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Opteryx
Sep 24 2007, 16:24
Off-Topic picture removed.


Planck

andersson
Sep 24 2007, 18:13
Bravo!

I wish you had posted this last friday as that would have saved me ALOT of time!! http://forums.bistudio.com/oldsmileys/biggrin_o.gif Have figured all this out for myself by now.

BUT very good job! Will save alot of time and frustration for beginners!!

hypno toad
Sep 24 2007, 19:11
Yeah.... I got to the part where I make the .pbl in my terrain folder, and when I import it into visitor 3, it just says file not found.



EDIT


Never mind, I didn't know the text HAD to be named terrain.

DMarkwick
Sep 24 2007, 19:21
Nice one Opteryx http://forums.bistudio.com/oldsmileys/smile_o.gif I'll be saving a copy of that for later use.

Heatseeker
Sep 24 2007, 19:51
Pain in the ass as it sounds finding DEM's and acording reference pictures/maps is even worse http://forums.bistudio.com/oldsmileys/sad_o.gif .

But good job, thanks http://forums.bistudio.com/oldsmileys/smile_o.gif .

edit:

There is also some good information/tips in other topics that would be worth posting in this thread, for now it would be nice if this could be pinned.

hypno toad
Sep 24 2007, 20:24
I have a 20 square kilometer tropical island chain, but the water level isn't right... Is there any way to raise the water level?

Heatseeker
Sep 24 2007, 20:37
I have a 20 square kilometer tropical island chain, but the water level isn't right... Is there any way to raise the water level?
One easy way might be adjusting the minheight value in the pbl file (if you used grayscale.png method).

edit: you shouldnt have used this thread though http://forums.bistudio.com/oldsmileys/confused_o.gif .

Opteryx
Sep 24 2007, 20:42
Yeah Hypno toad, best bet is to create a new thread where you'll get 100% dedication to your problems. http://forums.bistudio.com/oldsmileys/smile_o.gif

hypno toad
Sep 24 2007, 21:07
O.K. Thanks anyway guys.

Great tutorial!

I ditched the island one, And now I have a 5000 kilometers 2... err country I guess.

I just want to see what happens when I load it http://forums.bistudio.com/oldsmileys/smile_o.gif

[APS]Gnat
Sep 24 2007, 23:08
Great thanks Opteryx !
..... back to the puter http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Gaffa
Sep 25 2007, 02:53
AMAZING!

Ive been waiting to crack on with V3 for ages!!!

Thanks for spending the time to right up this tutorial Opteryx http://forums.bistudio.com/oldsmileys/notworthy.gif

BTW... Have you thought of having a chat with Alex.Sworn? With both of your brains combined will all be laughing!!!

Once again thanks for the tutorial! http://forums.bistudio.com/oldsmileys/smile_o.gif

Rebl Man
Sep 27 2007, 23:33
Hey m8, I'm just Reading your tutorial, but i'm stuck in there:


Quote[/b] ]#Step 7: Save the .txt file as terrain.pbl Make sure you save it as a pbl format and not as "terrain.pbl.txt"


I trayed to change the .txt name to pbo, But i'm failed.

A maybe Stupid question, how I can change it to .pbl?  http://forums.bistudio.com/oldsmileys/confused_o.gif.

Opteryx
Sep 28 2007, 11:06
Nono, not PBO but PBL.

Save THIS LINK (http://dump.no/files/35b03199f296/terrain.pbl) and you get a ready pbl file. You can edit it in Notepad too if needed.

-HUNTER-
Sep 28 2007, 15:22
Yes thank you!

I had the wilbur thingy down allready and getting it into V3.

But the rest was completly http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/huh.gif now im starting to
understand the way of doing things and also the order of when
to do which thing.

Also this helps me ALLOT with the rvmat stuff...

Will be working on my little island some more on sunday I think.



So roads dont work... What about runways?


Thanks again!

G_H_Play_AKA_BOSS
Oct 9 2007, 15:51
Hi guys i get this error stage 10.


#Step 10: Now we're going to go back to Project parameters again to edit the Texture Layers ( I don't know why but you can't do this when creating a new project..). Go to Tools--->Project parameters, here you'll see the same box as you saw moments ago, but this time you can edit the Texture Layers. Beneath the title "Texture Layers" there there's a small white box with a text that says "Base (active), click on that text and on it's right hand side there's a buttons which says Edit. Press edit and in the texture Size selector choose 50.0 x 50.0 m. Press "OK" and "OK" back in the Project parameters box again.

http://i60.photobucket.com/albums/h13/genhorseplay/untitled7-1.jpg

Opteryx
Oct 9 2007, 16:18
Hi G_H_Play_AKA_BOSS, that is indeed strange. Have you tried downloading the new BI Editing Tool Suite Release Candidate 3? It has many bug fixes and was released today.

LINK (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=61;t=68919)

ofp2
Oct 9 2007, 17:12
it mybe that your cell is 10 meters (shown in pic ) and you are rying to apply a 50x50m texture grid.
try 10x10 or 20x20 , if you can try to chose an xyz that is closer to the 50x50 cell you require .

Opteryx
Oct 9 2007, 17:59
it mybe that your cell is 10 meters (shown in pic ) and you are rying to apply a 50x50m texture grid.
try 10x10 or 20x20 , if you can try to chose an xyz that is closer to the 50x50 cell you require .
Yeah, I wrote this tut on the fly in about 7/8 hours so there's no guarantee the settings I used is any good.

G_H_Play_AKA_BOSS
Oct 9 2007, 18:53
Well i managed to sort that problem out cheers guys but im now having trouble in Import Terrain from picture lol, as i have saved the project as a .pew the texture as a png & also have saved the config as .pbl ,but when in visitor i can open my project maymap.pew thats fine but when trying to import the terrain from picture it does not seepng nor the .pbl.

Also am i right that i make & put the mymap folder in C:\Program Files\mymap.

And also did i need to make any changes regarding the config that you made that goes with the terrain.png that i need to know.

Also i do not know how to write a config so was assuming that the one thats on your tutoril is ok but i could be wrong.

Opteryx
Oct 9 2007, 19:04
Quote[/b] ]Well i managed to sort that problem out cheers guys but im now having trouble in Import Terrain from picture lol, as i have saved the project as a .pew the texture as a png & also have saved the config as .pbl ,but when in visitor i can open my project maymap.pew thats fine but when trying to import the terrain from picture it does not seepng nor the .pbl.

As I noted in the tutorial, the .pbl needs to be in the exact same directory as your png heightmap, also the part marked in blue here:
PNGfilename="<span style='color:#0000CC'>terrain.png</span>";
need to be the exact same as the name of your png.



Quote[/b] ]Also am i right that i make & put the mymap folder in C:&#92;Program Files&#92;mymap.
Nope, your map folder must be in the P:&#92; drive that is generated when installing Visitor.


Quote[/b] ]And also did i need to make any changes regarding the config that you made that goes with the terrain.png that i need to know.

It is not imperative first time around when learning no.


Quote[/b] ]Also i do not know how to write a config so was assuming that the one thats on your tutoril is ok but i could be wrong.
Assuming you project is named MyMap it is perfectly usable.
http://forums.bistudio.com/oldsmileys/smile_o.gif

G_H_Play_AKA_BOSS
Oct 9 2007, 23:19
last thing is the config named like this ie.

cfg.pbl or just terrain.pbl

and this is ok.

class cfg
{
PNGfilename="terrain.png";
squareSize=20.000000;
originX=0;
originY=0;
minHeight=-07.420013;
maxHeight=876.810001;
};

Opteryx
Oct 9 2007, 23:24
last thing is the config named like this ie.

cfg.pbl or just terrain.pbl

and this is ok.
.pbl config name doesn&#39;t matter.


class cfg
{
PNGfilename="terrain.png";
squareSize=20.000000;
originX=0;
originY=0;
minHeight=-07.420013;
maxHeight=876.810001;
};
Looks okay as far as I can see.

G_H_Play_AKA_BOSS
Oct 9 2007, 23:49
Thats wierd as every thing is right but it still dont see .pbl file format or the config file neither when trying to import lol.

http://i60.photobucket.com/albums/h13/genhorseplay/2.jpg

http://i60.photobucket.com/albums/h13/genhorseplay/3.jpg

Aussie
Oct 10 2007, 04:36
Your pbl is named wrong. It needs to be terrain.pbl, same as the png file

Opteryx
Oct 10 2007, 05:00
Your pbl is named wrong. It needs to be terrain.pbl, same as the png file
Does it now? LOL my apologies, I seem to recall having named my .pbl something different from the png and it still worked, if that&#39;s not the case I&#39;m sorry.

-edit-

Right, I did a quick test and I can confirm that the .pbl does NOT need to be named the same as the height map image.

G_H_Play_AKA_BOSS
Oct 10 2007, 12:19
Your pbl is named wrong. It needs to be terrain.pbl, same as the png file
Does it now? LOL my apologies, I seem to recall having named my .pbl something different from the png and it still worked, if that&#39;s not the case I&#39;m sorry.

-edit-

Right, I did a quick test and I can confirm that the .pbl does NOT need to be named the same as the height map image.
well i can see it but when trying to import it does some thing, but still blank screen & no map ( islannd ) lol.

I cant see where im maybe going wrong although im pretty thorough but i must be missing some thing out.

Just wondered should there be any thing in the data folder at this time lol.

Also can the pew be in the same sub folder ( terrain ) as the png & pbl&#39;s ?.

Ps im also sorry if this is bugging you guys,but it&#39;s the only way i know how & cheers for your help so far nice one im getting some where lol.

http://i60.photobucket.com/albums/h13/genhorseplay/4.jpg

http://i60.photobucket.com/albums/h13/genhorseplay/jtffghrtjtyjrh.jpg

http://i60.photobucket.com/albums/h13/genhorseplay/terrain2.jpg

if any one as some screenies of what it should look like that may help.

