very powerful editing tool. biggrin_o.gif When some community scripts will emerge and you start using potential of new texturing method, you will realize how good it is compared to old Visitor Lite.

    Woolridge: My apologies, I completely missed your post about issue with terrain. This is release candidate issue we already fixed, final release of V3 will not suffer from it.


  2. Export ot EMF is used just as reference to make satellite texture.

    The idea is this: If I export EMF (and subsequently PNG) of the same resolution as satellite texture, I would be able to put it there and use it as reference painting vicinity of the objects in map etc.

    The problem is this: Several additional pixels appear in the image (in our settings, it usually ends up blue, but if you turn off terrain and contours, it can be invisible).

    Be aware that method from tutorial sometimes works, but sometimes not. We recently tried to fix the issue, but despite our effort, raw Visitor output still does not fully fit to object positions.

    ofp2 is right, you don't need to bother with this until EmfToPng.exe is released and you would like to use image of Visitor's workspace as reference for editing of satellite texture. Hope this helped.


  3. A.J.Sawyer, did you try to look at the sample data while reading that tutorial? It'd help you a lot, I'd say... smile_o.gif

    I understand that the tutorial we made was not perfect at all for total beginners, but honestly, it was not the aim. I simply cannot spend too much time describing the best ways to paint satellite texture in Photoshop or go into vast depths of editing terrain in all the tools available for such task, or teach people how to handle Windows.

    As you see, there are already many people here who are able to realize what beginners need (because they were new to it themselves few weeks ago) and more than able to create decent tutorial. I could have written a book about it but it would be as full of jargon and gibberish as the small tutorial. wink_o.gif

    If any of you making a tutorial send me a PM, I would be glad to answer the questions on more "advanced" techniques. Good luck with your projects.

    Quote[/b] ]I hope Visitor3 projects will be compatible with ArmA2 as once I get into this I think it maybe a long one!

    Yes, they most probably will, or it wouldn't be a big issue to port them.


  4. Plumose, this is just a small detail, but the line, defining already present class

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"DesertIntro1"};

    should rather be

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"CEEBp2007_Intro1"};

    provided you insert this to your config:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMissions

    {

    class Cutscenes

    {

    class CEEBp2007_Intro1

    {

    directory = "ca\CEEBp2007_Intro1\data\scenes\introanim.CEEB_p2007";

    };

    };

    };

    ("directory" contains path to cutscene directory, can be different)

    I think classes Subdivision and WhiteNoise can be ommited (you seem to use some debinarized config for Rahmadi as reference, maybe it would be better to try SampleMap config).


  5. Since I've already open up a thread I might as well ask some more questions, I'm wondering what the _mco file does, I think I recall the wiki saying something about them being a sort of blend between the Sat and detail textures right?

    How do I use them exactly? I can't see any place in neither the layers.cfg nor the rvmat files that says anything about _mco.

    These textures are mentioned in layers.cfg and path to it added to RVMAT files in Layers in the process of generating segments. If you are far enough from ground to not to see detailed textures and not far enough to see only the satellite texture (sounds silly I know wink_o.gif ), you will se some gibberish over the content of satellite image based on the position of detailed surfaces. The gibberish is MCO texture, which is meant to add ground detail on middle range. It is multiplied (like in Photoshop) over the satellite texture.

    This is image for Combat Photo thread illustrating the appearance of MCO textures (see black dunes and generic sand textures multiplied over monotonous satellite texture):

    http://img240.imageshack.us/img240/2770/mi244vn6.jpg

    Quote[/b] ]Also I think using Google Earth pictures wasn't so smart, very hard to make the mask and sat map match.

    In Photoshop, I edit both satellite texture and mask in the same image, or at least copy my sat. texture as reference. It is also good to have every colour in separate layer with transparency mask, which allows you to shift the content and edit each color separately. Hope this helps at least a little.


  6. Doubled addon name in rvmat looks suspicious, I would second to Fasad's suggestion to check all the path settings in Visitor.

    Also, if your data are huge, I suggest to abandon the "real" project for now and try something really small and simple (small data = no waiting) just to verify all steps in your pipeline were done well. If you become too desperate, feel free to PM me your qeustion or share the data so I could directly verify what's the issue.


