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Found 7 results

  1. Hi there, I'm attempting to unhide a layer that I have previously hidden using the following code in the mission init.sqf, with "layer_checkpointwest" being my layer: { _x hideObjectGlobal true; } forEach (getMissionLayerEntities "layer_checkpointwest" select 0); I want to unhide everything in this layer at some point later on in the mission. Originally I had it set up in an addAction for a Zeus player to trigger: zeus1 addAction ["4. Unhide Checkpoint Ambush Scene", {{_x hideObjectGlobal false;} forEach (getMissionLayerEntities "layer_checkpointwest" select 0);}, nil, 1.5, false, true, "", "true", 3]; For SP and locally hosted MP this works fine, however on a dedicated server nothing seems to happen. I am thinking it's something to do with the way hideObjectGlobal needs to be called on the server - but even using a trigger to remoteExec a script > "[] remoteExec ["unhidecheckpoint.sqf", 2, false];" with essentially the opposite of the init.sqf code doesn't seem to work either. I've been reading so much on this and I don't feel like I'm fully understanding what I'm missing! Any help or advice with this is much appreciated.
  2. Is it possible to merge two layers in TB? I've got about 4 different layers for my forests and shrubs 😄
  3. Hi there can anyone assist me with using layers to hide a selection of entities using boolean logic or variables for example. Right now I want to make a ship appear depending on the faction selected in the parameter screen. The wiki describes its many uses for the 3DEN layers like remove,add and set, it also describes the syntax but I'm finding it hard to get working correctly. Another thing I don't understand is, are the entities "linked" to the value -1 or is it "linked" to the "Enemy Base" String?
  4. Hello! The problem is that I registered in the Layers.cfg texture, but they are not displayed. And not one. There is only one texture throughout the map. I ask for help from the knowledgeable. And I'm sorry for making mistakes. Layers.cfg class Layers { class coastal_rock { texture = "TestMap\data\gdt_soil_co.paa"; material = "TestMap\data\gdt_concrete.rvmat"; }; class Underwater rock { texture = "TestMap\data\os_valouny_co.paa"; material = "TestMap\data\os_valouny.rvmat"; }; class sand { texture = "TestMap\data\beach_co.paa"; material = "TestMap\data\beach.rvmat"; }; class hlina2 { texture = "TestMap\data\os_hlina2.paa"; material = "TestMap\data\os_hlina2.rvmat"; }; class os_trava2 { texture = "TestMap\data\os_trava2_co.paa"; material = "TestMap\data\os_trava2.rvmat"; }; class dry_grass { texture = "TestMap\data\grass_green_co.paa"; material = "TestMap\data\grass_green.rvmat"; }; class gruntglina { texture = "TestMap\data\os_hlina2_co.paa"; material = "TestMap\data\os_hlina2.rvmat"; }; class gruntpustyna { texture = "TestMap\data\os_valouny_co.paa"; material = "TestMap\data\os_valouny.rvmat"; }; class steep_dry_grass { texture = "TestMap\data\os_skala_co.paa"; material = "TestMap\data\os_skala.rvmat"; }; class steep_cliffs { texture = "TestMap\data\os_forest_co.paa"; material = "TestMap\data\os_forest.rvmat"; }; }; class Legend { picture = "TestMap\source\mapLegend.png"; class Colors { // color names should correspond to surface layer names sand[]={{230, 230, 120}}; os_hlina2[]={{175, 161, 131}}; underwater_rock[]={{120, 121, 120}}; Coastal rock[]={{120, 122, 122}}; os_trava2[]={{140, 195, 80}}; steep_dry_grass[]={{170, 180, 70}}; steep_cliffs[]={{80, 80, 80}}; }; };
  5. Hi All, Despite all attempts I am unable to see my map in Buldozer. This is a pretty standard map. These are my frame settings: and this is how I generate layers: This is my S_000_000_lco.png: and I've noticed that it generates a S_000_000_lco.paa which is empty: Here a link to file: https://cldup.com/L9m_O2N05M.paa This is my layers.cfg: class Layers { class formentera_seabed { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_seabed.rvmat"; }; class formentera_beach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_beach.rvmat"; }; class formentera_ground_rocky { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_ground_rocky.rvmat"; }; class formentera_stony { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_stony.rvmat"; }; class formentera_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_dry_grass.rvmat"; }; class formentera_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_soil.rvmat"; }; class formentera_dirt { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_dirt.rvmat"; }; class formentera_mud { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_mud.rvmat"; }; class formentera_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_grass_green.rvmat"; }; class formentera_forest_pine { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_forest_pine.rvmat"; }; class formentera_concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "Formentera\data\formentera_concrete.rvmat"; }; }; class Legend { picture="Formentera\source\mapLegend.png"; class Colors { formentera_seabed[]={{255,255,255}}; // white formentera_beach[]={{205,114,0}}; // brown formentera_ground_rocky[]={{255,255,0}}; // yellow formentera_stony[]={{0,255,0}}; // green formentera_dry_grass[]={{0,255,255}}; // cyan formentera_dirt[]={{0,0,255}}; // blue formentera_mud[]={{166,0,255}}; // purple formentera_grass_green[]={{255,0,255}}; // violet formentera_forest_pine[]={{255,0,0}}; // red formentera_concrete[]={{0,0,0}}; // black }; }; and this is my standard material template: ambient[]={1,1,1,1}; diffuse[]={0.25,0.25,0.25,1}; forcedDiffuse[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; emmisive[]={0,0,0,0}; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="Formentera\data\formentera_beach_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={5,0,0}; up[]={0,5,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="Formentera\data\formentera_beach_co.paa"; uvSource="tex"; class uvTransform { aside[]={5,0,0}; up[]={0,5,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Things I've tried: Using a normal map and exporting 5 + 1 (futura) Changing tiles size (2048 or 1024) Any input is warmly welcome.
  6. First of all sorry to disturb you but this is the first time I create a map. I built all the Heightfield/satellite/normal maps on L3DT however I need to build the mark map. So for what I’ve understood (correct me if I’m wrong) the mark map is the tool used to order teambuilder to put the texture X when he sees the corresponding color on the mark map. All the corresponding colors are put in the layers.cfg file. The layers.cfg file also indicates which paa and rvmat files are linked to a X texture. So now there is my problem (and I’m sure this won’t be the last). I’m using the atlas guide to build this map. However, in the files he gives us some textures are missing (i think he only put the ones he needed for the guide). So I’ve been planning to modify the layers.cfg file and add the missing texture directly. I’ve managed to find the paa files I need in the a3 file (P:\a3\map_data) however I think I need the rvmat files and didn’t manage to find them. So I have several questions. First of all am I doing the right thing or is there no need to do all the modifications on the layers.cfg file? If I am doing the right thing, do you have any idea where I could find the rvmat files? If i'm not doing it right, what should i do according to your experience? Again sorry to disturb you, I tried to search a topic like that on the forum but didn’t find any (maybe because it's too basic). Thank you for your answers. Arquilius
  7. I'm doing some work on my mask layer and I'm running into an issue. I recently added a new texture (concrete) to add to my airport(s) and some other places on my terrain. After my first pass at editing the mask, updating Layers.cfg and other code, re-importing it into TB, regenerating layers, and packing it up, everything looked fine in game when observing the actual areas of the mask that I edited (See Image 1). However, areas all over the map that do not have the mask color for concrete now have the concrete texture merged into them or speckled about seemingly (See Image 2 & 3). Image 4 is my mask for the airport area and below all of the images is my Layers.cfg. Not sure what the issue is here so anyone who can shine light on anything would be a godsend. Much thanks! Images: Layers.cfg:
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