View Full Version : Tutorial for Visitor3 ?
Will someone write an clear and easy tutorial, how to use the tool ?
Maybe helpful for the newcomers. http://forums.bistudio.com/oldsmileys/smile_o.gif
Like the old brssb ones.
the unknown
Aug 22 2007, 12:22
Or atleast someone tell where the terain editing tools are cause i cant find them.
Woolridge
Aug 22 2007, 12:24
Yes please, a good tutorial on how it works seems necessary http://forums.bistudio.com/oldsmileys/sad_o.gif
VladAlex
Aug 22 2007, 12:25
We absolutly need some clear explanation on how to import Sarani objects ! How to export a map in the game. How to manage with .dem. How to manage with Satelite images. Etc etc !
Maybe helpfull.
http://community.bistudio.com/wiki/Visitor_3_Manual
http://forums.bistudio.com/oldsmileys/smile_o.gif
VladAlex
Aug 22 2007, 12:50
WWWWWWWAAAAAAAAAAAAAAAA ! http://forums.bistudio.com/oldsmileys/smile_o.gif
Bis you are the best !
Mike@Uk
Aug 22 2007, 16:41
Sorry if this is a stupid question, but in the biki tutorial under "How to Make Your First Map" it says:
"Create surface from Tools -> Textures..."
But I can't find any tab named "Textures" under the tools tab:
http://img503.imageshack.us/img503/771/textt6.jpg
Is it an old tutorial or have I missed something? http://forums.bistudio.com/oldsmileys/confused_o.gif
SeppSchrot
Aug 22 2007, 16:42
*lol* I made that remark in the Wiki discussion page just in this minute. http://forums.bistudio.com/oldsmileys/wink_o.gif
I think it got stripped in the Personal Edition and the method of texturing is now a different.
Berghoff
Aug 22 2007, 17:16
That method is not used anymore in ArmA (guess tutorial was written when older version was used at the time). You must create a satellite map + mask and define the ground textures in the maplegend layer.cfg so you can import it into your island project using Tools -> Import Satellite + Mask. http://forums.bistudio.com/oldsmileys/smile_o.gif
btw, where did I find the folder named : "basicmap\data" ?
Or should I create such folder?
Where did I find the objects, like roads?
What should I insert in the Field "Folder-Texture" ?
http://forums.bistudio.com/oldsmileys/smile_o.gif
Berghoff
Aug 22 2007, 18:06
btw, where did I find the folder named : "basicmap\data" ?
Or should I create such folder?
Where did I find the objects, like roads?
What should I insert in the Field "Folder-Texture" ?
http://forums.bistudio.com/oldsmileys/smile_o.gif
basicmap\data is just example folder. <yourmapname>\data.
objects and such must be extracted from plants/roads/buildings/signs/misc.pbo's in ArmA\addons and be put into working directory under;
ca\plants
ca\roads
etc..
At least that is what i have currently.
You mean
data/ca/plants/plants.pbo
data/ca/plants/roads.pbo
?
thanks for your help. http://forums.bistudio.com/oldsmileys/smile_o.gif
RKSL-Rock
Aug 22 2007, 18:40
I don't suppose anyone has a (working) example of the RVMAT files mentioned inthe <project>.cfg file?
Sand,
Stone,
Rocks,
Grass etc?
Blechreiz
Aug 22 2007, 19:43
Ufff I dont get anything. I'm waiting for a better tut. now http://forums.bistudio.com/oldsmileys/crazy_o.gif
Can someone pleeeeeeeeeeeeese make a quick simple tutorial http://forums.bistudio.com/oldsmileys/crazy_o.gif
Ive tried using the BIS manual, but i can't get somethings working!! http://forums.bistudio.com/oldsmileys/banghead.gif
I managed to raise the land, then place some trees and a building. But when i have a look in the bulldozer it can't load the textures, and i can't understand why. http://forums.bistudio.com/oldsmileys/sad_o.gif
http://i133.photobucket.com/albums....-45.png (http://i133.photobucket.com/albums/q75/22snake/ArmA2007-08-2302-14-06-45.png)
Hmmm... I don't know what i have done, but somethings not working now lol...
I keep getting these 2 error messages...
No entry '.CfgWorlds'.
and...
Shaders not valid (mismatch of exe and data?)
I changed the working path to p:\ca and these messages keep coming up http://forums.bistudio.com/oldsmileys/sad_o.gif
Sorry for the noobish questions, but when i was making islands in OFP i used wrptool not visitor, so this is new to me http://forums.bistudio.com/oldsmileys/smile_o.gif
Big Ofp Fan
Aug 23 2007, 03:34
when i was making islands in OFP i used wrptool not visitor, so this is new to me http://forums.bistudio.com/oldsmileys/smile_o.gif
Same here http://forums.bistudio.com/oldsmileys/wink_o.gif
I tried the whole evening to get my old Ofp island int V3 but didn't get forward no bit http://forums.bistudio.com/oldsmileys/sad_o.gif
I'm really happy about the release but it's also totally new for me http://forums.bistudio.com/oldsmileys/smile_o.gif
How is it possible with WRPTool created maps get in V3?
Can anyone help please?
Thanks http://forums.bistudio.com/oldsmileys/wink_o.gif
ah, btw: wich programm can save pic's in png 16b greyscale?
I had tried many porgs but this wich I have (like Irfanview & Co) can just save as png 8b greyscale
Commando84
Aug 23 2007, 07:08
maybe photoshop? Im trying to learn the visitor tool and just reading the satelite texture tutorial is making my head spin around http://forums.bistudio.com/oldsmileys/biggrin_o.gif i wish they could like showed a little video tutorial on youtube or something on the steps of creating the textures. http://forums.bistudio.com/oldsmileys/smile_o.gif
i would love to see like a picture showing how to setup the files in the map folders and also with pics describing the setup process with satelite images and stuff. Im having trouble understanding how do i use Legend and where do i put it and stuff. http://forums.bistudio.com/oldsmileys/crazy_o.gif
the unknown
Aug 23 2007, 11:56
I totally agree on the getting confused part commando, I am starting to tink we can only recreate tings that are in the real world cause it talks about satalite images all the time.
Can you actually still use the textures that come with the game?
Atropin
Aug 23 2007, 12:09
Here is a Link for German Visitor 3 Setup & Interface Tutorial made by Alex.Sworn (this is alpha version, he is working on a complete tutorial with examples)
CLICK (http://deadeye.pytalhost.com/manual/index.php?topic=238.0)
Quote[/b] ]I totally agree on the getting confused part commando, I am starting to tink we can only recreate tings that are in the real world cause it talks about satalite images all the time.
Can you actually still use the textures that come with the game?
Slow down, making an island/terrain will take months of work, if you can't take the time to figure out the programs, you might not have the patience to finish a terrain... Writing tutorials is hard and boring work, especially when you have a new tool to play with http://forums.bistudio.com/oldsmileys/smile_o.gif
The "satellite mask" is the texture applied to distant landscape in ArmA. It is created and imported as a large single file, but split into smaller parts for use in the game engine (to support terrain streaming). 1 pixel covers about 1 to 2 meters of the game world.
You also need to create a "layer mask", which tells ArmA which texture to apply to the landscape at close distances, and what ground clutter belongs in that area. It is the exact same size as the satellite mask, but uses colours to refer to a config to define terrain types..
These two images are created completely externally from visitor (eg, photoshop). Creating these two images should probably be one of the last steps in creating an island/terrain, allowing you to add representations of objects on the satellite map (eg, forested areas look darker than grass, even when no vegetation is rendered).
It may be possible to recycle some fragments of Sahrani's satellite mask, but realistically it will not make the task much easier than doing it from scratch.
Can someone please help me http://forums.bistudio.com/oldsmileys/sad_o.gif
I have a small island, and ive placed a building down. But when i preview it in bulldozer mode, it says it can't load the texture http://forums.bistudio.com/oldsmileys/confused_o.gif
Ive depbo'd the follow... CA, Buildings, Misc, Plants, Roads, Rocks and Signs.
Now i have placed the folders in P:\ directory, but that never worked, so i tried placing them in my default addons folder in ArmA, and that also never worked http://forums.bistudio.com/oldsmileys/banghead.gif
Is there something im not doing right?
Cheers...
Berghoff
Aug 23 2007, 13:58
I have them in following setup:
P:\ca\buildings
P:\ca\plants
P:\ca\roads
etc etc..
LMFAO!
I swear i tried that http://forums.bistudio.com/oldsmileys/banghead.gif
Hmmm well now its working, thanks for that matey http://forums.bistudio.com/oldsmileys/notworthy.gif
Whats the best way to apply textures on hand made islands?
I have created a piece of land and now i need to texture it, but i can't seem to find any options to apply textures http://forums.bistudio.com/oldsmileys/sad_o.gif
the unknown
Aug 23 2007, 15:08
I got the time to learn the new program and make a island (did it before) but the point is I suck big time in photo shop so if I understand it correctly I can forget about makeing the island or atleast a textured version.
The last one I made used the nogova textures
Blechreiz
Aug 23 2007, 16:08
Alex.Sworn released a first small german tutorial:
Small tutorial in german (http://deadeye.pytalhost.com/manual/index.php?topic=238.0)
VladAlex
Aug 23 2007, 17:26
http://forums.bistudio.com/oldsmileys/sad_o.gif To sad that it's in german. We need a translation now. I think things are going to be very hard before we had a proper documentation !
SeppSchrot
Aug 23 2007, 17:46
http://forums.bistudio.com/oldsmileys/sad_o.gif To sad that it's in german. We need a translation now. I think things are going to be very hard before we had a proper documentation !
No need to be sad. When you correct all the spelling mistakes and translate it to English, one will see that this is actually a German translation of the English community-wiki manual. http://forums.bistudio.com/oldsmileys/wink_o.gif
VladAlex
Aug 23 2007, 18:09
So no hope to make a map before some guys succeed in making a clear and (BIG) tutorial... http://forums.bistudio.com/oldsmileys/huh.gif
For the people that have successfully managed to get an island of some sort into visitor, can someone be kind enough to explain the step by step process of getting started? please http://forums.bistudio.com/oldsmileys/smile_o.gif
What program they used to make the terrain (terragen etc..) and how they made it.
How to make a .pbl file, also what should it be called.
How to set the files up so visitor reads them.
Would be really appreciated http://forums.bistudio.com/oldsmileys/smile_o.gif
I like a lot of other people are getting really confused with the manual bis have made http://forums.bistudio.com/oldsmileys/sad_o.gif
Your better off waiting ,
I am sure there are many people learning like you right now , but the beauty of this community is that there is just as much competition to get the first tutorial out as there is to get the first island out .
I have personally done all that is necessary to create new island and got it in game but i cannot create the nessasary rvmats because there s not any information on how to create grass sand rock rvmats .
Usually someone with a NDA someone like a bia employee cant hold back and tells a friend and then that friend comes here to leak that info.So i reckon by sunday we will have all we need http://forums.bistudio.com/oldsmileys/wink_o.gif
Would it of been so hard if BIS actually made a tutorial? They made visitor 3 so im sure they know how it works. Whether Visitor 3 is the release candidate or not. Would a simple tutorial with some examples (maybe a PDF or videos) to get you started be so hard?
Or am I wrong? That BIS made visitor 3 and they don't even know how to use it themselves?
I know you say wait and be patient, but ive been waiting for these tools for ages, and now they finally get released, but I don't have bloody clue how to use them! Because the lack of some decent documentation. Now I have to wait even longer to use visitor! http://forums.bistudio.com/oldsmileys/banghead.gif
Hi,
Did anyone succeed on placing roads?
I can place buildings, trees, bushes and roads one-by-one.
But when I want to define a new road type to build a road network, I can't add any road element. Visitor3 says that some named points are missing from the road element. What is this?
Woolridge
Aug 24 2007, 11:44
I can't add roads too.
I've tried to add a Sattellite Mask, a Layered Mask and a grass texture, but when I use Bulldozer my Island is still without the texture.
I think i'll wait for better documentation. http://forums.bistudio.com/oldsmileys/sad_o.gif
Would it of been so hard if BIS actually made a tutorial? They made visitor 3 so im sure they know how it works. Whether Visitor 3 is the release candidate or not. Would a simple tutorial with some examples (maybe a PDF or videos) to get you started be so hard?
Or am I wrong? That BIS made visitor 3 and they don't even know how to use it themselves?
I know you say wait and be patient, but ive been waiting for these tools for ages, and now they finally get released, but I don't have bloody clue how to use them! Because the lack of some decent documentation. Now I have to wait even longer to use visitor! http://forums.bistudio.com/oldsmileys/banghead.gif
there has been 3 new tutorials already linked in this thread. maybe 6 in all visitor threads. the point is ,it will take possibly 3-4 months to make an island and if you do not wait you will have to start over and over everytime a new process is found or new tute comes out. if you cannot get the basics in now ,you really should wait because after the already basic process that wiki describes is done it gets 1000 times more laborious and finite in every way.
again if you cant follow the wiki i would suggest you wait .
and this aint being snobby ot elitist ,because i am also gonna wait.
Commando84
Aug 24 2007, 15:41
maybe some user made easy to understand tutorial , i'll wait a while http://forums.bistudio.com/oldsmileys/smile_o.gif
Berghoff
Aug 24 2007, 16:04
With current tutorials you can make your own Islands. It took me also some time to get things going, especially importing the satellite map without crashing V3/or having totally black terrain. http://forums.bistudio.com/oldsmileys/smile_o.gif
With current tutorials you can make your own Islands. It took me also some time to get things going, especially importing the satellite map without crashing V3/or having totally black terrain. http://forums.bistudio.com/oldsmileys/smile_o.gif
Ok, then please let me know, how to add road elements to road networks. When i try to add a straight/curve/end element (e.g. sil25 or so) it says that it is not a road element, some points are missing...
Berghoff
Aug 24 2007, 16:22
Ok, then please let me know, how to add road elements to road networks. When i try to add a straight/curve/end element (e.g. sil25 or so) it says that it is not a road element, some points are missing...
Strange, which road piece are you trying to add exactly to the road profile?
edit: Hmm i'm having it too now. I can add custom MLOD roads fine here but not the ones from roads.pbo from ArmA. Could be a bug.
Opteryx
Aug 24 2007, 17:03
I'm probably an idiot for not understanding, but could somebody please be so kind to explain to me the whole satellite/mask import process?
I've been reading the WIKI since the V3 release and I've tried everything, but I just can't get my head around it.
There are supposed to be two configs, how should they look like? What should they be called? Where do they go? Do I need to extract some additional textures from a default island besides making a satellite and mask texture? Where do they go?
Anything else important would be deeply appreciated too.
If only someone would be nice enough to smack this into my head I could finally start making some progress, please I implore you, HELP ME! http://forums.bistudio.com/oldsmileys/confused_o.gif
rstratton
Aug 24 2007, 17:24
I have them in following setup:
P:\ca\buildings
P:\ca\plants
P:\ca\roads
etc etc..
so what are you saying? your supposed to de pbo the contents of your addons folder to the p drive?
ck-claw
Aug 24 2007, 17:40
I have them in following setup:
P:\ca\buildings
P:\ca\plants
P:\ca\roads
etc etc..
so what are you saying? your supposed to de pbo the contents of your addons folder to the p drive?
Yepp! but only the ones you gonna end up using!
Say roads/plants etc
BiGGiBs
Aug 24 2007, 19:13
i have mine de pbo'd in my ducuments\armawork
\ca\roads
\ca\rocks
\ca\plants
\ca\buildings
ect
and they are automatically mirror'd in your p: drive
BiGGiBs
I'm trying to import a satellite/layer mask. To do so I need a config describing the terrain types, including an rvmat for each detail surface texture. Does anybody know where ArmA stores these for Sahrani? I can't find any terrain detail texture rvmats anywhere http://forums.bistudio.com/oldsmileys/sad_o.gif
edit: Using a layer config without a material rvmat seems to work, but Visitor3 crashes half way through, presumably which is when it starts importing the layer mask.