Plus here is the DL link for what i have done plz can you have a look & see if some thing is wrong & plz over look the crude map as will spend much more time if can get this right lol.
http://rapidshare.com/files/61596663/Terrain.rar

ofp2
Oct 10 2007, 17:07
in your pbl . open with notepad you will see
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">minHeight=-0.000000;
maxHeight=0.000000;[/QUOTE]

you need to either adjust that and see what happens
try - 120 and 200 for example and see if you get a result. but something is wrong if you have exported that greyscale and ended up with that .pbl.

Opteryx
Oct 10 2007, 17:12
Yeah damn, why didn&#39;t I see that? http://forums.bistudio.com/oldsmileys/banghead.gif

Remember maxHeight is absolute white and minHeight is absolute black.

-edit-

I will try and update the tutorial a bit on this part when I get the time and energy, wish I could write a more elaborate one, but it&#39;s a real pain in the ass, plus I&#39;m not particularly proficient with Visitor and it surroundings yet.

WhereIsBeef
Nov 5 2007, 17:29
Have you ever encountered this problem while trying to import your sat map, mask and config?
http://img.photobucket.com/albums/v416/coutie/errorv3.jpg

I have the P drive and every thing is set up correctly. I even tried to re-map it and that did not work either.

Opteryx
Nov 5 2007, 18:11
Have you ever encountered this problem while trying to import your sat map, mask and config?
img]http://img.photobucket.com/albums/v416/coutie/errorv3.jpg[/img]

I have the P drive and every thing is set up correctly. I even tried to re-map it and that did not work either.
Yeah, long time ago, I think it&#39;s (guess what?) an error in the paths.. even a slight error can cause a full crash. Go over the paths very carefully to check for minor errors.

I might be wrong though, but it&#39;s most likely a bad path somewhere.

WhereIsBeef
Nov 5 2007, 18:32
Ok, I have fixed that error, just a missing };, and now my visitor is crashing when I try to import. I know you said it is probably an error with the paths but I have been going over everything for a couple hours now and I am 100% sure it is not an error with the paths.

Opteryx
Nov 5 2007, 18:49
Right, could you post your project settings?

WhereIsBeef
Nov 6 2007, 00:25
Don&#39;t know where to find that, but I followed your tutorial to the dot.

Jeppen
Nov 6 2007, 07:45
Check your Tools -> project parameters and Tools -> Project Preferences.

Sometimes mine disappears after i close Visitor 3.
(mostly because i always forget to save my work, since i&#39;m still in a testing/learning phase)


Project Parameters: Set the image size to the same as your sat map size
(2048 if you followed the tutorial to the dot as you said, because your actual sat image is 2048x2048 pxls right??)

(Also, make sure your Mask image is 2048x2048 pxls too)

Project Preferences: in the top line where it says "Folder Textures" write: MyMap&#92;Data
(I&#39;m not sure if this is case sensitive or not, either way, check the big/small letters and match them to the actual folder names on P:&#92http://forums.bistudio.com/oldsmileys/wink_o.gif

If this is not working, then you can be sure it&#39;s a path error.

This is from my trial&error experiance.
Hope it helps&#33;


-J-

WhereIsBeef
Nov 6 2007, 14:09
They are all correct. And I don&#39;t think it&#39;s cap sensitive because when I hit ok and re-open it it&#39;s just in lower case. All sat and mask are 2048x2048 and textures are 512x512.

Opteryx
Nov 6 2007, 14:14
Quote[/b] ] textures are 512x512.


That might be the problem, did you make your own detail textures or use those from Sara/Rahmadi? The default ArmA detail textures are 1024 x 1024 px.

If I ever mentioned you should use 512 x 512 detail tex&#39;s in the tut I might have made a mistake.

WhereIsBeef
Nov 6 2007, 14:22
Well, I could not find them in the sara.pbo for some reason so I just used the ones from the rahmadi that BIS released. They are all 512x512.

Opteryx
Nov 6 2007, 14:26
Yes I just check, you are correct, Rahmadi tex&#39;s are 512px. Hmm I&#39;m not really sure now.

I will make quick test to see if I get some similar errors.

-edit-

Well, I took all the tex&#39;s from Porto and rescaled them to 512 x 512 px (interesting to note that one already was 512), and used the same settings, worked fine for me.

Here&#39;s the result: LINK (http://img258.imageshack.us/img258/5074/testmm0.jpg)

WhereIsBeef
Nov 6 2007, 15:31
Strange. I didn&#39;t change anything but now it goes halfway and crashes. Here are my settings:
http://img.photobucket.com/albums/v416/coutie/settings.gif

Planck
Nov 6 2007, 20:32
Using your settings as shown in your image:

512 X 512
20
10240 X 10240

then using the calculator and inputting the image size for 1 meter resolution: 10240, I get a recommended satellite grid size of 24.

I have no idea how you got 120 for your example.


Planck

WhereIsBeef
Nov 6 2007, 20:51
http://img.photobucket.com/albums/v416/coutie/visSet.gif

That is what I get when creating a new map, with all the settings in the tutorial. Is that some how wrong?

Rommel
Nov 15 2007, 01:37
Got up to the "This is where you&#39;ll most likely make a mistake, and requires trial error" part.

Bulldozer crashes, and I was going so well too http://forums.bistudio.com/oldsmileys/tounge2.gif .
Any idea where to go from here?

EDIT:

Also noticed this:


Quote[/b] ]
class pisekplaz
{
texture = "MyMap&#92;data&#92;pisekplaz_mco.png";
material="Sakakah&#92;data&#92;pisekplaz.rvmat";
}

Quote[/b] ]"Sakakah&#92;

In your tutorial, fixed it, re - did all the .PAA conversions and what not just to be sure, still hasnt fixed the crash, but just pointed it out.

No cookie http://forums.bistudio.com/oldsmileys/sad_o.gif.

Opteryx
Nov 15 2007, 01:49
Yarr, thanks for the heads up.

Did you let it auto convert png to paa first time running buldozer?
The method described in the tut is outdated...

Rommel
Nov 15 2007, 01:52
Hi guys i get this error stage 10.


#Step 10: Now we&#39;re going to go back to Project parameters again to edit the Texture Layers ( I don&#39;t know why but you can&#39;t do this when creating a new project..). Go to Tools---&#62;Project parameters, here you&#39;ll see the same box as you saw moments ago, but this time you can edit the Texture Layers. Beneath the title "Texture Layers" there there&#39;s a small white box with a text that says "Base (active), click on that text and on it&#39;s right hand side there&#39;s a buttons which says Edit. Press edit and in the texture Size selector choose 50.0 x 50.0 m. Press "OK" and "OK" back in the Project parameters box again.

[imghttp://i60.photobucket.com/albums/h13/genhorseplay/untitled7-1.jpg[/img]
I also had this error, so I just changed the Texture size selector to 40 x 40?

Would this be why its not working?

(Sorry for double post.)


Quote[/b] ]
Yarr, thanks for the heads up.

Did you let it auto convert png to paa first time running buldozer?
The method described in the tut is outdated...

What do you mean auto - convert?

Opteryx
Nov 15 2007, 02:00
Hi guys i get this error stage 10.

img]http://i60.photobucket.com/albums/h13/genhorseplay/untitled7-1.jpg[/img]
I also had this error, so I just changed the Texture size selector to 40 x 40?

Would this be why its not working?

That error is completely generic and doesn&#39;t say much.

After what action did the error occur?


What do you mean auto - convert?

First time you run Buldozer (in RC3) your sat/mask is automatically converted to paa.

Rommel
Nov 15 2007, 02:05
Oh, no, they&#39;re still .PNGs, was bout to convert them out of curiousity. (Sat + Mask)


Quote[/b] ]After what action did the error occur?
The error for the texture size happened in the same sequence as noted in his, I believe it was once i pushed ok - ok, then tried importing the terrain.pbl.
Worked a beaut once I changed it to 40x40.

The recent error happens while it tries to load surface textures in Bulldozer, and is relatively instant, but does the initiative loading beforehand fine.

Rommel
Nov 15 2007, 02:12
I had a squizz at the M_001_000_LCO.png files, and they all seem to black and red parts of the mask I made, (all green is now red, and yellow now black).

Rather then me constantly posting on here (don&#39;t want to hijack the thread with my issues http://forums.bistudio.com/oldsmileys/yay.gif .

Could I grab someone who knows the nuts and bolts of this program and map making such as Opteryx&#39;s, msn?

Edit:
Tried converting the .png file to a 16 bit colour file, just crashed visitor when trying to import.


EDIT:

I just left all the sat and mask textures as .pngs (didnt convert the whole 100,000 of em to .paa, and started bulldozer, it started this funky converting resources, but then it crashed about 2 seconds in.

I think i know what you mean by auto convert now. http://forums.bistudio.com/oldsmileys/tounge2.gif

I managed to snap off a print-screen just before it crashes, so you know where it gets up to in the conversion.
http://img521.imageshack.us/img521/3121/41019684ei1.jpg
EDIT:
Please don&#39;t mind the crash window roller coaster... http://forums.bistudio.com/oldsmileys/rofl.gif (Frustration release was needed, it filled the need.)
http://img211.imageshack.us/img211/335/crashoq1.jpg
EDIT:
Fat Lot that "Sakakah" did, removed it and replaced with MyMap and everything works perfect http://forums.bistudio.com/oldsmileys/thumbs-up.gif (I removed it before, but it didnt save?)

My rant on Bulldozer crashes is over for now. Sorry for double posting ^^.

