Jump to content

Robster

Member
  • Content Count

    460
  • Joined

  • Last visited

  • Medals

Everything posted by Robster

  1. Grid Coords have been fixed. You'll have them working on next release.
  2. Robster

    UK Roads Pack

    Many thanks! Are these meant to suit with any version of Road Painter ???
  3. Robster

    Hazar-Kot Valley

    As told you before, I really like the look & feel of this map... The overall desaturated color looks very natural... and I may notice that you are an artist my friend... congrats so far!! EDIT: You posted "inner valley" photos twice... is it ok?
  4. hahaha!!!! When begining, I always accused to BIS tools for any unexpected behaviour, but today I can tell that those are my own mistakes the most of the time... BIS Tools are not perfect, but as soon as you get the basics you begin to enjoy the bl**dy thing... Anyway, I do not recommend to introduce further amendments directly inside layers folder once you have binarized your pbo because that have showed weird errors to me... as you said: really crazy stuff EDIT: Anytime you run BinPBO those rvmats are somehow linked to paa file and that's the reason you may get errors after unpacking pbo and replace things without a proper binarization... Anyway, when I am testing some new texture I always unpack the pbo and then I change some texture file (i.e.: polopoust_co.paa) for a new one but keeping the same name... then repack again and it works like a charm... just to do a "quick" test...
  5. I'm not so sure which is your error, but I can tell that any mistake regarding maps textures has to be checked in the code of following files: 1 - Layers.cfg (usually inside "source" folder) 2- Config.cpp (inside map proyect folder next to both "data" and "source" folders) 3- CfgSurfaces.hpp (often this file is called by config.cpp with #include command, and is located next to config.cpp) 4 - CfgClutter.hpp (same as before... if the two last files are not present, probably their code is already inside config.cpp) 5- *.rvmat (inside "data" folder -important: not "data\layers" folder- for every texture you have defined in layers.cfg) Those files that you mention inside "data\layers" folder are OK, i mean, they are not the problem itself but a symptom... Those tiny s_*.png and m_*.png are made when you import Sat and Mask pics from big png image and after that those png are converted to *.paa when launching buldozer... If you change a tiny part of your sat or mask png file and then reimport, Visitor will make the corresponding new tiny png files -only for those that were changed- and then buldozer will convert them to paa for the sake of game performance... If you don't expect to change your sat and/or mask files after *.paa files are made, you can get rid of every tiny png file inside your "...data\layers" folder... since they won't be needed anymore... in fact, you may delete them but they could be made again if you make a further reimport introducing changes... understood? Also, you have to check for every path to be addressed to your current project as Bush already said and this apply for every file to be located as those paths show... often times we make mistakes regarding path or missing files, so do not worry it's a common mistake but not a serious one... So, you have to check that your * _co.paa, *_mco.paa, *_nopx.paa and/or *_nohq.paa files remain inside "data" folder -not "data\layers"- and that every corresponding rvmat is correctly written... I recommend to use Notepad++ which is freeware and simplify our lives when dealing with this kind of issues... hope this may help you... Saludos! EDIT: There are several causes for that kind of error: Warning Message: Cannot load material file doy\baghlan\data\layers\p_010-010_l00.rvmat. One of them, is probably related to some texture file which is not defined inside layers.cfg, I mean, you may have some texture file that is not properly defined inside Layers.cfg (wrong path?, missing file?, missing or different color on mask_lco.png??) But, for sure, that is not related to what's inside your "data\layers" project folder... it's related to those files already mentioned... I lost whole days when learning from basic mistakes stuff, so you can copy&paste your corresponding files to search for that hidden mistake... it's just a matter of experience... EDIT2: Another thing: Since these warnings are dealing with some parts and not the whole thing, I am sure that this error comes from some definition regarding your mask_lco.png file... if you pay attention to those corresponding tiny pngs you may find that your mask file has some info that is missing or wrong (only those parts)... For learning purposes, you might make an empty black mask (RGB=0,0,0) and then define only one texture related to this black color... reimport the whole thing with this new mask (you may name it as you want, but keep _lco.png sufix) and then you won't have any warning message... capisce?
  6. Hey DevilDog! You should keep going on this, since you have a point about how this should be properly working... if coding stuff gets harder or stuck you will always can upload this as wip or test addon and I am pretty sure that many other guys will continue with your effort... I don't know if everyone have interest in this, but I wouldn't doubt that A LOT of people indeed have it and will keep pushing to get the best of all of the current development... If you take a look closer to some threads, you will note that people is making improvements over former work that was made due to other guys effort... and this happens all the time So, this is some kind of joint ops where all of us can enjoy continuous improvements and I bet this effort of yours is not going to be lost... Saludos!
  7. We really appreciate your work Mr. Bartlett! It would be awesome if you might give us some little lesson/advice about how to deal with bushes and trees rvmats, alpha channels, modeling, and the best way to approach distance resLODs... Anyways, I say thanks again cause your work has been an inspiration for many of us... and lately I became obsessed with making some natural objects following your footsteps, just to keep enjoying this hobby as much as I have enjoyed Mana among other beautiful maps...
  8. Robster

