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Waterman

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Everything posted by Waterman

  1. I don't know if anyone else gets this, but I find Visitor and buldozer to be very "touchy". Sometimes when I'm working on doing some terrain tweaking, it will crash when I click to highlight an area. Or if buldozer is loading and you tab to another program, it stops responding. It's very annoying and I have lost lots of time when this happens. I do try to remember to save every 10-15mins or so, but sometimes I forget.:rolleyes: Is this normal, or is it just my computer?
  2. I've noticed it crashes when placing roads using the road building tool then changing to terrain editing tool with roads still selected (highlighted). It seems to be a very fussy program.
  3. Waterman

    sunk en ship

    It's in the "structures" pbo in a folder called "wreck" I think. There are 2 ship wreck objects.
  4. Ahh, its just done it again and lost about an hours work!:mad: Yes, I open buldozer through Visitor. For launch: "P:\buldozer.exe" -window -cfg=buldozer.cfg buldozer.cfg: language="English"; adapter=-1; 3D_Performance=100000; Resolution_Bpp=32; winX=16; winY=32; winW=800; winH=600; winDefW=800; winDefH=600; Render_W=1440; Render_H=900; FSAA=2; postFX=2; HDRPrecision=8; lastDeviceId=""; localVRAM=2009330176; nonlocalVRAM=2009330176; Only addons im using are BI ones. Usually happens when placing roads/ altering terrain.
  5. Hey Jakerod, yeh starting from scratch though this time. This time it is based on the actual island in Scotland. Thing is, I'm encountering problem after problem with Visitor3. First terrain itself, then textures, then roads and other objects... had a problem at every stage. Anyway, here's a couple of pics I posted elsewhere in the forum for those that are interested: Its 40960 x 40960 in Visitor. Is that 40km x 40km? lol
  6. I don't know if that would have helped. I know how to use mod folders too thanks. Fact is addons shouldn't be appearing ingame if they are not in the addons folder (or mod folder). Thanks, this seems to work. :) However when I go into Multiplayer, about half the servers are missing. Maybe an unrelated issue. ---------- Post added at 03:02 PM ---------- Previous post was at 02:25 PM ---------- I think I found out what was causing the original problem. I done a search for "Skye.pbo" which is the island im working on. I seen a copy of it located in "C:\Users\Craig\AppData\Local\VirtualStore\Program Files\Bohemia Interactive\Arma2\Skye.pbo" so I just deleted it and my problem is gone. It would seem it had saved a "virtual" copy of it that I didn't know existed and Arma2 is able to access that directory.
  7. Anyone have any idea??? I've tried everything I can think of... Seems strange it only comes back after installing the patch 1.03. I have tried redownloading the patch as well.
  8. Waterman

    Basic Texture Problem

    Glad to hear you got it sorted out. :)
  9. Waterman

    Starting from scratch.

    I use a web service called digimap, however it is only for educational establishments (universities etc) and as I am a student access is free. It allows access to download OS maps (most formats including Landranger) in digital format for programs like AutoCAD/Photoshop/Terragen... So Oridinance Survey is probably a good place to start. A quick google search returned this site: http://www.vterrain.org/Locations/uk/ Another one is http://www.srtm.co.uk/
  10. Waterman

    Basic Texture Problem

    When you import your satellite and mask images, where are these stored? They should be in: P:\MB_Tarrafal\Data\Layers\
  11. Waterman