EDIT: Rants back, not about crashes though, why is it that the textures appear a rocky type texture, until you get close and they come up as sand and grass etc? http://forums.bistudio.com/oldsmileys/crazy_o.gif

EDIT:
Pic for reference, not a rocky type texture, more like snow.
http://img101.imageshack.us/img101/3323/pic1cc1.jpg

MechaStalin
Nov 15 2007, 08:43
I have a problem with my island, I imported the satellite maps and everything, I re used the satellite texture from Rahmadi as mine was causing crashes, and my mask was just a simple flat green image so that the whole island would be a grass texture, but not in Visitor the island shows up black and ingame it shows up white, any ideas?

Edit: Could this be caused by not converting the textures to PAA?

Allie
Nov 15 2007, 14:49
The textures (closeup ones, the ones from ramadi) in your data folder have to be changed to PAA format, then in the same data folder you have to change the paths inside each RVMAT file for each textures. (path itself &#33; and the PNG to PAA)
Then inside your source folder you have the LAYER.cfg file, inside here you have to change the PNG into PAA in the paths too.

(Then after importing the sat and mask into visitor you have to change all those new created PNG to PAA to and inside ALL the RVMAT files change PNG to PAA.
I know Visitor will convert them all for you upon first connecting to bulldozer, so you do not have to do it manually)&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;

I still do it manually because its much quicker then when visitor does it.

(I use ULTRA EDIT for changing stuff in couple hundred files at once.)

Hope this helps.
Allie

Opteryx
Nov 15 2007, 16:04
I think somewhere in this tutorial I mentioned to not change the paths inside the layer RVMAT&#39;s, this apparently is something you&#39;re going to have to do (as Allie described) after all if you want it MP compatible, seems like the servers runs out of mem looking for png&#39;s that aren&#39;t there.

As for me knowing the ins and outs of Visitor...... NOT TRUE&#33;
I wish&#33; I&#39;m still struggling with this wretched program...

PS: Can&#39;t help anyone on MSN, tomorrow I&#39;m outta my apartment, won&#39;t be online for a long time...

-edit-


Quote[/b] ]Fat Lot that "Sakakah" did, removed it and replaced with MyMap and everything works perfect http://forums.bistudio.com/oldsmileys/thumbs-up.gif (I removed it before, but it didnt save?)

Yeah I&#39;m sure there&#39;s plenty of errors and outdated stuff in the tutorial, gonna try and update it when time grants me permission.

Allie
Nov 15 2007, 20:07
Bad to hear Opteryx, hope to see you back on line soon mate.
Gonne be a real miss here on the forum, you have set of a lot of us island makers, gave us a lot of very good input on how to struggle our ways true visitor.
Really hope to see you back soon, i presume you still will have access to your PC, so i hope when your back you bring with you a nice Arma map mate http://forums.bistudio.com/oldsmileys/wink_o.gif

Later dude,
Allie

Allie
Nov 15 2007, 20:26
Thanks again mate.

Ok there are 2 different versions of visitor out there , get the latest one fist, be sure of that.


The whole lot.

Ok the latest version will do all the conversion for you EXCEPT the detailed textures in your DATA folder &#33;
These you have to convert from PNG format to PAA format.

Tool to do that: Texview2, it comes with the latest download.

Then in same DATA folder you have RVMAT files for each set of textures, right?, inside these RVMAT files you need to change the letters PNG in each path to PAA, also check the paths itself &#33;&#33;&#33;&#33;&#33;&#33;

Then in you SOURCE folder find the LAYERS.CFG file, inside find the paths and names for the textures, same here, change PNG to PAA, and mind the paths themself &#33;&#33;&#33;&#33;
You dont have to change the PNG for the LEGEND.PNG, just leave that one alone &#33;&#33;

Only then you can go into visitor and import the sat and mask pictures

And then start bulldozer to convert and show you a result.

Really hope this helps, but be prepared, this island making for arma is not for quiters and pussys. http://forums.bistudio.com/oldsmileys/wink_o.gif


P.S. have all settings right ??, this just sample
http://img218.imageshack.us/my.php?image=settingsnc9.jpg

Have fun, later
Allie

MechaStalin
Nov 16 2007, 05:48
Thanks. got it working with textures now.

Edit: Now I have a different problem, the island has textures in buldozer but not ingame.

Allie
Nov 16 2007, 17:32
What are you saying ??

It shows u textures in visitor but not ingame, ok this must be the way you pack it then, do you have other errors when loading your map ?
When packing your map you leave the data folder untouched, dont remove anything from here.

I allways packed(pbo) my island with kegetys pbo&#39;er, but now i&#39;m using the binpbo tool from bis, this one packs your map straight out of your working directory to a temp folder.

If you have no errors when starting bulldozer and textures show right i presume you do some wrong when packing your map to PBO format.

Letmeknow,
Allie

[10thMT]Tack-Up
Nov 23 2007, 22:52
Quote[/b] ]IMPORT AND PNG TO PAA CONVERSION
=======================================

So now you&#39;re ready to import your Satellite and Mask textures, this can be one of the more time consuming thing when working with Visitor, but with the given example here I&#39;d imagine the process to rather quick.


#Step 1: Go to Tools--&#62; "Import Satellite + Mask.." now you get the choice if you want to generate you layers RVMATs in binary or text, by default it should be set to binary, if not select binary and press OK.


#Step 2: Now you select what images you&#39;re going to use as Sat/Mask and your layers.cfg. open them up, in succession it should be:

nr 1: Satellite maps

nr 2: Layers.cfg

nr.3: Mask

Note- If this process fails somewhere along the line and Visitor crashes, it&#39;s most likely to do with an error in one of the texture paths or image size, check everything RVMATs, Layers.cfg Visitor settings and again texture sizes. Even the most minute error such as a missing " can crash everything, so be certain everything is correct.




http://i131.photobucket.com/albums/p311/michael_hunt56/wth.jpg

So what do i do, i checked the mask and that is 2048 x 2048 and the sat is 580 x580. Is that the problem?

Atsche
Nov 23 2007, 23:01
Sat and Mask textures must have the same size http://forums.bistudio.com/oldsmileys/wink_o.gif

[10thMT]Tack-Up
Nov 24 2007, 00:17
ok changed them, however i still got that same error.

fasad
Nov 25 2007, 02:20
Tack-Up, check that your project parameters meet the requirements, specifically the values you&#39;ve used in the satellite grid calculator. Rules can be found in the wiki (http://community.bistudio.com/wiki/Layered_Terrain_Surface_Representation).

hypno toad
Nov 25 2007, 05:24
Do we have to go inside every single RVMAT and reset the path to all of them, if so, I give up on this whole mapping thing. I am not doing to to like all 150 of them.

fasad
Nov 25 2007, 07:22
It takes about 10 seconds to replace the relevant text in all rvmats of your project in one operation with any decent freeware text editor (http://www.google.com/search?q=freeware+text+editor).

[IC]Wedge
Nov 28 2007, 09:23
Quote[/b] ]hypno toad Posted on Nov. 25 2007,06:24Do we have to go inside every single RVMAT and reset the path to all of them, if so, I give up on this whole mapping thing. I am not doing to to like all 150 of them.

you should only have to change the RVMAT paths in the data foler not in the layers folder

if thats what your refering to if not then ignore me http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Banksy
Dec 1 2007, 21:50
ok I have followed the tutorial word for word and tried this three times each with some form of result. I can see the map both in visitor and also buldozer, my problem is all I get in buldozer is white terrain, I have no errors when loading however I get no textures of any form in buldozer. I have also added the objects can place them on the map however when I start buldozer I get a box saying: -

Cannot load Texture
ca&#92;plants&#92;data&#92;ban_4_lod_ca.paa

So help from here would be good.

So quick update it would appear that I get no colour in anything everything is white, plants, rocks, buildings etc.

OK got a little help found my mistake and also that the Layer folder for some reason didn&#39;t or won&#39;t save in my P:&#92;mymap&#92;data foler it just stores as P:&#92;Layers, converted the *.png file to *.paa files (thanks to a guru with code) and low and behold got something other than grey/whit I now have the sat_lco as my texture, for some reason still do not see the BI textures in buldozer.

Ok then added the CA file to P:&#92;mymap&#92;data and extracted the various addon *.pbo&#39;s into it and followed the instructions to get them into Visitor (wroked) the problem is still only get white or black images of the addons and the same similar error code when it comes to starting buldozer, so once again now need help just getting this bit right or am I there already?

Allie
Dec 10 2007, 18:40
Pictures http://forums.bistudio.com/oldsmileys/smile_o.gif

This setting right ? :



The layers folder should be created inside the data folder, this is done by visitor when importing sat and mask_lco.png&#39;s


http://img231.imageshack.us/img231/9837/settvq1.jpg

Change "tolafarush" for your maps name.
Later,
Allie

Daniel
Dec 28 2007, 15:40
EDIT2: Ok, new problem: I&#39;ve made my island, it works fine in bulldozer with full texures. However, I don&#39;t get any terrain textures in game, with this error message:

http://img185.imageshack.us/img185/5229/erroree6.jpg

Any ideas?

Cheers,
Dan

Daniel
Jan 3 2008, 08:29
Anyone know why i&#39;m getting this error? It&#39;s a bit of a headache.

