kroni
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Everything posted by kroni
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So I can remember a couple years back, making my first maps for arma, and having all sorts of problems with my clutter! Now firmly back in the saddle its all coming back to me, I don't actualy seem to have any errors with my clutter, in fact i don't have any errors at all, this leads me to believe that my mask_lco isn't working properly, and maybe someone can help me with that! Now I have exported my mask layer as a .bmp file, 16 bit. But i assume there must be some settings I'm missing, or something wrong with the way I'm exporting, because like i said, no clutter. Anyone got any tips, or ideas? Im pretty sure the issue is the way I'm exporting my mask from ps, but I could be wrong! Cheers!
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So i've changed not only the paths, but absolutely every instance of "Eno" to "eno" and that seems to have done the trick, I think for now I will stick to a general rule of thump to keeping stuff lower-case. Cheers for the shout Bush,I would have never have realised it was something as simple as that!
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alright b, when i get home from work today i will give it a shot!
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Hi Richie, so in my layers.cfg i have 5 layer classes, how ever in my cfg.surfaces i have only 3 of them in the layer characters, is this what your refering too? (: well here are my files. maybe there is something wrong with them after all.. Cfg.Clutter CfgSurfaces Layers.Cfg
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*Update* So, to try and figure out the issue a little more, I loaded up the atlas tutorial map and got it in-game. Just like with my map it loaded fine without any errors, how ever, no clutter! Take a look at this in-game image, you can see the rvmats in the correct position, so the mask_lco provided with the tutorial works, but the clutter isn't visible... Could it be my graphic settings or somethin? I cant see how the game would load if the clutter being used wasn't packed in the PBO because you would otherwise receive the error couldn't load textures etc etc. :(
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Hey guys so its been a while since ive posted here, took a short break working on some other media related projects but im glad to be back chipping away at visitor again! Now to my problem! I have defiantly seen this problem multiple times before.. And if i could remember the solution or even find the post on the forums related to it i wouldn't bother posting :j: Okay so here is the error Now i am allmost certain i have done everything right, but knowing me i have mispelt/forgotten something, and if i have after a good few months doing this sorta thing it really shouldn't be down to you guys to spell check my stuff.. so i apologize but i have no other options right now :butbut: Here are my files. Weather they account for the issue in question or not is beyond me. In preferences (visitor) My texture path is : tut\savos\data So not really sure whats going wrong but maybe somebody can point and laugh at my stupidity somewhere, thanks!
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Thanks for the help guys. Yes ive checked my ground rvmats and there correct as far as i can see, besides renaming them incorrectly you cant go wrong will go through the motions again i guess and hope for the best. Deleting the bin folder and layers folder again might help but like you have said bush this error just seems to dissipate at some point, but it is a very common problem and not much detailed information about it. I will let you know my results when i get home wish me luck! ---------- Post added at 15:11 ---------- Previous post was at 13:18 ---------- Okay so i went back re traced all my steps and still no luck, maybe the issue could lie elsewhere but where im not sure. All the rvmats are directed correctly. Importing the satellite images works fine so that directory must be correct. Is there anything else at all that could possibly cause this, maybe something in bin pbo? I don't know why i want to blame pbo but i get the feeling its something in the settings i must have wrong. *FIXED* I was write it did lie with Bin Pbo. For some reason things in the source directory box has been miss spelt?!?! Anyways thanks to bush supplying his line of what stuff to be copied directly in his tutorial i could just copy and paste it. Re biniarized with his settings and the textures have mysteriously started to work, thanks guys!
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No luck still same error, and a horrible ground texture http://postimg.org/image/i04pk4pob
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Yeah that was the first thing i tried, i guess it doesn't help trying it a second time
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http://postimg.org/image/8v03tyfe7/
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I use world tools, and its about the only thing in my terrain making process that a monkey could do! Its really intuitive, and hardly ever causes problems, it is a bit like visitor in the sense that when your creating large areas of vegetation it looks like its going to crash. But it does get there eventually, i would suggest doing small parts of vegetation at a time though, because i have yet to find its limits :P
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Can we REALLY push BIS for more user friendly tools?
kroni replied to daringd's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I wish you luck with your porting, it might be tricky, i know d has already discussed with me about hes going to port to, when there is an ability to do so, i doubt however that it will be any easier for us, so prepare yourself:P -
Yeah i get that sometimes, but it does go and come as it pleases, never found out what cuases it, but restarting the game fixes it for me!
