Jump to content

VovoNauta

Member
  • Content Count

    43
  • Joined

  • Last visited

  • Medals

Everything posted by VovoNauta

  1. Hi I can create a Mask_ico over 4 layers? tks.
  2. TKS Mondkalb! Finally!! Working with 6 textures! ===================== (sry my english) STEP BY STEPS TO WORK WITH 6 TEXTURES per SEGMENT: - Tks Mondkalb I'm using Mask_LCO and Sat_LCO 1 - ATTENTION! No need to change anything in your file layers.cfg! He will be alone with the 4 basic trexturas. The engine uses the file rvmat changed (conf below EDITING The RVMAT) to put the 2 new textures ALPHA CHANNEL. -If you want to change the 5 or 6th texture will have to change them in the file rmvat 2 - Run the bulldozer; -Save the mymap.wrp; -Save the mymap.pew; NOTE: you do not see running bulldozer textures Alpha channel, only in the game you will see 3 - In the Layers folder, locate the segment you want to add (s) texture (s); (Example: M_011_015_LCO.paa) 4 - Open with TexView2 5 - In the drop down menu select the right ALPHA (It will open the alpha channel right all blank) 6 - Save as M_011_015_LCA.tga 7 - open it with Photoshop 8 - note the tab CHANNEL Photoshop that already is the alpha channel. 9 - the RGB channel select the area you want to put the new texture 10-click the Alpha Channel 11-paint the selected area with black (100% opacity) (For 6th texture select area and slide the marker to 50% and paint) 12-save as tga 13 - open this tga with TexView 14 - Save as M_011_015_LCA.paa folder LAYERS EDITING The RVMAT 1 - locate the folder layers corresponding to the edited segment rvmat 2 - open with notepad 3 - change (red detail) the Class Stage0 to .... texture="mbg\mbg_celle2......s_009_010_LCO.paa (Example Mondkalb) 4 - change the Class Stage1 to .....texture="mbg\mbg_celle2M_009_010_LCA.paa (Example Mondkalb) 5 - change the Class Stage2 for: class Stage2 { texture = "# (rgb, 1,1,1) color (0.5,0.5,0.5,1, cdt)"; texGen = 0; }; 6 - For each texture leave only the stages that contains the file NOPX and CO 7 - keep the numbering of the stages in the correct sequence 8 - Include two more stages for the FIFTH TEXTURE Example Mondkalb: Stage11 class / / Alpha 50 { texture = "ca \ Chernarus \ data \ cr_beton_detail_nopx.paa"; texGen = 1; }; Stage12 class / / Alpha 50 { texture = "ca \ Chernarus \ data \ cr_beton_detail_co.paa"; texGen = 2; }; 9 - Include two more stages to 6ª TEXTURE (Alpha 0) 10 - Save your rvmat layers folder and make a copy in another folder (In case you run the dozer again and not have to edit it) 11 - Do not run the dozer. 12 - Run the BinPbo 13 - get in the game and make sure the textures are correct. Tks all!
  3. So far so ok but what is hard to understand how the engine works is this: 1 - I edited my arquivo.paa (created Alpha channel) 2 - I edited file rvmat questions: 1 - wich establish the color to bind the texture (layers.cfg file)? 2 - Whenever I run the dozer he creates new segments and new files. Png and. Paa overlapping those edited (hacked). 3- How to prevent this? Mondkalb u can post u file layers.cfg (mbg_celle2)? =============== class Legend { picture="prc\Mymap\source\mapLegend.png"; class Colors { prc_skala[]={{0,255,0,0}}; prc_rock[]={{0,255,255,0}}; prc_sandb[]={{255,255,0,0}}; prc_hlina[]={{255,0,0,0}}; // prc_stones[]={{1.000,0.000,0.000 1.000}}; <<<<<====== what to put here for the fifth texture? }; }; =============== tks.
  4. Very good. (6 colors per segment)!! (one segment or another may need more than 4 textures and not the whole map (good)) 1) m_009_010.lco -> m_009_010.Lca : what's the difference? 2) what are files .lca alpha 50 = 50% opacity? alpha 0 = 0% opacity? - (segment per segment? create alpha channel?) -how would the file layers.cfg (section class colors)? - Mondkalb u can post u file layers.cfg (mbg_celle2)? tks.
  5. "tks, but I still do not get these 4 colors SEGMENT. Could someone explain it more detailed. -how to work "four colors per segment"? EDITED: I think I'm beginning to understand, if I'm wrong, please correct. -I made a grid placed it on my mask_Ico. -part of my mask_ico with overlapping segments: http://i42.photobucket.com/albums/e327/kareca/Mask.jpg (122 kB) -Each square is a segment. -In each segment of this I can put four colors (respecting areas that overlap) (My mask_ico: segment 512x512, 10240x10240) Is it? Tks, sry.
  6. Finally!!! TKS! TKS! Bushlurker. working! (I think i saw the lake Ness Monster....)
