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memphisbelle

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Everything posted by memphisbelle

  1. memphisbelle

    Editing terrain in Buldozer

    Oh dear...now I have another big Problem.... Well.. how to get started?? I downloaded the BIS tool pack and noticed that I already have that pack downloaded and Visitor installed with that. I thought by my self that it cant be bad to install the P drive again...so I installed Visitor and P drive. Back in Visitor I tried to run Buldozer and got shocked...suddenly Buldozer wasnt running but I got this error message: I got wondered a lot..pressed OK and got this message: that was all I thought that the Problem was the bin.pbo, so I got it again from the ArmA main directory and placed it again into P:\bin (extracted of course, with unpbo from Amalfie..as I did the very first time). But the errormesage still gets up each time I try to run Buldozer..It seems that it wasnt a good idea to reinstall the P drive....what can I do? Hope you can help me
  2. memphisbelle

    Editing terrain in Buldozer

    Thanks for the replys guys...I´ll try. hmmm...the only think what is wondering to me is that I uninstalled and reinstalled Visitor about 3 times already, but these trys still hasnt take any effect. I havent used the link given by bravo6 yet, so I put lots of hope in it.
  3. memphisbelle

    Editing terrain in Buldozer

    Isnt there anyone who know how to fix that problem?
  4. memphisbelle

    Road creation

    Hi, thanx for your reply. I found a way how to solve it. The ArmA/Addons/roads models seems to be binarized (the configs) so Visitor cant find their anchor points. I got the mlod models which have been released by BIS shortly. So I only need to delete the already unpboed roadmodels and replace them with the new mlod models....now all works fine. If someone does have the same problem. Here is the link where one can get the models. Download mlod models
  5. memphisbelle

    Road creation

    I have another question about roadcreation. I always get the this errormessage: I do not have any chance to create a new roadsection for using the roadtool in V3 solong that %$§/&"( (censored) §"!$&§§"§**=/&%% (censored as well) issue always appears...do you have any clue what that message trys to say me and even why it tells me. I unpboed all the objects from the ArmA addons like buildings, plans, roads misc aso in P:\ca. In ca there are the respective folders located.
  6. memphisbelle

    Another Problem!

    Oh man...... you are very very very funny.... Did you actually checked where the square has been located before you run up Buldozer? The square is the point of view in Buldozer and defaultly it is ALWAYS located in the corner top left....and there is nothingsmore then water endleslly ......so you shouldnt delete all your stuff....just redo importing and always make sure that the square is close to the coast or on some point onto the island before you connect to buldozer....
  7. memphisbelle

    Another Problem!

    Do you actually know what you wants to do? Yes, you can delete the layers folder before importing, that is recommended espacially after adding additional textures to the mask map (my expierience). But I already told you this.... -  have a Idea. -  decide whether you wants to use a real Sat map (google earth) or a selfmade one -  choose your mapsize -  select the textures and edit the respective RVMAT files (as I already told you before) -  put all the contents together in your Data folder RVMAT files and their texture files -  define your layer cfg -  get a surface (Google Earth or selfcreated with Wilbur/Terragen...). -  create your mask map and Sat map - make sure that everything is alright and import your stuff. ============================================ Now you decide to make several changes..OK..No problem ============================================ One Tip: save your Mask (and may be your Sat map if selfcreated) as psd file, somewhere close to your Island folder. The advantage is that at this point changings are possible now for every single texture (if you are working with layers) each time you wants to change somethings on your Sat/Mask map. Thats all what I know now...you also should use the Biki. You´ll find there a lot of information roundabout mapping. Just follow this link. It´ll lead you directly to the Visitor3 manual BIS Biki Visitor 3 Greetings MemphisBelle
  8. memphisbelle

    Another Problem!

    wow...that question actually should get asked at the beginning...OK. I tell you my way. When I start to create a new Island so I built the ground (surface) in Wilbur (make sure to get it saved as 16kb Greyscale image). Then I decide my for a total size. So I make a screenshot of my Island from the Wilbur screen and open it in Paint or PS. Then I adjust the image up to the size I´d like to get as total result (may be 1024*1024, 2048*2048....). This image will be the base for my Sat and layer maps. I open PS now and add several layers up on the Wilbur image with its respective size. Now I have the total size for my Island, Sat map and layer map and start to paint its contents....
  9. memphisbelle

    Another Problem!

    Thats actually quite easy. Just select background image out of the Panel of objects window. It asks you for a new image or edit an already existing one. Just save your sat map as bmp file somewhere you want and select it. Follow the dialog and press ok. You can use the preset transparens settings. Thats all. Now you can make the bg image become appear or disappear by clicking the bg button....
  10. memphisbelle

    Another Problem!

