Jump to content

Waterman

Member
  • Content Count

    328
  • Joined

  • Last visited

  • Medals

Everything posted by Waterman

  1. I have the same problem with autoplacement by clicking on map. Think it is just a bug with Visitor3.
  2. Waterman

    Creating new maps

    I used a 16-bit png at 4096x4096 for a 4096x4096 terrain grid size (Make sure the png is a multiple of 2 ie... 128, 256, 512, 1024, 2048, 4096...). The image started of in Photoshop as a greyscale 8-bit png I think, then imported into Wilbur (as Surface png file) and saved as 16-bit in P:\ drive. Then make the .pbl file in the P:\ drive in same folder as png: Check the Terrain.pbl file: class cfg { PNGfilename="Terrain.png"; <-- Make sure this is same name as png file squareSize=10; <-- Make sure same size as "Terrain cell size" in Visitor originX=0; originY=0; minHeight=0; <-- Adjust as needs maxHeight=400; <-- Adjust as needs }; Then import into Visitor. Cant think of anything else.
  3. Waterman

    ARMA 2 textures in Visitor 3

    I managed to fix all my problems I think now. Just need to do some tweeking. Ingame picture of my island: I started again from scratch. Terrain grid size: 4096x4096 Terrain cell size (meters): 10 Terrain size (meters): 40960 x 40960 Then in satellite grid calulator: [u]Satellite Image[/u] Image size (pixels): 20480 Image resolution (m/pixel): 2 Segment size (pixels): 512 Segment size (meters): 1024 Segment overlap (pixels): 16 Segment overlap (meters): 32 [u]Satellite Grid[/u] Calculated: 99.2 Proposed: 96 Segment overlap proposed: 32.0 Then in the texture layers dialogue, clicked "Base (active)" then "edit". Then changed texture size from 10.0x10.0 to 40.0x40.0. This is what solved the previous problem with placing objects and also made the satellite and mask images load a lot quicker. It might be what fixed the texture problem as well in the pictures I showed. However it makes the detail textures too large ingame, so I think I need to make it 20.0x20.0 maybe or adjust the rvmat files or something. I also pointed buldozer to load from buldozer.exe in the p:\ drive rather than arma2.exe The road builder seems to work for me using the new road files too.:)
  4. Waterman

    ARMA 2 textures in Visitor 3

    What files exactly do I need to binarize?
  5. Waterman

    Tools Released

    Thanks for the info Maruk, I understand that you need to make Visitor4 commercially viable but I personally was hoping for a kind of Visitor3.5 with at least some of the new features implimented. Support for 6 layers is welcomed, but I would like to see Visitor be able to cope better with larger terrains. Perhaps you might have seen my thread: http://forums.bistudio.com/showthread.php?t=82444 How do we use the new Arma2 textures and layers? I noticed the Arma2 detail textures used in chernarus dont have rvmat files like that used in Arma1 as far as I know, which is necessary in the layers.cfg when importing the Satellite and Mask pictures. The Visitor3 manual could be updated to better explain this process? Also people have been having trouble getting Arma2 plants working in Visitor3 as well. I also keep getting the error "{error} LandGrid reference exceeded the range [1023, 1023], it is [3373, 1483] " when I try to place any object on large terrains.
  6. Waterman

    Tools Released

    Not that I can tell, unless I am missing something?
  7. Waterman

    Tools Released

    Is that not a change log from older version of Visitor3 compared to Visitor2?
  8. Waterman

    Tools Released

    So whats changed in Visitor3? Looks like nothing has changed??? A log of changes in version would be nice.
  9. Waterman

    ARMA 2 textures in Visitor 3

    Have installed new BI Tools now, but still have all the same problems. :( Did they actually change anything in Visitor? It looks exactly the same. Only difference I have noticed is when importing satellite and mask images... it asks for the config first now rather than in the middle.
  10. That's because they have Visitor 4 and we still have Visitor 3... plus the game hasn't been out long. It takes a long time to develop a good island (months). I probably worked on Skye island for OFP over at least 3 years.
  11. Waterman

    ARMA 2 textures in Visitor 3

    Maybe a problem specifically related to larger islands then?
  12. Well I never bought Arma1 because I didn't think it was a big improvement on OFP. I am willing to wait for a better product, yes. I dont want to buy a new graphics card every 6 months lol.
  13. Ok thanks, that clears things up a bit.
  14. What I'm trying to say is that there would be no need to have Arma2 already as the new expansion pack already includes everything in Arma2 AND MORE. So I've basically wasted my money when I could have waited a few months and got the expansion pack as a standalone. Of course we didn't know about the planned expansion pack before we bought the game.
  15. Sounds to me like it's what Arma2 should have been... I must admit I feel a bit ripped off having bought the game that is still full of bugs and then the expect everyone to pay out to fix it! Arma2 might as well have been a beta for the new expansion pack... :mad: OFP: Resistance I can understand, at least most of the issues were fixed before it came out. But to charge customers to get a version of Arma2 without bugs is totally unfair. Rant over, looking forward to release of new tools so I can get making some islands again.
  16. Waterman