Opteryx
Aug 25 2007, 05:54
I'm trying to import a satellite/layer mask. To do so I need a config describing the terrain types, including an rvmat for each detail surface texture. Does anybody know where ArmA stores these for Sahrani? I can't find any terrain detail texture rvmats anywhere http://forums.bistudio.com/oldsmileys/sad_o.gif
edit: Using a layer config without a material rvmat seems to work, but Visitor3 crashes half way through, presumably which is when it starts importing the layer mask.
Yup exactly same thing here. http://forums.bistudio.com/oldsmileys/confused_o.gif
-edit-
fasad
If you figure this out I beg of you to share this info with us in detail, for now I've partially given up for a few days, sitting hours in front a PC trying every possibility my feeble brain can think of just to see no result isn't very appealing.
Okay, I've been trying to remove the cause of errors logged to "Visitor3.exe.log".
I've created a rvmat that creates no warnings before v3 crashes, although having no knowledge about how rvmats should be created, it's probably still not valid.
Quote[/b] ]Unhandled exception.
Applying offset 51d440 to mapfile
Generating minidump please wait.
Quote[/b] ]=====================================================================
== D:\Program Files\Bohemia Interactive\Visitor 3\Visitor3.exe
=====================================================================
Exe version: Wed Aug 22 20:26:55 2007
=======================================================
Date: 08/25/07 Time: 16:53:51
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 004A5FBD
Version 0.00.0
Fault address: 004A5FBD 01:000A4FBD D:\Program Files\Bohemia Interactive\Visitor 3\Visitor3.exe
Prev. code bytes: CC CC CC 56 33 F6 8B 07 8B 50 50 56 8B CF FF D2
Fault code bytes: 8B 10 8B C8 8B 42 1C FF D0 89 04 B3 83 C6 01 83
Registers:
EAX:00000000 EBX:0012DA9C
ECX:04F2B5A8 EDX:004BF8C0
ESI:00000000 EDI:04F2B5A8
CS:EIP:001B:004A5FBD
SS:ESP:0023:0012DA5C EBP:0012DD54
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246
=======================================================
Call stack:
Stack 0012DA5C 0016DA5C
mapfile: D:\Program Files\Bohemia Interactive\Visitor 3\Visitor3.map (empty 1)
note: Minidump has been generated into the file D:\Program Files\Bohemia Interactive\Visitor 3\Visitor3.mdmp
Has anyone found this yet ?
Quote[/b] ]Conversion of EMF to PNG
There is no way of opening a completed EMF file as big of size as Sahrani. A custom tool was then created for converting EMF to PNG. In the Visitor folder, there is tiny executable named EmfToPng.exe, this tool will do the converting to EMF for you.
cant seem to find the executable in the folder
Berghoff
Aug 25 2007, 08:51
edit: Using a layer config without a material rvmat seems to work, but Visitor3 crashes half way through, presumably which is when it starts importing the layer mask.
I had the same problems at start.
Presuming you have correct size of satellite map for your map (using calculator).
You need to have 4 files for import and ground textures used ready in your data folder.
maplegend.png
layers.cfg (defining paths to textures and which one to use using maplegend.png)
satellite.png
mask.png
Perhaps I can give some sample files for standard sized map (like Everon) later.
Thanks BergHoff, a working example would be perfect!
It was not included.
Anyone know how we can make our satelite and mask without this tool ?
The tool only helps import large EMF into a graphics program. You don't need it at all unless you are creating a large island, and then it would be only useful, not essential.
SeppSchrot
Aug 25 2007, 09:39
It was not included.
Anyone know how we can make our satelite and mask without this tool ?
The freeware bitmap viewer IrfanView can open EMF files and save in any other format (like .png). Don't know about size limitations though, just tried a 64x64px, lol.
cheers i will give it a go .
worked like a char .
maybe some of these people who were beta testing can place a walkthrough on a blog ot something, the wiki looks like someone want us to wait until they have released there own maps before we figure it out.
Berghoff
Aug 25 2007, 10:17
Here (http://ofpc.de/berghoff/files/temp/Visitor3_PE_SampleSatellite.rar) is a basic working example (just tested it and worked fine). http://forums.bistudio.com/oldsmileys/smile_o.gif
Be sure you change all rvmat files.
Excellent, thank you! http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/notworthy.gif
can the v3 work with .paa at this stage (making rvmats for sand rock etc) ?
like
europe\data\blato_detail_nohq.paa
instead of
europe\data\blato_detail_nohq.png
sorry if it seems like a why dont you try ,but i dare not shut v3 down as i am about to import masks etc from huge png file .
Hm...how long should the importing take? I haven't decided if V3 has hanged on me or is it just working.
I've managed to import a 5120x5120 pixel mask in ~5 mins for the first time, updates take only 20 seconds.
Bergs example took a good 20 minutes for my system.
I'm having some trouble with one terrain type coming up black in buldozer, most likely a rvmat problem. It's a start http://forums.bistudio.com/oldsmileys/smile_o.gif
http://i164.photobucket.com/albums/u36/aghiawie/ash_land2.jpg
Well the loading is going quite smooth, thank you mr. Berghoff. My trouble is that it gives me an error simmilar to the one above, saying that it can't find ca\<my_islandname>\data\pisekplatz_detail_nohq.paa.
This is kinda strange, since i already renamed the file to test (not <my_islandname>, and there is no mention of the nohq variant in the layer.cfg. I tried redoing all the .png for .paa (via texview), to no avail.
EDIT
Renaming all the .png files to .paa did indeed do the trick for me. It still pops up the same error as above, but the damn thing is textured!
Hund, you need to alter the rvmats as well (open them in text editor).
lmao
its the old 2 steps forward onestep back, i love it but now i am stumped again.
anyone had this when opening the map in the game ?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Make not available (requested by 'layers\s_000_000_lco.png')[/QUOTE]
thats a true path and a true file but i cant decide wether it dont like the png in game or i should of pathed to europe\data\filename in project prefs ?
ah wel that was an full few hours got a layer files with 400 meg inside and they dont want to go on the island ingame, everything looks real beauty in bulldozer.
Opteryx
Aug 25 2007, 15:05
Well I tried Berghoff's thing.
I set up my terrain like this:
http://img257.imageshack.us/img257/5650/setan1.gif
then I tried to import Satellite/Mask and got this error:
http://img515.imageshack.us/img515/7144/fail1qg1.gif
So then I copied and put the maplegend.png into P:\LayerTest\data and tried again.
Then I got this error:
http://img515.imageshack.us/img515/5720/fail2bk2.gif
Why does Visitor hate me? http://forums.bistudio.com/oldsmileys/huh.gif
Many thanks Mr. Fasad.
I made up my own sat and mask image by simply applying the right shade of colour (as noted in the layer.cfg) in paint.NET (the poor man's photoshop) to an empty image sized at 7680x7680 (256x256 with a grid of 30). In my case this was 205, 114, 0 (also know as sand). Saved this as mask.png. Since I'm a little hazy on the whole sattelite image thing, i just copied mask.png and renamed it sat.png.
Redid all instances of <my_islandname> in the layer.cfg AND in the pisekplatz.rvmat (with the kind assistance of Mr. Fasad). All ready to go.
Now I opened up my V3 and made a landmass (flat and square, don't need to be artistic at this point). Then pressed tools/import sat and mask. Clicked sat.png for sat image, layer.cfg for config and mask.png for mask image.
That did the trick for me. I now have 7680x7680 meters of sand that I can call my own.
Hmm, can anybody explain to me in a way for dummies how big my mask should be for a 1024x1024 map with a 5m cell? The manual just confuses me and I get lost.
Also, does anybody know what's the difference between a pixel and a texel?
And, if you make a change on the mask or sat image do you have to reimport the sat+mask or does it do the changes itself?
* * * I have no idea if what I am doing is correct, but in the interests of helping ppl get at least some progress... * * *
I renamed all the detail textures in the layer.cfg and rvmats to paa, using the texture.paa from sara. Buldozer seems happier to use these, although the layer mask has been imported a lot more blocky than it should be http://forums.bistudio.com/oldsmileys/huh.gif. Creating paa's of the png output segments visitor creates allows the sat layer to be rendered in buldozer. The different shades appear to be caused by the sand mco being rendered on the grass satellite image. I hope there is some batch png->paa tool out there! (or i may have missed some intergral feature of V3)
* * * I have no idea if what I am doing is correct * * *
No satellite mask:
http://i164.photobucket.com/albums/u36/aghiawie/blockoland.jpg
a little bit of satellite mask:
http://i164.photobucket.com/albums/u36/aghiawie/blockoland2-1.jpg
I used:
512x512 10m cells
5120x5120 pixel mask, in 512 pixel segments, 32 pixel overlap.
Import 16bit png heightmap (512x512 pixels, white = high) using this .pbl
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfg
{
PNGfilename="isle2007_terrain.png";
squareSize=10;
originX=0;
originY=0;
minHeight=-50.000000;
maxHeight=97.200000;
};[/QUOTE]
Imported satellite/layer mask:
Both 5120x5120 pngs. Layer mask uses the example maplegend.png
layer.cfg
Quote[/b] ]class Layers
{
class sand
{
texture = "ca\isle2007\data\pisekplaz_detail_co.paa";
material= "ca\isle2007\data\pisekplaz.rvmat";
};
class grass
{
texture = "ca\isle2007\data\travajih_detail_co.paa";
material= "ca\isle2007\data\travajih.rvmat";
};
};
class Legend
{
picture="ca\isle2007\source\maplegend.png";
class Colors
{
sand[]={{255,0,60}};
grass[]={{0,255,131}};
}
};
travajih.rvmat
Quote[/b] ]ambient[] = {0.9,0.9,0.9,1};
diffuse[] = {0.9,0.9,0.9,1};
forcedDiffuse[] = {0.02,0.02,0.02,1};
specular[] = {0.0,0.0,0.0,0};
specularPower = 1; // specular interpolator must be enabled
emmisive[] = {0,0,0,0};
PixelShaderID = "NormalMapDiffuse";
VertexShaderID = "NormalMapDiffuseAlpha";
class Stage1
{ // normal map
texture="ca\isle2007\data\travajih_detail_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
class Stage2
{
texture="ca\isle2007\data\travajih_detail_co.paa";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
Directory structure:
P:\CA\isle2007\source\ contains
isle2007_layb_lco.png
isle2007_satb_lco.png
layers.cfg
maplegend.png
P:\CA\isle2007\data\ contains :
pisekplaz.rvmat
pisekplaz_detail_co.png/paa
pisekplaz_detail_nohq.png/paa
pisekplaz_mco.png/paa
travajih.rvmat
travajih_detail_co.png/paa
travajih_detail_nohq.png/paa
travajih_mco.png/paa
Hmm, can anybody explain to me in a way for dummies how big my mask should be for a 1024x1024 map with a 5m cell? The manual just confuses me and I get lost.
Also, does anybody know what's the difference between a pixel and a texel?
And, if you make a change on the mask or sat image do you have to reimport the sat+mask or does it do the changes itself?
As I've understood it so far, it's just a matter of multiplying you map size with your terrain grid size to get the size of your mask and satelite images.
So 1024 x 5 = 5120 pixels across.
hmm i thought the calculator did that ?
take this image of opteryx.
http://img257.imageshack.us/img257/5650/setan1.gif
dosent this mean the satellite must be 6400.0 x6400.0 ?
Hmm, what does the satellite grid number do?
And thanks Hund and fasad!
One more question though fasad, regarding your project folders in the tools section, how do you have those setup?
Quote[/b] ]I hope there is some batch png->paa tool out there! (or i may have missed some intergral feature of V3)
me too , this is a nigthmare so far converting them sats from png to paa.
i had that blocky thing but realised that when i had created my original satelite png i had shadows on lol and it obviously showed up.
Ah, the blocky blackness goes away if you convert it to paa?
I'm dealing with this problem right now:
http://img54.imageshack.us/img54/1653/testyt4.jpg
Atropin
Aug 25 2007, 18:10
1)What about the airport runways?
Are they p3d Models like roads or textures like in OFP?
I mean South Sahrani Airport runways
can`t find them
2)someone knows where to find a tutorial for Photoshop to paint satellite images http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Opteryx
Aug 25 2007, 18:31
HOLY CRAP ! I DID IT! Ahhhh!!!! http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Turns out my brain ain't that good of keeping track of numbers so every time I tried to import there was one or two settings wrong, so I just kept failing over and over again until I got it right!
I was about to give up too. http://forums.bistudio.com/oldsmileys/crazy_o.gif
http://img249.imageshack.us/img249/4742/untitled1copyrv6.jpg
Damn it felt good to make some actual progress. http://forums.bistudio.com/oldsmileys/smile_o.gif
Berghoff
Aug 25 2007, 18:32
1)What about the airport runways?
Are they p3d Models like roads or textures like in OFP?
They are now p3d models with separate invisible road lods under them. Of course there should be also an airport image in the satellite map.
Big Ofp Fan
Aug 25 2007, 19:45
I dont get it.
Just try since it out and comming no step forward http://forums.bistudio.com/oldsmileys/sad_o.gif
I used the basic from beghoff, great work btw http://forums.bistudio.com/oldsmileys/wink_o.gif , an if I had make the png's and the cfg's and try to import I become this error
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Cannout use satelite map. Segment size in Texels 7.82813 x 7.82813[/QUOTE]
I heavly frustrated http://forums.bistudio.com/oldsmileys/sad_o.gif
Atropin
Aug 25 2007, 19:48
i made a testisland with terragen & wilbur, imported it in vis3
1024x1024 square, 10m =10240x10240 pixels sat map & mask
than i did the texes, sat & mask like berghof explained
only 1 texture to begin, mask = 1 colour, sat map imported from vis3 view and converted it to png
seems to work, importing now...
EDIT: f**k!! foget to cut out blue edges http://forums.bistudio.com/oldsmileys/crazy_o.gif
rstratton
Aug 25 2007, 20:30
i made a testisland with terragen & wilbur, imported it in vis3
1024x1024 square, 10m =10240x10240 pixels sat map & mask
than i did the texes, sat & mask like berghof explained
only 1 texture to begin, mask = 1 colour, sat map imported from vis3 view and converted it to png
seems to work, importing now...
EDIT: f**k!! foget to cut out blue edges http://forums.bistudio.com/oldsmileys/crazy_o.gif
now how the heck did u import that into visitor 3?
Opteryx
Aug 25 2007, 20:37
Cut the blue edge? I've read about that but haven't had the need to do it yet (I think), how do you crop it correctly BTW?
-edit-
Quote[/b] ]now how the heck did u import that into visitor 3?
Step 1:Make a 16bit (or 8bit?) PNG grayscale map.
Step 2;Then open a txt file and put in it:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfg
{
PNGfilename="world.png";
squareSize=5.000000;
originX=0;
originY=0;
minHeight=120.000000;
maxHeight=735.000000;
};[/QUOTE]
save it as world.pbl or something, just make sure it's a pbl file.
Step 3: Make sure the PNG file and pbl are in the same directory.
Step 4:In V3 make a terrain by going to Project--> New.
Step 5:Go to Project -->Import terrain from picture--> and choose the pbl file you made.
I'm sorry but I can't help you with the nit picking because I'm still very lost myself.
Atropin
Aug 25 2007, 20:40
now how the heck did u import that into visitor 3?
What do u mean?
Island
------
Saved as txt File with Wilbur and rename to Island.xyz, than taked "import terrain from XYZ" in Vis 2
Sat & Mask
-----------
Painted with Photoshop (10240x10240) saved as png, made Layer.cfg & copied maplegend.png from Berghoffs example.
than under "Tools" -->"Import Satellite & Mask" and follow the instructions...