Cheers,
Dan

[APS]Gnat
Jan 3 2008, 11:13
Going to need to see you directory locations for your project ("P:/......", "CA" etc) and an example showing us whats in your "data" directory, as well as an example of whats in your rvmat files there.
Can be complicated, but likely its the wrong directory references in your rvmat files.

icecoolwrx
Jan 12 2008, 20:51
i get the same error as [CAS]Daniel, about not opening the material files in the game.. then no texture showing. The material files look like they are scrambled:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> raP       D    
PixelShaderID Terrain1
VertexShaderID Terrain
ambient
fff?
fff?
fff?
 €?
diffuse
fff?
fff?
fff?
 €?
forcedDiffuse

×&#163;&#60;

×&#163;&#60;

×&#163;&#60;
 €?
emmisive
   
   
   
   
specular
   
   
   
   

specularPower      Stage0 w
  Stage1 ¸
  TexGen3 &#249;
  TexGen4 
  TexGen0     TexGen1 †   TexGen2    Stage2 ˆ   Stage3 Â   Stage4   D   
texture mymap&#92;data&#92;Layers&#92;S_003_003_lco.png

texGen   ¸
 
texture mymap&#92;data&#92;Layers&#92;M_003_003_lco.png

texGen   &#249;
 
uvSource worldPos  uvTransform &#036;
 
 
aside
Í&#204;L&#58;
   
   
up
   
   
Í&#204;L&#58;
dir
   
Í&#204;L&#186;
   
pos
 2&#192;
 œ?
   
 
uvSource worldPos  uvTransform &#170;
   
aside
Í&#204;L&#58;
   
   
up
   
   
Í&#204;L&#58;
dir
   
Í&#204;L&#186;
   
pos
 2&#192;
 œ?
     
uvSource tex  uvTransform +  †  
aside
 €?
   
   
up
   
 €?
   
dir
   
   
 €?
pos
   
   
   †  
uvSource tex  uvTransform ¬    
aside
  A
   
   
up
   
  A
   
dir
   
   
  A
pos
   
   
     
uvSource tex  uvTransform -  ˆ  
aside
  A
   
   
up
   
  A
   
dir
   
   
  A
pos
   
   
   ˆ  
texture MyMap&#92;data&#92;pisekplaz_mco.png

texGen     Â  
texture MyMap&#92;data&#92;pisekplaz_detail_nohq.paa

texGen
    
texture MyMap&#92;data&#92;pisekplaz_detail_co.paa

texGen
  D       [/QUOTE]

Proably why it cant open it?

Opteryx
Jan 12 2008, 21:38
You have checked the binarize rvmat&#39;s option when importing sat/mask. As to why you get no textures in game is probably cause you haven&#39;t converted your sat raster from png to paa. This is done automatically when starting Buldozer for the first time after sat/mask import (provided you have the newest tool suite release candidate).

icecoolwrx
Jan 12 2008, 22:53
ohhh that be why... I turned off the binarize for the pbo and now it works...was doubling the binarize??

Thanks for the great tutorial and reply&#33;

Daniel
Jan 13 2008, 11:26
Cool&#33; Things got a bit messy so i&#39;ll try through the tut from scratch.

ProwlerWolf
Jan 24 2008, 07:43
Thanks for the awesome tutorial Opteryx&#33;

After about 6 hours and a few hair ripping moments I got it all right the very first time while reading through your tutorial and it looked good apart from the Sat_LCO being a crappy cartoony photshop job. I just need to figure out why the water level is not what I expect it to be when I am building the map and viewing it in Visitor3.

So I have a few questions.

The three tries I did after reading the tutorial came out with the water level being too high or too low in bulldozer. Sometimes I end up with a barren flat land with a few hills in the center or I get a smaller island then expected with my mountainous peeks poking out of the water like the tip of an iceberg. I am sure I am missing a step somewhere but can you give any suggestions for what to look for? I&#39;ll give it one more try from scratch and see what happens.

Today I also attempted to import a satelite hightmap from 3DEM and it appears to look perfect in Wilber&#39;s 2d pane as described in another tutorial, but when I attempt to import it into Visitor3 I get an error. A hint would be the 3d image in Wilber which shows the height of the image spiking. This is pretty advanced stuff I know but perhapse you had an idea of what I am doing wrong before opening it in Wilber. I thought the problem was in the Islandname.pbl which was supplied in the tutorial. Are any of the values supposed to be changed apart from the name of the island? What else would cause the island to spike in the 3d preview?

I will keep chipping away at these issues as it&#39;s only been 24 hours since I started working on this and hopefully I can get to work on a decent island with a much more detailed Sat_LCO and maybe some roads... placing objects down is easy enough but some things like making land flat for cities and airstrips is just way beyond my level of understanding.

I really enjoy figuring out these problems but I really could use some help here. http://forums.bistudio.com/oldsmileys/help.gif

Thanks for helping me get this point though, you have done a great service&#33; http://forums.bistudio.com/oldsmileys/inlove.gif

Aplion
Jan 24 2008, 11:06
@<hidden> - here what I did.

Following exactly the instuctions of another post, I had my terrain extracted from 3DEM in .ter format.
After that, imported in Wilbur (as terragen file) and as it was looked ok I exported it saving as surface PNG.
I&#39;ve create a .pbl file as described in Opteryx tutorial using the name of my previously created PNG from Wilbur.
I import it in Visitor 3 as also described in Opteryx tutorial and it was fine. Finally I&#39;ve "played" a little with erosion in order to have more smooth terrain and after that ................ (see Opteryx tutor) http://forums.bistudio.com/oldsmileys/smile_o.gif

Regarding the height take a look in your .pbl file for min and max height values.

ProwlerWolf
Jan 24 2008, 11:31
Thanks for the help. I actually just found out what I did wrong as I was not putting the right numbers into the calculator in Visitor 3. which also solved my 3DEM troubles. All is good&#33; http://forums.bistudio.com/oldsmileys/yay.gif

Ike_fin
Jan 25 2008, 19:12
Im trying to change textures on my map but even i double checked every step, i only get only one same basic green texture for whole map.
Any ideas whats wrong? I dont get any errors either.

Opteryx
Jan 25 2008, 19:24
Im trying to change textures on my map but even i double checked every step, i only get only one same basic green texture for whole map.
Any ideas whats wrong? I dont get any errors either.
You mean detail texture? If so, is your mask 100% correct rgb values correlating with the layers.cfg? Do you have more than 4 different surface types per segment?

Nicholas Bell
Jan 25 2008, 19:42
Quote[/b] ]Do you have more than 4 different surface types per segment?

This mistake will produce a white rectangle in the offending area (the one with more than 4 surface textures). So it doesn&#39;t seem likely.

If the layers.cfg color values do not match what is on the mask_lco file, the program will make it&#39;s own decision on what color is meant. This can lead to very strange results.

All learned through making these mistakes myself- don&#39;t forget to turn off anti-aliasing when making the mask image.

ProwlerWolf
Jan 25 2008, 21:03
Ok this is wierd. I am trying to create a batch file for the step in the tutorial to convert PNG to PAA. It worked fine the first time I had the right click option and everything and it all converted fine.

But now no matter what I try to do it will not show up in the right click menu so I cannot convert all the png&#39;s in one go...

I can however right click on each one and convert them one at a time but you must understand there are almost 1000 png&#39;s to convert so it will literally take hours to convert them all this way. I need something thats quicker and has fewer mouse strokes.

Can anyone suggest what might be broken in the folder options > file types? or maybe another way to convert all of the png&#39;s to paa&#39;s in one go?

thanks. I want to test out my new Sat_LCO but this step is turning into a huge headache.

(EDIT)

Nevermind... ugh. I found the offending program that was suppressing my right click menu for its "needs"... It has been purged from my system forever...

All is well in the world once again

Ike_fin
Jan 25 2008, 21:21
Im trying to change textures on my map but even i double checked every step, i only get only one same basic green texture for whole map.
Any ideas whats wrong? I dont get any errors either.
You mean detail texture? If so, is your mask 100% correct rgb values correlating with the layers.cfg? Do you have more than 4 different surface types per segment?
Yeah detail texture, and i made mask with photoshop to new layer, and color values are ok in layers.cfg
Must those textures be in paa or png type in Data folder?

Opteryx
Jan 25 2008, 21:51
Ok this is wierd. I am trying to create a batch file for the step in the tutorial to convert PNG to PAA. It worked fine the first time I had the right click option and everything and it all converted fine.
Don&#39;t bother with that batch converting stuff. If you have the newest tools suite you&#39;ll get you png raster converted to paa automatically first time you run buldozer after you&#39;ve done the import.



Yeah detail texture, and i made mask with photoshop to new layer, and color values are ok in layers.cfg
Must those textures be in paa or png type in Data folder?
Paa.

Ike_fin
Jan 25 2008, 22:55
It seems that it just picks first color in:
class Colors
{
// color names should correspond to surface layer names
travajih[]={{0.255.0}};
blato[]={{0.0.255}};
pisek[]={{255.255.0}};
pole1[]={{0.255.255}};
};
And fills whole map with it.
Heres my mask:
http://www.hytti.uku.fi/~iikinnun/filut/Mask_LCO.png

Nicholas Bell
Jan 25 2008, 23:10
Ike_fin-

You have 1722 colors, not 4, in your mask image, and of course most of them are variations of your basic colors. There is anti-aliasing where the colors meet. This is causing the problem. Make sure your brush hardness is set to 100, or whatever is needed in your graphics editor paint only solid color.

Opteryx
Jan 25 2008, 23:25
Set contrast to max and you should be good.
-edit-
Well not quite... Haven&#39;t got the time to test it properly now, but contrast to max I think should leave you with all your colors right plus a few white pixels.

Ike_fin
Jan 26 2008, 08:56
Edit:
Oh i got it workin suddenly. Thanks guys&#33; http://forums.bistudio.com/oldsmileys/thumbs-up.gif

Rommel
Jan 26 2008, 09:08
Urgh, I really need help with this, can someone add me on MSN:
rommelvonrichtofen@<hidden>
___

Heres the situation:
I&#39;ve been successful up until the converting (once again ah?), however this time I cannot source down the reason behind it.

I&#39;ve checked and re-checked all my paths, and it does everything up to the converting perfect, however from testing, it seems to be related to texture size (40m x 40m), if I change it to 10 x 10, it seems to convert the satellite and mask textures to .PAA, otherwise it just crashes.

