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Waterman

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Everything posted by Waterman

  1. Ok, im just doing what worked for me. The log file for mines reads: skye\data\cr_sterk_mco.paa->C:\Users\Craig\AppData\Local\Temp\ARMAaddons\skye\data\cr_sterk_mco.paa ... (same for each texture) skye\data\layers\s_000_000_lco.paa->C:\Users\Craig\AppData\Local\Temp\ARMAaddons\skye\data\layers\s_000_000_lco.paa skye\data\layers\m_000_000_lco.paa->C:\Users\Craig\AppData\Local\Temp\ARMAaddons\skye\data\layers\m_000_000_lco.paa ... (same for rest) skye\data\layers\p_018-023_n_n_l02_l04.rvmat->C:\Users\Craig\AppData\Local\Temp\ARMAaddons\skye\data\layers\p_018-023_n_n_l02_l04.rvmat ... etc Found p:\skye\Data\Layers\textures.lst, inserting textures not linked by .p3d-s... Convert world p:\skye\Skye.wrp -> C:\Users\Craig\AppData\Local\Temp\ARMAaddons\skye\Skye.wrp No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgSurfaceCharacters.SparseWeedsClutter'. No entry '.probability'. Size: '/' not an array Default clutter names TypeX used for / <world = "p:\skye\Skye.wrp"> String STR_LOCATION_KHESANH not found String STR_LOCATION_KAMENYY not found String STR_LOCATION_KHESANH not found String STR_LOCATION_KAMENYY not found </world> I know the clutter error still remains as with the STR_LOCATION things. I took it the text about the textures etc was just showing that it was creating a new path to them.
  2. Yes, they are pre-defined before I try and import the text file. I've only defined the asf1 road sections at the minute as that's all that im using in the road painter tool. Maybe im not doing something right with the key part in visitor? I've placed it (asf1_12) section pointing in same direction as I had in road painter tool and at the exact same coordinates though. Also need answers to these questions still: - Do I still need to use Leopotams "Arma Offline Storage Monitor" for 0.1Beta version? - Does export file need to have same name as that of name of road network in Visitor?
  3. Hi shezan, Thanks, but I alread know this and road sections have been defined in Visitor. I can place them normally in Visitor, but it will not import from text file properly.
  4. Hey guys, I've just started trying to use this tool. I've set it up correctly I think and managed to draw some roads and export to a text file. Problem is, when it comes to importing the text file into Visitor, it doesn't work. Comes up with an error "Unknown component 'ca\roads2\asf1_25 (skipping)". If I press OK it goes through every road section in the text file. If I cancel it does nothing. Few questions as well: - Do I still need to use Leopotams "Arma Offline Storage Monitor" for 0.1Beta version? - Does export file need to have same name as that of name of road network in Visitor? Any ideas what's wrong?
  5. Ok would seem it was the plants2 folder thingy... forgot to set that up properly after installing Windows 7 a few months back! :rolleyes: Still need to change the clutter names etc, but seems to work now and loads fairly quickly despite being nearly 300mb with a 29696x29696 sat map. Now to start on the roads...
  6. I've just started working again on one of my island projects recently. I had it working fine ingame a few months ago when I last worked on it, now it just won't load at all. It loads fine in buldozer all be it a bit slowly due to the 29696x29696 pixel satellite image which I used to replace the 20480x20480 one I used previously. Now whenever I try both satellite texture sizes, none of them will work ingame after binarizing them. The grid size is 4096x4096, the cell size is 10m, the texture size is 80x80m. I tried leaving the game for about 20 minutes to see if it was just the large file (350mb) but when I came back it was still frozen. Any ideas? :confused:
  7. Are you remembering to remove the png files from the "P:\Iraqborder\data\layers" folder?