Atropin
Aug 25 2007, 20:46
Cut the blue edge? I've read about that but haven't had the need to do it yet (I think), how do you crop it correctly BTW?
Don`t tried it so far...
I think select the edge colour with "magic Wand" in Photoshop than invert the selection and pull the image in a new one with the measurings of the selection, than change picture size...
PS: oh SRY for Doublepost
EDIT: Do i have to change all the pngs to paa MANUALLY now? http://forums.bistudio.com/oldsmileys/banghead.gif
EDIT II: So i exported my world as wrp now, which folder i have to pack as pbo now? Someone fave a example cfg?
Structure:
P
-
ca/Island --> Island.wrp,Layers,cfg
ca/Island/layers --> sat,mask,maplegend
ca/Island/data --> Textures + rvmat
Layers --> 10000000000 of f*****g pngs & rvmats
so what with them??? should i pull them into island/layer folder?
EDFIT III: cfg ready packing pbo...
Opteryx
Aug 25 2007, 22:45
Um can someone tell how to save my project?
I save mine as <ProjectName>.pew
the .pew you have to insert yourself.
Opteryx
Aug 25 2007, 23:11
Thanks for the quick reply, worked like a charm.
On another note; Why in the world is this program so extremely un user friendly? Surely BIS couldn't have made Sahrani with this? I mean I've only gotten the basics down by now, but from what I can tell this is the most unpractical map editor for any game I've ever touched. There's no real or useful terrain modifier brushes, you can't edit terrain in real time, moving objects around in real time is done in a very unpractical way, camera panning is hard and probably a lot more I haven't even discovered yet http://forums.bistudio.com/oldsmileys/tounge2.gif
Fortunately I'm a patient person as long I see some kind of progress, it maybe slow but I can live with that. http://forums.bistudio.com/oldsmileys/smile_o.gif
Atropin
Aug 25 2007, 23:31
i`m not amused.... why this step with mask & sat maps... i dont like it...
my northpole map
http://img444.imageshack.us/img444/7475/northtf6.jpg (http://imageshack.us)
have to find out how is works with the textures....
Okay, good morning.
Batch conversion of PNG -> PAA is easily done with pal2pacE.exe, part of BI's texView2 tool. Converting all PNG's to PAA (and updating all rvmats in layer directory) results in a normal looking game world http://forums.bistudio.com/oldsmileys/smile_o.gif
Note detail texture in forground, satellite texture in background.
http://i164.photobucket.com/albums/u36/aghiawie/niceland.jpg
Now to try to get it in game.
USSRsniper
Aug 26 2007, 02:10
Tried this tool, and its confusing, BIS wiki page just makes it even more confusing... It was much easier creating island in WRPtool.... http://forums.bistudio.com/oldsmileys/crazy_o.gif Don't like this sat map step, ebcause i'm not good at photoshop. http://forums.bistudio.com/oldsmileys/crazy_o.gif
Opteryx
Aug 26 2007, 02:38
Has anyone gotten around to understand road laying yet?
I tried laying them out as regular objects but that made buldozer lag so I'm sure that's not the way to do it.
Also, is there a way to manage object better? I'd like a way to add all objects to the objects panel, but I'm not sure if I have ever object there because I can't select all when adding http://forums.bistudio.com/oldsmileys/crazy_o.gif
Oh and one more thing, for some reason my satellite and mask aren't getting updated after I import them, then edit and import again (yes I've done as fasad did png to paa and edit rvmat etc..).
http://i164.photobucket.com/albums/u36/aghiawie/armaland.jpg
Lessons learned :
- Your islands working folder should NOT be in P:\CA\, It should be P:\myIslandName\
- If you have put it in P:\CA, you can recover from this by moving all files, then changing all V3 settings, all configs and rvmats to refer to "myIslandName\....."
- You apparently need to manually create PAA's when you finish your island. PNG's give simplified (but close) results in buldozer.
- Satellite mask seems to be imported very dark. Probably an rvmat setting?
- Satellity mask partially used edge tiles are funkified, might need a manual repair job (or better mask size choice).
- In game, the very extremity satellite mask texture displayed in the mission editor appear to flick between two different sections depending on zoom???
- As with V2, your terrain textures should be offset to align with the heightmap, looks like 1/2 cell to the SW??
Opteryx
Aug 26 2007, 03:31
img]http://i164.photobucket.com/albums/u36/aghiawie/armaland.jpg[/img]
Lessons learned :
- Your islands working folder should NOT be in P:\CA\, It should be P:\myIslandName\
- If you have put it in P:\CA, you can recover from this by moving all files, then changing all V3 settings, all configs and rvmats to refer to "myIslandName\....."
- You apparently need to manually create PAA's when you finish your island. PNG's give simplified (but close) results in buldozer.
- Satellite mask seems to be imported very dark. Probably an rvmat setting?
- Satellity mask partially used edge tiles are funkified, might need a manual repair job (or better mask size choice).
- In game, the very extremity satellite mask texture displayed in the mission editor appear to flick between two different sections depending on zoom???
- As with V2, your terrain textures should be offset to align with the heightmap, looks like 1/2 cell to the East this time?
Crap, well thanks for the heads up.
Also I've noticed that all those thousands of satellite/mask pics that get cut up is in png format, will they change to paa once I do this?
Quote[/b] ]
Also I've noticed that all those thousands of satellite/mask pics that get cut up is in png format, will they change to paa once I do this?
Not for me, I wouldn't be suprised if their is an option to do this built into V3 (as was case with V2), but I was happy to do it this way :
- install BI texview2
- copy pal2pacE.exe and ijl15.dll (might not be needed) into my layer folder.
- create and execute a batch file, example line : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">pal2pace.exe M_000_000_lco.png M_000_000_lco.paa[/QUOTE]
edit: or just <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">pal2pace.exe *.png[/QUOTE]
(takes about 5 mins crunching, i initially tried using photoshop and paaPlug, but it was much, much slower)
- change all references in layers\*.rvmats from png to paa
A good text editor makes these last two steps quick and easy, I used Notepad++ (free).
As for the roads, no progress, V3 won't accept any road model I feed it (I've even tried the OFP roads, as ODOLS and MLODs...)
Opteryx
Aug 26 2007, 04:20
Thanks for the info!
but when I execute Pal2PacE.exe I get this:
http://img212.imageshack.us/img212/9930/hmmhn7.gif
After that I press enter and nothing happens, what's wrong? http://forums.bistudio.com/oldsmileys/huh.gif
Nothing is wrong, Pal2PacE is a command line program - ie it has no GUI. It can only be effecively used from a command prompt.
To use it, open a command promt in the location it resides, and type the commands.
or create a batch/command file (this is a general windows/computer use skill, nothing BI specific). For further info, use google.
example: batchConvert.bat
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">pal2PacE.exe M_000_000_lco.png M_000_000_lco.paa
pal2PacE.exe M_000_001_lco.png M_000_001_lco.paa
...
pal2PacE.exe S_010_010_lco.png S_010_010_lco.paa[/QUOTE]
Opteryx
Aug 26 2007, 04:36
Nothing is wrong, Pal2PacE is a command line program - ie it has no GUI. It can only be effecively used from a command prompt.
To use it, open a command promt in the location it resides, and type the commands.
or create a batch/command file (this is a general windows/computer use skill, nothing BI specific). For further info, use google.
example: batchConvert.bat
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">pal2PacE.exe M_000_000_lco.png M_000_000_lco.paa
pal2PacE.exe M_000_001_lco.png M_000_001_lco.paa
...
pal2PacE.exe S_010_010_lco.png S_010_010_lco.paa[/QUOTE]
Yeah okay, I made a bat file from a txt with:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">pal2pace.exe M_000_000_lco.png M_000_000_lco.paa[/QUOTE]
but it did not change the M_000_000_ico.png into a paa.
Also am I going to have to copy all the file names in the bat manually, or write them out?
http://forums.bistudio.com/oldsmileys/crazy_o.gif
Did you check the arguments suit your file names (although they probably would have the same name)?
Did you run the batch file?
I used dir > file.txt, then edited it with macros (found in any decent text editor). It took about 30 seconds. These are generic IT/pc skills, use Google to find more help.
There are smarter ways of creating single line batch file to do the job, but I don't know them either.
Opteryx
Aug 26 2007, 04:53
Did you check the arguments suit your file names (although they probably would have the same name)?
Did you run the batch file?
http://forums.bistudio.com/oldsmileys/banghead.gif I was a million % sure it was correct, quadruple check even, then I copied the name of the png and now it works, think my eyes are saying good night.
Surely this isn't the way we're meant to make islands? There must be some missing features in V3.
Thanks anyway.
Any chance of somebody pasting a cfg to get our masterpieces in game?
Maybe I missed this section in the tutorial but it kinda seems an important part of the process.
Based on desert/intro/rahmadi's config.
Change every "isle2007" to suit.
Quote[/b] ]// config.bin - 14:05:46 08/25/07, generated in 0.02 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3
class CfgPatches {
class isle2007 {
units[] = {};
worlds[] = {isle2007};
requiredVersion = 0.1;
};
};
class DefaultLighting; // External class reference
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds {
class DefaultClutter {
scaleMin = 0.9;
scaleMax = 1.4;
};
class DefaultWorld; // External class reference
class Intro : DefaultWorld {};
class isle2007 : Intro {
access = 3;
cutscenes[] = {};
description = "Isle2007";
icon = "";
worldName = "\isle2007\isle2007.wrp";
pictureMap = "";
pictureShot = "";
plateFormat = "ML$ - #####";
plateLetters = ABCDEGHIKLMNOPRSTVXZ;
longitude = -40; // positive is east
latitude = -40; // positive is south
class Grid //OFP style Aa00 - JJ99
{
//colorGrid[]={0,0,1,1};
//colorGridMap[]={0,0,1,1};
offsetX=0;
offsetY=0;
class Zoom0
{
zoomMax=0.2;
format="XY";
formatX="Aa";
formatY="00";
stepX=256;
stepY=256;
};
class Zoom1
{
zoomMax=1.0;
format="XY";
formatX="A-";
formatY="0-";
stepX=2560;
stepY=2560;
};
}
startTime = 8:30;
startDate = 07/06/2007;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;
seagullPos[] = {1272.84, 150.0, 14035};
centerPosition[] = {2500, 2500, 300};
ilsPosition[] = {2545, 3000};
ilsDirection[] = {0, 0.08, 1};
ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};
ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};
drawTaxiway = 0;
class ReplaceObjects {};
class Sounds {
sounds[] = {};
};
class Animation {
vehicles[] = {};
};
class Lighting : DefaultLighting {};
clutterGrid = 1.11;
clutterDist = 55;
noDetailDist = 40;
fullDetailDist = 5;
minTreesInForestSquare = 3;
minRocksInRockSquare = 4;
class clutter {
class GrassGeneral : DefaultClutter {
model = "ca\plants\clutter_grass_general.p3d";
affectedByWind = 0.3;
swLighting = 1;
scaleMin = 0.75;
scaleMax = 1.0;
};
class GrassFlowers : GrassGeneral {
model = "ca\plants\clutter_grass_flowers.p3d";
};
class GrassLong : GrassGeneral {
model = "ca\plants\clutter_grass_long.p3d";
affectedByWind = 0.6;
scaleMin = 0.6;
scaleMax = 1.1;
};
class GrassSevenbeauty : GrassGeneral {
model = "ca\plants\clutter_grass_sevenbaeuty.p3d";
affectedByWind = 0.2;
scaleMin = 0.7;
scaleMax = 1.1;
};
class GrassYellow : GrassGeneral {
model = "ca\plants\clutter_grass_yellow.p3d";
affectedByWind = 0.2;
scaleMin = 0.7;
scaleMax = 1.1;
};
class GrassDesert : GrassGeneral {
model = "ca\plants\clutter_grass_desert.p3d";
};
class ForestFern : GrassGeneral {
model = "ca\plants\clutter_forest_fern.p3d";
affectedByWind = 0.1;
scaleMin = 0.9;
scaleMax = 1.1;
};
class SmallRocks : GrassGeneral {
model = "ca\rocks\clutter_stone_small.p3d";
affectedByWind = 0;
scaleMin = 0.9;
scaleMax = 1.1;
};
class FlowersColor : GrassGeneral {
model = "ca\plants\clutter_smetanka.p3d";
};
class FlowersWhite : GrassGeneral {
model = "ca\plants\clutter_white_flower.p3d";
};
class MushroomsHorcak : GrassGeneral {
model = "ca\plants\clutter_horcak.p3d";
affectedByWind = 0;
scaleMin = 0.85;
scaleMax = 1.25;
};
class MushroomsPrasivka : MushroomsHorcak {
model = "ca\plants\clutter_prasivky.p3d";
};
class MushroomsBabka : MushroomsHorcak {
model = "ca\plants\clutter_babka.p3d";
};
class MushroomsMuchomurka : MushroomsHorcak {
model = "ca\plants\clutter_muchomurka.p3d";
};
};
class Subdivision {
class Fractal {
rougness = 5;
maxRoad = 0.02;
maxTrack = 0.5;
maxSlopeFactor = 0.05;
};
class WhiteNoise {
rougness = 2;
maxRoad = 0.01;
maxTrack = 0.05;
maxSlopeFactor = 0.0025;
};
minY = 0.0;
minSlope = 0.02;
};
class Ambient {
class BigBirds {
radius = 300;
cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
class Species {
class Hawk {
probability = 0.2;
cost = 1;
};
};
};
class Birds {
radius = 170;
cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
class Species {
class Seagull {
probability = 0.2;
cost = 1;
};
};
};
class BigInsects {
radius = 20;
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species {
class DragonFly {
probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";
cost = 1;
};
class ButterFly {
probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";
cost = 1;
};
};
};
class BigInsectsAquatic {
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
class Species {
class DragonFly {
probability = 1;
cost = 1;
};
};
};
class WindClutter {
radius = 10;
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
class Species {
class FxWindGrass1 {
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindGrass2 {
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindRock1 {
probability = "0.4 * hills";
cost = 1;
};
class FxWindLeaf1 {
probability = "0.2 * trees";
cost = 1;
};
class FxWindLeaf2 {
probability = "0.1 * trees + 0.2";
cost = 1;
};
class FxWindLeaf3 {
probability = "0.1 * trees";
cost = 1;
};
};
};
class NoWindClutter {
radius = 15;
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
class Species {
class FxWindPollen1 {
probability = 1;
cost = 1;
};
};
};
class SmallInsects {
radius = 3;
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species {
class HouseFly {
probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
cost = 1;
};
class HoneyBee {
probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
cost = 1;
};
class Mosquito {
probability = "(1 - deadBody) * (0.2 * forest)";
cost = 1;
};
};
};
class NightInsects {
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
class Species {
class Mosquito {
probability = 1;
cost = 1;
};
};
};
};
class Names {
class Veg_1 {
name = "";
position[] = {2713.62, 2140.92};
type = "VegetationPalm";
radiusA = 50;
radiusB = 50;
};
class Veg_2 {
name = "";
position[] = {2446.09, 3038.29};
type = "VegetationPalm";
radiusA = 50;
radiusB = 50;
};
class Veg_3 {
name = "";
position[] = {2940.52, 2923.19};
type = "VegetationPalm";
radiusA = 50;
radiusB = 50;
};
};
};
};
class CfgWorldList {
class isle2007 {};
};
Thanks fasad,
I did try the desert cfg but I obviously fuped somewhere.
Me too, I think it's 'cause there is no worlds[] = {intro}; in cfgPatches in intro's config. Or something http://forums.bistudio.com/oldsmileys/smile_o.gif
Hey, thanks again, it worked atreat. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I didn't relise my map was so big till I flew across the island.