    Australia in Arma2

    Sorry to confuse things, but I am using mco files in the layers.cfg successfully it would seem: http://forums.bistudio.com/showthread.php?t=82444&page=3 class Layers { class trava1 { texture = "Skye\Data\cr_trava1_mco.paa"; material="Skye\Data\trava1.rvmat"; }; class skala { texture = "Skye\Data\cr_skala_mco.paa"; material="Skye\Data\skala.rvmat"; }; class sterk { texture = "Skye\Data\cr_sterk_mco.paa"; material="Skye\Data\sterk.rvmat"; }; class vres { texture = "Skye\Data\cr_vres_mco.paa"; material="Skye\Data\vres.rvmat"; }; class les1 { texture = "Skye\Data\cr_les1_mco.paa"; material="Skye\Data\les1.rvmat"; }; class les2 { texture = "Skye\Data\cr_les2_mco.paa"; material="Skye\Data\les2.rvmat"; }; }; class Legend { picture="Skye\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names trava1[]={{255,255,0}}; skala[]={{255,255,255}}; sterk[]={{0,0,0}}; vres[]={{255,0,0}}; les1[]={{0,255,0}}; les2[]={{0,255,255}}; } }; If your saying to remove mco files, what are they for? EDIT - Pictures in that thread doesn't show it clearly but it is working. I followed this tutorial, which says to use mco files in the layers.cfg
  12. Ok, so I make them myself. One question I have though is if your placing lots of individual trees next to each other how do you get it to show as a forest on the map (block of green) like on here: Map of Chernarus
  13. Yay it works: Thats from trees folder. Anyone found the forest sections or worked out how to do them?
  14. Waterman

    ARMA 2 textures in Visitor 3

    Thanks CBFASI, I thought it was something to do with that. I changed it from 1 to 10 and it looks ok for now, but I shall try 40 to see if it looks better.
  15. Waterman

    ARMA 2 textures in Visitor 3

    I found 3 .paa for each surface type. Fore example: cr_trava1_detail_co.paa <- Detail texture seen close up in game cr_trava1_detail_nopx.paa <- Replaces _nohq from Arma1 I think cr_trava1_mco.paa <- Not sure, maybe middle distance texture/base texture
  16. Should not be P:\CA\ just make your island folder in P:\ ie. P:\Your_Island_Name\...
  17. Waterman

    Simple island Config

    Not sure, I just copied the texture files back into the Data folder. A text file was produced but I never checked it and I've deleted it now I think. I dont think its important if it talks about fonts??? Maybe someone can correct me if I am wrong.
  18. Sounds like a path problem. How is your island folder setup? Why did you move everything out of your CA folder to get Satellite and Mask, you should not have to do this?
  19. Waterman

    Simple island Config

    I think it is to do with view distance settings... I have same problem but only when foggy or low view distance ingame.
  20. Waterman

    Visitor 3 Quick Tutorial

    I understand your feelings, it is a total joke there is no changes to visitor apart from able to use 6 textures. Your tutorial was very helpful and I would urge you to put it back on here or at least post links to other sites where you have posted it. I am slowly working my way through the different issues with Visitor3 and Arma2, but some things just dont work properly (like the road placement tool). Also better terrain editing functions would have been a nice addition. Ah well...
  21. Waterman

    Simple island Config

    Sorry I meant BinPBO. Make a copy of your P:\Your_Island_Name\Data\ folder with your textures (.paa) and .rvmat files. Then in BinPBO, Addon source directory: point it to the folder with textures and rvmat files Desitnation directory: anywhere It then makes a binarized pbo file. You will need to extract them using pboview or some other tool and put them back into your P:\Your_Island_Name\Data\ folder. If that doesn't work, I suggest you try starting a new island if you have not done much work on it using techniques I mentioned before. If that doesn't work I can't help you. All I am telling you is what I done.
  22. Waterman

    Simple island Config

    BinMake I think its's called and its part of BI Tools2. EDIT - Dont know about water, I am still learning too.
  23. Waterman

    Simple island Config

    Check this thread: http://forums.bistudio.com/showthread.php?t=82444&page=2 From post 11 on page 2, read to last post. I changed texture size in Visitor: Tools -> Project Parameters -> click "Base (active)" -> click "Edit" -> change from 10.0x10.0 to something else (bigger). You will need to re-import Satellite and Mask pictures for this though. Also try binarizing the textures (.paa) and rvmat files. Then when pbo is made, extract them again to project folder using pboview/cpbo or something.
  24. Waterman

    ARMA 2 textures in Visitor 3

    I had to make my own rvmat files for Arma2 detail textures as I could not find any for Chernarus. I based them on previous ones. Here is one I made for trava1 (grass) texture: 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 [b]texture="Skye\Data\cr_trava1_detail_nopx.paa";[/b] <-- Change this for different textures uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { [b]texture="Skye\Data\cr_trava1_detail_co.paa";[/b] <-- Change this for different textures uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; Make sure you change "Skye" to your own island folder in P:\ drive.
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