    What are the textures you use white for?
  11. memphisbelle

    Another Problem!

    Its actually not needed to delete the layers folder out of your data folder. Solong you are not adding some other colors. But if you add some more colors (textures) so you should delete the layers folder. I can give you the tip to use one image as mask_lco and Sat_lco (if you dont use a google earth sat map). The advantage is that later in the game the Sat colors will only be visible right where the textures are...if you dont do that way so you´ll get a result as given in my example (the reason why I call it a ugly Island).... Ahh...I forgot. After repainting your Sat / Mask map you have to import again. You need to do this process each time you make a change on your layer images/adding textures.
  12. memphisbelle

    Another Problem!

    Congratulations....!!! But the most hardest work will come now...take your Island ingame (config) and take lots of Stuff on it.... Hope my help was usefull for you..
  13. memphisbelle

    Editing terrain in Buldozer

    I have the problem that I already have the newest Version of Visitor3 and can nevertheless not see the huge arrow with the cube. I am pressing H button as a maniac ...but nothings happens. Any Ideas?
  14. memphisbelle

    Another Problem!

    Well, what shall I say....yes...thats recommended. When I am about to create a Island now so I start creating the ground at first with Wilbur. The size which I selected there needs to be set later in Visitor as well. ie: Your Wilbur map has a total size of 512 by 512 so you need to adjust your Visitor map (grid size) with the same values. OK...Now I have my surface and I need the respective satalite and layer Mask. So I make a copy of my Wilbur Island and recreate it again as a JPG Image with a special size (for example 2048 by 2048. That is the same size which I will select later again in Visitor by adjusting my map to calculate the textures. The JPG File is needed for Photoshop. I also make a copy of the island in Visitor and save it as JPG file as well. So I use both jpg´s later in Photoshop to paint the sat and mask texture correctly. Now I have the Island within a size of 2048 by 2048 in Visitor and correctly painted sat and layer mask Remember: the most errors appers while creating your RVMAT files or defining tghe layer.cfg. Always make sure that the path is correct. If everything is clear so no errormessage will appear....actually.
  15. memphisbelle

    Alternative to Visitor 3

    I dont think that there is a alternate option to Visitor3 existing...are you really sure that some was creating a ArmA map without Visitor or even Wraptool (I dont get that one can create Islands with wrap tool)
  16. memphisbelle

    Another Problem!

    No Problem. This is my very first working project. It works in Visitor and ArmA. Just unpbo the file and check its contents. The needed source folder is still in it, so you can see how I did it. But beware...this is a very ugly Island. At this point I havent known how to become the Island look cool...now I know.... That example can be used by everyone. This is not an professionell work, just a beginner one...but working!! Download
  17. memphisbelle

    Tips: Easy layer map

    Can someone tell me please how to do this? I am using PS CS3.
  18. memphisbelle

    Tips: Easy layer map

    Hey, thanks for that information. I always was trying how to do this best....good job
  19. I have a question, about the object tools in Visitor. When I am about to place an object on the surface then I always get only a circle instead a 2D object view. example: How do I have to adjust Visitor to make it look in 2D view? Thanks and Greetings MemphisBelle
  20. memphisbelle

    selecting view of objects

    hmmm....you are right...I added just them, but I dont think that it´ll take any effect to the respective view...what do you think?
  21. memphisbelle

    Another Problem!

    Open each RVMAT file and check its contents. also check layer.cfg and Each file in the data folder.... any questions?...if there still some errors left so just tell me so I will ad an example which can be downloaded to see how I made this... By the way...I made all the same mistakes as you did..
  22. memphisbelle

    roads and building models

    wow...these objects are looking awesome..will you offer them in one of the official download ressources like armedassault.info?
  23. memphisbelle