200 knts and 15 mins later, and that was E/W N/S is twice as long http://forums.bistudio.com/oldsmileys/smile_o.gif . I am starting to like this V3 headache
Big map eh?
Hehe, buldozer has just finished loading a 4096x4096 100m cell map right now. That's 167,772 km ^2 http://forums.bistudio.com/oldsmileys/smile_o.gif
Hey fasad have you perhaps experienced a black texture?
Yes, look back a few pages. They seem to be caused by buldozer not finding the textures, but I don't have any more specific trouble-shooting tip than that. Check all your paths, config and rvmats http://forums.bistudio.com/oldsmileys/sad_o.gif
Well, after a few more tries, I finally got it. Used a very simple sat image and a very simple mask, plus I converted the pngs to paa using pal2pac instead of texview, and magically it works! For some reason it doesn't want to work with the depboed PAAs. Perhaps if you save them to png and use pal2pac? Bleh, I'll test around later.
And an image of success:
http://img213.imageshack.us/img213/1016/testhi4.jpg
I didn't release my map was so big till I flew across the island.
Any chance you could release it as an example so I could see how you did it?
I copy/pasted fasad's cfg and changed all the names (called it highway.cfg) and then pack it and all the stuff in my island folder into a pbo. That didn't really do the trick.
So, how does one make an island out of ones V3 project?
We are going to update Visitor 3 tutorial tomorrow to avoid further confusion. Stay tuned. http://forums.bistudio.com/oldsmileys/smile_o.gif
Nice, thanks for the news!
Nice one ,
I will hold a little before i export the wrp then incase the fix comes with ability to create .paa instead of png layers. fingers crossed but cant complain ,so far its been a nice new reason to start ARMA.exe
Btw has anybody managed to work otu a nice formula to reduce the number of masks and satellite textures created , i notice that sahrani only has hmm 30- 40 whilst so far even the smallest island i have created ,spews out a very large amount.
Quote[/b] ]
i notice that sahrani only has hmm 30- 40
No, this is not correct:
Sahrani has 8,557 files in its layers folder.
4,859 of these are rvmat files.
1,849 are sat image files.
1,849 are mask image files.
Planck
wow lol...
Is that why it lags so much?
Quote[/b] ]We are going to update Visitor 3 tutorial tomorrow to avoid further confusion. Stay tuned. http://forums.bistudio.com/oldsmileys/smile_o.gif
Is their going to be any examples with the update?
Quote[/b] ]
i notice that sahrani only has hmm 30- 40
No, this is not correct:
Sahrani has 8,557 files in its layers folder.
4,859 of these are rvmat files.
1,849 are sat image files.
1,849 are mask image files.
Planck
my BAD meant sahranilite but whichever the map ,the amount of satellites seem to be considerably less than i get even on a vsmall island.
That's what the satelite grid setting is probably for.
yup, don't forget to calculate your grid size when making a new map.
surpher
Aug 27 2007, 17:54
Anyone know how bring up the arrow (if there is one) in Buldozer that points to the terrain vertices, so you know which vertice you are raising or lowering.
Any news on the updated tutorial?
Arrow in Dozer can be activated by pressing H key.
Satellite grid value tells the system how to cut the input image. E.g. for Sahrani, input satellite and mask bitmap were 20480^2 px, the number tells the system how big squares are to be cut and what will be their overlap.
Still working on the tutorial, sorry for the delay. We will provide sample data for Rahmadi map as reference, which means some extra work.
Just think laymans http://forums.bistudio.com/oldsmileys/smile_o.gif
Looking fwd to it
AnIm8oR_8
Aug 28 2007, 07:37
Thanks for the updates Edge, appreciate your work!
http://forums.bistudio.com/oldsmileys/smile_o.gif
Many more questions to come but will wait for the updated manual. I think we've all got enough info so far to keep us busy (and patient) enough.
loving visitor 3, thanks for everyones input on here. I finally got island in game and working. Looking forward to everyone releasing some decent islands for ArmA.
pic of island (http://i142.photobucket.com/albums/r84/psych_album/ArmA2007-08-2702-06-50-04.jpg)
loving visitor 3, thanks for everyones input on here. I finally got island in game and working. Looking forward to everyone releasing some decent islands for ArmA.
Good job!
Did you try to place roads? Only one texture was used?
Publish the source code? http://forums.bistudio.com/oldsmileys/smile_o.gif
surpher
Aug 28 2007, 08:55
Arrow in Dozer can be activated by pressing H key.
That was the first key I tried as it's the same in V2, but I get no arrow http://forums.bistudio.com/oldsmileys/sad_o.gif
Just a note: Road models will have to be released in unbinarized form, then you will be available to use them.
You don't see the arrow because the content of UI.pbo is not loaded in Buldozer. Instruction how to use this will be published in the tutorial, although PE version may need a different solution (any feedback welcome).
BTW the tutorial is being prepared in community wiki right now. It may be a bit rough or unclear at the moment, but I am sure it's going to be polished by Visitor 3 users soon. http://forums.bistudio.com/oldsmileys/smile_o.gif
You will probably have to wait for sample data. They will be released a little later then documentation, but it will be announced.
Opteryx
Aug 28 2007, 15:39
What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?
Berghoff
Aug 28 2007, 16:07
What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?
AFAIK it must have it, you must not be connected to buldozer, import the lot and then connect to buldozer for auto conversion of files.
Opteryx
Aug 28 2007, 16:15
What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?
AFAIK it must have it, you must not be connected to buldozer, import the lot and then connect to buldozer for auto conversion of files.
I'm pretty sure I've imported the sat/mask images while buldozer wasn't running, then turned on buldozer, they're still png, so I don't know how to convert all those thousands of png files into paa except fasad's method.......which I don't know how to do either http://forums.bistudio.com/oldsmileys/confused_o.gif
What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?
It is function of binMake.exe, which was not released to community yet. It should be part of proper tools release.
Small tutorial and updated Visitor manual are available on community Wiki:
Visitor 3: Making of simple landscape (http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape) - refers to sample data, release will follow
Visitor 3 Manual (http://community.bistudio.com/wiki/Visitor_3_Manual) - updated manual
I would like to thank Berghoff for taking care of the map-making documentation on community Wiki and to Stranger for adding the udpate.
Good stuff!
One question though, is it obligatory for the island to be made in a ca folder?
...is it obligatory for the island to be made in a ca folder?
To be honest, I have no idea, for I never had chance to use any other setup than the company one. http://forums.bistudio.com/oldsmileys/smile_o.gif However, you will maybe find out it is not necessary, and I hope you will share your knowledge here.
I would say that to make your map working with Arma addons, you need to have all of the addon folders and your map folder on the same level on your working drive. It depends also on setting of working paths for models and objects in Visitor project settings.
Rebl Man
Aug 28 2007, 16:52
Hi all, I have 3 questions here:
1- I have this satelite Image:
http://i139.photobucket.com/albums/q319/Reblman/FallujahOverhead2.jpg
How I can set it to Visitor 3?.
2- I have this problem:
http://i139.photobucket.com/albums/q319/Reblman/WTfuck.jpg
I'm bad in english, so Where my visitor window to make my map?.
3- Where I can find the Tutorials for Visitor 3?.
Thanks.
Thanks for the wiki update it certainly looks alot more fluid now.
a question if i may, what is the map legend for i made a mask layer and used 4 different colours from the map legend on the wiki .
blue green red yellow , when v3 spewed my layers out , it changed
the colour and the resulting detail texture did not appear on the island.
for example
grass as explained in example from berghoff in layers cpp =
grass[]={{0,255,131}};
grass in the map legend (obtained by opening pic in adobe and reading values) = 0,253,253
colour spewed out in the cut mask sat = 0,254,254
result in buldozer = no grass but sand everywhere
is there a constant we can follow to make things easier or a simple guide as to what decides what , in relationship of layers cpp masksatellite and maplegegend ?
surpher
Aug 28 2007, 17:42
What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?
I created a batch file called png2paa with the following inside:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">START Pal2Pace %1[/QUOTE]
I then added it to the right-click context menu in Windows Explorer :
Tools/Folder Options/File Types
Select PNG and click the Advanced button, create a new action and give it a name (I called mine png2paa) then point it towards the batch file (I saved my batch file in the Windows folder).
Then copy Pal2PacE.exe and ijl15.dll into your Layers folder from the TexView2 folder.
Now when you select one/some or all the PNG files and right-click on them you should see png2paa in the menu, click it and all the files should convert.
Where can I get a satellite Map?
If I will create an fictional island how can I create proper map for it?
Opteryx
Aug 28 2007, 18:10
-edited because I am stupid etc-
surpher thanks very much for that it worked like a charm.
does anyone know how we can stop the rvmats asking for sat.png and make it sat.paa ?
or do we have to save this in text form and find a programme to change all inside to paa ?
@<hidden> opteryx looking very nice, how do you get the sats to show in bulldoxer ?
surpher
Aug 28 2007, 18:30
Also, is there a config in Visitor where I can edit the view distance??
F1 in Buldozer brings up the options menu, you can set VD from there.
Quote[/b] ]does anyone know how we can stop the rvmats asking for sat.png and make it sat.paa ?
or do we have to save this in text form and find a programme to change all inside to paa ?
I used UltraEdit, it has a replace in file option.
Opteryx
Aug 28 2007, 22:52
Quote[/b] ]http://img474.imageshack.us/img474/1807/feilyo6.jpg
I've discovered that this only occurs OUTSIDE of the actually terrain, so everything looks normal on the actual map. http://forums.bistudio.com/oldsmileys/smile_o.gif
Looks pretty good now:
http://img441.imageshack.us/img441/7553/irnu9tm1.jpg
However I get this:
http://img509.imageshack.us/img509/5461/feilji2.jpg
-when trying to play the map ingame.
Oh and is there and easier way to navigate across the terrain in buldozer instead of shoving my mouse endless times forward... http://forums.bistudio.com/oldsmileys/crazy_o.gif
@<hidden> opteryx looking very nice, how do you get the sats to show in bulldoxer ?
Convert them to paa as surpher demonstrated how.
Rebl Man
Aug 28 2007, 23:31
Hi all, I have 3 questions here:
1- I have this satelite Image:
http://i139.photobucket.com/albums/q319/Reblman/FallujahOverhead2.jpg
How I can set it to Visitor 3?.
2- I have this problem:
http://i139.photobucket.com/albums/q319/Reblman/WTfuck.jpg
I'm bad in english, so Where my visitor window to make my map?.
3- Where I can find the Tutorials for Visitor 3?.
Thanks.
Ok, I gonna use my self next time without questions anymore, thanks alot.
Opteryx
Aug 28 2007, 23:36
Ok, I gonna use my self next time without questions anymore, thanks alot.
Hey man I would love to help you if I only knew how, what is your problem exactly??
-edit-
Sorry! I didn't read your post properly!
http://forums.bistudio.com/oldsmileys/banghead.gif
Go to view and remove script panel and named selection panel, then you should be able to see the area where you edit the terrain!
Rebl Man
Aug 28 2007, 23:54
hey thanks m8, no problem, i'm now have this 2 questions:
Quote[/b] ]
1- I have this satelite Image:
http://i139.photobucket.com/albums/q319/Reblman/FallujahOverhead2.jpg
How I can set it to Visitor 3?.
2- Where I can find the Tutorials for Visitor 3?.
Thanks.
and thank you very much if you answer this.
Opteryx
Aug 29 2007, 00:00
Quote[/b] ]How I can set it to Visitor 3?
Read the last half part of this thread, there's just way too much for me to write now as I am going to bed + I am very crappy at explaining....
Quote[/b] ]2- Where I can find the Tutorials for Visitor 3?.
Again, this thread is very useful http://forums.bistudio.com/oldsmileys/smile_o.gif
and.......
Visitor_3_Manual! (http://community.bistudio.com/wiki/Visitor_3_Manual)
Rebl Man
Aug 29 2007, 00:06
Quote[/b] ]How I can set it to Visitor 3?
Read the last half part of this thread, there's just way too much for me to write now as I am going to bed + I am very crappy at explaining....
Quote[/b] ]2- Where I can find the Tutorials for Visitor 3?.
Again, this thread is very useful http://forums.bistudio.com/oldsmileys/smile_o.gif
and.......
Visitor_3_Manual! (http://community.bistudio.com/wiki/Visitor_3_Manual)
Hey Thank you m8 very much http://forums.bistudio.com/oldsmileys/smile_o.gif
I've discovered that this only occurs OUTSIDE of the actually terrain, so everything looks normal on the actual map. http://forums.bistudio.com/oldsmileys/smile_o.gif
Forgot to mention entirely (including tutorials) that outside the map, corner segment (usually last one in first column) is repeated. Regarding the terrain, edge vertices are repeated beyond map borders.
Opteryx, nice progress. http://forums.bistudio.com/oldsmileys/smile_o.gif
ReblMan, when you'll be putting your Fallujah imagery to Visitor, remember the map space is square, so some cutting and editing of texture will be necessary. Good luck with it! http://forums.bistudio.com/oldsmileys/smile_o.gif
Hi,
Edge, will you release the unbinarized format of road elements (at least one or two type) before the weekend? It would be nice to have them, so I could start to work on a small test island...
Indeed, roads are the first objects to be placed in my workflow...
Good stuff!
One question though, is it obligatory for the island to be made in a ca folder?
I found that placing the island folder in the P:/ root directory worked well. It might not work if in CA, not sure ?
Working example:
P:\myIsland\
with data textures & rvmats in P:\myIsland\data\*
becomes
\ArmA\myIsland\Addons\myIsland.pbo
which contains
myIsland.cpp
myIsland.wrp
data\*
surpher
Aug 29 2007, 08:41
You don't see the arrow because the content of UI.pbo is not loaded in Buldozer. Instruction how to use this will be published in the tutorial, although PE version may need a different solution (any feedback welcome).
I extracted the ui.pbo and moved it to the ca folder on drive P:\ then added "ca\ui" to the addons text file, still not seeing the arrow http://forums.bistudio.com/oldsmileys/sad_o.gif
edit: hmmm, I can't get any UI to work either. It seems that the -addons=addon.txt argument isn't doing anything - I filled the file with jibberish expecting to provoke an error from buldozer, but no luck... :\
Quote[/b] ]I can't get any UI to work either.
I guess you have to unpack ca.pbo as well to get P:\ca\data content? Just verified out box cursor and arrow are stored there. You need UI and UIfonts to see options dialogue and messages. I am referring to this content of addons.txt:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addons[] =
{
"ca\", "ca\data\", "ca\UI\", "ca\UIFonts\"
};[/QUOTE]
Sorry for the issue, this happens when you work with full set of unbinarized data - you just don't pay attention to seemingly obvious things.
Quote[/b] ]...will you release the unbinarized format of road elements (at least one or two type) before the weekend?
Most probably not. The models will be the part of Visitor 3 PE release, and I am not sure we will be able to release it before weekend.
Rebl Man
Aug 29 2007, 13:13
Quote[/b] ]
ReblMan, when you'll be putting your Fallujah imagery to Visitor, remember the map space is square, so some cutting and editing of texture will be necessary. Good luck with it! http://forums.bistudio.com/oldsmileys/smile_o.gif
Thank you m8 for this advice, i hope that helps on my project http://forums.bistudio.com/oldsmileys/smile_o.gif.
Hmm, I've spent several hours trying to get the terrain arrow/ object selection marker thing to appear, without success. I've pbo-ed all ArmA content, tried many variations of addons.txt files in many different locations, all without success http://forums.bistudio.com/oldsmileys/sad_o.gif
I have txt file on the root of my P:\, content is as mentioned. It may as well can be a glitch in release candidate. I will try to work it out.