  8. Yeah I had it working fine before, now it's not for some reason and I cannot figure out why! The config.cpp is the same as when it was working so even though there is an error it should still work. Think I may try installing the BIS Tools at some point. Here's my config.cpp anyway (not using hpp's at the moment): #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgPatches { class Skye { units[] = {"Skye"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles {}; class CfgWorlds { class DefaultWorld { class Weather; // External class reference }; class CAWorld : DefaultWorld { class Grid {}; class DayLightingBrightAlmost; // External class reference class DayLightingRainy; // External class reference class DefaultClutter; // External class reference class Weather : Weather { class Lighting; // External class reference }; }; class DefaultLighting; // External class reference class Skye : CAWorld { access = ReadOnlyVerified; worldId = 4; cutscenes[] = {}; description = "Skye"; icon = ""; worldName = "Skye\Skye.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid : Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = 000; formatY = 000; stepX = 100; stepY = 100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = 1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = 10000; }; }; startTime = 14:20; startDate = 11/10/2008; startWeather = 0.4; startFog = 0.0; forecastWeather = 0.25; forecastFog = 0.0; centerPosition[] = {3500, 3500, 300}; seagullPos[] = {2560, 150, 2560}; ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting { groundReflection[] = {0.06, 0.06, 0.03}; }; class DayLightingBrightAlmost : DayLightingBrightAlmost { deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0}; fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1}; sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1}; earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1}; midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1}; morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1}; noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1}; }; class DayLightingRainy : DayLightingRainy { deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0}; fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5}; earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1}; morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1}; lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1}; noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1}; }; class Weather : Weather { class Lighting : Lighting { class BrightAlmost : DayLightingBrightAlmost { overcast = 0; }; class Rainy : DayLightingRainy { overcast = 1.0; }; }; }; clutterGrid = 1.0; clutterDist = 500; noDetailDist = 100; fullDetailDist = 50; minTreesInForestSquare = 3; minRocksInRockSquare = 3; class clutter { class GrassTall : DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class StubbleClutter : DefaultClutter { model = "ca\plants2\clutter\c_stubble.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.9; scaleMax = 1.1; }; class AutumnFlowers : DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class GrassBunch : DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class GrassCrooked : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class GrassCrookedGreen : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class GrassCrookedForest : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class WeedDead : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class WeedDeadSmall : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class HeatherBrush : DefaultClutter { model = "ca\plants2\clutter\c_caluna.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.9; scaleMax = 1.8; surfaceColor[] = {0.53, 0.5, 0.37, 1}; }; class WeedSedge : DefaultClutter { model = "ca\plants2\clutter\c_weed3.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class WeedTall : DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class BlueBerry : DefaultClutter { model = "ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class RaspBerry : DefaultClutter { model = "ca\plants2\clutter\c_raspBerry.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class FernAutumn : DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class FernAutumnTall : DefaultClutter { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1.0; }; class SmallPicea : DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.05; scaleMin = 0.75; scaleMax = 1.25; }; class PlantWideLeaf : DefaultClutter { model = "ca\plants2\clutter\c_WideLeafPlant.p3d"; affectedByWind = 0.1; scaleMin = 1.0; scaleMax = 1.0; }; class MushroomsHorcak : DefaultClutter { model = "ca\plants2\clutter\c_MushroomHorcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomBabka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.2; cost = 1; }; }; }; 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 Crow { 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 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 