    ARMA 2 textures in Visitor 3

    Who knows how long that will be... :rolleyes:
  17. Waterman

    ARMA 2 textures in Visitor 3

    Tried it ingame and textures are the same? Could it be the file size or just something like the config.cpp? Also noticed that all the sea areas have lots of triangles, like a small grid with diagonal lines when when on the map?
  18. Waterman

    ARMA 2 textures in Visitor 3

    OK think I got it worked out. Seems to be working I think after making some rvmat files for the detail textures: The problem is now with the Satellite textures in the distance not displaying properly, at least in Buldozer: Any idea why this would be? How can I fix this? Here is a picture of my project parameters if it helps: Text reads: Terrain grid size: 4096 x 4096 Terrian cell size (meters): 5.0 Terrain size (meters): 20480.0 x 20480.0 Satellite image details: Image size: 20480 x 20480 Image resolution (m/pixel): 1.0 Segment size (pixels): 512 Segment size (meters): 512.000 Segment overlap (pixels): 16 Segment overlap (meters): 16.000 Then Satellite Segment for Game is 96.
  19. Waterman

    Why does CTF feel different...?

    Aye, doesn't help when your colourblind either... :j:
  20. Waterman

    ARMA 2 textures in Visitor 3

    I did check the stages but the only one that hints at RGB is Stage 2. Stage0: class Stage0 { texture = "ca\chernarus\data\layers\s_003_028_lco.paa"; texGen = 3; }; Stage1: class Stage1 { texture = "ca\chernarus\data\layers\m_003_028_lca.paa"; texGen = 4; }; Stage 2: class Stage2 { texture = "#(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)"; texGen = 0; }; Stage3: class Stage3 { texture = "ca\chernarus\data\cr_sterk_detail_nopx.paa"; texGen = 1; }; Stage4: class Stage4 { texture = "ca\chernarus\data\cr_sterk_detail_co.paa"; texGen = 2; }; Stage5: class Stage5 { texture = "ca\chernarus\data\cr_les2_detail_nopx.paa"; texGen = 1; }; Stage6: class Stage6 { texture = "ca\chernarus\data\cr_les2_detail_co.paa"; texGen = 2; }; Stage7: class Stage7 { texture = "ca\chernarus\data\cr_vres_detail_nopx.paa"; texGen = 1; }; Stage8: class Stage8 { texture = "ca\chernarus\data\cr_vres_detail_co.paa"; texGen = 2; }; I can post the TexGen too if it helps?
  21. Waterman

    ARMA 2 textures in Visitor 3

    How did you find out it supports 6 colours? Also the RVMAT files (in the Chenerus_Data_Layers.pbo, not the Chenerus_Data.pbo) wont open using the BIS material editor which came as park of the tool pack. I did manage to use Kegetys unRAP programme to open one which gives me these files: p_000-000_l04_l07_l10.cpp Stage0.hpp Stage1.hpp Stage2.hpp Stage3.hpp Stage4.hpp Stage5.hpp Stage6.hpp Stage7.hpp Stage8.hpp TexGen1.hpp TexGen2.hpp TexGen3.hpp TexGen4.hpp Inside p_000-000_l04_l07_l10.cpp: // p_000-000_l04_l07_l10.rvmat - 14:35:33 08/03/09, generated in 0.04 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Enabled, Automatic comments: Enabled ambient[] = {0.9, 0.9, 0.9, 1.0}; diffuse[] = {0.9, 0.9, 0.9, 1.0}; forcedDiffuse[] = {0.02, 0.02, 0.02, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 0.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; #include "Stage0.hpp" #include "Stage1.hpp" #include "TexGen3.hpp" #include "TexGen4.hpp" #include "TexGen0.hpp" #include "TexGen1.hpp" #include "TexGen2.hpp" PixelShaderID = "TerrainX"; VertexShaderID = "Terrain"; #include "Stage2.hpp" #include "Stage3.hpp" #include "Stage4.hpp" #include "Stage5.hpp" #include "Stage6.hpp" #include "Stage7.hpp" #include "Stage8.hpp" ??? Also still need to find rvmat files for chenerus textures (ie. trava1, trava2 etc), there are only ones for the chenerus mask images. This is the only way to get the correct values to use apart from guessing. ---------- Post added at 02:08 PM ---------- Previous post was at 12:55 PM ---------- BTW, has nobody else tried to use ARMA2 detail textures yet?
  22. Waterman

