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VovoNauta
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Hi I can create a Mask_ico over 4 layers? tks.
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mask_Ico has a limit of 4 layers?
VovoNauta replied to VovoNauta's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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! -
mask_Ico has a limit of 4 layers?
VovoNauta replied to VovoNauta's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
mask_Ico has a limit of 4 layers?
VovoNauta replied to VovoNauta's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
mask_Ico has a limit of 4 layers?
VovoNauta replied to VovoNauta's topic in ARMA 2 & OA : TERRAIN - (Visitor)
"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. -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Finally!!! TKS! TKS! Bushlurker. working! (I think i saw the lake Ness Monster....) -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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 -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Error when changing keys bulldozer (F1)
VovoNauta posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
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? -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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! -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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 -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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? -
making island, depbo/extractpbo not working
VovoNauta replied to ColeMinor's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
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) -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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! -
Bush's Geotypical Microterrains - Source Files & Beginners Guide
VovoNauta replied to bushlurker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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!