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 NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Names { class Utes_Local_LHD { name = $STR_LOCATION_KHESANH; position[] = {1410.75, 1046.23}; type = "NameLocal"; radiusA = 100.0; radiusB = 100.0; angle = 0.0; }; class Utes_VillKamenyy { name = $STR_LOCATION_KAMENYY; position[] = {3334.68, 4445.62}; type = "NameVillage"; speech[] = {"Kamenyy"}; radiusA = 100.0; radiusB = 100.0; angle = 0.0; }; }; class Armory { }; safePositionAnchor[] = {3448.11, 3627.18}; safePositionRadius = 2000; }; }; class CfgWorldList { class Skye {}; }; class CfgMissions { }; 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"; }; }; class CfgSurfaceCharacters { class CRGrassClutter { probability[] = {0.79, 0.1, 0.1, 0.01}; names[] = {"GrassCrookedGreen", "GrassCrooked", "AutumnFlowers", "WeedDead"}; }; class CRTallGrassClutter { probability[] = {0.4, 0.2, 0.3, 0.07, 0.02, 0.01}; names[] = {"GrassTall", "AutumnFlowers", "GrassBunch", "GrassCrooked", "WeedDead", "WeedDeadSmall"}; }; class CRGrassWClutter { probability[] = {0.65, 0.17, 0.1, 0.05, 0.03}; names[] = {"GrassCrooked", "GrassCrookedGreen", "AutumnFlowers", "WeedDead", "WeedDeadSmall"}; }; class CRTallGrassWClutter { probability[] = {0.3, 0.25, 0.2, 0.2, 0.03, 0.02}; names[] = {"GrassTall", "AutumnFlowers", "GrassBunch", "GrassCrooked", "WeedDead", "WeedDeadSmall"}; }; class CRForestMixedClutter { probability[] = {0.2, 0.1, 0.2, 0.001, 0.003}; names[] = {"GrassCrookedForest", "FernAutumn", "FernAutumnTall", "MushroomsHorcak", "MushroomsPrasivka"}; }; class CRForestFirClutter { probability[] = {0.4, 0.1, 0.1, 0.15, 0.05, 0.003, 0.005, 0.008, 0.004}; names[] = {"BlueBerry", "FernAutumn", "FernAutumnTall", "SmallPicea", "RaspBerry", "MushroomsHorcak", "MushroomsPrasivka", "MushroomsBabka", "MushroomsMuchomurka"}; }; class CRHeatherClutter { probability[] = {0.15, 0.5, 0.3, 0.1}; names[] = {"BlueBerry", "HeatherBrush", "GrassCrooked", "WeedSedge"}; }; class CRStubbleClutter { probability[] = {0.975, 0.01, 0.01, 0.005}; names[] = {"StubbleClutter", "AutumnFlowers", "WeedDeadSmall", "WeedDead"}; }; }; Dunno if I'll finish it, but with the new tools coming out for making islands it should help a lot!
  9. This is what it says in the log file: No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgSurfaceCharacters.SparseWeedsClutter'. No entry '.probability'. Size: '/' not an array Default clutter names TypeX used for / <world = "p:\skye\Skye.wrp"> Cannot open object ca\plants2\clutter\c_grasstall.p3d I know the Sat pics are really big, but they need to be when the island is 40x40km.
  10. I too am having problems with my island loading. I had it working fine beforein Vista, then I installed Windows 7 a while ago and copied the files onto an external hard drive and now put it back on. However, now I find it takes a very long time to load in editor and I usually give up and quit arma2. Not sure what is making the difference. I am using a 4096x4096 grid and 10m cell and tried both 40x40m and 80x80m texture layers. I have tried using a 20480x20480 pixel satellite map which I know is big but I have managed to get it to load quickly in the past and now trying a 29696x29696 pixel satellite map for better quality. The 20480 version ends up as a 200mb pbo and the 29696 version about 400mb. These are without objects on them...:j:
  11. Sorry to hear about Planck, I remember him back in 2001/2002 when we first started making islands for OFP. He helped me a lot making Skye island. :(
  12. Hi folks, It would seem I have run into this problem mentioned in the Arma1 Visitor section: http://forums.bistudio.com/showthread.php?t=65739&highlight=move+objects Basically I've got a 4096x4096 map (10m cell) where selecting objects by simply clicking on them does not work out with an area of the map. I didn't know about this problem until now, but was wondering if anyone had found a solution or am I going to have to abandon my project? [rant] I am getting really annoyed by the lack of support from BIS and fixing Visitor. I know the tools are free, but whats the point if it's a pile of rubbish. It takes an age to do anything. If these 'features' worked properly, people could make islands in a lot less time and there would be a whole lot more islands out there for the community to use by now. [/rant] Any help appreciated, although think I may leave my project until a better/alternative island making tool is available.
  13. Waterman

