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hdchristopher

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Everything posted by hdchristopher

  1. hdchristopher

    Another TB problem :(

    When I try to generate the layers in terrain Builder I am having this issue Can't load image from file 'P:\': file does not exist. Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\" ) Unable to open the image file. Layers generation - Unable to load the file "P:\". Everything appears to be setup correctly. This is a fresh install. Here is the layers cfg class Layers { class ofc_strbeach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "ofc\fiji\data\ofc_strbeach.rvmat"; }; class ofc_strgreengrass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "ofc\fiji\data\ofc_strgreengrass.rvmat"; }; class ofc_stony { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "ofc\fiji\data\ofc_stony.rvmat"; }; class ofc_concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "ofc\fiji\data\ofc_concrete.rvmat"; }; }; class Legend { picture="ofc\fiji\source\mapLegend.png"; class Colors { ofc_strbeach[]={{230,230}120}; ofc_strgreengrass[]={{50,160,50}}; ofc_stony[]={{0,100,250}}; ofc_concrete[]={{170,70,170}}; }; };
  2. When I try to generate the layers in Terrain Builder I am having this issue: Can't load image from file 'P:\': file does not exist. Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\" ) Unable to open the image file. Layers generation - Unable to load the file "P:\". I also get this error: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\ofc\fiji\data\gdt_strbeach.rvmat" ) Source file cannot be opened... Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\ofc\fiji\data\gdt_strgreengrass.rvmat" ) Source file cannot be opened... Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\ofc\fiji\data\gdt_stony.rvmat" ) Source file cannot be opened... Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\ofc\fiji\data\gdt_concrete.rvmat" ) Source file cannot be opened... Everything appears to be setup correctly. This is a fresh install. This error occurs with both Windows 7 64 bit and Windows 8.1 64 bit. It only started after the last update.
  3. What the title says. When I start up either TB or OB I get that message and Buldozer WONT work in either one. I have re-done the P drive with mikeros arma3p bat file and have checked file integrity through Steam. Any ideas?
  4. hdchristopher

    [Error] Satelite overlap issues

    I have been on hold for a month now, as I have the exact same issue as you Richie. Nothing I tried has worked 2048x10,4096x5,8192x2.5. Unless I change the resolution above 1.0 I get overlap.
  5. This is the mask from Stratis I rejoined from the paa files, is this how detailed our masks are suppose to be? It doesnt make any sense to me
  6. hdchristopher

    Mysterious Problem

    Guys, I have a wierd problem that I cant diagnose. I fire up TB, import my height,mask,normal and sat images, do all my calculations like grid size, etc, generate layers, export wrp, run pboproject. Everything works great. Then start up ARMA III, load my map in editor, and I have this mysterious road laid out on my map. Problem is I havent even drawn any roads, nor do I even have roads folder in the data folder. No mention of roads in my cfg file either. This has happened on the last 3 maps I have tried to make, I cant seem to get rid of it. Also should mention there are no road layers listed in TB.
  7. Terrain Builder wont generate tiles for surface mask. It just sits there not responding. My map is 10240x10240 at 200000_E and 0_N, Grid size 1024 x 10, Source image 10240 x 1, Tiles are 1024x1024 16 overlap, Texture layer is 40x40 It generated the sat tiles fine. All imported bmp's are at 200000_e and 0_n Any ideas?
  8. I am using a real world island that is a little larger than Altis at 315 km2. I am using grid size 2048X2048 with a cell size of 5m. I believe Altis uses a 4096X4096 grid with a 7.5 cell size. Altis's Min & Max values for heightmap are {-231,350}, while my values are {-5,1634}. My question is, are those values based on a 1m cell size? Should I divide the values by 5 since my cell size is 5 giving a more realistic height result? Because at 1634m my mountains are way too high to be realistic. The whole terrain is very hilly. Is 2048 too small causing the terrain to sort of "scrunch up" in size and push everything skyward? Would I be better off stretching out to a 4096 and increasing my cell size to reduce the mountains? I hope I am asking this correctly and not confusing you.
  9. hdchristopher

    Question about Min and Max values of height map

    Hey Bushlurker, What I was doing was setting the UTM to -60 instead of 34, now have it sorted. thanks!
  10. hdchristopher

    Global Mapper and UTM

    I have run into a problem,when I start GM and set projection to UTM, the bottom right corner tells me that my coordinate is out of range. Any file I load never appears. If I start GM, load file then set UTM it works fine, but not start GM set UTM then load file, nothing. Is there some settings that I need to make in the configurations panel? ****EDIT**** Never mind, figured it out.. DOH! :P
  11. hdchristopher

    Best distance from ground for sat image?

    ok thanks Bushlurker
  12. Guys what distance from earth do you use for your sat images? I have a picture here with the same location at 6 different levels from 100 meters up to 600 meters. Which would you recommend? http://i.imgur.com/AKt7TqH.jpg (180 kB)
  13. What I would do is delete all but the first clutter listed and see if it shows up. If it does, then go back and add one type clutter at a time,checking whether it also shows up or not. Sort of a process of elimination. I know it takes a good amount of time this way but it may be the only way to track down the problem.
  14. Sounds good. I just used all fake info except, email, I just used a throw away one I keep for crap like this.
  15. Thanks Shizweak. got mine.
  16. hdchristopher

    Bulldozer doesn't launch

    Dang, sorry to hear that. I dont know of anything else to try.
  17. hdchristopher

