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BobTheHunted

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Everything posted by BobTheHunted

  1. I have been having issues trying to export my xcam project to terrain builder. I place all my objects in the 3DEN editor, then play the preview mission, launch xcam, import all mission objects into a blank project, save the project, and then export the text file. The problem I am having is the classnames of the mission objects being empty in the exported object file. The coords are there, it is in the proper format and layout for TerrainBuilder to understand, but the quotes are empty. I don't have this issue when I place an object within xcam and then export it that way. It is just the mission placed objects that won't save classnames for. I have tried reinstalling xcam, loading all the object libraries (for vanilla A3, which is what my terrain is using), exported a script file (which does work btw) and then loaded that script into a new mission before adding the mission objects to the xcam project, I have made sure all of my placed objects aren't simple objects, have simulation enabled, etc, but none of these things have any different results Here is what my .txt file looks like: Any help would be much appreciated
  2. I am fairly new to modding, but I haven't had this trouble up until recently. The issue I'm having is that sometimes after packing and binarizing my addon when I load ingame some of the materials for retextured objects aren't visible. Without modification of the addon, if I start a different instance of the game without changing anything, different objects have different missing materials. There is no pattern to what is missing either, it is truly confusing. Some versions of my addon don't have this issue at all, and it started happening again after I modified some textures and replaced the old ones in my mod folder. I didn't change anything other than the brightness of the textures in this case, so I don't see why this would change anything. And just to be clear, by materials I am referring to .rvmat files, and when I say they are missing, I mean they don't show up in game at all, no error message or anything. Nothing unusual in the addon builder log file either (as far as I can tell). At first I had thought maybe it's a problem with my addon loading before some addons it is dependent upon, and when added the dependencies to the CfgPatches, it "fixed" the problem. It's weird because it started happening again for some reason after I updated a few textures. No new addon dependencies or anything. Is there something I might be missing?
  3. I am noticing a really odd visual problem in my ground textures for my terrain. Everything seems to work fine, except in some areas I get weird 'outlines' or 'borders' around a certain texture type on my terrain. It is as if it is trying to fade into a different texture when it shouldn't be. For example: http://imgur.com/3xmh33A http://imgur.com/Kv1XMyA http://imgur.com/eFEWAMY
  4. BobTheHunted

    Surface texture blending issue

    Ok, I managed to solve the issue (or at least I managed to make it go away for now) I was talking to some people in the terrain makers discord channel and trying to troubleshoot my issue. After a while I seemingly fixed the issue. Turns out it has nothing to do with my mask (other than the position of the textures). It was the texture itself (the one with the borders, not the textures in the border) Here is the message I sent in discord detailing the steps I had taken leading up to me solving the issue: Thanks to Lappihuan, Pennworth, Rhaonoa, HappyDuckie, and Ice for the help and input It still looks pretty weird to me :)
  5. I think he means copy your original buildings model, paste it, give it a new name, and edit it in object builder to have whatever different textures and materials you want in that version. Then you save it and import that model into TB alongside the original model
  6. BobTheHunted

    Surface texture blending issue

    Ok, it seems this problem has nothing to do with each individual cell. I have a properly set up mask with no cells that exceed the 5 texture limit and when I run the mask image through mask checker it reports no errors or cells with more than 5 colors. It seems this is only happening when the map itself exceeds the 5 (or 6, without the normalmap) textures. So the problem remains unsolved EDIT: No matter how many textures I have, this issue is still present, so it isn't connected to the mask at all as far as I can tell
  7. BobTheHunted

    Surface texture blending issue

    http://imgur.com/0lJTH8W This is what the end result looks like. The grey lines are the grid (the guides are hidden here) The tile in the top left is imported from my layers folder and lined up to match It seems like there is a small offset that can be fixed if I simply lower the guides to line up with the bottom of the tile. EDIT: It actually lines up perfectly, I just accidentally shifted the image up at some point and didn't notice.
  8. BobTheHunted

    Surface texture blending issue

    Ok, so I found a good way to get a 'grid' or some sort of visual representation of each cell of the surface mask and where they overlap (Or relatively close to it) Using pennyworth's tool you can see a debug map for all of the cells that exceed the texture limit. So, to get a basic idea of the layout easily, just do the following(in photoshop): 1. Create a new image (or layer) the same size as your mask image 2. Fill it with a random color. 3. Select filters > noise > add noise Settings: 400% Uniform Not monochromatic 4. Press ok and wait until the noise generates, then adjust the brightness and contrast so there are no pure black pixels 5. If there are any darker pixels, you could just use select > color range to find them and fill them with a different color 6. Save the file and launch the bat file to pennyworth's program, there will be a lot of extra colors (might be a performance issue, but it worked for me. If it is, you just need more than six colors per cell, or in this case the entire image) 7. When it's done, there will be a new debugmap.bmp in the bad tiles folder. Select that file and import it into photoshop 8. Select > Color Range > Color pick black and set the fuzziness to 0, press ok (You can also do this to make quick selections of all of one single color on your mask image, quicker than magic wand, stuff like that) 9. Cut the pixels, paste them to a new layer, name it 'mask grid' or whatever, and you can use it as a basic guide for editing your mask. You can now delete the 'noise' layers you made 10. Not sure if this will work, but you could create guides in photoshop and set them to the middle of each black line (as they are several pixels thick, so not accurate down to the pixel) and have a potentially more accurate guide. Also, if the guides created in photoshop seem too thick or slightly out of place when at different zoom levels, you can turn off anti aliasing on grids/guides/helpers etc in the photoshop preferences, which should help if that becomes a problem I will test out the accuracy of this and report back any issues, but hopefully it will work and be a quick method to use to determine cell boundaries in the future
  9. BobTheHunted