With 10x10
http://img182.imageshack.us/img182/3272/satsug2.jpg
With 40x40
http://img167.imageshack.us/img167/4913/sats2so1.jpg

Not that it matters to me, but why isn&#39;t the default working and being valid (as instructed by the tutorial.)

EDIT:

This now seems to be irrelevant and will only launch with the map entirely BLACK if none of the textures are used. Being

pisekplaz[]={{255,255,0}};
mesto2[]={{0,255,0}};
mesto[]={{0,0,255}};
pisek[]={{0,255,255}};

My mask uses 255,255,255 (WHITE) and 0,0,0 (BLACK) which isn&#39;t used there and hence the map loads, I&#39;d prefer this:

pisekplaz[]={{255,255,255}};
mesto2[]={{0,0,0}};
mesto[]={{0,0,255}};
pisek[]={{0,255,255}};

But that doesn&#39;t work&#33;? Why is this, it seems to bugger up either straight away during BullDozer load or at the beginning of _03 in Sat/Mask conversion .PAA http://forums.bistudio.com/oldsmileys/mad_o.gif

EDIT 2:

http://forums.bistudio.com/oldsmileys/yay.gif
Need I say anymore, I fixed it by recreating the entire .pew file and doing it part by part, and re did all the .rvmats and .cfg... and it worked&#33;

Its still saying invalid though...

Rommel
Jan 27 2008, 12:46
http://www.armedassault.info/download.php?cat=utilities&id=19

For the love of God update the Tools download with the latest BIS candidate (no there&#39;s not a new one, but he still has the ANCIENT one).

Just spent half an hour trying to help a mate turns out he didn&#39;t have the latest candidate which converts the .PNGs to .PAAs. http://forums.bistudio.com/oldsmileys/banghead.gif

http://forums.bistudio.com/oldsmileys/firefoxlover.gif

Opteryx
Jan 27 2008, 13:50
Done.

I thought BIS had updated that....
http://forums.bistudio.com/oldsmileys/crazy_o.gif

jojimbo
Jan 29 2008, 06:33
Nice one Opteryx,did the tutorial and the map worked off the bat.Thank you for saving my brain cells http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I just went and converted them all with the bat,didn&#39;t even realize I didn&#39;t have to,but hey,I learned something else new.

ProwlerWolf
Jan 31 2008, 13:44
EDIT

Nevermind, I saw the class Names with the palm trees and the *.hpp file and suddenly something clicked in my mind and I put them together and it worked lol. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

icfhoop
Feb 3 2008, 20:09
Im so confused. I have followed the steps in Oteryx&#39;s great tutorial. But when I view my island in buldozer all it is is black. Did I miss something? Thanks.

Opteryx
Feb 3 2008, 20:13
Can you show a screenshot?

icfhoop
Feb 3 2008, 21:08
Umm shure here you go....


http://i86.photobucket.com/albums....kdf.jpg (http://i86.photobucket.com/albums/k85/marined2/Hoops%20items/dijfiljlsjkdf.jpg)

Opteryx
Feb 3 2008, 21:28
That&#39;s just weird, I&#39;ve never seen that. Only thing similar that I&#39;ve seen like that was starting buldozer with unconverted png tiles in the old RC.

icfhoop
Feb 3 2008, 22:06
any ideas lol ?

icfhoop
Feb 4 2008, 20:24
I was wondering, after the files are converted to paa, do I need to re-import my sat and mask?

Opteryx
Feb 4 2008, 20:42
I was wondering, after the files are converted to paa, do I need to re-import my sat and mask?
No.

By the way, I was messing with textures today and renamed two textures instead of copying and renaming, so in effect I was missing two textures and experienced the same as you. You probably have a faulty path, missing a texture or something similar.

icfhoop
Feb 4 2008, 21:12
Ok so do I need to check my paths on my rvmats and thats it, and also the color for pisek is red correct? Because all I have is one texture and that is pisek.

Opteryx
Feb 4 2008, 21:24
Ok so do I need to check my paths on my rvmats and thats it, and also the color for pisek is red correct? Because all I have is one texture and that is pisek.
The color for each surface type (texture) on the mask is defined in the layers.cfg by RGB value. For each surface type you&#39;ll need the "NAME_detail_co.paa", "NAME_mco.paa", "NAME_nohq" and an RVMAT file.

icfhoop
Feb 4 2008, 21:31
all of them are in there and I checked my paths, here is my rvmat file:

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";

//surfaceInfo = "landtext&#92;bumps.bisurf";

class Stage1
{ // normal map
texture="MyMap&#92;Data&#92;pisek_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="MyMap&#92;Data&#92;pisek_detail_co.paa";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};

Aplion
Feb 5 2008, 05:50
Is your map directory called "MyMap" ?

"MyMap" name is just an example. You must edit your paths to reflect the real name of your map.

Also check that your main textures are in .paa and not .png format.

gL33k
Feb 5 2008, 21:05
Should i need to reimport mask & sat texture after a landscape erosion ?

Opteryx
Feb 5 2008, 21:23
No.

gL33k
Feb 6 2008, 03:37
is it correct that surface cluter (like small rock , grass etc ) have all a fixed RGB value ?

if i want get grass on my island, i must know this rgb value. right ?
or is it decided by the texture used ?
can i make appears small desert rock on grass ?

i don&#39;t understand...



http://forums.bistudio.com/oldsmileys/whistle.gif

icfhoop
Feb 6 2008, 23:31
yes mymap is the name of the map

ProwlerWolf
Feb 9 2008, 19:45
is it correct that surface cluter (like small rock , grass etc ) have all a fixed RGB value ?

if i want get grass on my island, i must know this rgb value. right ?
or is it decided by the texture used ?
can i make appears small desert rock on grass ?

i don&#39;t understand...



http://forums.bistudio.com/oldsmileys/whistle.gif
This involves playing with the config.cpp... which I would also like to know how to do without messing up the config http://forums.bistudio.com/oldsmileys/tounge2.gif

Sergei_Q
Feb 17 2008, 21:28
I followed the tutorial, and now in game there is an airfield rectangle displayed in the map view. There were also some palm trees, but I already got rid of them. Since I don&#39;t have any plans to have one, is it possible to get rid of the airstrip? I deleted the ILS lines, but that didn&#39;t remove the rectangle.

Planck
Feb 17 2008, 22:26
If you remove the lines that define the airfield the rpt will complain about it.

Better to instead edit them thus:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
ilsPosition&#91;&#93; = {0,0,0};
ilsDirection&#91;&#93; = {0,0.08,1};
ilsTaxiIn&#91;&#93; = {};
ilsTaxiOff&#91;&#93; = {};
[/QUOTE]


Planck

Sergei_Q
Feb 18 2008, 09:37
Ok, I did that. The auto landing option is then still available, only that the plane lands into sea outside the map. http://forums.bistudio.com/oldsmileys/biggrin_o.gif But that is okay for now, maybe I&#39;ll mark some flat corn field as emergency airstrip later on.

phaeden
Feb 27 2008, 03:53
Can you add this to the tutorial:

Select and object (or group of objects) either in Visitor or in Buldozer. Once in Buldozer (the viewer), hold the mouse button down. Select PageUp to move the object up. Select PageDown to move the object down. If you are zoomed in, it will move the object a small amount. If you are zoomed out, it will move the object a large amount.

Multiple objects (when selected as a group) can be moved vertically simultaneously.

bravo 6
Mar 10 2008, 04:00
for the 1st time i was looking at this thread.. http://forums.bistudio.com/oldsmileys/smile_o.gif

well i must say its not easy when we know zero.

heres my 1st try out of, took me 3 hours http://forums.bistudio.com/oldsmileys/crazy_o.gif

Pic 1 (http://bravocompany.home.sapo.pt/MyMap_1st_try.png) (719.58 KB)

Please don&#39;t get too much offended.. please understand that this was my 1st try and 1st time i used those programs http://forums.bistudio.com/oldsmileys/smile_o.gif


edit: note that i copy and used an image from google http://forums.bistudio.com/oldsmileys/wink_o.gif

Opteryx
Mar 10 2008, 04:07
The spikes looks like pixel noise in the height-map combined with a big interval between the max and min height in the .pbl. Try reducing the interval and smoothing your heightmap with something like Gaussian blur.

There could also be other reasons for it too.

bravo 6
Mar 10 2008, 04:12
err.. ok.. i need some practice and maybe i need to reread the tutorial again.
Tough i did not get any error when i started arma, hihi ^^


Ill have another try when i have more free time http://forums.bistudio.com/oldsmileys/smile_o.gif

edit: these were the real pics i used:

http://bravocompany.home.sapo.pt/Sat_LCO.jpg

http://bravocompany.home.sapo.pt/Mask_LCO.jpg

bravo 6
Mar 10 2008, 16:23
There must be a better way to import a google map to visitor.
I cant get used to wilbur.. that prog is a pain in the ass.

is there a better way? http://forums.bistudio.com/oldsmileys/huh.gif
else i will give up and stay only with mission buildings

edit: i think this tutorial will help me http://forums.bistudio.com/oldsmileys/smile_o.gif

http://www.delta-automaten.com/public/VisitorRC3Tutorialprt4.pdf

Mindwalker
Mar 14 2008, 11:23
This is one proper ace tutorial, Opteryx. Thanks, mate. http://forums.bistudio.com/oldsmileys/notworthy.gif

Having problems finding some .rvmat files though. What noob error am I doing? http://forums.bistudio.com/oldsmileys/banghead.gif

Baddo
Mar 14 2008, 12:03
Bravo 6 don&#39;t use an image like that for the heightfield... not going to work like that&#33; No wonder you got so spiky terrain...

And by the way 3 hours is nothing, really. You are in for a very rough ride if you think that an island is fast to do.