Quote[/b] ]Oh and is there and easier way to navigate across the terrain in buldozer instead of shoving my mouse endless times forward... http://forums.bistudio.com/oldsmileys/crazy_o.gif
press f1 whilst in buldozer and set controls for movement.
also default view is very slow use the - on numb pad to zoom out some and it travels faster .
i have same as you opteryx but now i have converted all my png to paa when i load up bulldozer its crashing . i have no errors all my rvmats ares till text files ,must i now save them in eliteness to propper rvmats or something ?
Opteryx
Aug 29 2007, 16:52
I hope you didn't convert ALL your PNGs, just the cut up Satellite/Mask ones in Layers.
Also Rvmats shouldn't be saved as txt when importing the Sat/Mask (I think..).
Quote[/b] ]I hope didn't convert ALL your PNGs, just the cut up Satellite/Mask ones in Layers.
yeh just m,y layer png`s to paa
Quote[/b] ]Also Rvmats shouldn't be saved as txt when importing the Sat/Mask (I think..).
hmm i dont think i can alter the inside using uedit if i save as binary ?
well i will try anyway
--------- -reserved---------
Opteryx
Aug 29 2007, 17:07
Nah, if I were you I'd save myself the trouble and just re-import, save rvmat as binary and convert PNGs to PAA.
worked like a charm cheers.
when it says in tute only 4 types of surface ? to each square what defines the square ,the size of the terrain grid or something else ?
Opteryx
Aug 29 2007, 19:03
I am still getting this when trying the map ingame:
http://img509.imageshack.us/img509/5461/feilji2.jpg
And there's no textures on the ground..
i had that and just made a pbo of the layer folder on its own and stuck it in my @<hidden> folder for a workaround .
i think this file path thing is a bit more complicated than it looks lol.
i tried the bissample map and thats looking for paa files in the folder that arent there. thats either my fault on how i have set up visitor or there are png files where paa should be in the sample.
I am still getting this when trying the map ingame:
And there's no textures on the ground..
Did you move textures to other folder than where they were created during importing? That might cause it... At least with me.
Have to agree. Texture folders and other messing with textures is giving hard time. My current map keeps causing CTD constantly...
Possible reasons:
-Maybe there is texture mess somewhere. Sometimes some square's texture goes thru color patterns from white to what it should be. I've been tweaking .RVMATs quite a bit As i've tried bit too innovative ways to fix it. So long no success. Funny is that whole satelite-picture is just one-shade green same goes for mask-layer which is just grass. So taxture structure shouldn't be too complicated http://forums.bistudio.com/oldsmileys/tounge2.gif
-Or then my object (tree) denstity is too high (dense, untouched-by-human-hand, young forest, plus bushes covered areas plus tall pineforest) and as map is mostly flat so there might be too much things to draw. About 70% of map (which is small) is covered with much more dense forest than BIS has used in Sahrani.
Also problem is that ArmA likes to white textures when distance is longer. But i want soil to look very dark, so result is that there dark area at close-range, then ArmA draws lighter area to medium-range and then again dark area to long-range... Looks bit goofy. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
As I've said, If you want to rename all you PNGs to PAA, you need to edit every rmvat in you data directory to refer to the PAA files rather than the PNGs. A decent text editor can to this in a couple of seconds.
This step should probably not be part of the normal workflow, it should only be done to create a PBO to run the island in ArmA.
As for the folder issues, I posted every relavent detail for a working island I created, it's back a few pages now. Or better yet download the official sample map, download link is in the "Visitor3" topic.
Chip360
Aug 29 2007, 23:14
Hii, Im a total flippin nube to this and Cannot even import the damn satellite and Mask from the sample map (dont have a config or something)
I was trying to learn how to use Visitor (with the new tut) as im very interested in map making, and ive certainly got the time...
However Im afrad I have gotten stuck...
I was following the tut, got the basic terrain imported, but got stuck at the texture phase. How in the hell do you guys texture these puppies? Do you really have to goi in and paint 3 different maps (one with colors for terrain, One for high detail, and basic sat?) ? This seems uberly time consuming, and when mixed for the need to code and create configs, the lack of extremely noob-friendly tutorials, and my extreme frustration and realization that Ill probably never be able to do this in my life (Even though people always say if you want to do something, and you work hard toward it, you can accomplish anything) then it makes this seem impossible....
I think im gonna go have a nervous breakdown and shed some tears in the corner, maybe end my life... :/
Goodbye cruel world...
(ps, i still have hope that someday someone will release a very simple example package including a tutorial with step by step instructions and thorough explanations. I also have hope that someday my dream of becomming a map-maker can become a reality. Sometimes I really envy you guys who started out back in Ofp and kind of know how things work, sometimes I feel a bit depressed that in order to get a cool model (Im straying from map-makin a bit here, and yes... Im using parentheseis inside of parentheseis, here have some more (!http://forums.bistudio.com/oldsmileys/wink_o.gif ) you need to be able to write and code a big config, sometimes with scripts (Page-long scripts that I have no clue how to make) and now, with the map-making, I feel like I have really lost it. But I wont give up, I shall press on and perhaps someday I will be amongst you guys here on the forums, comming with my minor problems, working out kinks in my own maps or map.. But until then, I suppose there is nothing I can do but wait and hold my head high. Maybe Im just making this into a big thing, and its not really all that hard, maybe it just takes a little bit of time and then it becomes as simple as breathing (save a little challenges)... Good luck to all of you fine lady's and gentlemen out there who actually know what they are doing. I applaud you, and you should most definetely think highly of yourselves for your amazing skills. )
(Still in Parentheses)
(A struggling Modder,
-Blake)
Yes, you need to create 2 huge images :
- the satellite map
- the layer mask
You also need 3 detail textures for each terrain type:
- _detail_co (detail texture colours)
- _detail_nohq (detail normal map)
- _mco (multipication, multiplied with sat map at closer range to add detail)
How to do it?
Well, it's very easy to simply re-use the BI textures for the detail textures on your island. But, the satellite mask will need to be manually created for each island. This is how I intend on doing it, and I believe BI used a similar method to create their maps (repeating textures can be seen on rahmadi, ~620x620). Of course there are many other possibilities http://forums.bistudio.com/oldsmileys/smile_o.gif
- Rather than literally painting the whole map in one go, create large (say 4096x4096) tiled texture for each terrain type (eg, grass, sand, grey gravel, forest, dirt). This is a skill in itself, but I honestly found it suprisingly easy to do, starting with some digital photos I took).
- Tile each of these in individual layers (photoshop) to cover the whole satellite map image.
- Import a correctly scaled image of contours and all terrain objects, sourced from either ArmA (topography cheat) or V3 (export), use this as a template to paint over.
- Use layer masks (photoshop terminology, not BI) to paint your textures onto the satellite map as appropriate.
- Use the same layer masks (photoshop) to create your layer mask (BI), changing the RGB chanel data for each layer (photoshop) to a suitable single colour as per your layer legend. Some mask (photoshop) simplification may be needed to reduce blending (so that each pixel of layer mask contains only one terrain type) for improved performance.
I hope this makes some sense, it allows you to make a simple satellite map for any island quite quickly once you have created your terrain type textures.
To improve you satellite map, you need to create "shadows" of all significant objects you place on your terrain. Eg, roads and buildings should be painted on the satellite/layer map, trees and bushes should have some darkening of the satellite map underneath them. This step will take a long time, but should create the best in game result.
Chip360
Aug 30 2007, 00:01
Wow, that has made the most sense of anything Ive read on the subject so far...
granted there are questions still in my mind on the subject, but Ill be sure to keep everything you said in mind for when a noobtorial comes out. Thankyou for trying to help fasad :]
Quote[/b] ]...i still have hope that someday someone will release a very simple example package...
Chip360, did you try sample Rahmadi project (ftp://downloads.bistudio.com/Tools/BISampleMap.zip)? The tutorial we made is a bit useless without it.
Quote[/b] ]Yes, you need to create 2 huge images: ...
You will also need file layers.cfg to successfuly import these images. This file tells what detailed surface textures will be used for particular colour in surface mask.
do the sat and mask images really need to be that huge? I tried doing a mere 512x512 version and then put in 10 in that box ya know (...) which equalled a 5120 map. It worked fine in the editor.
Before I was doing 5120x5120 images, which can be rather unweildy. So basically, if you can do it smaller, why bother doing a huge map (except to get more detail in, perhaps)?
Didn't try it out in the game tho...
Have to agree. Texture folders and other messing with textures is giving hard time. My current map keeps causing CTD constantly...
Possible reasons:
-Maybe there is texture mess somewhere. Sometimes some square's texture goes thru color patterns from white to what it should be. I've been tweaking .RVMATs quite a bit As i've tried bit too innovative ways to fix it. So long no success. Funny is that whole satelite-picture is just one-shade green same goes for mask-layer which is just grass. So taxture structure shouldn't be too complicated http://forums.bistudio.com/oldsmileys/tounge2.gif
-Or then my object (tree) denstity is too high (dense, untouched-by-human-hand, young forest, plus bushes covered areas plus tall pineforest) and as map is mostly flat so there might be too much things to draw. About 70% of map (which is small) is covered with much more dense forest than BIS has used in Sahrani.
Yup. Textures were the reason for it. I tried costomize them on my own.
And i made bad mistake... I used window's Paint and not Photoshop (or similar) to make layer mask and my one-color "satelite" photo http://forums.bistudio.com/oldsmileys/biggrin_o.gif (ofcourse most readers are now seeing me as a dumpass... Which is okay)
Map works now http://forums.bistudio.com/oldsmileys/xmas_o.gif
Opteryx
Aug 30 2007, 19:26
Okay more problems......
I've pbo packed my map again (Data folder, config.cpp, intro.wrp and SampleMap.hpp) and now I get this error:
http://img240.imageshack.us/img240/8885/errorhz3.png
I've tried removing the cpp and hpp and replaced them with the default Rahmadi config.bin, no luck there either.
Is there some part of the WIKI I've overlooked that talks about how to make the config.bin? The error seems to be related to the runway as I understand it.
Atropin
Aug 30 2007, 19:33
let the runway entry with coordinates in sample config.cpp or when u use another config than copy ils part from sample. you can change them later when you make your own airport.
it must be an airport entry (ils) inside the config in Arma i think
if you delete this entry you got this error (you can ignore it)
if you delete the coordinates inside the entry you will get other error (ignorable too)
Quote[/b] ]ilsPosition[] ={2545,3000};
ilsDirection[] ={0,0.08,1};
ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;
Opteryx
Aug 30 2007, 20:14
let the runway entry with coordinates in sample config.cpp or when u use another config than copy ils part from sample. you can change them later when you make your own airport.
What do you mean by this?
it must be an airport entry (ils) inside the config in Arma i think
Okay.
if you delete this entry you got this error (you can ignore it)
No I can't ignore it because I can't open the map ingame.
if you delete the coordinates inside the entry you will get other error (ignorable too)
No I've tried that and I get the same error.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ilsPosition[] ={2545,3000};
ilsDirection[] ={0,0.08,1};
ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;[/QUOTE]
The config.cpp that's generated when I export world from V3 doesn't even have that part, I think it used to so maybe I've deleted some hidden marker on the runway.
Atropin
Aug 30 2007, 20:32
Sorry, my English is so bad http://forums.bistudio.com/oldsmileys/crazy_o.gif
You should take config.cpp from BI Sample Island
Quote[/b] ]#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
#define ReadAndWrite 0 //! any modifications enabled
#define ReadAndCreate 1 //! only adding new class members is allowed
#define ReadOnly 2 //! no modifications enabled
#define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied
class CfgPatches
{
class SampleMap
{
units[] = {SampleMap};
weapons[] = {};
requiredVersion = 0.10;
requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};
class DefaultLighting;
class DefaultLighting_CA : DefaultLighting {};
class CfgWorlds
{
class DefaultClutter
{
scaleMin = 0.9;
scaleMax = 1.4;
};
class DefaultWorld;
class CAWorld : DefaultWorld
{
class Grid {};
};
class SampleMap: CAWorld
{
access = ReadOnlyVerified;
worldId=3;
cutscenes[] = {SampleMapIntro1};
description = "Sample Rahmadi Map";
icon="";
worldName=\ca\SampleMap\SampleMap.wrp;
pictureMap = "";
pictureShot = "";
plateFormat="ML$ - #####";
plateLetters="ABCDEGHIKLMNOPRSTVXZ";
longitude = -40; // positive is east
latitude = -40; // positive is south
// landRange is stored directly in WRP file
class Grid : Grid
{
offsetX = 0;
offsetY = -15360;
class Zoom1
{
zoomMax = 0.5;
format = "XY";
formatX = "Aa";
formatY = "00";
stepX = 200;
stepY = 200;
};
class Zoom2
{
zoomMax = 1e30;
format = "XY";
formatX = "A";
formatY = "0";
stepX = 2000;
stepY = 2000;
};
};
startTime = 8:30;
startDate = 01/05/1985;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;
seagullPos[] = {1272.842,150.000,14034.962};
//default center position
centerPosition[] = {2500,2500,300};
// landing place - airport
ilsPosition[] ={2545,3000};
ilsDirection[] ={0,0.08,1};
ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;
class ReplaceObjects {};
// sound sources
class Sounds
{
sounds[]={};
};
class Animation
{
vehicles[]={};
}; // default - no film
class Lighting : DefaultLighting {};
clutterGrid = 1.11;//pred demem to bylo 1.5
/// how far clutters are visible
clutterDist = 55;
noDetailDist = 40;
/// where ground detail texture is fully visible (begin fading out)
fullDetailDist = 5;
minTreesInForestSquare = 3;
minRocksInRockSquare = 4;
class clutter
{
class GrassGeneral: DefaultClutter
{
model=ca\plants\clutter_grass_general.p3d;
affectedByWind = 0.3;
swLighting = true; //relativeColor[]={0.8,0.8,0.8,0};
//colorByGround=0.9;
scaleMin = 0.75;
scaleMax = 1.0;
};
class GrassFlowers: GrassGeneral
{
model=ca\plants\clutter_grass_flowers.p3d;
};
class GrassLong: GrassGeneral
{
model=ca\plants\clutter_grass_long.p3d;
affectedByWind = 0.6;
scaleMin = 0.60;
scaleMax = 1.10;
};
class GrassSevenbeauty: GrassGeneral
{
model=ca\plants\clutter_grass_sevenbaeuty.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassYellow: GrassGeneral
{
model=ca\plants\clutter_grass_yellow.p3d;
affectedByWind = 0.2;
scaleMin = 0.70;
scaleMax = 1.10;
};
class GrassDesert: GrassGeneral
{
model=ca\plants\clutter_grass_desert.p3d;
};
class ForestFern: GrassGeneral
{
model=ca\plants\clutter_forest_fern.p3d;
affectedByWind = 0.1;
scaleMin = 0.90;
scaleMax = 1.10;
};
class SmallRocks: GrassGeneral
{
model=ca\rocks\clutter_stone_small.p3d;
affectedByWind = 0;
scaleMin = 0.90;
scaleMax = 1.10;
};
class FlowersColor: GrassGeneral
{
model=ca\plants\clutter_smetanka.p3d;
};
class FlowersWhite: GrassGeneral
{
model=ca\plants\clutter_white_flower.p3d;
};
class MushroomsHorcak: GrassGeneral
{
model=ca\plants\clutter_horcak.p3d;
affectedByWind = 0;
scaleMin = 0.85;
scaleMax = 1.25;
};
class MushroomsPrasivka: MushroomsHorcak
{
model=ca\plants\clutter_prasivky.p3d;
};
class MushroomsBabka: MushroomsHorcak
{
model=ca\plants\clutter_babka.p3d;
};
class MushroomsMuchomurka: MushroomsHorcak
{
model=ca\plants\clutter_muchomurka.p3d;
};
};
class Subdivision
{
// fractal component of subdivision
// changes are smaller for smaller rectangles
class Fractal
{
// texture roughness factor
rougness = 5;
// max. value for squares containing road
maxRoad = 0.02;
// max. value for squares containing track
maxTrack = 0.50;
// max. coeficient depending on slope
maxSlopeFactor = 0.05;
};
// white noise component of subdivision
// change size is independent on rectangle size
class WhiteNoise
{
rougness = 2;
// max. value for squares containing road
maxRoad = 0.01;
// max. value for squares containing track
maxTrack = 0.05;
// max. coeficient depending on slope
maxSlopeFactor = 0.0025;
};
// do not divide surfaces that are under given limit
minY = -0.0;
// do not divide flat surfaces
minSlope = 0.02;
};
class Ambient
{
/*
Layer cost and species probability use expressions.