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Bulldozer Keeps appearing as nighttime
kroni replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I had the same issue, just this second, and the first post i read today solves it, WIN! -
That may be an issue seming as i copied it directly from a dox. file. Im not too sure what Ҡare either..
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So im trying to use pos.sqs do get the world spawn location of my taxiways on my map. How ever when i spawn a jeep or something and put []exec “Pos.sqs†into the init field, and the pos.sqs is in my mission folder, i get an error "invalid number in expression" Now mission editing really isn't my thing, so im pretty sure its something silly, if anyone can let me know how/why i would be much appreciative, thanks!
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Error importing satalite image...
kroni replied to kroni's topic in ARMA 2 & OA : TERRAIN - (Visitor)
In the preferences its P:\tut\khavania\data but still no luck.. EDIT - Restarted my computer and that fixed the issue! -
Okay so after i import layers, and shoot my satmap+mask i get this error.. http://i42.tinypic.com/no5v04.jpg It baffles me, as to why all of a suddon its come up, i cant do anything now becuase its reset the satmap to no texture, so i cant view in buldozer, or export my map at all.. Thanks
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Error importing satalite image...
kroni replied to kroni's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Yeah the files and file paths are correct, nothing has changed anyways.... same files, same paths... just doesnt want to work anymore. -
Error importing satalite image...
kroni replied to kroni's topic in ARMA 2 & OA : TERRAIN - (Visitor)
As soon as ive clicked layers.cfg frollowed by the sat+m,ask image i get that error, in params or w.e it is it shows p drive\kahavania\data which is what its allways been so, i have no idea what its doing tbh :/ also when i try and play the last binerized version of the map, i get cannot open structures and cannot open buildings2 etc etc.p3d and nothing loads but the walls, so in effect my whole city has been reduced to walls. Note- i havnt had this problem since i had to reinstall arma2 combined ops. Pretty anoying this is. -
Okay so i have seen on the forums and in google about this problem, and im pretty sure i know sort of how it works. Just having lost the page explaning it i cant go ahead and fix it. Now the problem is this, you create your nice little airstrip... using artifical objects and placing the runways you want.. you then compile and export and ingame you can see your run way and mine looks like this - http://i39.tinypic.com/30uu61x.jpg How ever when viewing the map and zooming in it doesnt show up... - http://i40.tinypic.com/nqsims.png Now i know that its not going to show up unless i set the params of where the airstrip should be, now if i can remeber correctly the post i saw about it said something along the lines of "place buildings around your airstrip etc etc to get the location of where it should be etc etc..." I just cant see this tutorial anymore, cant find it anywhere, so if someone could link me, or explain it (linking me would be alot quicker) then i would be very thankful!
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well arent you a star i will check it out as soon as im back from work, thanks as allways! ---------- Post added at 18:54 ---------- Previous post was at 18:18 ---------- Okay i see this allows for ai landing and taxi'ing but does it also create the outline so your airstrip is visible on the map? Becuase thats pretty damn complicated for me but ile give it a shot if thats what i need for it to show up on the map!