    Surface texture blending issue

    It's not a weird thing that the error is happening when it shouldn't be?
  10. BobTheHunted

    Surface texture blending issue

    I will look into these. Thanks for the suggestions!
  11. BobTheHunted

    Surface texture blending issue

    Ok, weird thing. I removed a texture on the mask and the problem is solved. Is the 6 texture limit for the entire map? I thought it was for each tile. If it is, how do I properly separate them in photoshop so I know where each cell ends? I thought I could just configure the grid to match the tiles and it would work, but apparently I am wrong. Maybe there is a rogue pixel in the wrong cell somewhere on the mask. How can I pinpoint it's location?
  12. BobTheHunted

    Surface texture blending issue

    I am using my own texture addon but with BIS textures at the moment. Don't know if that's relevant, but I guess I should mention it
  13. BobTheHunted

    Surface texture blending issue

    Unfortunately that isn't the case. I have only up to five textures per cell (which I have properly set up) and no more than that. I also have a normal map for the terrain, so I can only have five textures aside from that. Unless there is a single rogue pixel somewhere in the mask, I don't really know what could be causing this issue
  14. BobTheHunted

    XCam import to Terrain Builder Issues

    I am using it for my terrain. I am just trying to import my eden object layout into TB. Apparently xCam is able to do that correctly, but I guess that is not the case until BI fixes their tools. My goal was to import my mission objects into xCam and then export the TB file from xCam so the rotation/pitch/bank export properly to terrain builder. But it seems that still isn't possible at this point for some reason
  15. BobTheHunted

    XCam import to Terrain Builder Issues

    Well after doing all that the rotation is still wrong on literally every object that isn't just in it's default position. I thought one of xCam's benefits was it's ability to properly export objects? Unless I am missing something. Will report back any discoveries
  16. BobTheHunted

    XCam import to Terrain Builder Issues

    I found a potential workaround for the problem. I dissected the two different project files, one with an object place by xCam, and another with an object placed and inserted into xCam. The difference I noticed is the dat_# part of the project file. I noticed that the last string points to a .p3d model file for the object, but in the mission import project it just displays the classname again. When I edited the classname to the model so the structure matched the first project, when I exported to terrain builder it properly displayed the classname. So I guess I will just have to edit the project file manually. It works I guess
  17. BobTheHunted

    XCam import to Terrain Builder Issues

    I am using xCam to export BECAUSE eden's export function is broken (or just lacking in the first place) and I don't want to learn to use xCam's many complicated functions when I have a better alternative (for me, anyway). I would rather not watch 20 tutorials just to learn things I can already do within the editor. Also, I already have objects set up in the editor to export, and I don't really want to learn all of the intricacies of xCam and THEN spend a bunch of time placing objects in the exact position they were in before. Point is, I am just trying to export my editor mission, but the vanilla function doesn't work so I can't use that, xCam's function doesn't seem to be working properly, and any other workaround I can think of doesn't seem to be working
  18. BobTheHunted

    Strange rvmat problems

    This only seems to happen on .rvmat files where I have my own nohq and smdi texture files. So I guess I must be doing something wrong with those. Still trying to figure this out. If anyone else has the same or similar issues let me know, I am really curious as to why this happens
  19. BobTheHunted

    Strange rvmat problems

    I still am not making any progress with this. Sometimes the materials load, sometimes they don't, sometimes it seems like they are only loading partially, as the normal map or specular map aren't visible, but the proper thermal imaging texture is used. I must be missing something here. Perhaps my custom normal maps and/or specular maps aren't saved correctly? I don't know, but this is absolutely confusing. If anyone does read this and might be able to point me in the right direction, it would be much appreciated.
  20. BobTheHunted

    Strange rvmat problems

    Well, if anyone knows what the issue might be, I would appreciate it. For now I will try to figure it out on my own
  21. Hey. I am trying to make my units suppress an area for a scripted sequence in a mission. https://community.bistudio.com/wiki/doSuppressiveFire doesn't seem to work, and neither does https://community.bistudio.com/wiki/commandSuppressiveFire These don't seem to work in any combination or syntax, and don't work along with doTarget, doFire, fireAtTarget, etc. When I play as the group leader and order suppression through the squad menu, it works just fine. But if I plug commandSuppressiveFire into the debug menu, the corresponding teamate simply says 'negative' or 'cannot comply' Is there something in the recent update that screwed this up?
  22. BobTheHunted

    Strange rvmat problems

    Hear is one that sometimes works, sometimes doesn't. http://pastebin.com/FAd2Vk9S I don't know why it would work sometimes if I configured it wrong, but maybe I am missing something obvious
  23. BobTheHunted

    Strange rvmat problems

    Ok, I managed to get the directory working, and the pbo was created in pboproject without error. There has to be something wrong here Edit: I also noticed that the RPG 42 model doesn't load properly for some reason, showing only what appears to be the smallest LOD of the model. I do have a properly configured RPG retexture, but this affects both the mod version and the vanilla launcher
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