Read the Wiki articles about terrain editing. To me it almost looks like you skipped them.

bravo 6
Mar 15 2008, 12:12
Read the Wiki articles about terrain editing. To me it almost looks like you skipped them.
you mean these?

http://community.bistudio.com/wiki/Terrain_Editing

ps- if yo have more links to share, they will be very appreciated http://forums.bistudio.com/oldsmileys/smile_o.gif

bravo 6
Mar 18 2008, 16:37
Daniel @<hidden> Dec. 28 2007,16:40)]EDIT2: Ok, new problem: I&#39;ve made my island, it works fine in bulldozer with full texures. However, I don&#39;t get any terrain textures in game, with this error message:

http://img185.imageshack.us/img185/5229/erroree6.jpg

Any ideas?

Cheers,
Dan
[CAS] Daniel did you solve your problem? how?

I have similar error yesterday..

ArmaVidz
Mar 18 2008, 23:21
It wasn&#39;t until Agamoth helped me out that I got everything working.
I put my map folder directly under P:&#92; and deleted my layers folder.
Adjust the path in the rvmats for your base textures, they should be in the  P:&#92;yourisland&#92;data&#92; folder. The rvmats should read once you start the project in P:&#92; "yourisland&#92;data&#92;Omahamesto2_mco.paa" etc. for each of the different textures that are base textures.

Reimport your satmask, layers and mask. Fire up bulldozer, let it convert from png to paa, once done, press save(just for fun) and then export the world to WRP. Shutdown Visitor and bulldozer, go to the P: drive, and remove everything but the data folder, the yourisland.WRP and the config.cpp, pbo the "yourisland" folder. Make sure you&#39;ve change the config.cpp to your island name, and you&#39;ve changed the path in the config.cpp to the WRP to "yourisland&#92;yourisland.wrp"

Once you start looking at binarizing and releasing it, you can look at using binPBO...i don&#39;t know about that part.

If you start the project under (using Allies tutorial and Opteryx&#39;s island config) P:&#92; you don&#39;t have to mess with the rvmats in the data&#92;layers folder and you just pbo it, run it ingame.
[Tip]
-Don&#39;t foget to re-export the World to WRP while bulldozer is running after the re-import of your sat mask, layers and mask.
-paths should not have a &#92; at the beginning, "&#92;yourisland&#92;data&#92;layers" is not a correct path, but "yourisland&#92;data&#92;layers" is the right path.
-Adding ca&#92; to the beginning of the path, I think(just guessing) will cause problems because in ARMA, the CA folder is a global location ie: where the plants and stuff are stored, not in your islands pbo. It should be, (you&#39;ll need to start out in P:&#92; with your project) "yourisland&#92;" to start the path.

Hope that helps  http://forums.bistudio.com/oldsmileys/smile_o.gif

edit: simplified and explained a little more. Thanks to opteryx and Allie for their tutorials&#33;

Tack-Up
Mar 20 2008, 20:49
After i import my terrain, when i go to try and launch bulldozer it says "The Parameter is Incorrect". What could that be?

DMarkwick
Mar 21 2008, 23:32
I seem to have a problem, when I decompress a map PBO file I don&#39;t see ANY RVMAT files or PNGs, just PAA files. I also downloaded the BIS sample map and looked in there after decompressing, no RVMAT files there either. Is there something wrong with my de-PBOing procedure? Just using the Kegetys tools de-PBOing app.

Opteryx
Mar 22 2008, 00:59
PNG&#39;s are source files, like TGA&#39;s when working with models. There should be RVMAT&#39;s in the addon&#92;data&#92;layers folder though, if not there&#39;s something wrong.

DMarkwick
Mar 22 2008, 17:12
Yeah I eventually found some in the BIS sample map, I hadn&#39;t realised it comes in both PBO and pre-PBO versions, so all RVMATs and PNGs are all there. However when I manually un-PBOd the sample map I only got the PAA files, not any RVMAPs.

However, I got enough to be getting on with http://forums.bistudio.com/oldsmileys/smile_o.gif

dwringer
Mar 26 2008, 05:23
I&#39;ve looked through several pages of this thread looking for the answer but I haven&#39;t found it yet . . . when I unpbo Sara.pbo (or any other island), I find all 3 .paa files for each of the textures, but I can&#39;t find the .rvmat files. There are a bunch of .rvmat files in the Layers subdirectory of the Data directory, but none of them correspond to the base textures.

Where do i find the .rvmats for each texture, like for example pisek.rvmat or mesto.rvmat ?

Is this in some SDK that I need to download from somewhere?

I am using cpbo&#39;s shell integration to unpbo, if that makes a difference.

EDIT: Haha, how about that, the post right above mine was about the same thing. My bad, but still, the issue remains - why on earth are they not showing up when we unpbo? http://forums.bistudio.com/oldsmileys/huh.gif

DMarkwick
Mar 26 2008, 13:15
Hi dwringer, looks like we have the same issue http://forums.bistudio.com/oldsmileys/smile_o.gif

I wonder if it&#39;s anything to do with the fact that .rvmat files are the only files with a 4-character extension?

Is anyone alble to post up all the terrain RVMAT files for us poor 3 letter extension pilgrims? http://forums.bistudio.com/oldsmileys/smile_o.gif

Nicholas Bell
Mar 27 2008, 20:18
I simply copied, renamed and edited the rvmat files that came with the sample map to work with the PAA files I extracted from the sara.pbo.

DMarkwick
Mar 27 2008, 21:02
I simply copied, renamed and edited the rvmat files that came with the sample map to work with the PAA files I extracted from the sara.pbo.
Yeah that&#39;s what I&#39;ll be doing too. Except I&#39;ll probably make my own textures. (There are some things I can do http://forums.bistudio.com/oldsmileys/wink_o.gif)

Paul-Hewson
Apr 16 2008, 10:03
There is a part missing in the tutorial, how to uninstall Visitor 3.

I uninstalled it, but the "P" logical drive still there, and i really don&#39;t know where i should delete this logical drive in Windows XP http://forums.bistudio.com/oldsmileys/biggrin_o.gif

http://forums.bistudio.com/oldsmileys/help.gif

Andersson[SWEC]
May 16 2008, 16:36
BOINK:

Trying to follow this guid step by step but MAAAAN:

In the install process it said creating drive P:....

I cant find any Drive P: in myPC

http://forums.bistudio.com/oldsmileys/crazy_o.gif

Running Win VISTA 32 SP1

MY Fault.... http://forums.bistudio.com/oldsmileys/banghead.gif

http://forums.bistudio.com/oldsmileys/yay.gif Found it...

Sanyix
May 18 2008, 14:58
OMG i starting to be angry. I have a 16 bit png heightmap, with correct pbl, import to visitor- > nothing happens. Why can&#39;t this ... give me just an error message? WHY??? Then how can i find out what is the problem?

bravo 6
May 19 2008, 01:36
because it must be 24bit instead 16bit.

try it and you will pass that phase.

DarkSide Six
Jun 10 2008, 04:42
do i need to make a SATMAP in order to make a small location that wont utilize an island area just a small fighting area for ground battle.

Opteryx
Jun 22 2008, 12:51
Yes.

Brendon
Jun 30 2008, 21:12
Everytime I import my terrain into Visitor, it doesn&#39;t show up until I figured out I had to select "Show Shadows" and that&#39;s not in the tutorial. When I try to go into Bulldozer it says the Shaders are not Valid (Mismatch of exe and data?)

Stellar73
Jul 15 2008, 21:23
Ok, followed tutorial to
Quote[/b] ]#Step 9: Okay, now you would probably want to view your terrain in the engine, if you go to Project--&#62; Connect to Buldozer you should start up Buldozer

Now i get error http://img200.imagevenue.com/img.php?image=56113_error_122_73lo.JPG and after that another error saying Shaders not valid (mismatch of exe and data?)

Any ideas?

Opteryx
Jul 15 2008, 22:49
Have you installed the tools on the default directories, or did you set them to custom?

Stellar73
Jul 16 2008, 08:31
I&#39;ve installed in default directories.

Opteryx
Jul 16 2008, 08:40
Do you have the newest version of the tools?
LINK (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=61;t=73569)
I think the link in this tutorial is an older version.

Stellar73
Jul 16 2008, 10:14
Yes, i have newest version.

spirit
Jul 30 2008, 14:08
Just a quick question. I have this pbo file called radar.pbo. Has quite nice some oil objects in it like refinery etc. (queens gambit??).

I see them fine in visitor when i place them at either the p:&#92; or at the p:&#92;ca dictory. But both give me the message cannot find ...radar&#92;....p3d. So all objects are gone ingame.

Where should i correct that? Should i define the addon in the config or i simply missed out on the correct location?

bravo 6
Jul 30 2008, 14:38
you can not just place a p3d in P:&#92; or P:&#92;ca&#92; and use it in game.. (this way you are changing paths and will not work)

Note: i advise you to have your map in P:&#92;yourmap&#92; and not P:&#92;ca&#92;yourmap&#92;

The p3d must be or in Bis original folder path to be correctly loaded, or it must be inside your map directory with the right paths (textures etc), then you need to binarize your map with the p3d inside aswell to be able to see it ingame.

If you know where the p3d file is, call it from visitor, but from the Original path (P:&#92;ca&#92;buildings&#92; or what ever original path is)

If its QG and you want to use it in your map you can load the p3d in visitor but you will require QG for it, other wise you might and possibly have issues.

spirit
Jul 30 2008, 15:01
Tx for fast respons mate&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Few facts here:

Watkins itself is not in the p:&#92;ca but in the p:&#92; directory. So its same as advice.

I dont want to directly select a p3d but that is how visitor works right. We can also go p:&#92;ca&#92;buildings and select an object there.