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A Little Help With Some Clutter Troubleshooting
kroni posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Okay so i have created my own world, sat maps and height maps, and loaded them all into game without an error! But the main problem for me is that i cant seem to get any type of clutter working ingame. For example i load my world, after following mutliple tutorials on the subject and no grass/rocks, weed thistle what ever it may have been actually loads. Now im not 100% Which cfgs relate to clutter, so i'm just posting on what i may think might help anyone fix this issue if they have to the time to do so. Just pointing out anything that looks suspicious would be of a great help because i have read my cfg's and cpp's many times and have had no success. Layers.CFG class Layers { class kv_rock { texture = "tut\khavania\data\kv_rock_mco.paa"; material= "tut\khavania\data\kv_rock.rvmat"; }; class kv_sand { texture = "tut\khavania\data\kv_sand_mco.paa"; material= "tut\khavania\data\kv_sand.rvmat"; }; class kv_slope { texture = "tut\khavania\data\kv_slope_mco.paa"; material= "tut\khavania\data\kv_slope.rvmat"; }; }; class Legend { picture="tut\khavania\source\mapLegend.png"; class Colors { kv_rock[]={{196, 177, 123}}; kv_sand[]={{220, 210, 102}}; kv_slope[]={{228, 215, 137}}; }; }; CFGClutter class KV_BrushHard: DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Hard_EP1.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class KV_BrushSoft: DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Soft_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.4; }; class KV_PlantsViolet: DefaultClutter { model = "ca\plants_E\Clutter\c_Plants_Violet_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class KV_PlantsWhite: DefaultClutter { model = "ca\plants_E\Clutter\c_Plants_White_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class KV_WeedThistle: DefaultClutter { model = "ca\plants_E\Clutter\c_Weed_Thistle_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; CFGSurfaces class CfgSurfaces { class Default {}; class KhavaniasandSurface : Default { files = "kv_sand_*"; rough = 0.1; dust = 0.1; soundEnviron = "dirt"; soundHit = "hard_ground"; character = "KV_sandClutter"; }; class KhavaniaslopeSurface : Default { files = "kv_slope_*"; rough = 0.1; dust = 0.1; soundEnviron = "dirt"; soundHit = "hard_ground"; character = "KV_slopeClutter"; }; class KhavaniarockSurface : Default { files = "kv_rock_*"; rough = 0.3; dust = 0.05; soundEnviron = "rock"; soundHit = "hard_ground"; character = "Empty"; }; }; class CfgSurfaceCharacters { class KV_sandClutter { probability[] = {0.06,0.05,0.005,0.005}; names[] = {"KV_BrushSoft","KV_BrushHard","KV_PlantsWhite","KV_WeedThistle"}; }; class KV_slopeClutter { probability[] = {0.1,0.05,0.01,0.01,0.01}; names[] = {"KV_BrushHard","KV_BrushSoft","KV_PlantsWhite","KV_WeedThistle","KV_PlantsViolet"}; }; }; Cinfig.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class Khavania { units[] = {"Khavania"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"Takistan"}; version = "05/09/2011"; fileName = "Khavania.pbo"; author = "Hell Bound Soldier's Comunity"; mail = "www.hellboundsoldiers.org"; }; }; class CfgWorlds { class CAWorld; class Takistan: CAWorld { class Grid; class DefaultClutter; }; class Khavania: Takistan { cutscenes[] = {"KV_Intro1"}; description = "Khavania, A HBS production."; worldName = "TUT\Khavania\Khavania.wrp"; pictureShot = "TUT\Khavania\data\kv_menu_ca.paa"; startTime = "07:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {5120,5120,500}; seagullPos[] = {5120,5120,500}; longitude = 65; latitude = -34; elevationOffset = 2000; midDetailTexture = "TUT\Khavania\data\kv_middle_mco.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class OutsideTerrain { satellite = "TUT\Khavania\Data\kv_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "TUT\Khavania\Data\kv_sand_nopx.paa"; texture = "TUT\Khavania\Data\kv_sand_co.paa"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 20480; 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+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "Khavania.hpp" }; }; }; class CfgWorldList { class Khavania{}; }; class CfgMissions { class Cutscenes { class KV_Intro1 { directory = "TUT\Khavania\Data\scenes\intro1.Khavania"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" -
Adapting real life island size..?
kroni replied to meshcarver's topic in ARMA 2 & OA : TERRAIN - (Visitor)
welsh isle of anglesey? Sounds like a real nice area for a map having been there personaly myself! Cant wait too see what it looks like ingame, providing resizing doesnt just squish the entire landscape. Good Luck and look forward to seeing it. I do believe there is a way of resizing a DEM without distortion, but i also believe this will make the terrains "towns" closer toegther, but over the size of terrain this shouldnt make too much of a difference. I hope anyways! -
Visitor 3 suddenly decided not to recognise the P drive...
kroni replied to daringd's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I would have gotten away with that p drive if it wasn't for that pesky little run as admin...