    Forests

    Maybe stating the obvious, but have you tried: minTreesInForestSquare = 3 or even 2. And also are you binarizing your island pbo?
  14. Go to Tools -> Project Parameters -> Click "Base (active)" -> Edit -> Increase the texture size See if that helps.
  15. What resolution is your bmp file? Not sure of exact figure at which it doesn't work, but for me it seems anything over say 15,000 x 15,000 pixels wont show as a background image. Anything less and its fine, as long as its a multiple of your Sat map. I personally just make the bmp half the size of the Sat_LCO.png. Just to state it again, i'm not sure of the exact pixel dimensions that it wont work. Make the width and height the same size as your Sat_LCO.png (this will stretch the bmp to fit the island size, although it will be a bit pixellated but works good as a guide.)
  16. Waterman

    The best way to add roads?

    For Visitor or WRPedit? You can already do that in Visitor.
  17. Hey there, I've been following this Visitor tutorial: http://forums.bistudio.com/showthread.php?t=62725&highlight=Visitor+tutorial I have also setup Visitor 3 to use ARMA2 objects and for buldozer etc. I've started a project using OS Landranger based data and using Google Earth for creating a satellite image of the area im working on too (Took about 60 print screens at 1km to get it all lol) Now I've got to the stage where I need to create a mask. The above tutorial uses 4 colours/textures: Grass = Green RGB = 0.255.0 Sand = Yellow RGB = 255.255.0 Urban/Asphalt = Blue RGB = 0.0.255 Rock/Mountain = Red RGB = 255.0.0 However ARMA2 has 14 I believe: Grass1 Grass2 GrassW1 GrassW2 Forest1 Forest2 MudGround Field1 Field2 Grit1 Heather Rock Tarmac Concrete I was wondering, what RGB colours should I use in order to create the mask? Can I choose any and just define them in the Layers.cfg? Also in the Layers.cfg example given in the tutorial, there are paths to RVMAT files for ARMA1 textures which need changed. In the ARMA2 chenerus_Data folder (equivalent of ARMA1 Data folder), there is any? Do they exist, if so where do I get them and if not, is there any other work around? Thanks, Hope it makes sence! :p
  18. Waterman

    ARMA 2 textures in Visitor 3

    Do you have the latest version of Visitor? (BI Tools2) There are 14 textures that are used on Chernarus, however only a maximum of 6 is allowed per texture tile as far as I know.
  19. Ah ok, I get it now thanks. So its for ladders, gates, doors etc.
  20. I currently don't use a CA folder inside my project folder on P:\. But I think if I understand it correctly by copying the ca folder structure with only the config.cpp for each pbo to your project folder, it will auto fill all the artificial/natural objects etc in Visitor for you rather than adding each p3d manually. My understanding might be wrong though.
  21. I think this is the bit in the config for chernarus that enables it: class OutsideTerrain { satellite = "ca\CHERNARUS\data\s_satout_co.paa"; [b]enableTerrainSynth = 1[/b]; class Layers { class Layer0 { nopx = "ca\CHERNARUS\data\cr_trava1_detail_nopx.paa"; texture = "ca\CHERNARUS\data\cr_trava1_detail_co.paa"; }; }; }; Maybe someone could correct me if I am wrong.
  22. Not sure where to post this really but I've got a really strange problem. I've been working on an island for Arma2 for the last few weeks. I've had it ingame before and removed it as normal (for playing online etc) but this time even though I have deleted the pbo from the addons folder, it still shows up ingame and works fine.:confused::confused::confused: How??? Cant play MP because not many servers allow addons. I've done a complete fresh install, deleting the Arma2 folder in Program Files. When I've completed fresh install from CD, its fine. Island is gone. But when I patch to 1.03 its back again??? I checked addons folder again and it's definately not there. Really wierd. I'm totally confused and don't know what to do. Only thing I can think I done different was binarizing the island for use ingame.
  23. Waterman

    Island binarizing problem

    I'm fairly sure the "empty/invisible" terrain problem your talking about is either solved by changing the texture size from 10.0x10.0 to 40.0x40.0 (in other words make it larger) then re-import Sat and Mask or when I binarized the island as described in this thread: http://forums.bistudio.com/showthread.php?t=82444&page=2
  24. Hey, island is looking good! Like the bridge. Is that model for the Sydney Opera House the free one that comes with AutoCAD by any chance? :P
  25. Waterman

    Is there a bridge?

    The bridge sections aren't in the roads2 folder that comes with BI Tools 2. You will need to extract the roads2.pbo from your Arma2 CA game folder and copy across the bridge folder from it into your P:\CA\roads2\ folder.
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