    My config.cpp makes my crazy

    Thanks...it works....pretty taht such a tiney thing takes such a great effect...
  24. Hello all, I have a problem with my config.cpp. To all guys where I was talking to in another topic, dont wonder why I started a new one. But this is definately another theme then RVMAT Templates. Back to my Problem. I used some example configs from this board. I only changed the respective names of the wrp files and the folders. When I create the pbo file (with Makepbo 1.1 by Amalfi) and run the game then always this error message appears: Cause I dont want to keep all the needed informations back for you so I added my config.cpp here as well. I hope you can help me locating the mistake I made. The wrp filename is MB_Nova the foldername is Testinsel The description is Nova Island <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches{ class MB_Nova{ units[]={"MB_Nova"}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"}; }; }; class DefaultLighting; /* extern */ class DefaultLighting_CA:DefaultLighting{}; class CfgWorlds{ class DefaultClutter{ scaleMin=0.9; scaleMax=1.4; }; class DefaultWorld; /* extern */ class CAWorld:DefaultWorld{ class Grid{}; }; class MB_Nova:CAWorld{ access=3; cutscenes[]={"DesertIntro1"}; description="Nova Island"; icon=""; worldName="\Testinsel\MB_Nova.wrp"; pictureMap=""; pictureShot=""; plateFormat="MB - $$ - ##"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude=-40; latitude=-40; 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=1e+30; format="XY"; formatX="A"; formatY="0"; stepX=2000; stepY=2000; }; }; startTime="8:30"; startDate="07/06/2007"; startWeather=0.1; startFog=0; forecastWeather=0.3; forecastFog=0; seagullPos[]={1272.842041, 150.000000, 14034.961914}; centerPosition[]={2500, 2500, 300}; ilsPosition[]={2545, 3000}; ilsDirection[]={0, 0.080000, 1}; ilsTaxiIn[]={2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000}; ilsTaxiOff[]={2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725}; drawTaxiway=0; class ReplaceObjects{}; class Sounds{ sounds[]={}; }; class Animation{ vehicles[]={}; }; class Lighting:DefaultLighting{}; clutterGrid=1.11; clutterDist=55; noDetailDist=40; fullDetailDist=5; minTreesInForestSquare=3; minRocksInRockSquare=4; class clutter{ class GrassGeneral:DefaultClutter{ model="ca\plants\clutter_grass_general.p3d"; affectedByWind=0.3; swLighting=1; scaleMin=0.75; scaleMax=1; }; class GrassFlowers:GrassGeneral{ model="ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong:GrassGeneral{ model="ca\plants\clutter_grass_long.p3d"; affectedByWind=0.6; scaleMin=0.6; scaleMax=1.1; }; class GrassSevenbeauty:GrassGeneral{ model="ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind=0.2; scaleMin=0.7; scaleMax=1.1; }; class GrassYellow:GrassGeneral{ model="ca\plants\clutter_grass_yellow.p3d"; affectedByWind=0.2; scaleMin=0.7; scaleMax=1.1; }; class GrassDesert:GrassGeneral{ model="ca\plants\clutter_grass_desert.p3d"; }; class ForestFern:GrassGeneral{ model="ca\plants\clutter_forest_fern.p3d"; affectedByWind=0.1; scaleMin=0.9; scaleMax=1.1; };//ForestFern class SmallRocks:GrassGeneral{ model="ca\rocks\clutter_stone_small.p3d"; affectedByWind=0; scaleMin=0.9; scaleMax=1.1; }; 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{ class Fractal{ rougness=5; maxRoad=0.02; maxTrack=0.5; maxSlopeFactor=0.05; };//Fractal class WhiteNoise{ rougness=2; maxRoad=0.01; maxTrack=0.05; maxSlopeFactor=0.00249999; }; minY=-0; minSlope=0.02; }; class Ambient{ class BigBirds{ radius=300; cost="((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species{ class Hawk{ probability=0.2; cost=1; }; }; }; class Birds{ radius=170; cost="(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species{ class Seagull{ probability=0.2; cost=1; }; }; }; class BigInsects{ radius=20; 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; }; }; }; class WindClutter{ radius=10; cost="((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species{ class FxWindGrass1{ probability="0.4 - 0.2 * hills - 0.2 * trees"; cost=1; }; class FxWindGrass2{ probability="0.4 - 0.2 * hills - 0.2 * trees"; cost=1; }; class FxWindRock1{ probability="0.4 * hills"; cost=1; }; class FxWindLeaf1{ probability="0.2 * trees"; cost=1; };/ class FxWindLeaf2{ probability="0.1 * trees + 0.2"; cost=1; }; class FxWindLeaf3{ probability="0.1 * trees"; cost=1; }; }; }; class NoWindClutter{ radius=15; 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; 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{ class Veg_1{ name=""; position[]={2713.620117, 2140.919922}; type="VegetationPalm"; radiusA=50; radiusB=50; }; class Veg_2{ name=""; position[]={2446.090088, 3038.290039}; type="VegetationPalm"; radiusA=50; radiusB=50; }; class Veg_3{ name=""; position[]={2940.520020, 2923.189941}; type="VegetationPalm"; radiusA=50; radiusB=50; }; }; }; }; class CfgWorldList{ class MB_Nova{}; }; class CfgMissions{ class Cutscenes{ class NovaIntro1{ directory="\Testinsel\Data\scenes\intro.MB_Nova"; }; }; };//CfgMissions
  25. memphisbelle

    Another Problem!

    This problem is caused of some mistakes in your layers.cfg. Check the path of each texture. I had this problem as well and was close to become maniac. Then I checked my layers.cfg and voila...there was a mistake in one of the path. Hope that will help you
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