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Mattastic

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Everything posted by Mattastic

  1. No do not pack from the oahu folder. What I said is the way you have it is correct, but your next project should be a standalone folder like the dna folder instead of being inside of it (if that is what you planned to do). If you packed from the oahu folder then all of your layers would break because they are written to include the dna folder. This really is not related to your issue at all I was just giving you some advice based on an observation I made. The next thing you should test is changing your surface names to match the layer class names like I said a few posts ago. That might do the trick.
  2. Alright never mind. I only ask because sometimes problems with layers can come from this. A lot of tutorials will tell you to make an author folder and then include all of your projects within it. I found this to break all of the maps layers after packing a project folder from within an author folder. For example I pack from P:\mef_alaska , but first tried P:\mef\mef_alaska. The layer generation process will create your layers with directories that include the author folder so when you try and pack the project and load it into the game the layers will be broken because the directory to the layers is looking for the author folder. This shouldn't be a problem for you now, but in the future do not expect to be able to put all your projects in one folder on P drive.
  3. Indeed the challenge is what makes it fun. The naming convention could be a problem. I would recommend using the same name that you used for layers for your surfaces. I'll post my layers.cfg so that you can see what i am talking about. Compare the names of classes between my layers and surfaces.
  4. No, I do not include the data for the clutter in my own project. Here is my clutter: Can I ask, What folder it is that you pack into .pbo? The folder named "dna" or "oahu"?
  5. Check mine out. You might find something that helps you. Let me know if you need it and i will post my Clutter.
  6. Mattastic

    placing objects question

    I hope I didn't come off as to critical. The quality of the 3rd party tools out there are great and in a lot of ways are way for user friendly than BI tools. If you are inclined to do so checking out those tools wouldn't hurt I suppose.
  7. Is the source content available upon request for the new vehicles pack?
  8. Mattastic

    placing objects question

    I think you should stick with Buldozer/TB for the reasons listed above and because they are the BI standard. I have not attempted to learn third party tools because they don't have official support and therefore could vanish one day or become a broken community tool.. This debate is similar to the debate held in regards to mission making. Should I learn how to make a mission the old fashioned way? Or use an easier way via frameworks or whatever other mission making tools that are out there? If your looking for an easy button to press there are plenty of them out there. However, if you are looking to create a map the way BI created theirs with similar or exact quality, you should use the official tools. For me, it's all about replicating what BI does as much as possible and you can't do that without their tools.
  9. Mattastic

    Wrong ground texture showing

    Glad I could help! :dancehead: If you have problems in the future about anything don't be afraid to ask.
  10. Mattastic

    L3DT Help and Advice

    This can help you get started, but beware that some of the things in this guys tutorials are not correct. However, most of what he says about L3DT should be helpful. https://www.youtube.com/watch?v=qRTRZocwggs
  11. I just started adding keypoints to my map, and so far they are all still there. It seems to me that they are indeed saved in the .tv4p. I am not sure on how to export them, but when you import the .hpp it should add everything you have in there at once. When you say that TB losses them, is this happening when you load the project or just randomly while the project is open? One small issues I have is with the mouse cursor and the way it looks before and after you click on "Add Keypoint". Basically, it is the same before and after. Unlike when you click on "Add Object" then click on it again the circle around the cursor disappears. With the "Add Keypoint" it remains even after that option is deselected. This probably isn't relevant, but I wonder if you have noticed this too. I definitely wouldn't presume to know more about this than you, but for me I haven't had any issues with my keypoints so far. I will monitor my own keypoints and how they are acting within my project and report any similar problems if they arise.
  12. Mattastic