  7. Quote[/b] ]Filenames are just sat.png and mask.png

    Use *_LCO.PNG instead. Should help when converting to PAA (must be done manually or using a batch file until binMake.exe is released).

    Quote[/b] ]Problem is that usually Visitor seems to ignore some colors.

    Judging from what you describe, you seem to expect the cut segments to keep original colours from input file. This does not work like this, Visitor uses RGB values [0,0,0], [255,0,0], [0,255,0], [0,0,255] to replace original content. What colour is assigned to particular surface type in particular segment is decided by Visitor. It may well happen that what you assigned as red, will become blue or green on a segment.

    Quote[/b] ]everytime I try to load buldozer for the sampleMap I get this

    CSJ, try to convert PNGs in Layers folder to PAAs before you start Buldozer. It is also possible something is wrong in System preferences or Project settings in Visitor, try to check paths.

    Quote[/b] ]How Long should it normally take to import the Satellite and Mask?

    Depending on the size and resulting number of segments, it may take from 5 to 20 minutes. In case of bigger maps, Visitor seems not to respond.

    Since there are several issues emerging for various people in all stages of pipeline so far, maybe it would be better for both you and us to start separate thread for particular issues, e.g. importing satellite imagery in V3 and sat texture editing tips. This thread has started to become really hard to read, which reduces our ability to provide an advice. smile_o.gif


  8. Opteryx, what tool do you use to pack your map? There's a packing/binarizing utility we are going to release and which will pack the addons correctly. However, it may be also somewhere in the config.

    You mean HPP? It`s not the config... Here u can enter some Names which will be Displayed at the Map in Game.

    Just would like to add that HPP is made when you export WRP, and is created based on keypoints you insert in Visitor. Release candidate lacks file KPtypes.dat. Just create it using Notepad, insert only this and save in Visitor3 folder:

    Hill
    BorderCrossing
    VegetationBroadleaf
    VegetationFir
    VegetationPalm
    VegetationVineyard
    NameMarine
    NameCityCapital
    NameCity
    NameVillage
    NameLocal
    RockArea
    ViewPoint

    Then you should be able to choose key-point type when you edit its properties.

    Fitzee, these rocks are really big, so you have to be careful with maximum size setting. As far as I remember, safe threshold is 120% for these models. If they become bigger than 50m in any axis (50^3 cubic meters box), collision simulation may ignore them.

    Nice map btw. smile_o.gif


  9. Distance between points depends on the size of your map. In this case, I wanted to create 5120x5120 m map with 256x256 cells, which means 5120/256=20 m vertex distance.

    I always used the same distance as it will be on the map, which is really 20 meters in this case.

    Yes, [0,0] is bottom left corner.


  10. Quote[/b] ]...i still have hope that someday someone will release a very simple example package...

    Chip360, did you try sample Rahmadi project? The tutorial we made is a bit useless without it.

    Quote[/b] ]Yes, you need to create 2 huge images: ...

    You will also need file layers.cfg to successfuly import these images. This file tells what detailed surface textures will be used for particular colour in surface mask.


  11. Quote[/b] ]I can't get any UI to work either.

    I guess you have to unpack ca.pbo as well to get P:\ca\data content? Just verified out box cursor and arrow are stored there. You need UI and UIfonts to see options dialogue and messages. I am referring to this content of addons.txt:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addons[] =

    {

    "ca\", "ca\data\", "ca\UI\", "ca\UIFonts\"

    };

    Sorry for the issue, this happens when you work with full set of unbinarized data - you just don't pay attention to seemingly obvious things.

    Quote[/b] ]...will you release the unbinarized format of road elements (at least one or two type) before the weekend?

    Most probably not. The models will be the part of Visitor 3 PE release, and I am not sure we will be able to release it before weekend.


  12. I've discovered that this only occurs OUTSIDE of the actually terrain, so everything looks normal on the actual map. smile_o.gif

    Forgot to mention entirely (including tutorials) that outside the map, corner segment (usually last one in first column) is repeated. Regarding the terrain, edge vertices are repeated beyond map borders.