    ARMA 2 textures in Visitor 3

    Ok manged to find the mask images for chenerus which confuses me more as there is only 5 colours used that I can tell: RGB: 0,0,0 RGB: 255,0,0 RGB: 0,255,0 RGB: 0,0,255 RGB: 104,73,107 Could someone explain to me what the mask is for, because as far as I can tell by playing ingame and comparing to the mask images, each colour can have more than 1 kind of texture and sound (when you run on it). My head hurts. EDIT Sorry never saw your post before posting mine. Thanks Planck. It would appear the maximum number of colours allowing in a terrian cell is now 5? Here is a single image from the mask for Chenerus (click thumbnail for larger version): Is my understanding correct?
  23. Waterman

    ARMA 2 textures in Visitor 3

    Thanks, that helps a little to my understanding, but not get any further as those are for ARMA1. When you un-binarize the config.bin you get a file called: CfgSurfaces.hpp Inside: // Generated by unRap v1.06 by Kegetys class CfgSurfaces { class Default {}; class Water {}; class CRGrass1 : Default { access = ReadOnly; files = "cr_trava1_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRGrassClutter"; soundHit = "soft_ground"; }; class CRGrass2 : Default { access = ReadOnly; files = "cr_trava2_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRTallGrassClutter"; soundHit = "soft_ground"; }; class CRGrassW1 : Default { access = ReadOnly; files = "cr_travad1_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRGrassWClutter"; soundHit = "soft_ground"; }; class CRGrassW2 : Default { access = ReadOnly; files = "cr_travad2_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "CRTallGrassWClutter"; soundHit = "soft_ground"; }; class CRForest1 : Default { access = ReadOnly; files = "cr_les1_*"; rough = 0.2; dust = 0.2; soundEnviron = "forest"; character = "CRForestMixedClutter"; soundHit = "soft_ground"; }; class CRForest2 : Default { access = ReadOnly; files = "cr_les2_*"; rough = 0.2; dust = 0.15; soundEnviron = "forest"; character = "CRForestFirClutter"; soundHit = "soft_ground"; }; class CRMudGround : Default { access = ReadOnly; files = "cr_pole_*"; rough = 0.09; dust = 0.1; soundEnviron = "dirt"; character = "SparseWeedsClutter"; soundHit = "soft_ground"; }; class CRField1 : Default { access = ReadOnly; files = "cr_oranice_*"; rough = 0.15; dust = 0.25; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; }; class CRField2 : Default { access = ReadOnly; files = "cr_strniste_*"; rough = 0.13; dust = 0.3; soundEnviron = "dirt"; character = "CRStubbleClutter"; soundHit = "soft_ground"; }; class CRGrit1 : Default { access = ReadOnly; files = "cr_sterk_*"; rough = 0.1; dust = 0.25; soundEnviron = "gravel"; character = "Empty"; soundHit = "hard_ground"; }; class CRHeather : Default { access = ReadOnly; files = "cr_vres_*"; rough = 0.14; dust = 0.1; soundEnviron = "forest"; character = "CRHeatherClutter"; soundHit = "soft_ground"; }; class CRRock : Default { access = ReadOnly; files = "cr_skala_*"; rough = 0.2; dust = 0.07; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class CRTarmac : Default { access = ReadOnly; files = "cr_asfalt_*"; rough = 0.08; dust = 0.05; soundEnviron = "road"; character = "Empty"; soundHit = "hard_ground"; }; class CRConcrete : Default { access = ReadOnly; files = "cr_beton_*"; rough = 0.08; dust = 0.05; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "concrete"; }; }; Some of the surfaces are the same as ARMA1, but there are also some new ones. It's the new ones like "vres" or "sterk" I need to know what colours to use.
  24. Waterman

    Why does CTF feel different...?

    Castle Keep was the CTF above St Pierre. CTF Everon was the other one. We're currently working on a few larger CTF and C&H maps for the DST server that include vehicles rather than the usual close quarter combat type maps out there (although we're doing those types of maps aswell). CTF Corridor is the worst CTF map out there IMO, might as well be a TDM. Hexenkessel is not so bad. Just give it time, there will be bigger and better maps out there in a while. The game is just new, so give it time. Also, great job on the script pack mac.
  25. Ok, worked it out! Silly mistake. I missed a "\" on the end of the path to the CA folder for objects in the Project Preferences dialogue. When I go back into Project Preferences though, it disappears again? Also in Buldozer, when I press F1 for help/options, all I see is boxes and no writing?
×