    Wrong ground texture showing

    A good piece of advice I got early on was "Don't Panic". More often than not, your problems can come from a small mistake or inconsistency. In your data folder, do you only have the concrete co, nopx, and rvmat in there? Do you have the data for the other surfaces that you have defined in there too? I have had my ground texture revert to a default one before when I did not have all the data files that my configs required. I would recommend including all the data for all layers in your layers.cfg. In addition to that, your layers.cfg code may be incorrect in one way. i will take the concrete class considering that is the one you are trying to utilize, but I would recommend making this change to all of the classes. I will bold the inconsistency in your code and compare it to my own. Yours: class Layers { class rofIce_Plymouth_dirt { texture = #(rgb,1,236,255)color(0.5,0.5,0.5,1,cdt); material = "rofIce\rofIce_Plymouth\data\rofIce_Plymouth_dirt.rvmat"; }; class rofIce_Plymouth_dry_grass { texture = #(rgb,255,255,0)color(0.5,0.5,0.5,1,cdt); material = "rofIce\rofIce_Plymouth\data\rofIce_Plymouth_dry_grass.rvmat"; }; class rofIce_Plymouth_forest_pine { texture = #(rgb,74,41,0)color(0.5,0.5,0.5,1,cdt); material = "rofIce\rofIce_Plymouth\data\rofIce_Plymouth_forest_pine.rvmat"; }; class rofIce_Plymouth_grass_green { texture = #(rgb,0,255,46)color(0.5,0.5,0.5,1,cdt); material = "rofIce\rofIce_Plymouth\data\rofIce_Plymouth_grass_green.rvmat"; }; class rofIce_Plymouth_soil { texture = #(rgb,0,0,255)color(0.5,0.5,0.5,1,cdt); material = "rofIce\rofIce_Plymouth\data\rofIce_Plymouth_soil.rvmat"; }; class rofIce_Plymouth_concrete { texture = #(rgb,255,0,0)color(0.5,0.5,0.5,1,cdt); material = "rofIce\rofIce_Plymouth\data\rofIce_Plymouth_concrete.rvmat"; }; }; Mine: class Layers { class mef_alaska_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "mef_alaska\data\mef_alaska_soil.rvmat"; }; class mef_alaska_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "mef_alaska\data\mef_alaska_forest_pine.rvmat"; }; class mef_alaska_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "mef_alaska\data\mef_alaska_grass_green.rvmat"; }; }; In every layer class you made, you included the rgb color code. I do not think you are suppose to do that. Look at mine, you can see that I have 1's next to rgb in the texture line. I would recommend changing this and seeing if it works the way mine is set up. Hopefully, one or both of the things I said to do can help you. If they don't, then I will try think of something else you can do, but try that stuff first.
  13. What is your view distance set to in Buldozer? I have experienced the same lag when I raise my view distance up to max in buldozer.
  14. Hey everyone, I am having a small problem that just started happening and I am not sure on how to resolve it. To be short, when I set up my initial mapframe after importing all the required data, everything worked fine. I was able to convert exported textures into ,paa's then no problem. Now, after doing some more work to include adding some more surfaces, placing objects, and minor terrain manipulation I no longer am able to check the box to convert the textures. As it is now I can generate the layers but without being able to convert them. Does anyone know what could have cause this and/or how I can fix it? I will post a picture below to show the exact selection that I can not make.
  15. Mattastic

    Can't convert textures into .paa

    Touché, thanks for the help man.
  16. Mattastic

    Can't convert textures into .paa

    Alright so it seems I have fixed my issue by simply restarting Arma 3 Tools. I guess I had it open too long?
  17. Mattastic

    no grass showing

    In your layers.cfg I see that you only have 3 layer classes but 6 color classes. From my experience, these two need to equal each other. You need to create a layer class for each color class you plan on using even if it isn't used in the mask. I would also say the same thing needs to happen in your CfgSurfaces, there you have 5 surface classes, but only 3 character classes. I have had to do the one color mask thing also, and it eventually grew to include more colors. I was only able to do that though by properly creating and matching the classes of the layers.cfg and other related configs. I am not an expert, but maybe this info can help you.
  18. Mattastic

    Can't convert textures into .paa

    Just to be clear, this problem is new and has not affected my use of the tools for almost a year. It seems to have come out of nowhere. I did as you said and this happened: ed: I also have validated my cache multiple times and it is always 100% validated.
  19. Mattastic

    Problem with Map display

    I am having this same issue with a terrain I am currently making. I see a few posts earlier God-Father fixed his issues by removing his sat_normal and layers folder, then re-imported the sat_normal and regenerated the layers. I've done this multiple times minus the part where you delete the layers folder. I plan to try this method as soon as I can fix another issue I am having related to texture conversion and will report back my success or failure. Is there any official information from BI regarding this issue and/or a future fix for it? UPDATE: I tried God-Father's method and it did not work for me unfortunately.
  20. Mattastic

    Can't convert textures into .paa

    I have a new issue that I think is relative to the one I am having in Terrain builder. Now, whenever I try to open .p3d's in Oxygen, I am prompted with an error "Missing registry entry" I posted a pic to display the error in full. The reason I find it relative is the fact that the error is coming from a texture convert tool. Anyone come across a problem like this?
  21. Mattastic

    Can't convert textures into .paa

    Yes I have a normal map, and yes, clicking "Export Satellite texture" would also allow me to select 'Convert exported textures into .paa' before. However, now even with that checked the convert into .paa selection remains grey and unselectable.
  22. Mattastic

    Marine Expeditionary Force Mod

    Working on that ;)
  23. Great work so far! On Sept 14 you updated the thread showing the progress of the CH-53 stating you finished the model and are starting work on animations and skins. I was wondering if there is any new information to tell about its development. How close are the animations and skins to completion? Have you guys narrowed down a date range for release? Stuff like that. Keep up the good work, I look forward to the next update.
  24. Mattastic

    Marine Expeditionary Force Mod

    Here is a preview of a couple new things coming in the next update. These are actually two things I planned to include from day 1, but were always pushed to the side for more high priority things. To accompany the Drill Instructor uniform, I am trying to get a hold of a very important piece of headgear that will go with it perfectly(looks promising so far). I've got a few other things I plan to add in this next update that I will reveal closer to the release date. I can't say exactly, but you can expect the update to be released within a month.
  25. Mattastic

    Rainbow Six Siege

    Rainbow Six Siege Beta was fun for me, but I would have liked to see some sort of competitive mode. The game has potential for tactical application, but it is ruined sometimes when you have the guy who wants to go rambo.
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