    Opteryx, nice progress. smile_o.gif

    ReblMan, when you'll be putting your Fallujah imagery to Visitor, remember the map space is square, so some cutting and editing of texture will be necessary. Good luck with it! smile_o.gif


  13. I guess you have it more or less right, except for the commas. Working XYZ file looks like this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    0.0 0.0 -50.00

    0.0 20.0 -50.01

    0.0 40.0 -50.01

    0.0 60.0 -50.02

    0.0 80.0 -50.02

    0.0 100.0 -50.03

    0.0 120.0 -50.03

    ...

    Your file should contain data for square area of desired size, which should be power of 2: 64x64, 128x128, ... up to 4096x4096.


  14. ...is it obligatory for the island to be made in a ca folder?

    To be honest, I have no idea, for I never had chance to use any other setup than the company one. smile_o.gif However, you will maybe find out it is not necessary, and I hope you will share your knowledge here.

    I would say that to make your map working with Arma addons, you need to have all of the addon folders and your map folder on the same level on your working drive. It depends also on setting of working paths for models and objects in Visitor project settings.


  15. What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?

    It is function of binMake.exe, which was not released to community yet. It should be part of proper tools release.

    Small tutorial and updated Visitor manual are available on community Wiki:

    Visitor 3: Making of simple landscape - refers to sample data, release will follow

    Visitor 3 Manual - updated manual

    I would like to thank Berghoff for taking care of the map-making documentation on community Wiki and to Stranger for adding the udpate.


  16. As mentioned in another thread, unbinarized roads will be released as part of full V3 PE suite. Unfortunately, binarization gets rid of anchoring points in Memory LOD, so binarized roads are impossible to use. Simpliest way to get you workable data would be to release set of P3Ds from roads.pbo, which will be done. smile_o.gif

    By the way, thanks for your feedback on the road issue.


  17. Just a note: Road models will have to be released in unbinarized form, then you will be available to use them.

    You don't see the arrow because the content of UI.pbo is not loaded in Buldozer. Instruction how to use this will be published in the tutorial, although PE version may need a different solution (any feedback welcome).

    BTW the tutorial is being prepared in community wiki right now. It may be a bit rough or unclear at the moment, but I am sure it's going to be polished by Visitor 3 users soon. smile_o.gif

    You will probably have to wait for sample data. They will be released a little later then documentation, but it will be announced.


  18. Forget WrpTool, sir. smile_o.gif To texture the surfaces, you will need matching big bitmap for texture and similar bitmap in which every pixel colour refers to certain surface.

    Sample layers.cfg needed for import (Rahmadi map):

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Layers

    {

    class pisek

    {

    texture = "ca\desert\data\pisek_mco.png";

    material="ca\desert\data\pisek.rvmat";

    };

    class travajih

    {

    texture = "ca\desert\data\travajih_mco.png";

    material="ca\desert\data\travajih.rvmat";

    };

    class mesto2

    {

    texture = "ca\desert\data\mesto2_mco.png";

    material="ca\desert\data\mesto2.rvmat";

    };

    class pole1

    {

    texture = "ca\desert\data\pole1_mco.png";

    material="ca\desert\data\pole1.rvmat";

    };

    };

    class Legend

    {

    picture="ca\desert\Source\mapLegend.png";

    class Colors

    {

    /// color names should correspond to surface layer names

    pisek[]={{255,255,0}};

    travajih[]={{0,255,0}};

    mesto2[]={{0,0,255}};

    pole1[]={{99,55,0}};

    }

    };


  19. Arrow in Dozer can be activated by pressing H key.

    Satellite grid value tells the system how to cut the input image. E.g. for Sahrani, input satellite and mask bitmap were 20480^2 px, the number tells the system how big squares are to be cut and what will be their overlap.

    Still working on the tutorial, sorry for the delay. We will provide sample data for Rahmadi map as reference, which means some extra work.


  20. You are doing it right, there were no changes in laying roads since Visitor Lite. Avoid using "New Roads Objects" tab, it is obsolete in V3 Personal Edition.

    The tools is release candidate and certainly needs to be fixed.

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