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MiauX

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Everything posted by MiauX

  1. Holy mother of fuck Neo, this is a masterpiece of the modding comunnity.
  2. Ok so, after a bazillion of different test, i just cant make more than one clutter render ingame, only the typical green grass works, the other one its just a flat texture. I was using a modified Altis config, but after trying to inherit from Stratis it still doesnt work. I just can find something more to try and i tried every single logical approach to it, and failed miserably. Update - Screenshot with the issue: http://i.imgur.com/dpfWjg7.jpg (529 kB) I proceed to show my configs: Config.cpp: #define _ARMA_ //Class config.bin{ class CfgPatches { class serifos { units[] = {"serifos"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "serifos.pbo"; author = "MiauX"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Serifos: Stratis { cutscenes[] = {}; description = "Serifos Island"; worldName = "serifos\serifos.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Serifos\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; 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; }; }; #include "cfgClutter.hpp" /*class Names { #include "abc_sample.hpp" };*/ }; }; class CfgWorldList { class Serifos{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" Layers.cfg: class Layers { class abc_samplemap_gravel { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "serifos\data\abc_samplemap_gravel.rvmat"; }; class abc_samplemap_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "serifos\data\abc_samplemap_rock.rvmat"; }; class abc_sampleMap_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "serifos\data\abc_samplemap_grass_green.rvmat"; }; }; class Legend { picture="serifos\source\mapLegend.png"; class Colors { abc_samplemap_gravel[]={{255,255,0}}; abc_samplemap_rock[]={{0,255,255}}; abc_samplemap_grass_green[]={{0,255,0}}; }; }; cfgSurfaces.hpp (tried the "GrassCover" parameter, and did nothing): class CfgSurfaces { class Default {}; class abc_samplemap_grass_green_Surface : Default { files = "abc_samplemap_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "abc_samplemap_grass_green_Character"; soundHit = "soft_ground"; grassCover = 0.05; }; class abc_samplemap_gravel_Surface : Default { files = "abc_sampleMap_gravel_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "abc_samplemap_gravel_Character"; soundHit = "soft_ground"; grassCover = 0.05; }; }; class CfgSurfaceCharacters { class abc_samplemap_grass_green_Character { probability[]={1.00}; names[]={"abc_StrGrassGreenGroup"}; }; class abc_samplemap_gravel_Character { probability[]={1.00}; names[]={"abc_StrGrassDry"}; }; }; cfgClutter.hpp: class Clutter { class abc_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class abc_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.7; scaleMax = 0.8; }; }; Any help would be great, im really frustrated with this. Everything else works great and the terrain its almost finished, but this really puts me down, specially when everything seems to be ok and just doesnt want to work. Regards.
  3. Hey DigitalCenturon, i use PBOproject to compile the map. I noticed that you use "A3_Map_DGC_LostCoast" as a map class and the same structure in the clutter definitions "DGC_LostCoast_*" I would try simplifying those tags with just "DGC". Examples: A3_Map_DGC_LostCoast > A3_Map_LostCoast And the clutter/surface definitions like: DGC_LostCoast_WeedGreenTall > DGC_WeedGreenTall My current configs: config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Serifos { units[] = {"serifos"}; weapons[] = {}; requiredVersion = 1.0; version = "05/11/2014"; fileName = "serifos.pbo"; author = "MiauX"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class Serifos: Stratis { cutscenes[] = {}; description = "Serifos Island"; worldName = "serifos\serifos.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {7680,7680,500}; seagullPos[] = {7680,7680,500}; longitude = 65; latitude = -34; elevationOffset = 2000; pictureMap = "serifos\data\sat_preview.paa"; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Serifos\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; /* class OutsideTerrain { satellite = "jsp\abc_sample\Data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "jsp\abc_sample\data\abc_sample_grass_green_nopx.paa"; texture = "jsp\abc_sample\data\abc_sample_grass_green_co.paa"; }; }; }; */ class Grid: Grid { offsetX = 0; offsetY = 5120; 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; }; }; #include "cfgClutter.hpp" class Names { #include "serifos.hpp" }; }; }; class CfgWorldList { class Serifos{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" cgfSurfaces.cpp class CfgSurfaces { class Default {}; class mux_grass_green_Surface : Default { files = "mux_grass_green_*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "mux_grass_green_Character"; soundHit = "soft_ground"; }; class mux_rock_Surface : Default { files = "mux_rock_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "mux_rock_Character"; soundHit = "soft_ground"; }; class mux_gravel_Surface : Default { files = "mux_gravel_*"; rough = 0.1; dust = 0.05; soundEnviron = "dirt"; character = "mux_gravel_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class mux_grass_green_Character { probability[]={0.99}; names[]={"mux_StrGrassGreenGroup"}; }; class mux_rock_Character { probability[]={0.99}; names[]={"mux_samplemaprock"}; }; class mux_gravel_Character { probability[]={0.99}; names[]={"mux_StrGrassDry"}; }; }; cfgclutter.cpp class Clutter { class mux_StrGrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class mux_samplemaprock: DefaultClutter { model = "A3\plants_f\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class mux_StrGrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.7; scaleMax = 0.8; }; }; Once i had the exact same problem than you, and cleaning the tags structure solved it completely. Good luck with this, i know how frustrating it can be
  4. After a couple of months of hard work, i want to show some of my upcoming terrain: Serifos Island There is still quite a bit work to do, but i expect to release the terrain at late December or early 2015. So, here we go: ToDo List: - Roads on Sat Image - Some object placement tuning - Final surface mask - Airfield (still undecided between a mini-island with the runway or modifying the island itself) I hope you like it. Special Thanks to the Terrain Edition subforum, i could not do this without them.
  5. MiauX