    Bulldozer doesn't launch

    I thought that was understood already ;P Also dont forget to sacrifice your first born.
  18. hdchristopher

    Bulldozer doesn't launch

    I had the exact same problem as you. I could not get BD to start for months. But I finally got it to work by following these steps: {{ This may or may not work for you}} {{Move your Map project folder some where safe}} 1) Uninstall Arma Tools from Steam. 2) Manually delete any left over Arma Tools folders from you HD 3) Reboot 4) Install Tools from Steam. 5) After Installation, Start Addon Builder from Steam by Right clicking Arma Tools, then close program. 6) Right click Arma Tools from Steam and click play. You will get a pop up with some green checks and 2 red X's. One X is the Bi Tools end User License, Read and agree. The other red X is for the P drive. We are going to fix that now. On the Arma tools panel down under Misc click on {P: drive (DevP)}, a box pops up, choose {Default}. Then close Arma Tools. 7) Go to your installation folder and start up the {Buldozer Configurator}, choose your option, default is fine, then click apply and close program. 8) Go to your Object Builder folder and start it up. Create a small box and start up BD, it should start up. If it does then great. Go ahead and close it down and close Object Builder also. 9) Go to Terrain Builder and create a map frame and then fire up BD. It should start ok, just will be white looking terrain, thats ok though. Close down BD and TB. 10) Now run Mikeros Arma3P batch file and then copy your Map project folder back to P: and you should be good to go. These are the exact steps I followed and it worked for me. I hope it solves your problem too :)
  19. hdchristopher

    Question about Min and Max values of height map

    Well after reading your novel :P, I believe I finally understand how this works. My Island is 45km with a little sea around it, so I would have to make my cells sizes at: 1024 cells @ 44 meters per cell = 45056 meters (45km) 2048 cells @ 22 meters per cell = 45056 meters (45km) 4096 cells @ 11 meters per cell = 45056 meters (45km) 8192 cells @ 5.5 meters per cell = 45056 meters (45km) This Island, I'm afraid, is a little too big for a first build project. So back to the Atlas. All kidding aside, thank you ALL for the invaluable help you provide to those of us who try to learn this stuff. It really means alot that you guys take the time to provide answers to all of these questions we have. I also look forward to your completed novel.....wink wink......mini tutorials. lol
  20. hdchristopher

    Question about Min and Max values of height map

    I took the height map and took a photo at each of the following values always from the same position to accentuate the differences in terrain height. 2048 with cell sizes 5,10,25 4096 with cell sizes 5,10,25 8192 with cell sizes 5,10,25 The min and max height values used are real world -5 1626 As you can see, 2048/5 is way too mountainous as is 2048/10. While 2048/25 is perfect except the map would be over 51km2. 4096/5 is also too hilly, while 4096/10 is good but over 41km2, and 4096/25 flattens out too much and is over 102km2. Now 8192/5 is a little hilly and 8192/10 is perfect but again too large at 81km2. 8192/25 is a vast flat land at 204km2. Any thought on which one you would go with? I guess I could fudge with the max height value and reduce the moutain that way, but I was trying for authenticity.
  21. hdchristopher

    Question about Min and Max values of height map

    Ok, will try that. I followed some tutorial. Thanks Jakerod.
  22. hdchristopher

    Question about Min and Max values of height map

    http://s23.postimg.org/duu30v48b/image.png (169 kB)
  23. hdchristopher

    Question about Min and Max values of height map

    Perhaps I can clear this up if I explain the steps I take to get to the TB phase. 1) I choose my real world data and download a zip file containing all the tiles of my island. 2) I drag the zip file into Global Mapper. I change projection of my island to UTM. I choose the digitizer tool and draw a square around the entire island. I then export a DEM file changing the x and y axis sample spacing to 5 and 5 {I am assuming this is the cell size I need?} and choosing the crop feature of the export bounds. {{{{Is this the step I am messing up on? Should I even change the sample space? It starts out at x=24 and y=30}}}} 3) I take the DEM file and open it up in Microdem. Right click, choose display parameter, elevation, then tick gray scale. Right click again and save as bmp. Also choose map info to jot down elevation values. 4) Open bmp in Photoshop resize to 2048x2048. Convert to grayscale save as 8bit bmp. 5) Import bmp into L3dt giving cell size 5 and changing terrain min and max to correct values. Generate heightmap, mask, sat. Export as ASC and bmp's. 6) Paint mask and sat in photoshop, resize and export as bmp. 7) We are at the Terrain Builder phase now.
  24. hdchristopher

    Question about Min and Max values of height map

    Let me try to explain this better :) The overall size of my world is 325km2, Altis is 275km2. Think of it like this, Altis' 275km2 world sits inside a box that is 4096x4096 with 7.5 cell size for a total of 30km2 I want to keep my world a little smaller, so I am trying to fit 325km2 inside a box that is 2048x2048 with a 5 cell size for a total of 10km2. What I am wondering is, since my world is larger and I am trying to fit it in a smaller box am I forcing the contents of my world upward causing higher peaks? Yea, I will post one shortly It was 2048x2048 5 when I imported it in L3DT The more I think about this the sillier the question seems. Am I missing the boat on how the islands are sized grid wise and cell wise? If I want to use real world data, how can I get the island correctly porpotioned in size and scale?
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