All i want to know is how do you then get the queens gambit objects selected and working in game? Where i need put to see it ingame? There is a pbo called radar. I did unpbo it and put the radar dir in p:&#92; and in p:&#92;ca. Any of the objects called there work in visitor but dont show up ingame.

I have queens gambit installed ofcourse. Lol was no queens gambit:P

Got put in wrong direction by our mod, it has it in 6th-queensgambit dir but that one seems no longer in use. So it could never find the radar.pbo. Its needs be placed in P:&#92;

cj525
Jul 31 2008, 13:48
Okay, I have a similar problem. I have custom made objects (buildings, veg, stuff etc.). Now the only way V3 will accept these objects for placement is if I place the folders containing the objects in the CA folder in the P: drive. So to see it ingame I&#39;ve been modifying the ca pbo by adding my custom objects.

Do I edit the ca/config.bin  to redirect the ca/mystuff/*.* path to Arma/@<hidden>/ mod folder. I&#39;m sure there is a simple solution that I&#39;m missing.

Okay I chkd the config.bin it&#39;s not in there. I noticed in the BI objects pbos the config.bin,

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches {
class &#91;B&#93;CARocks&#91;/B&#93; {
units&#91;&#93; = {};
weapons&#91;&#93; = {};
requiredVersion = 0.1;
requiredAddons&#91;&#93; = {};
};
};[/QUOTE]

Is the CARocks part of this?

cj525
Aug 3 2008, 12:31
Figured it out you just have to change the preferences in V3 from p:/ca to p:. And place your addons in the root

remo
Aug 19 2008, 08:48
Hi,
I have a Visitor crash at the step "importation of satellite+mask". I did the operation using bis sample island (using my config files+mymask+my sat png) and it works well, I can use this 256x256 map but it too small for me. I suppose the problem lies in the pre-configuration of my map parameters :
- terrain grid size : 2048
- terrain cell size 25
- texture layers base at 50
my elevation png is 2048 as my mask and sat png.
Importation of elevation is OK, it just crashed when importing mask and sat.
Do anyone could give me some hint to solve the problem and advance in my work ?
Is there a kind of "size rules" for map (for exemple if you grid size is 2048, your satmap must be > or < at 1024, a kind of convertion board to respect to avoid crash)
here&#39;s a link with my files :
here (http://kaikomiya.club.fr/afgan.rar) (30mb)

Thanks
by avance
(ofpd) Remo

www.ofpd.org (http://www.ofpd.org)

Cross
Aug 29 2008, 17:16
for producing height maps...works like a charm..

http://www.tt-forums.net/viewtopic.php?t=27052

get the DEM using GoogleEarth addon.
open it with MicroDeM
Select the area.
You can select a Sub-Area
save it as 16-bit .PGM or grayscale TIF
You can overlay it to GoogleEarth again to get the exact Satellite Pic of teh sub-area you selected.
Open with GIMP
Resize and save and PNG
Adjust the .PBL
there you go...

DaKa
Sep 14 2008, 13:43
Hey guys&#33;

This may be a unusual question (and there is no pun intended to anyone) but is there someone who knows how to put in the Sat and Mask into the map, because I encountered some of your problems, but I am getting too confused, like how did you fix the Crashing when you tried to import the Sat? I am a newb in these stuff and an explanation for a new guy would be very apreciated.

Thank you&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

UPDATE: All I asked is to summarise it lol  http://forums.bistudio.com/oldsmileys/huh.gif

Here&#39;s a pic:


http://i226.photobucket.com/albums/dd128/ICMDaKa/error-1.jpg


This happens when I try to import that SAT and the MASK.

Solid_s
Nov 4 2008, 11:56
what do u run it on ? windows 2000?

Dren
Dec 11 2008, 20:42
Any tips and tricks to get the satellite mask overlay the terrain?
somehow visitor shrinks and puts the island too far left, so the actual satellite map goes on center.
ie. i have terrain file 512x512 and sat/mask 1024 what settings is prefered for this files?

namman2
Feb 22 2009, 15:01
i found a soultion for almost all the causes to crash win importing sat+mask
you must have the sat+mask pictures in 8bit fromat for some reason photoshop save them as 16bit so to change them to 8bit go to image mod and choose 8bit instead of 16 bit (would be better if Opteryx add this to the first page so no more questions )

TankCommander
Mar 22 2009, 17:43
I&#39;ve been following this and another similar tutorial and reached the part on exporting the map for use in Arma. Map works great within bulldozer but when loaded into Arma, I don&#39;t get any textures and an rvmat error. I&#39;m guessing it&#39;s because most of the rvmat&#39;s are still linking to the PNGs and not the PAAs sat/mask maps.

What&#39;s the way to fix this? And sorry for the probably lame question. Just been filtering through these threads for a few good hours.

Opteryx
Mar 22 2009, 17:53
TC, rvmats linking to PNGs shouldn&#39;t cause that, are you sure your PBO has the data/layers folder with the sat raster in it? You could have forgotten to specify that in Visitor so when you import the sat raster ends up by default on your P: root, so.. when you compile your PBO you the sat raster isn&#39;t included.

Go to Tools->Project preferences, and in the Folder - Textures box specify your path, eg. mymap&#92;data&#92;
Then you&#39;ll get a folder called layers where your raster data is stored. Of course, could be something completely else wrong too...

TankCommander
Mar 23 2009, 03:02
Nope I&#39;ve got all that sorted in the raster department. Sorry I probably should have explained more clearly.

The error I&#39;m getting is this:

http://img14.imageshack.us/img14/9944/error1e.jpg

My map raster directory is P:&#92;CA&#92;Uluru&#92;data&#92;Layers which contains 190 rvmat&#39;s with a code snipet of: (there are also the PAA files in there after it all got converted within buldozer)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient&#91;&#93;={0.900000,0.900000,0.900000,1.000000};
diffuse&#91;&#93;={0.900000,0.900000,0.900000,1.000000};
forcedDiffuse&#91;&#93;={0.020000,0.020000,0.020000,1.000000};
emmisive&#91;&#93;={0.000000,0.000000,0.000000,0.000000};
specular&#91;&#93;={0.000000,0.000000,0.000000,0.000000};
specularPower=0.000000;
class Stage0
{
texture=&#34;ca&#92;uluru&#92;data&#92;Layers&#92;S_003_004_lco.png&#34;;
texGen=3;
};
class Stage1
{
texture=&#34;ca&#92;uluru&#92;data&#92;Layers&#92;M_003_004_lco.png&#34;;
texGen=4;
};
class TexGen3
{
etc, etc, etc, etc...
[/QUOTE]

What I was thinking is that because these rvmat&#39;s link to PNG&#39;s, that may be where the problem is coming from as Arma can&#39;t read those? I&#39;ve tried deleting the PNG files from the layers folder as advised by someone else but no dice.

Thanks so much for the help guys

Opteryx
Mar 23 2009, 04:04
Oh yes hmm, I see. Have you added "rvmat" to the BinPBO list of files to pack?

http://img21.imageshack.us/img21/9315/48310634.jpg

TankCommander
Mar 23 2009, 04:26
I&#39;m using cpbo and just extracted the PBO to check for the rvmat&#39;s which are all there.

I&#39;ve just noticed that in the error is says file not located in "ca&#92;uluru&#92;data&#92;..." and in my PBO file there is no "ca" folder. Could this be the problem? Because what I did was place my data folder and Uluru.wrp file into a new folder called "Uluru" in my P drive and then packed it.

Otherwise I have no clue.

[APS]Gnat
Mar 23 2009, 08:42
Is your working directory inside the CA directory ?
If so, I don&#39;t do that and it works fine.
My working directory is in the root level of P: drive.
The CA directory is also there, but none of my project are inside.

My Project Preferences (Folders - Textures) is simply
"gnt_waterworld&#92;data"
Folders - Objects I left blank

My RVMATs all come out like;
texture="gnt_waterworld2&#92;data&#92;trava_detail_nohq.png";

no "CA"

mikebart
Apr 11 2009, 02:39
hey all, thanks for writing this tutorial opteryx, im just having some trouble, i cant get my satalite image to show up in visitor, it shows up fine in bulldozer though, its an 8 bit per channel .png, its 2048x2048, I've followed the tutorial pretty closely here are some of the settings

http://img26.imageshack.us/img26/8274/vishelp.th.jpg (http://img26.imageshack.us/my.php?image=vishelp.jpg)

thanks in advance for any help

leondus
Apr 13 2009, 07:22
Worked like a charm so far with converting OFP maps :yay:

Opteryx
Apr 13 2009, 08:11
hey all, thanks for writing this tutorial opteryx, im just having some trouble, i cant get my satalite image to show up in visitor, it shows up fine in bulldozer though, its an 8 bit per channel .png, its 2048x2048, I've followed the tutorial pretty closely here are some of the settings

thanks in advance for any help

http://forums.bistudio.com/showthread.php?t=65376&highlight=background+images ;)

mikebart
Apr 13 2009, 10:09
aah, thanks mate, i should have looked a bit harder, cheers! :)

damonlake1979
Apr 17 2009, 13:47
Ok, followed tutorial to Quote
#Step 9: Okay, now you would probably want to view your terrain in the engine, if you go to Project--> Connect to Buldozer you should start up Buldozer


Now i get error http://img200.imagevenue.com/img.php?image=56113_error_122_73lo.JPG and after that another error saying Shaders not valid (mismatch of exe and data?)

Any ideas?

zonker3210
Apr 24 2009, 18:42
I've set up a project, created a terrain, imported it into the editor and created the satellite/mask images. However, Visitor 3 is crashing each time I attempt to use the "Import Satellite + Mask" function.

I am not 100% certain that I created the sat and mask images correctly but I think I did. From what I can tell, the files just need to be the same size as that specified in the project parameters screen's calculator. Also, the mask image is limited to the four RGB colors specified in the Layers.cfg file. Is that correct?