Variables which can be used inside of expressions:
rain: rain intensity.
night: 1 during night, 0 during day.
hills: 0 at 150 ASL, 1 at 400 ASL.
windy: 0 at 0 m/s, 1 at 20 m/s.
trees: tree density.
sea: distance to sea.
houses: house density.
meadow: meadow character.
forest: 1 in the forest.
Any values are continuous/interpolated in the range of 0 to 1.
Values they are independent unless notes otherwise
(meaning meadow and forest can be 1 at the same time).
You can observe these values in real-time using:
diag_toggle "ambient"
*/
class BigBirds
{
//Container radius:
//Species are normally spawned at the edges of the circle defined by this radius.
//One exception to this is the initial start of the simulation, where the whole
//circle will be filled.
radius = 300;
//Points allowed for this container:
//Xbox: 1 * (1 - night) * (1 - sea)
cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
//Classname in Species corresponds to type name:
class Species
{
class Hawk
{
probability = 0.2;
cost = 1;
};
};
};
class Birds
{
radius = 170;
//Xbox: (1 - night) * (2 + 8 * sea)
cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";
class Species
{
class Seagull
{
probability = 0.2;
cost = 1;
};
};
};
class BigInsects
{
radius = 20;
//Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 0.6 - (meadow * 0.5) + (forest * 0.4);
cost = 1;
};
class ButterFly
{
probability = 0.4 + (meadow * 0.5) - (forest * 0.4);
cost = 1;
};
};
};
class BigInsectsAquatic
{
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";
class Species
{
class DragonFly
{
probability = 1;
cost = 1;
};
};
};
//The wind is blowing various particles around:
class WindClutter
{
radius = 10;
//Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";
class Species
{
class FxWindGrass1 //Dark green grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindGrass2 //Dry grass.
{
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};
class FxWindRock1 //Dust.
{
probability="0.4 * hills";
cost = 1;
};
class FxWindLeaf1 //Green leaf.
{
probability = "0.2 * trees";
cost = 1;
};
class FxWindLeaf2 //Dry leaf.
{
probability = "0.1 * trees + 0.2";
cost = 1;
};
class FxWindLeaf3 //Green leaf with a dry spot.
{
probability = "0.1 * trees";
cost = 1;
};
};
};
class NoWindClutter
{
//Xbox: 10
radius = 15;
//Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";
class Species
{
class FxWindPollen1
{
probability = 1;
cost = 1;
};
};
};
class SmallInsects
{
radius = 3;
//Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class HouseFly
{
probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
cost = 1;
};
class HoneyBee
{
probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
cost = 1;
};
class Mosquito
{
probability = "(1 - deadBody) * (0.2 * forest)";
cost = 1;
};
};
};
class NightInsects
{
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";
class Species
{
class Mosquito
{
probability = 1;
cost = 1;
};
};
};
};
class Names
{
#include "SampleMap.hpp"
};
};
};
class CfgWorldList
{
class SampleMap {};
};
class CfgMissions
{
class Cutscenes
{
class SampleMapIntro1
{
directory = "ca\SampleMap\data\scenes\intro.SampleMap";
};
};
};
than u must REPLACE all "SampleMap" entries with "NameOfYourIsland" entries.
this both:
description = "Sample Rahmadi Map";
worldName=\ca\SampleMap\SampleMap.wrp;
with
description = "Name of Your Island";
worldName=\NameOfYourPBO\NameOfYourWRP.wrp; (or wrp directory which you use)
and this one
class SampleMapIntro1
{
directory = "ca\SampleMap\data\scenes\intro.SampleMap";
};
with
class NameOfYourIslandIntro1
{
directory = "WHATEVER";
};
Try this out... Important is that you really Change all SampleMap entries with your Islands Names. I use the same Name for PBO,WRP & Island but u can use different names too.
Quote[/b] ]The config.cpp that's generated when I export world from V3 doesn't even have that part, I think it used to so maybe I've deleted some hidden marker on the runway.
You mean HPP?
It`s not the config... Here u can enter some Names which will be Displayed at the Map in Game. thats all.
Chip360
Aug 30 2007, 22:45
Quote[/b] ]...i still have hope that someday someone will release a very simple example package...
Chip360, did you try sample Rahmadi project (ftp://downloads.bistudio.com/Tools/BISampleMap.zip)? The tutorial we made is a bit useless without it.
Quote[/b] ]Yes, you need to create 2 huge images: ...
You will also need file layers.cfg to successfuly import these images. This file tells what detailed surface textures will be used for particular colour in surface mask.
Well yes, I was following the tutorial and I got to the part where you import the "Satellite and Mask", And I ran into trouble because there isnt an included config in the sample island and I dont know how to make one http://forums.bistudio.com/oldsmileys/sad_o.gif
Quote[/b] ]because there isnt an included config in the sample island and I dont know how to make one
its inside the download sample map . BISampleMap\CA\SampleMap\Source\layers.cfg
Chip360
Aug 31 2007, 01:51
Quote[/b] ]because there isnt an included config in the sample island and I dont know how to make one
its inside the download sample map . BISampleMap\CA\SampleMap\Source\layers.cfg
Ok, when I tried to add the Mask and Satellite the whole program crashed and said "windows has encountered a problem" lol, I guess I can blame Vista for that? :P
Anyone else have this happen to them?
Edit: maybe I tried to import the wrong png in the last selection dialog box....
Randomn Edit 2: Do you normally use software like Terragen for the Terrain creation and heightmaps and such? Doesnt this make things a lot easier?
Woolridge
Aug 31 2007, 03:24
Well, I'm trying to modify my island with Bulldozer.
However, I don't see the famous arrow and box.
I've unpacked UI.pbo and UIFonts.pbo and put the folders into P:\Ca, created the ArmaAddons.txt with class addons[] = and called it in System preferences with -addons="ArmaAddons.txt".
The result is that I can't see the famous selection box and arrow when I press "H" in Buldozer. What's wrong??? http://forums.bistudio.com/oldsmileys/huh.gif
Chip360
Aug 31 2007, 03:28
Hmm, well...
Does any1 know how you would use Terragen to create a map? I believe the Afghanistan Map was made using terragen (hence the .wrp files and such...)
I have created a cool crater like island in terragen and Im wondering what I would need to do to get it into Visitor with say... the Rhamadi Default sand textures...
Edit: I cant find anything to convert my .ter file into a .dem to be finally converted to .Xyz.... How sad :?
Hi.
Im making a small map to learn visitor3. So far I have the land made and in game. The only objects ive placed are some rocks, like in the image. The problem is I can walk and shoot through them. Any help will be appreciated.
http://img294.imageshack.us/img294/849/ghostrockkt6.jpg
Opteryx, what tool do you use to pack your map? There's a packing/binarizing utility we are going to release and which will pack the addons correctly. However, it may be also somewhere in the config.
You mean HPP? It`s not the config... Here u can enter some Names which will be Displayed at the Map in Game.
Just would like to add that HPP is made when you export WRP, and is created based on keypoints you insert in Visitor. Release candidate lacks file KPtypes.dat. Just create it using Notepad, insert only this and save in Visitor3 folder:
Hill
BorderCrossing
VegetationBroadleaf
VegetationFir
VegetationPalm
VegetationVineyard
NameMarine
NameCityCapital
NameCity
NameVillage
NameLocal
RockArea
ViewPoint
Then you should be able to choose key-point type when you edit its properties.
Fitzee, these rocks are really big, so you have to be careful with maximum size setting. As far as I remember, safe threshold is 120% for these models. If they become bigger than 50m in any axis (50^3 cubic meters box), collision simulation may ignore them.
Nice map btw. http://forums.bistudio.com/oldsmileys/smile_o.gif
Atropin
Aug 31 2007, 10:18
@<hidden> use Wilbur for convert ter to txt and rename txt to xyz
USSRsniper
Aug 31 2007, 23:11
Help me http://forums.bistudio.com/oldsmileys/crazy_o.gif
Every time i import .xyz file or sattelite map, Visitor 3 crashes with Not responding error. But when I import .pbl file (image) it doesn't crash, but then other problem appears can't import sat maps. http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif
I did reinstall Visitor 3....
If you changed .txt from Wilbur to .xyz it doesn't work.
My little map:
http://www.arma-zone.pl/DaVid/v3google.jpg
http://forums.bistudio.com/oldsmileys/smile_o.gif
Chip360
Aug 31 2007, 23:31
It doesnt Work? I was like "Oh SWEET! THANKYOU SO MUCH GODD! THATS SO EASY!"
But now Im like... "Dude..."
Can anyone help me with my bulldzer problem posted in this section? Do you need the textures on for bd to work?
oh, Ps, If it doesnt work...
I figured out that GeoControl will create a pretty nice Grayscale image (And Terragen Wont! Am I missing something Here?) Then I had to go into Photoshop and convert my .bmp into a 16 bit .png. After a quick config change (a little tweak is all) I had my map in Visitor... Im so stoked and I thank you all.. I have decided not to apply the textures yet (and fiddle with those 3 Images I "Have to create") and just take a breather for a min... But When I try to check it out in Dozer, I get a few Errors and it crashes... http://forums.bistudio.com/oldsmileys/sad_o.gif
Edit, Ps: Thats a pretty sweet island (I like the google etched into the texture, lol)
Question for all of you: Witch image/map is it that will directly be applied to the map? Not a colorful image that tells the game to color in sand and grass here and there, but the actual satellite photo of real terrain?
USSRsniper
Sep 1 2007, 00:45
OFman
I'm using .xyz file that was supplied with BIS's Sample Map.
Following this tutorial http://community.bistudio.com/wiki....ndscape (http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape)
And Visitor 3 crashes with not responding error. Get exactly same error when i'm doing step "Import of satellite texture and surface mask", this is oficially, the worst software i ever used..... http://forums.bistudio.com/oldsmileys/crazy_o.gif
Question for all of you: Witch image/map is it that will directly be applied to the map? Not a colorful image that tells the game to color in sand and grass here and there, but the actual satellite photo of real terrain?
What do you mean directly applied to the map?
The satellite map tells ArmA what the terrain looks like at a long distance.
The layer mask tells ArmA what detail mco (multiplier) texture to apply at the satellite map at closer distance.
The layer mask tells ArmA what detail co & nohq textures to display at very close distances.
OFman
I'm using .xyz file that was supplied with BIS's Sample Map.
Following this tutorial http://community.bistudio.com/wiki....ndscape (http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape)
And Visitor 3 crashes with not responding error. Get exactly same error when i'm doing step "Import of satellite texture and surface mask", this is oficially, the worst software i ever used..... http://forums.bistudio.com/oldsmileys/crazy_o.gif
Maybe you try it with wrong size?
USSRsniper
Sep 1 2007, 01:01
OFman
I'm using .xyz file that was supplied with BIS's Sample Map.
Following this tutorial http://community.bistudio.com/wiki....ndscape (http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape)
And Visitor 3 crashes with not responding error. Get exactly same error when i'm doing step "Import of satellite texture and surface mask", this is oficially, the worst software i ever used..... http://forums.bistudio.com/oldsmileys/crazy_o.gif
Maybe you try it with wrong size?
Was following BIS tutorial closely, put every number they tell you to...
Oh, So i can make it look like a pizza at high-range but once you get closer be more detailed?
Thats cool, I ges it means all of the images have to be exact right? Is their any good way to do this? or Any good settings for image size?
USSRsniper
Sep 1 2007, 01:19
"Make sure that there is 40x40 meters value set in Texture Layers. It is the size of square into which the detailed textures are mapped. " from BIS tutorial....
But where do i do this?
Yes, it can look like pink and white stripes at long range, then as you approach it, the mco appears (say adding some carpet like texture - not colour). Then as you get really close, it can change to checkerplate metal plate.
All textures can be whatever size you want, the rvmats tell ArmA how to scale them.
Saharni uses 1024 detail textures covering a few meters each.
The mco's are 1024 and cover 40m each
The satellite/layer mask segments are 512x512. Each pixel of the satellite map covers ~1m of game world. A reasonable total size of these images would be the number of meters your terrain is.
Oh, also, I read and it said the map size is dependant on the pixels...
In Photoshop I have checked and It is a 512x512 pixel grayscale... It is Flipping HUGE in Visitor, and thats with the default values for terrain size given in the tutorial... What Am I doing wrong? I cant get my Terrain size down... Not to mention, I have had a look at the Rhamadi Grayscale png size, and it is also about the same as mine, however mine is probably 10 x's larger....
You're talking about heightmaps now?
If you map is 512x512 cells, your heightmap should be 512x512 pixels. You must also correctly modify you pbl import config.
eg:
class cfg
{
PNGfilename="terrain.png";
squareSize=10;
originX=0;
originY=0;
minHeight=-50.000000;
maxHeight=97.200000;
};
Note squareSize should equal the cell size of you island.
You're talking about heightmaps now?
If you map is 512x512 cells, your heightmap should be 512x512 pixels. You must also correctly modify you pbl import config.
eg:
class cfg
{
PNGfilename="terrain.png";
squareSize=10;
originX=0;
originY=0;
minHeight=-50.000000;
maxHeight=97.200000;
};
Note squareSize should equal the cell size of you island.
Yes I changed subjects rather randomnly, sorry about that http://forums.bistudio.com/oldsmileys/smile_o.gif I found your other comment very helpful thankyou
---------------------------------------------------------
What is the square size and the cell size? This was one of the questions I found myself asking when I first started reading up on visitor.
http://i164.photobucket.com/albums/u36/aghiawie/V3_new_terrain.gif
The second setting upon starting a new terrian http://forums.bistudio.com/oldsmileys/smile_o.gif
Cell size = the distance between two vertexes of the terrain grid. Smaller cell size = more detailed terrain, lower performance.
Sahrani uses 10/20m. I've been frequently told it is 10m, although I can only see a 20m grid in game. My V3 test island used 10m cells, and they appear as 10m cells in ArmA.
Thankyou so much, I guess the key words here were pixel size, I changed to 256 and it is much smaller, however now it is rather rough looking.... and Im not sure why its so rugged, but I can probably figure it out. Thanks for the help!
Edit: Moving on to textures now http://forums.bistudio.com/oldsmileys/smile_o.gif
I think I am going to go into the program I created the Terrain with and change the "color preview" to a cool sandy color, this way I can just export an Image to use for my satellite texture. As Half ass as it is, it should get the job done for now. Ok, Now with the middleish texture, the mco I believe its called.. I assume I can do the same right?? What has to be different? Do I need to try and make the size smaller? Or add more detail or what? Then When It comes down to the final mask, the close-range one that requires you to paint the colors of the Legend, do I need to have that for a preview in Dozer? Does anyone have any tips for making that? I believe someone said to go into Photoshop and use the masking function on the sat of my Island to paint the legend colors on. Is this all I need to do to get my textures going guys?
Edit 2:
Ahh, I see this is very helpful:
Quote[/b] ]Yes, it can look like pink and white stripes at long range, then as you approach it, the mco appears (say adding some carpet like texture - not colour). Then as you get really close, it can change to checkerplate metal plate.
All textures can be whatever size you want, the rvmats tell ArmA how to scale them.
Saharni uses 1024 detail textures covering a few meters each.