  7. Thanks for your patience Bushlurker. - I uninstalled Steam - Uninstalled ArmA2 and Arma2OA - Reinstalled everything (steam automatically) - Formatted (0: \) folder - reinstalled tools Bis (2_5_1) - Mikeros reinstalled tools (Arma2P.2.5.1a) All working. The question is as follows: I'm creating for Arma2OA island. 1 - The tool Mikeros created several folders in CA: \ buildings buildings2 strutures strutures_e plants2 plants_e ********* . ********* . ********* .. ....... All is ok configs.cpp (p: \ MyTag \ ca) 2-for island Arma2OA can use any object from any folder? because when I use folder objects strutures not see objects in the game playing arma2OA If playing ArmA2 objects appear. When using objects from folders "XXXXXXX_e" objects appear in the game (arma2OA) but not when playing ArmA2. There are difference between version folders? (example: plants2 and plants_e) How instal "AS" Combined Operations? Steam installed everything automatically. tks.
  8. sry but im lost...lol I think I'm mixing everything (noob). What a difference for ArmA2 config.cpp to map and Arma2OA? All objects can be used in ArmA2 and Arma2OA? what changes in config.cpp? tks
  9. I finally got my set bulldozer! tks. ** Assume "P:\" at the beginning of all these "paths" you see So, in this case, something is looking in the location "P:\CA\Plants2\Clutter\" for the model "c_grassautumnbrown.p3d" Does that model exist at that location?? Any help on this error. I can not use some of the objects. Some setting wrong? Arma2OA problems? Any configuration? BinPBO not work? Lack some command in config.cpp? path: P:\ca\plants2\clutter other: P:\ca\structures\Pond P:\prc\ca\structures\Pond (config.cpp) (Bulldozer in the lake appears, but in the game not loads the model - error: canot load object.........) In bulldozer everything is normal. When I see the map in the game the error appears. Mikeros used tools. The paths are correct.
  10. Tks Bushlurker. I'm trying to be a friend of the bulldozer and its keys.lol Is there any information / tutorial on how to make lakes? (equal the Chernarus). tks.
  11. My map is an isolated island in the middle of the sea. My config is as enable : { satellite = "PRC\FNoronha\Data\prc_satout_co.paa"; enableTerrainSynth = 0; class Layers { I do not want to appear other mountains on the horizon (off the map). -How to prevent the engine create these mountains outside? -I can only move the mouse in the buldozer. How to change the default keys (WSAD)? F1 opens but does not work. -Error when loading in game: cannot open object ca\plants2\clutter\c_grassautumnbrown.p3d (why this error?) tks and sry noob questions.
  12. Error when changing keys bulldozer (F1) When I try to change the bulldozer movement keys (f1) the error occurs: 'No entry' bin \ config.cpp / RscDisplayConfigure / controls / controlspage.arrowEmpty ' or you can not change the keys (default) of the bulldozer?
  13. Tks help Jakerod I guess I could edit the file XYZ. steps: 1-Import arquivo.xyz 2-clicking right mouse button 3-Operatinos-> heightfield-> Resize heightfield AND change horizontal scale AND change vertical range 4-save project 5-button mouse right 6-edit heightfield 3d working!
  14. Thanks, but when I do it appears these error messages and do not open for editing: -------------------- CsRoamPatch::TestVisible error: - cannot get heightfield pixel value CsHeightfield::RoamReset error: - call to CsRoamPatch::TestVisible failed CsHeightfield::RoamInit error: - call to RoamReset failed CsHeightfield::InitData error: - RoamInit failed CsLandscape::InitLandscape error: - cannot initialise heightfield CSapphireWnd::ShowWnd error: - call to InitLandscape failed
  15. Bushlurker master, I created a file xyz with Global Mapper and ASTER GDEM data. I wonder if it is possible to edit this file with L3DT pro (trial). If possible you would have some tutorial for this?
  16. HI! after I installed mikero tools, I can not open individually a file.pbo and I can not include the extractpbo, exe in the list of "open with"... its right? tks (sry bad english)
  17. Thanks for the quick response! The idea is to use the files without changing anything was to check if my setup / structure in P: \ was correct. If all programs were working correctly. Now for the hard work. You're very generous. tks!
  18. HI! Congratulations for tutorial.É the best I found, very explanatory. I wish I could explain these lines of log file (after bin): 1 -Cannot register unknown string STR_STATE_HEALSOLDIER (many lines) 2 - Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation (many lines) 3 - Updating base class ->UAV, by p:\bush\ca\air2\mq9predatorb\config.cpp/CfgVehicles/MQ9PredatorB/ (many liness) 4 - bush\afghanvalley\data\layers\p_004-012_n_n_l02.rvmat->P:\Bin_Temp\bush\afghanvalley\data\layers\p_004-012_n_n_l02.rvmat (many lines lol) 5 _ Warning: Embedded material ca\plants_e\clutter\data\c_grass_desert.rvmat differs - repack data source used: ca\plants_e\clutter\c_brush_hard_ep1.p3d source ignored: ca\plants_e\clutter\c_plants_white_ep1.p3d hint: ca\plants_e\clutter\c_brush_hard_ep1.p3d is older This is the ingame map. I think you're missing some clutters....(or not?) This is the AfghanValley unchanged. I do not see all the clutters .. (something wrong?) tks!
×