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Everything posted by [evo] dan
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getting a no entry "bin\config.bin/CfgWorlds.isleofman2" error
[evo] dan posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I am getting this error when trying to run my island in CO, although strangely all I have done since the last time it worked, was add some more trees onto the map, can anybody explain why this could be happening. I did change the name of the folder from sgtscuba to SCUBA, but did change the files within to read from that directory and recreated the layers after reimporting the SAT and MASK lco's. Here is my config: and in the log I get this aswell an awful lot, but have no clue what it means: W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' W:\c\Poseidon\lib\landClutter.cpp(4130) : Assertion failed 'layerMaskItem->Loaded()' -
5x5km part of the Isle of Man, based around the town on the West coast with a castle and small harbor. Gonna keep posting picys up here: http://s283.photobucket.com/albums/kk299/sgtscuba/isle%20of%20man%20island/ but not going to put any official post up yet until I at least have some buildings put down for you guys to look at.
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I have been making a map in visitor 3 and have enocuntered a slight problem with the terrain. These pictures will help explain: http://i283.photobucket.com/albums/kk299/sgtscuba/isle%20of%20man%20island/error3-1.png http://i283.photobucket.com/albums/kk299/sgtscuba/isle%20of%20man%20island/error2.png http://i283.photobucket.com/albums/kk299/sgtscuba/isle%20of%20man%20island/error1.png This seems to be happening up the botton and right hand sides of the map. What might be the cause of this? Map is 5120x5120 and uses a xyz that fits this. As you can see its not the original image that is the problem as the background seems to be fine. Could this possibly be because the sat_lco and mask_lco are not 5120 x 5120 or is it something else?
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set the image sizes to 5120x5120 and it had no effect on the edges of the map at all ---------- Post added at 06:02 PM ---------- Previous post was at 05:37 PM ---------- bush your thing worked, the borders look a bit weird, but thats because there the chernarus textures. Thank you for you help yet again!
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I have never gotten this issue before, but the maps before had water all the way around the edges so i never really noticed. I used universal maps downloader for the images and then edited them with PS The size of the image is 3840x3840 if it makes any difference, maybe this is too small or out of proportion or something and that is causing the image to do this in visitor 3 ---------- Post added at 03:18 PM ---------- Previous post was at 03:18 PM ---------- also, only using the two layers , both are standard ones.
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i'm working on the Saint-Martin islands in the caribean at the moment, going to be a while as its 40x40km map.
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You can raise the land, so that the water level is lower, i have had to do that recently for my map. Make sure you have a map legend in that folder somewhere and try again.
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what rvmat cannot be read, it may help us to help you
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like i said before, use alexies tutorial as it goes through all of the stages from beginning to finish
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you might to do Sgtaces tutorial first, and get that tutorial island working, and then do Alexies tutorial's as it makes things a lot easier. And of course if you run into a problem, someone has probably already answered it so make sure you have a good look around.
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I followed the tutorials and when it came to making my own map, i made the sat_lco and the mask_lco and terrain.png, but when I boot it up in visitor and then into buldozer (after eroding 3 times like alexie said) on the coastlines there seems to be blue (at least 5m in most places, even more in others) on the land, even though I made them black inside of photoshop. Has anyone got any tips on how to fix it as manually going around all the islands is going to take a long time and is getting very fustrating.