The mco's are 1024 and cover 40m each
The satellite/layer mask segments are 512x512. Each pixel of the satellite map covers ~1m of game world. A reasonable total size of these images would be the number of meters your terrain is.
Edit 3: You guys remember the Afghan Island that was released about a month ago? (Of course you do) The whole "Island" Was one texture. How can I do that for my own map? Would I make all of the image Maps the same and paint over the whole island with one color (for my close range map) pointing to my own texture?
Ok Final Edit (I swear): How Long should it normally take to import the Satellite and Mask? I kept closing my program after I thought it was freezing during the process but I noticed the png's and other files in the layers folder half completed... Does this take like 10-20 minutes?
Also, since Im using the same folder as the sample, Im not really sure what should normally be in the data folder before applying the sat and mask. Should I move all the Rvmats in there? Arent those generated or something? Or should I just leave the whole folder alone?
If you changed .txt from Wilbur to .xyz it doesn't work.
Sure, it works without any problems ( i use Wilbur 1.26 )
mfg
Alright.... When I try to import my Mask and Satellite (Which IM not even sure if they are currect sizes for my island) The progress bar stops about 2/3s of the way through... then the program stops responding and eventually windows explorer shuts it down http://forums.bistudio.com/oldsmileys/sad_o.gif
How long should it take to bake on a measly extremely shitty Amd 3000+ (1.81 Ghz) and A single flippin gig of Ram? (Im updating to a suber Computer by Christmas, pooring a ton of cash into it, itll run Crysis on full settings like my comp will run Ms Word.... so bare with me http://forums.bistudio.com/oldsmileys/wink_o.gif )
Also, I have no clue what size the textures should be...
My Grid Size is 512x512
Terrain Cell size is 10 m
And Terrain size is 5120 x 5120
IN the calculator, I put the size of the png image I used to generate the island, which is 512 (512x512)
and the default segment size is 512 pixels with an overlap of 16 pixels.
These are my settings....
--------------------------------
Now my maps are as follows:
sat.bmp (the far one) is 2048 x 2048 and ways in at 12 mb.
sat_ico.png (which is just a copy of the same image, only saved as a png, for the purpose of just getting the damn textures in dozer) is 2048 x2048 and ways in at 9.5 meg.
My mask_ico.png, is all yellow and is 27.1 kb.
My config is correct, as im using the sample one.
Im totally tired so Im going to get some sleep, but can anyone help me out?
Yeah, what he said plus
everytime I try to load buldozer for the sampleMap I get this
and then it shuts down http://forums.bistudio.com/oldsmileys/confused_o.gif
http://img.photobucket.com/albums/v431/colkim/v3image2.jpg
Quote[/b] ]My Grid Size is 512x512
Terrain Cell size is 10 m
And Terrain size is 5120 x 5120
IN the calculator, I put the size of the png image I used to generate the island, which is 512 (512x512)
and the default segment size is 512 pixels with an overlap of 16 pixels.
Quote[/b] ]
These are my settings....
--------------------------------
Now my maps are as follows:
sat.bmp (the far one) is 2048 x 2048 and ways in at 12 mb.
this should be 5120x 5120 [ 512x512 x10m = 5120]
Quote[/b] ]
sat_ico.png (which is just a copy of the same image, only saved as a png, for the purpose of just getting the damn textures in dozer) is 2048 x2048 and ways in at 9.5 meg.
My mask_ico.png, is all yellow and is 27.1 kb.
Its LCO or lco not ico , these should also be 5120x5120
the texture created when you export a pbl file which in sample
is called terrain.png should be 512x512
Quote[/b] ]
My config is correct, as im using the sample one.
that config is correct for the sample map ,if its correct for the map your creating is debatable and you may need to investigate.
Quote[/b] ]My Grid Size is 512x512
Terrain Cell size is 10 m
And Terrain size is 5120 x 5120
IN the calculator, I put the size of the png image I used to generate the island, which is 512 (512x512)
and the default segment size is 512 pixels with an overlap of 16 pixels.
Quote[/b] ]
These are my settings....
--------------------------------
Now my maps are as follows:
sat.bmp (the far one) is 2048 x 2048 and ways in at 12 mb.
this should be 5120x 5120 [ 512x512 x10m = 5120]
Quote[/b] ]
sat_ico.png (which is just a copy of the same image, only saved as a png, for the purpose of just getting the damn textures in dozer) is 2048 x2048 and ways in at 9.5 meg.
My mask_ico.png, is all yellow and is 27.1 kb.
Its LCO or lco not ico , these should also be 5120x5120
the texture created when you export a pbl file which in sample
is called terrain.png should be 512x512
Quote[/b] ]
My config is correct, as im using the sample one.
that config is correct for the sample map ,if its correct for the map your creating is debatable and you may need to investigate.
My map with same size as his, goes well with 512x512 sized .PNGs http://forums.bistudio.com/oldsmileys/huh.gif
I've "crafted" guite a punch of different yet mostly small sized maps this far and there has not been any problems this far with satelite or layer mask sizes, they always have been 512x512 in size. No crashes this far. Well right now i'm having problems with right textures and soiltypes (maybe my ownmade layer mask is problem, i don't yet know).
Filenames are just sat.png and mask.png
Well can't say that it's 100% flawless, as my layer mask isn't read as it should be. Final layer mask (that M_000_000_lco.PNG) is quite a bit different from original. Most likely i'm having problems in layer configs and not with map size.
The segmented layer mask should be different to the source file you import into visitor. The source image can use any colours you choose (as per your config), whereas the output files always use black, red, green, and blue only. These colours (in the same order) represent the nth terrain in that particular segment, so red on one segment may be a different terrain type to red on another segment.
Guys,
Where can we get good (and realistic) satellite maps?
We can have digital elevation maps from here:
ftp://e0srp01u.ecs.nasa.gov/srtm/
GlobalMapper8 can read them and export to many formats.
Maybe satellite maps from google maps?
Is there any other sources?
Quote[/b] ]My map with same size as his, goes well with 512x512 sized .PNGs
thats not a problem as long as your scale is correct . other wise in game nothing will be where it should . you need a formula where 1meter = 1 pixel this way when in game everything corolates, especially if your using satelites from google and such .
DBO_brick is making a tutorial he did a test video here >> .
site may require some codecs dbo iraq 256 256 test (http://stage6.divx.com/user/Deanos_ArmA/video/1584486/iraq-testt)
@<hidden>:
Problem is that usually Visitor seems to ignore some colors. For example:
I have layer mask which has three colors: Grass, stones, rock in this order from west to east direction.
The segmented layer mask has colors in this order grass (red), rock (black), grass (red). so it ignores one color and mixes the remaining two to different order than they should be.
Stones color pattern i used should be closer to stones than grass, altough they are next to each other in legend.PNG so i might messed in that .
Smells like config realted issue... Well if you want to look it here it is (you don't have to if you don like, i like challenges http://forums.bistudio.com/oldsmileys/wink_o.gif ):
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Layers
{
class Rock
{
texture="mallineva\data\skalaj_mco.paa";
material="mallineva\data\rock.rvmat";
};
class stones
{
texture = "mallineva\data\pole1_mco.paa";
material="mallineva\data\stones.rvmat";
};
class Sand
{
texture = "mallineva\data\blato_mco.paa";
material="mallineva\data\sand.rvmat";
};
class Grass
{
texture="mallineva\data\travajih_mco.paa";
material="mallineva\data\grass.rvmat";
};
};[/QUOTE]
EDIT: Oh there are two different kind rock colors to be used in legend. I used Blue and now testing red. Also replaced stones with sand. We'll see what shows up.
EDIT2: Naah, didn't work. Same thing happened: grass, rock, grass.
EDIT3: I'm going to feed satelite picture as layer mask to that #&¤% visitor http://forums.bistudio.com/oldsmileys/crazy_o.gif ... oh it's ready... Just bare grass http://forums.bistudio.com/oldsmileys/crazy_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif
....
http://forums.bistudio.com/oldsmileys/tounge2.gif
If you changed .txt from Wilbur to .xyz it doesn't work.
Sure, it works without any problems ( i use Wilbur 1.26 )
On my computer it works in Visitor but when I start buldozer Visitor crashes :/
Quote[/b] ]Filenames are just sat.png and mask.png
Use *_LCO.PNG instead. Should help when converting to PAA (must be done manually or using a batch file until binMake.exe is released).
Quote[/b] ]Problem is that usually Visitor seems to ignore some colors.
Judging from what you describe, you seem to expect the cut segments to keep original colours from input file. This does not work like this, Visitor uses RGB values [0,0,0], [255,0,0], [0,255,0], [0,0,255] to replace original content. What colour is assigned to particular surface type in particular segment is decided by Visitor. It may well happen that what you assigned as red, will become blue or green on a segment.
Quote[/b] ]everytime I try to load buldozer for the sampleMap I get this
CSJ, try to convert PNGs in Layers folder to PAAs before you start Buldozer. It is also possible something is wrong in System preferences or Project settings in Visitor, try to check paths.
Quote[/b] ]How Long should it normally take to import the Satellite and Mask?
Depending on the size and resulting number of segments, it may take from 5 to 20 minutes. In case of bigger maps, Visitor seems not to respond.
Since there are several issues emerging for various people in all stages of pipeline so far, maybe it would be better for both you and us to start separate thread for particular issues, e.g. importing satellite imagery in V3 and sat texture editing tips. This thread has started to become really hard to read, which reduces our ability to provide an advice. http://forums.bistudio.com/oldsmileys/smile_o.gif
I have falling FPS, when using my island in Arma. There are 30-35 fps usually, but when load my island fps are 10 max. I loaded island without texture, only terrain, and it had same effect. With what it can be connected?
There are no other bugs with island in game. In Buldozer FPS don't fall.
Quote[/b] ]Filenames are just sat.png and mask.png
Use *_LCO.PNG instead. Should help when converting to PAA (must be done manually or using a batch file until binMake.exe is released).
Quote[/b] ]Problem is that usually Visitor seems to ignore some colors.
Judging from what you describe, you seem to expect the cut segments to keep original colours from input file. This does not work like this, Visitor uses RGB values [0,0,0], [255,0,0], [0,255,0], [0,0,255] to replace original content. What colour is assigned to particular surface type in particular segment is decided by Visitor. It may well happen that what you assigned as red, will become blue or green on a segment.
Hate to bo so stuborn about this but, i have feeling that .PNG gives somewhat smoother map in-game (or atleast they work)... And by my experience it also works better that way. I mean those files in layer-folder (M_, P_ and S_ files) to be in .PNG form. Altough drawback is that i see white color on buldozer from longer distances.
On second quote:
No. i mean i get wrong soil-types on map. Where should be grass is rock instead and where should be rock has grass instead and so on.
Most likely i've been doing wrong with this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Legend
{
picture="mallineva\source\Legend.png";
class Colors
{
/// color names should correspond to surface layer names
snow[]={{255,255,255}};
grass2[]={{0,0,0}};
grass[]={{0,255,131},{255,255,0}};
sand[]={{0,255,0}};
rock[]={{0,255,255},{121,255,0}};
}
};
[/QUOTE]
I'm now doing some testings with it and seems that i'm getting hang of it. I didn't have appropriate layer and legend classes defined. So i might had rock in layer classes while it was gone in legend classes http://forums.bistudio.com/oldsmileys/rofl.gif (i love this)
EDIT: Problem solved. http://forums.bistudio.com/oldsmileys/yay.gif I had same color white {0,0,0} for two types: Snow and Mud in my configs (i had this color used in layer mask). So it left them both out and filled the space with grass.
This will take some thinking from many, i would believe. I'm not good at explaining this to anyone but in finnish.
Ah it works fine. *hgt -> *dem -> *.ter -> *.txt -> rename *.xyz load in visitor. Test map rahmadi Texes (http://170th.bis-ingame.net/Files/insel1/index.html)
Time to generate 455 rvmats and pngs 2mins on a core2E6600 2 gig ram.
How can you convert .hgts to dem?
With the tool "3DEM"
3dem (http://www.visualizationsoftware.com/3dem/downloads/3dem_setup.exe)
mfg Sgt.Ace
So larger maps freeze up in Visitor? I have described my sizes above... do you think it should be working?
Oh also, said my sat_Lco and my sat should be 5120x5120 (not 512x512) in photoshop right? I got confused.. is it supposed to be 5120 after my 512x512 textures are multiplied by 10? or Hould I just set it to be 5120 x 5120 in Photoshop?
Edit: To simplify, should I take my 2048x2048 pixel maps and open them in photoshop to change them to 5120 x 5120 pixels? or 512x512 pixels?
Edit2: Also, for my two sat images, say I have a mountain range, should there be shadows from the mountains on the textures? (In geocontrol you can generate the coloring with "relief", where a stronger setting will generate shadows on the land, and a smaller will generate little to none. Im just wondering what I should do...)
TerGridSize 512x512
TerCellSize 10
Caluclator 5120
sat + mask = 5120x5120pix
TerGridSize 512x512
TerCellSize 10
Caluclator 5120
sat + mask = 5120x5120pix
Ok, Ill go edit my textures in photoshop to be 5120x5120 then, thankyou.
Oh, and from above:
Quote[/b] ]Edit2: Also, for my two sat images, say I have a mountain range, should there be shadows from the mountains on the textures? (In geocontrol you can generate the coloring with "relief", where a stronger setting will generate shadows on the land, and a smaller will generate little to none. Im just wondering what I should do...)
and does channel bit size of the image matter?
Quote[/b] ]Since there are several issues emerging for various people in all stages of pipeline so far, maybe it would be better for both you and us to start separate thread for particular issues,
This has been the case from the start and this whole thread is totally confusing and I am actually worse off now then 30 min's after I loaded V3. Atleast then I could get a map in game.
Now I can't even view it in buldozer without a CTD
OK, something MUST be wrong. Are you sure the image size of your satellite texture should be 5120x5120 (Before being multiplied by 10 or whatever) ??!?! My new Sat_Lco is 71 mb! Is that normal? And there is NO way that one of those pixels equates to 1 km in game, my map isnt that large i believe!
Edit: I can take all my mask and satellite problems to another thread I suppose, where we can focus on helping people like me getting their textures on..
Edit 2: Ok, I saved my Sat_Lco as a png a second time and this time its only 31 mb and my sat.bmp is like 75 mb... something just seems off...
Chip360. You can use 512x512 pictures too http://forums.bistudio.com/oldsmileys/wink_o.gif (like those sample picture in Visitor manual's link to textures and layers)
Don't make it alchemy. Just press that calculator button after terrain grid size and terrain cell size are set to what you want and then feed the size of satelite picture and look that calculated and proposed values matches. If not, then try with different values with terrain grid size and terrain cell size.
Tankyou second :P
What about converting all those sat/mask png files into paa format? will V3 have a function for that, or does it already have it?
I created a batch file called png2paa with the following inside:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">START Pal2Pace %1
I then added it to the right-click context menu in Windows Explorer :
Tools/Folder Options/File Types
Select PNG and click the Advanced button, create a new action and give it a name (I called mine png2paa) then point it towards the batch file (I saved my batch file in the Windows folder).
Then copy Pal2PacE.exe and ijl15.dll into your Layers folder from the TexView2 folder.
Now when you select one/some or all the PNG files and right-click on them you should see png2paa in the menu, click it and all the files should convert.[/QUOTE]
I use vista and there isnt a "file types" section in my folder options.... I cant get any further than that step. Someone know how to add the right click context thing for Vista?
If its impossible, does someone mind pasting/uploading their batch file (the one with the zillion entries to convert all the textures...) ?
And after I FINALLY get all the darn .png's converted in my texture folder... Do I have to edit my Rvmats or something?
Is there any quick way to do this?
If its impossible, does someone mind pasting/uploading their batch file (the one with the zillion entries to convert all the textures...) ?