    [WIP] New map incoming need help

    I would play on that map :P Its a small and affordable starting point, im struggling with my current island for beign too big (well, actually not so big, just too much for a lonely wolf like me)
  6. MiauX

    [WIP] New map incoming need help

    But when you do the first fly-by of your (bad) terrain on Arma...
  7. MiauX

    [WIP] New map incoming need help

    In your first map you ussualy need weeks just to setup the editing environment properly and then, starting to work with Buldozer. And yes, you need to read a lot of guides to do so. Some Youtube tutorials will come in handy too
  8. There you go :P https://www.dropbox.com/s/wn6a81r2pi8ej7i/Defining%20Airstrips%20and%20Taxiways%20tutorial%20ver2.0.7z?dl=0 Its a package containing some useful info about the subject, hard to undestand but it probably works
  9. Nice stuff! Someday ill try some of these tips
  10. Its gonna be boats, ill do a port somewhere in the terrain
  11. Aaaaaaaaand... Finally somewhere to land ^^ Still needs a lot of work to be a decent airport, but its something: Full resolution image: http://i.imgur.com/SDGPhAx.jpg (485 kB)
  12. You mean cleaning the coast texture? Or aligning the coast to the actual heightmap coast. Because that would use two diferent thecniques. If you mean clening the texture, there is no magic button, you must clean it by hand with the eraser tool
  13. Dont worry about the config.bin error, my buldozer shows the same after a Tools update (sigh...) and runs like charm.
  14. MiauX

    Map Lighting

    I wonder the same :p
  15. Thank you all for your good feedback! Regarding the Airfield, even considering that i agree on a 100% unmodified island and focusing only on helicopters, having at least one Airfield its like a comunnity standard and i feel "forced" to make one to appeal to a wider player base. If someone played "Isola Di Capraia" that kind of airfield (an independent model made of concrete "floating" near the island) would fit really well, maybe i'll use something like that to avoid touching the heightmap once again. By hand, just make one line, and copy-paste the others, its quite easy that way. And again, thanks everyone for your feedback, its really motivating!
  16. Look for the file steam_appid.txt (its in P:\) and make sure the number inside its "107410", otherwise change it. Its a known bug that happens sometimes when installing the tools
  17. MiauX

    The layers won't generate

    8149x8149 its not a proper resolution to work with safety, you should scale it to be at least 1:1 to your map size in meters. Also 6m cell will need extra performance on a map of 12x12km. You said that you already have a lot of objects in the map so, resizing the cell its not an option. Try just resizing the sat_image to something more desirable to avoid surprises. That could avoid the squared lines bug on the sat texture.
  18. With synthetic terrains its very common. I used to play around with World Machine and once in-game i realized that the plain zones were huge and not very appealing for a good gameplay. Then i just jumped into the real terrain train. Im doing Serifos Island (Greece once again) and have some candidates for future maps, but also using real terrain require extra time because you need hours and hours of photoshop and sometimes aligning the image with the heightmap its a nightmare. Also im a "island person", i dont find very attractive having those fake borders on a cropped terrain, so that makes thing even worse (doing the coast line its also another nightmare and requires another handful of hours of photoshop and edition)
  19. MiauX

    Roads don't appear in-game

    AddonBuilder sometimes skip the roads.dbf file or the roadslib.cfg. I struggled with that for a couple of days before making my roads work. PBOProject will do that for you if you make it work. If you are getting errors on the game load there is something really wrong in your configs or material definitions.
  20. MiauX

    Problems with clutter

    I fixed mine doing this, as Bushlurker suggested: - Go to OPFEC and register a new TAG for your creations (this its not needed but eventually you need it) - Rename every single material, surface and clutter with your new tag, like "TAG_greengrass", "TAG_pineclutter", etc. this includes also the Layers.cfg definitions. - Edit texture names under \data to match your new names, also edit the RVMAT files with the new names. - Edit the config and set the name of the map class as "A3_Map_Yourmapname" just after "class CfgPatches", like this: #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Yourmapname { units[] = {"Yourmapname"}; weapons[] = {}; requiredVersion = 1.0; version = "30/07/2011"; fileName = "yourmapname.pbo"; author = "Username"; }; Re-generate mask layers into Terrain Builder to update the new names of materials. And pray to Zeus
  21. Lightning fixed, was just a inheriting problem from the Stratis class
  22. Thank you M1lkm8n and Bushlurker, im gonna try your suggestions! ---------- Post added at 19:41 ---------- Previous post was at 18:31 ---------- OMG Its working!!!! I changed everything to use my new registered tag "MUX" and B config. the only problem now its that the lightning its messed up...
  23. MiauX

    Problems with clutter

    We have the same problem, only one clutter works, the other surfaces are empty, and i checked everything i know about it. Its a bit frustrating
  24. AddonBuilder requires some fine tweaking for importing all roads into the PBO, just use Mikero PboProject and they should work.
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