    Falling through the LHD

    You may check that every object is aligned, at same height... for this purpose you could by Setting Absolute Height script once you selected pertaining objects, or you may do it individually checking properties on each object (I do not remember well but double-click on every object should work to display object height or altitude )
  9. eee you may use Mikero's Tools instead... just go for ArmA2P and it will setup your P: drive automatically for you... http://dev-heaven.net/projects/mikero-pbodll/files EDIT: Sry, didn't see this before...
  10. @Pauliess: Your notes do make a lot of sense to me... that area you mention is at the very center of map so camera position may be densely surrounded by all flanks and thus someone may suffer a lack of performance... but I don't know about anyone else having these symptoms... In fact, after receiving your report, I did fly around, as always, with max settings and full view distance, x4 time, and free camera and it keeps going smooth when passing trough... I run on AMD with 6 cores and 4GB RAM and a NV460 1GB DDR5, which I bought just to be able to take a walk into Chernarus cities...;) EDIT: Look! this guy -flying on TOH- did not use razmisc and opx objects... I just saw A2, OA and PMC there... give it a try, deactivate those addons/pbos and see what's going on with your performance...
  11. Robster

    STGN's WIP

    Your model looks quite sexy...
  12. I still do not understand what are you talking about. Currently, RPT doesn't tell about every single used object and our search is related to a very few... and therefore this RPT issue shouldn't be related to our folders arrangement Afaik every folder is where it should be: ca, opx folders, razmisc, etc all of them are in p drive and cla is just our tagname and inside clafghan, etc...
  13. When we started to place trees, rocks and stuff we payed close attention to performance, we chose a mix with some base objects and then we were surprised after displaying more than a million objects with no FPS loss ingame... after this beta release we heavily tested this map for about six months in multiplayer and didn't notice any fault regarding those objects... anyways I can tell fps go down when approaching to some populated areas where the average amount of objects is much higher as different either, and this would happen near biggest cities and such. So, i wouldn't bring actual number of tree objects into consideration since every test we made didn't really affect FPS... anyway, we pursue to gain more variety in landscapes and we are changing things in some areas and I can assure that Mini is constantly doing performance test and we both are pretty aware of MP playability... we really enjoy nice maps and good performance and will always seek for improving that... BTW which are your specs?. how many average FPS do you have? where do you get low FPS? provide us with precise info to take sharp effective measures.... Many thanks for your cooperation! EDIT: On the other hand we have noticed a lack of performance regarding clutter... I have seen how some editors have chosen to not to display grass clutter in MP/TVT missions and such since it really hits on low machines performance... in our next release clutter will be more balanced and, yes, we will have all grass not so bright... chabela
  14. @Lao Fei Mao: I see... 1. So, to fix this we have to rename them inside visitor 3 before doing a proper binarization ??? 2. How do I find correct names? Are they located inside ca folder in p: drive? Should I do some text editor/search??? Many thanks for your quick answer!!! EDIT: I'm trying to figure this out, but I'm confused... Do I have to change the p3d file name replacing it for the class name ??? Where do I have to do this...??? Hope if I understand this all we might achieve a clean RPT file...
  15. Fixed that Overcast thing, thanks to Bushlurker and Columdrum who addressed that I did fix that sea/lake thing regarding EnvSounds This is RPT I have today.... any ideas how to keep solving these?
  16. Permission already granted By Mr. Opteryx But I guess that may be a little tricky to track down every RPT warning, since it also refers to bis objects (ca\misc3\ etc etc) and some razmisc ... Anyways, if anybody knows a bit more at these matters we all would really appreciate any advice or help, specially concerning coding stuff Cheers!
  17. Told ya broda!!! You remind me myself grasping and yelling about a year ago hahaha
  18. I know this thread is a bit old, but I would really appreciate if TOH FM becomes true in ArmA3...
  19. I presume it's a wrong path issue regarding that particular ground texture check your layers.cfg and your corresponding rvmat... and read carefully since this kind of mistake happens from time to time... Saludos!
  20. This belongs here... everything is Icebreakr's fault again !!!!! :D http://i.imgur.com/THBjC.jpg
  21. :O Wow bush!!! I've seen those functions before, but never thought in such an easy and creative manner to do this stuff... many thanks professor! hahaha EDIT: Off.topic: Now map is having some sort of reddish fog at distance influenced by TK settings... CR settings gave it a more coldy look rather than warm, which IMO suits this map the best in order to feel coldness coming from those landscapes... do you think we could get the best of these worlds here... I mean, horizons and lightning mixed ???? saludos!
  22. If you have plenty of time, you can do it all by hand brother ! hahahahaha U-I / J-K keys alter vertices up / down... If you know Photoshop enough you can even do it working over greyscale PNG 16 bits -in fact, sometimes I use it instead of smooth roads script since it's remarkably faster-, just make sure your bottom layer is always visible (so, Photoshop does not alter the original data concerning heights that remain unmodified)... check this recent post to know how to quickly review changes in terrain image ...
  23. That's great !!! Wish you luck with all that heavy stuff!!! XD EDIT: I don't understand well how configs and code work, but certainly is good to know where exactly is installed some object, since it allows to introduce sharp modifications and amendments in some manual and, even better, semi-automated way... which is always a great advance to avoid tedious tasks... just like adjust surrounding objects or expand roads after changing some part of terrain, i.e., after placing some water pond or adjusting some near river, etc...
×