Copy a the two files (pal2pace.exe and ijl15.dll) into your layers directory.
Open a command prompt in that directory.
type "pal2pace *.png"
And after I FINALLY get all the darn .png's converted in my texture folder... Do I have to edit my Rvmats or something? Is there any quick way to do this?
Yes, you need to change ALL the rvmats in the layers folder to refer to paa files rather than pngs.
Again, a decent text editor can find and replace text in multiple files in one action. Eg :Notepad++ (http://notepad-plus.sourceforge.net/uk/site.htm)
NOW LET'S END THIS THREAD http://forums.bistudio.com/oldsmileys/smile_o.gif
There will be no more replies in here from me.
NOW LET'S END THIS THREAD http://forums.bistudio.com/oldsmileys/smile_o.gif
There will be no more replies in here from me.
Ok ok ok ok ok, I was so happy when everything you told me worked, I was going to get my map going and finally show all of you guys a pic with the textures on and YAy! We would have been done... The problem with that is, VISITOR WANTS ME TO SUFFER.
All textures "loaded" up fine with no errors but:
http://img474.imageshack.us/img474/9016/untitledid4.jpg
http://forums.bistudio.com/oldsmileys/sad_o.gif :? :/ :\ :O http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif <------ not happy... .
But this shall be my last post in this thread where I request help, or rather, the other one was, technically Im not asking for help, and you arent technically replying to help... Just if you happen to notice something wrong with the picture above, maybe something that seems... idk... missing. Feel free to reply here and let me know...
Edit: Apparently Im not the only one who has noticed something missing from their map:
This Visitor guy seems to absolutely hate me http://forums.bistudio.com/oldsmileys/inlove.gif
Well... I think i start to wait some proper tutorial, because i simply can get those $#% texturethings, satelitethings and other things working.
Also Buldozer hates me. Now it doesn't mock me with error messages anymore. It just gives me white and sometimes partially black island... i think i liked errormessages more. Atleast buldozer spoke to me back then http://forums.bistudio.com/oldsmileys/sad_o.gif
Quote[/b] ]CSJ, try to convert PNGs in Layers folder to PAAs before you start Buldozer. It is also possible something is wrong in System preferences or Project settings in Visitor, try to check paths.
Running System: 3.40 GHz, 1.00GB RAM
ArmA installed @<hidden>
C:\Program Files\Bohemia Interactive\ArmA (as per recommended installation)
Visitor3 installed @<hidden>
C:\Program Files\Bohemia Interactive\Tools\Visitor 3 (as per recommended installation)
CD Drive D:\ (ArmA disk instered)
mapDisk.bat
subst p: "C:\Documents and Settings\admin\My Documents\ArmAWork"
Visitor3
System Preferences...
Real time viewer settings
Path to realtime viewer working dir:
p:\
Command to launch realtime viewer (Buldozer)
C:\Program Files\Bohemia Interactive\ArmA\arma.exe -buldozer -window
Bis Sample Map installed @<hidden>
C:\Documents and Settings\admin\My Documents\ArmAWork\Ca
Project Preferences...
Folder - textures p:\ca\samplemap\data
PNGs in Layers folder converted to PAAs before I started Buldozer.
@<hidden>: If you go very close to soil (press camera against ground) you should see proper textures at close range, longer distances are still shown as white. If you see them then the cure should be this:
-You convert all .PNG to .PAA and change .RVMAT acordingly.
-You also need to reload Buldozer. I mean that you shut it down first (using alt+f4) and then connect again. To me it seems that just using "reload buldozer"-button isn't enough.
It's supprisingly hard to figure all things out at first. But seems that island making is quite easy after all, it just isn't very easy at start.
I agree with Fasad. This thread is growing too big. Soon no one will look at best pages (which are at start of this thread) but jumps to end pages.
This is great thread after all: first pages have almost step-by-step structure in how to make island http://forums.bistudio.com/oldsmileys/xmas_o.gif
I managed to get my island ingame with good performance (@<hidden>, 512 sat text is very bad for peformance). I will post a step by step of my workflow in my forums (http://www.170th.bis-ingame.net/index.php?mod=board) .
mfg Sgt.Ace
I managed to get my island ingame with good performance (@<hidden>, 512 sat text is very bad for peformance). I will post a step by step of my workflow in my forums (http://www.170th.bis-ingame.net/index.php?mod=board) today.
mfg Sgt.Ace
Okay thanks. I keep that in mind too. This far i haven't noticed it as my maps which are ready are small: only about 1.5x1.5 km.
Woolridge
Sep 2 2007, 21:17
I have a problem with Bulozer. I don't Know if it's a problem, or if I need to know a special key for it.
The thing goes with the terrain modifications made with Buldozer.
Let's see an example.
I put this Building in this place using Visitor:
http://img410.imageshack.us/img410/8933/gcs0029ie6.th.jpg (http://img410.imageshack.us/img410/8933/gcs0029ie6.jpg)
Then, I can move the building anywhere and turn it to the right facing. All the changes are saved when I go back to visitor. No problem.
http://img74.imageshack.us/img74/6050/gcs0030ud6.th.jpg (http://img74.imageshack.us/img74/6050/gcs0030ud6.jpg)
Then, I have to modify the terrain under the building to avoid this problem:
http://img401.imageshack.us/img401/2939/gcs0031en4.th.jpg (http://img401.imageshack.us/img401/2939/gcs0031en4.jpg)
So, I use the U and J keys which moves the terrain vertex 1meter up and down. (even without having the select arrow and box). And the result is this one:
http://img401.imageshack.us/img401/7717/gcs0032at8.th.jpg (http://img401.imageshack.us/img401/7717/gcs0032at8.jpg)
The problem is, that when I close Buldozer and go back to Visitor 3, the terrain has not been modified in it, and when I connect Buldozer again the Building is again half-buried in ground.
What's Wrong?.
As for the thread size, yeah it might be defying its purpose a bit. Perhaps a solution would be to make an easy to follow step by step thread and then lock and sticky it, so newcomers could get the hang of it all easier.
@<hidden>: If you go very close to soil (press camera against ground) you should see proper textures at close range, longer distances are still shown as white. If you see them then the cure should be this:
-You convert all .PNG to .PAA and change .RVMAT acordingly.
-You also need to reload Buldozer. I mean that you shut it down first (using alt+f4) and then connect again. To me it seems that just using "reload buldozer"-button isn't enough.
It's supprisingly hard to figure all things out at first. But seems that island making is quite easy after all, it just isn't very easy at start.
I agree with Fasad. This thread is growing too big. Soon no one will look at best pages (which are at start of this thread) but jumps to end pages.
This is great thread after all: first pages have almost step-by-step structure in how to make island http://forums.bistudio.com/oldsmileys/xmas_o.gif
I converted all to paa's and updated all rvmats accordingly, I can upload a sample if youd like. Also I have restarted bulldozer(several zillion times I assure you)
I can also post my config and anything you guys might wish to see including my folder structure if youd like as well...
For the meantime, Im just sad that this isnt working out for me http://forums.bistudio.com/oldsmileys/sad_o.gif
Edit: If I ever get through this, I will right a VERY simple noobtorial which has step-by-step everything and I mean everything to get an island up and textured and in-game.
http://forums.bistudio.com/oldsmileys/biggrin_o.gif Final Edit EVER! http://forums.bistudio.com/oldsmileys/biggrin_o.gif :
Ok guys! Great news, I decided to let my comp do all the crunching again and I completely rebuilt the map from the ground up. I re-did all of the configs, smoothed over my height map with the blur tool in Photoshop on select areas, re-did a couple of the textures and .... FINALLY, after some 4-5 days My creation is textured and in-game (well not quite, still working on it). Thankyou to everyone who helped me out:
-Fasad
-Edge
-Ofp2
-Attropin
-Sgt. Ace
-Second
You guys are the best http://forums.bistudio.com/oldsmileys/notworthy.gif
I never really believed that I could accomplish such a task, I always felt like the editor was too advanced for me. However, I did not give up, I continued fighting till the end and I recommend anyone out there who has doubts in theirselves do the same. It is not as daunting as it looks really, not to bad at all once you get used to it. I am so happy to have gotten my map in-game and I will create a new thread or tutorial just for those of you out there who need a very simple, step-by-step fully detailed and explained guide.
Now as far as this damn difficult map goes, Im sure you guys would be curious to see it, well... here it is (photoshop for the backdrop to get in the mood):
http://img490.imageshack.us/img490/2341/trinityisleto6.jpg
There are still a few minor kinks (like when u zoom in really close the textures are just plain dirt, and Im not to sure about how to create new textures yet) I suppose I will have to sit down and work for a week or so with the mask to go over all of the details.... (If anyone would like to help it would bring me great joy!!!! Perhaps there is a way of skipping the really close mask details and just viewing the satellite image?)
Well friends, this is the last you will see of me in this thread (unless Im helping someone else of course) Thankyou so much, and to all you newbies: never give up! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Commando84
Sep 3 2007, 11:16
sweet work there! http://forums.bistudio.com/oldsmileys/smile_o.gif looks like another planet really http://forums.bistudio.com/oldsmileys/thumbs-up.gif
btw a step by step tutorial would be sweet http://forums.bistudio.com/oldsmileys/yay.gif
Berghoff
Sep 3 2007, 11:46
Very nice, indeed looks like an scene from alien planet, especially with red sky.
Quote[/b] ] I will create a new thread or tutorial just for those of you out there who need a very simple, step-by-step fully detailed and explained guide.
Thanks I will looking forward to it. http://forums.bistudio.com/oldsmileys/smile_o.gif
Congratulations, Chip360. http://forums.bistudio.com/oldsmileys/smile_o.gif Feel free to add your knowledge in Visitor 3: Making of simple landscape (http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape) page on community wiki. It is quite hard to write something simple about making anything in Visitor 3, so any effort like that would be greatly appreciated.
Congratulations, Chip360. http://forums.bistudio.com/oldsmileys/smile_o.gif Feel free to add your knowledge in Visitor 3: Making of simple landscape (http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape) page on community wiki. It is quite hard to write something simple about making anything in Visitor 3, so any effort like that would be greatly appreciated.
Thankyou for your comments everyone http://forums.bistudio.com/oldsmileys/smile_o.gif
I was going for a Sci-Fi kind of "Out-of-this-world" look.
@<hidden>: Do you suppose I can start a new page in the wiki? So that it is just and overly-simplified tut? I dont have much experience with wiki pages but do I have the authorization to do that? (It appeared I didnt and that I could only edit pages)
Chip, I think it would be better to edit the scary hard-to-understand tutorial which is already there. I suggest you consult http://community.bistudio.com/wiki/Getting_Started page and go ahead. http://forums.bistudio.com/oldsmileys/smile_o.gif I guess Berghoff can give his advice as well, he's one of those who contributed there about terrain editing... http://forums.bistudio.com/oldsmileys/whistle.gif
Chip360
Sep 10 2007, 02:15
Hey guys, I apologize for the delay in my very simple guide. I got about half-way last week then got pounded with homework in school. Im still pulling through a shit-storm, but Im trying to get the tutorial done for you guys who need it.
USSRsniper
Sep 10 2007, 04:14
I jsut figured out how Visitor 3 works! Now Visitor 3 doesn't look hard at all. Going to spend mmore time on island, and play aroung with sat. maps. http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif Nothing is better then seeing terrain in buldozer http://forums.bistudio.com/oldsmileys/smile_o.gif I was whining that Visitor 3 sucks, but its actually powerfull terrain creation tool! http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
USSRSniper: Glad to hear that, and good luck with your projects! I am afraid to say Visitor really sucks, but it is still very powerful editing tool. http://forums.bistudio.com/oldsmileys/biggrin_o.gif When some community scripts will emerge and you start using potential of new texturing method, you will realize how good it is compared to old Visitor Lite.
Woolridge: My apologies, I completely missed your post about issue with terrain. This is release candidate issue we already fixed, final release of V3 will not suffer from it.
If u think textures are a headache wait till u start trying to lay roads....... This is incrediably painful has anyone got a decent idea on how to simplify the process
If u think textures are a headache wait till u start trying to lay roads....... This is incrediably painful has anyone got a decent idea on how to simplify the process
I've laid some hundred km of road in wrptool for OFP. It isn't so bad http://forums.bistudio.com/oldsmileys/smile_o.gif
However, I did not try it with visitor2 (visitor3 still not have proper roads?)
Opteryx
Sep 11 2007, 14:40
If u think textures are a headache wait till u start trying to lay roads....... This is incrediably painful has anyone got a decent idea on how to simplify the process
You can't really lay roads yet, you're not supposed to lay them out as regular objects. IIRC you'll have to wait for BIS to release unbinarized roads.
Andersson[SWEC]
Sep 13 2007, 16:10
Why oh why do they have to make it so difficult.
There are some games that has map editors
that are so simple its disgusting.
BI, you could have made it easier to make
maps? Right.
It should only be nessesery to have ONE program
to create a map. Now, we need loads of them.
Like Photoshop.
I dont like this at all
Berghoff
Sep 13 2007, 16:17
Best thing to do is to work on a tiny island project like desert island with small satellite and mask till ye get the hang of it and then work on bigger project.. http://forums.bistudio.com/oldsmileys/smile_o.gif
RN Malboeuf
Sep 13 2007, 22:57
<span style='font-size:27pt;line-height:100%'>Universität von PARAISO</span>
Universität von PARAISO
only german
Visitor 3 Manual v 1.2
Download
http://www.armabase.de/cms/alexsworn/FTP/Tools/Install%20Visitor3.pdf
Commando84
Sep 13 2007, 23:25
the level of detail of arma maps far succeeds any other games map imo.. http://forums.bistudio.com/oldsmileys/smile_o.gif
There are some games that has map editors that are so simple it's disgusting. BI, you could have made it easier to make maps?
Better visual appearance and complex maps require a more complex tool, which should be capable to employ as much user-made content as possible. Open architecture of Arma also requires a bit of knowledge, skill and determination on modder's side. Tools are meant to produce nice and complex environment, not to allow everyone to start producing dozens of maps in a day. http://forums.bistudio.com/oldsmileys/smile_o.gif
It should only be necessary to have ONE program to create a map. Now, we need loads of them. Like Photoshop.
Why should we write another Photoshop as a part of Visitor, when we can use one which is already available? http://forums.bistudio.com/oldsmileys/wink_o.gif Besides, you can use many other free softwares to create textures.
@<hidden>: Nice effort, man. Do you plan to translate the tutorial?
Andersson[SWEC]
Sep 14 2007, 16:01
Well, i say GROME Editor...
That is ONE tool that creates all that u want.
GROME Editor (http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor)
Yea it cost alot..And visitor is free...But still
its ONE program..
i have a problem in tutorial when i import the "*.xyz" file, visitor crash at this time ?? some help needed plz
VladAlex
Sep 16 2007, 16:11
Any news on the english translation of the tutorial from Alex.Sworn ??
Heatseeker
Sep 16 2007, 16:34
Info at the biki seems pretty good so far http://forums.bistudio.com/oldsmileys/smile_o.gif .
i folow step by step and allways something is wrong...
http://designnow.free.fr/AA/argh.jpg
i gone crazy to allways test for nothing...
we need step by step tutorial whith a new island,
if some one have understand how to do,
may be fun to do that, please need help http://forums.bistudio.com/oldsmileys/crazy_o.gif
Likewise matey, hopefully Alex.Sworn can find someone quickly who can translate he's tutorial http://forums.bistudio.com/oldsmileys/smile_o.gif
Ive tried by myself but lost patience with it. As ive spent alot of money on my computer, I don't wish to hurt it because of V3 http://forums.bistudio.com/oldsmileys/whistle.gif
Opteryx
Sep 23 2007, 02:55
dob I'm not certain, but it looks like you haven't converted your layers png files to paa, also remember to change all texture paths to refer to paa after converting.
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