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Blue overlapping onto land
[evo] dan replied to [evo] dan's topic in ARMA 2 & OA : TERRAIN - (Visitor)
also, quick question, how do I add town names onto the map? -
Blue overlapping onto land
[evo] dan replied to [evo] dan's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I am using the lasso idea and it is working out quite well, but I still have a lot to do with the long coastlines and all, then maybe I will put it up as a WIP then. -
Blue overlapping onto land
[evo] dan replied to [evo] dan's topic in ARMA 2 & OA : TERRAIN - (Visitor)
yup, I have lowered the terrain a meter and it looks better, but some places are still iffy so I am going to change the terrain on the sat_lco from blue right by the coast to perhaps (if its possible in PS) a image of terrain somewhere else on the island and put onto the coastline. -
Blue overlapping onto land
[evo] dan replied to [evo] dan's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I was using photoshop and Wilbur (only used wilbur to convert it, just like in the tutorials). Anyway, here is a link showing you just two of the places (its most of the coastline like i said): -
Blue overlapping onto land
[evo] dan replied to [evo] dan's topic in ARMA 2 & OA : TERRAIN - (Visitor)
How would I be able to cure that issue then, since it seems to be happening pretty much everywhere on the shorelines around the islands. I did make sure to convert all the blue bits into black bits for the terrain.png so I am not sure. -
Blue overlapping onto land
[evo] dan replied to [evo] dan's topic in ARMA 2 & OA : TERRAIN - (Visitor)
hmm, it just seems to be quite random, even in the centre of the map along the coasts it seems to happen, but I am unsure as to why it is happening still. its becoming quite a bit of a headache. its a lot rougher then in that post, I will put up a picy tommorow for you guys to see. -
yeah, the single bridge still seems to have the jumping error for human players, we always have to be careful going across it otherwise we tend to flip, most we can do over it to be safe is about 5kmh
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Sorted now, missed some black areas on terrain.png and these didn't transfer into wilbur
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I have trying the tutorial map from terrain and have added buildings to the map, however I then loaded it up in OA and I could not use any of the ladders or doors. I naturally came back here and took the advice to use the copy_cpp.bat, I put this in my p:\ca folder but it did not copy anything at all. So I used the other method of manually typing it into the cmd window. This did create the ca folder but with lots of random folders, non of which actually contained any of the ca folders config files. I packed this into PBO and ran it in OA and when I put a unit on the map and press preview, the game crashes on the recieving screen, when I loaded up the editor it said I was missing an rvmap which has never happened to me before. Can anybody help me out to get my building working properly? The second time I ran the PBO error, which was to create one once the ca folder was added in the p:\tut folder, it came up with loads of errors for loading the config files, and even went through some of them twice because apprantly there was an endless loop of going through these folders. I am guessing by the error messages that I am getting that the cmd is copying the wrong things as it seems to be copying them from my documents, is this where the ca file creation is going wrong? (on cmd it say C:\Users\<myname> then I type the xcopy command, do I need to somehow change it from C:\ to P:\ so it doesnt copy out of my documents?)
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Yeah, I have made the map a pbo but i screwed up quite epically. On the sat_lco I have made the inland sea blue (theres a little area in the islands for ships, actually it is about 2x4km) and then I booted it up on arma only to find that it hadnt turned into sea ;), I then looked at the mask_lco and realised i hadn't painted it yellow so it didn't make it into the sea, or at least I suspect that is the problem that is causing this, if I am wrong then please post here because it is getting kinda annoying making it with the time it takes to do things, given the maps size. Once I get the base map sorted then I will probably create a WIP topic for the map so keep your eyes open for Saint-Martin Islands. ---------- Post added at 01:44 PM ---------- Previous post was at 01:26 PM ---------- My other map did the sea thing to in the middle, I had to manually lower it, and the mask was fine, anyone got any ideas why or will i have to manually do it? ---------- Post added at 01:59 PM ---------- Previous post was at 01:44 PM ---------- Funnily it shows up as water in visitor 3 map, but you get the blue mountains (rather than the sea) when using buldozer, I guess it is probably the mask_lco, but would like to be sure before I change it because it takes forever (like almost 2 hours) to reload the sat and mask and then create the files. ---------- Post added at 02:10 PM ---------- Previous post was at 01:59 PM ---------- also it seems to have created a sea inland where I didn't mark any on the mask either, and that doesnt exist on the sat-lco too. I did the erosion for the map 3 times but I still don't why its there (although it looks cooler with it there), but still annoys me that the other sea didn't create. ---------- Post added at 02:12 PM ---------- Previous post was at 02:10 PM ---------- anybody know how to get around this? or will I have to resort to just mass leveling to try and fix it? or at least tell me what part I went wrong at.
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Ignore me, I just figured it out, forgot to put \data\ in some of the layer.cfg things
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yeah, the bridges now seem to have been fixed on this version, but I had the flipping vehicle issue 2, and it happened to all non tank vehicles. At least you fixed it now.
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We recently we're playing a domi map with some of our gunships on and non of the missiels which were radar guided seemed to lock on at all. We were playing with ace on and thought it was this, but then we tried with non-ace (just vanilla) and very few of my hellfires would lock on, is this just me or are other people having this issue aswell?
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already started my next project, a 40km x 40km map based upon that map i made before, but just zoomed out with all the islands included and not just half of the one. Its just photoshops saving and loading time thats slowing me down now.