Can someone please review my settings and confirm that they are correct?

/***********************************/
terrain grid size: 512 x 512
terrain cell size: 10m
terrain size: 5120m x 5120m

sat image size: 2048 pixels
sat grid: 120

Base texture - size: 10m x 10m

sat segment: 120 (valid)
/***********************************/

I've reviewed my Layers.cfg files as well as all of my RVMAT files...as far as I can tell, the references are correct. One thing, I'm using PAA files extracted from existing PBO's. However, I updated all references accordingly.

Any suggestions?

Jakerod
Apr 24 2009, 19:28
Two quick things to check:

Satellite Images and Masks must be in 8-bit or else visitor will crash as you try to load up the satellite image.

When problem solving check the terrain, layers and all the rvmat files for file name errors.

Those are the things that were giving me problems when mine was crashing at the import.

IceBreakr
Apr 24 2009, 20:08
Ok, followed tutorial to Quote
#Step 9: Okay, now you would probably want to view your terrain in the engine, if you go to Project--> Connect to Buldozer you should start up Buldozer


Now i get error http://img200.imagevenue.com/img.php?image=56113_error_122_73lo.JPG and after that another error saying Shaders not valid (mismatch of exe and data?)

Any ideas?

That happened with my install of BI Tools. I had to remove everything and reinstall, then everything went ok. Biggest problem is that actual latest v3.0.0 install doesn't upgrade older stuff and config errors appear. Usually the culprit is a non-working BinMake.

zonker3210
Apr 24 2009, 20:25
Two quick things to check:

Satellite Images and Masks must be in 8-bit or else visitor will crash as you try to load up the satellite image.

When problem solving check the terrain, layers and all the rvmat files for file name errors.

Those are the things that were giving me problems when mine was crashing at the import.

Thanks for the tips, Jakerod. As far as I can tell, though, the images are 8-bit format and the file paths are all correct. I'll try creating an extremely basic project and see if I can get it to work. If not, perhaps I'll post a ZIP/RAR archive containing all of my project files if someone would like to look over the files directly.

n.sipher
Aug 14 2009, 00:11
DOnt know how outdated this tuturial is.. but there is really some problems here.. Where can i get the newest visitor.. all screens from that software in this thread seems outdated and..

the bulldozer dosnt convert the ong to paa. have tried everything and im positive the paths are correct.

i downloaded visitor 3 from the wiki.

[APS]Gnat
Aug 14 2009, 13:10
the bulldozer dosnt convert the ong to paa. have tried everything and im positive the paths are correct.

ONG ?!! ... what are ONG files? O2 converts TGA and PNG files automaticly.

You have the latest version.
A revision is due soon, but only for ArmAII

n.sipher
Aug 15 2009, 23:23
Gnat;1405556']ONG ?!! ... what are ONG files? O2 converts TGA and PNG files automaticly.

You have the latest version.
A revision is due soon, but only for ArmAII

im sry.. was a late night and i was tired.. i meant PNG.

But still same issue it dosnt convert he pngs to paa. it creates a folder that is called "layers" and put alot of png files in there toghether with VMRT files i think they are called. i started buldozer many times but it dosnt convert them to paa.??

I have "Visitor3.0.0.0" Product version 1.0

MemphisBelle
Aug 16 2009, 21:41
ehhhmmmm...guys...what happened to Opteryx´s first post...the guideline? Has this thread been hacked and replaced with such a shit?:butbut::butbut::butbut:

Planck
Aug 16 2009, 22:35
Seems Operyx has replaced the first post with a pretty picture, in effect deciding nobody is worthy of his initial wisdom.

Throwing toys from prams benefits nobody.


Planck

Opteryx
Aug 16 2009, 22:53
Seems Operyx has replaced the first post with a pretty picture, in effect deciding nobody is worthy of his initial wisdom.

Throwing toys from prams benefits nobody.


Planck


My wisdom? Hardly... I just took the time and effort to compile things told and taught to me by others. Besides, it's still available here (http://armaunderground.com/e107_plugins/forum/forum_viewtopic.php?74) and here (http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma:terrain:v3_quick_tutorial) just not here :)

MemphisBelle
Aug 17 2009, 04:29
Puh...thanks Opteryx

[APS]Gnat
Aug 17 2009, 10:27
While I highly respect your work, deliberately removing useful information and placing it at only a couple select places seems to me to be exactly in line with what the so called rebels of ArmA Underground set themselves up to be against. Elitism.

While I'm not suggesting thats why you did your change, there are now many newbies who are likely only going to be aware of the BIS Forums, and will miss out.

Please reconsider.

Opteryx
Aug 17 2009, 12:22
Firstly, don't you dare trying to play on my conscience, I wrote the damn thing and can tear it asunder any damn day I feel like it. Besides, it's half-assed and outdated, maybe it will motive BIS to get off their lazy ass and write a proper tutorial them self.

Secondly, I quite frankly don't care anymore and am suspending my account here, BIS has turned into a rotten apple and have totally neglected the addon community and shown no gratitude for us (particularly map makers). Same bugs, no proper documentation, no new features knowing very well they have developed tons of technology for their precious kiddie killer simulator, at the very least hand us a bone to chew on.

Until then, Fuck it.

Bye

OChristie
Aug 17 2009, 13:07
Got to say Opteryx you summed up pretty well there. I believe this matter has been sorted. It is Opteryx's own work and he is right, he can do what he wants. It is still available on other websites which have been mentioned in this thread, so if 'Newbies' want to learn how to use Visitor then they can read this thread.

Mindwalker
Aug 17 2009, 15:51
I wholeheartedly agree, man.
You do with your own work as you please, and damn those that demand access to it.

IceBreakr
Aug 17 2009, 18:05
Opteryx: man, thats a nice summary of recent events.

We're putting a damn lot of hours into our freeware work and we're working on a same garbage tools for the past few years, while their devs enjoy all the fancy stuff they constantly update :/

Nevertheless, I'll start on a new map since IMHO Chernarus South Zagoria is one hell of a boring place to make missions for. And I believe I care more for the community than people that even get paid.

Waterman
Aug 17 2009, 21:40
Firstly, don't you dare trying to play on my conscience, I wrote the damn thing and can tear it asunder any damn day I feel like it. Besides, it's half-assed and outdated, maybe it will motive BIS to get off their lazy ass and write a proper tutorial them self.

Secondly, I quite frankly don't care anymore and am suspending my account here, BIS has turned into a rotten apple and have totally neglected the addon community and shown no gratitude for us (particularly map makers). Same bugs, no proper documentation, no new features knowing very well they have developed tons of technology for their precious kiddie killer simulator, at the very least hand us a bone to chew on.

Until then, Fuck it.

Bye

I understand your feelings, it is a total joke there is no changes to visitor apart from able to use 6 textures.

Your tutorial was very helpful and I would urge you to put it back on here or at least post links to other sites where you have posted it. I am slowly working my way through the different issues with Visitor3 and Arma2, but some things just dont work properly (like the road placement tool).

Also better terrain editing functions would have been a nice addition. Ah well...

Macross405
Aug 27 2009, 19:05
I'm so lost on this ARMA2 V3 fiasco....BI-where are the tutorials from YOU and not the users!?!?!?

.kju [PvPscene]
Aug 27 2009, 20:05
what fiasco?

pal2pace works fine here.
In addition v3 does call the app automatically once you apply your big SAT texture.

W0lle
Aug 27 2009, 20:32
I'm so lost on this ARMA2 V3 fiasco....BI-where are the tutorials from YOU and not the users!?!?!?

First of all BIS never promised anyone that they will deliver a tutorial or even a manual for their free tools.

The developer tools are a free giveaway from BIS to the community. They are not part of the game you purchased. Complaining about a free service eh?

And yes, what fiasco you are talking about?

And last but not least, this is the ArmA editing forum, not the ArmA2 one.

VAseMKiii
Oct 18 2009, 08:58
VISITOR 3 QUICK TUTORIAL
==========================

Foreword:

This tutorial is NOT meant as a Know-it-all thing, only reason I'm writing this is to simply gather already existing info on these forums more or less into one place, this tutorial will only cover the very basics of how V3 works and is intended to give you a easier start at taming the Beast.
--------------------------------------------------------
Nota Bene: Please read through the entire quick tut before starting up any project, otherwise you might find out you've made an error and that could cost you valuable time in which you may not have to spare.
---------------------------------------------------------


GETTING STARTED
==================

To make Islands (or terrains) for ArmA you're going to need some basic tools, these are:

#Visitor 3 (DUH! )

#An Image Editor such as Photoshop (recommended), but there are others you can use.

#A PBO packing/Extraction tool like Kegetys CPBO, or BI's BinPBO.

#TexView (for easy conversion of PNG files to PAA format)

Kegetys paa Plugin for Photoshop (optional, but could prove useful)

#A terrain editor like Wilbur, Terragen, L3DT(?) etc. there are many.

#A Creative mind (sort of optional)

#PATIENCE MADE OF AGGREGATED DIAMOND NANORODS! This is absolutely imperative!
-------------------------------------------------

DOWNLOADS FOR TOOLS
========================

Visitor 3

Wilbur/Terragen (You can download both, but you MUST download Wilbur since I'll be using in this tutorial.)

Photoshop

TexView 2

Kegetys paa Plugin (scroll down to ArmA Tools)
------------


VISITOR 3 INSTALLATION AND SETUP
====================================
Alright, from now on I'll explain things mostly in simple 1-2-3 steps to try and keep things as simplistic and understandable as possible, I'll try and keep as much useless crap outta this tut as possible because I hate all that nonsense that leaves you frustrated in most tutorials, but please do bear with me, this is the first tut I've ever written for anything and I am not by a long shot a master with V3.
Okay enough crap, let's start.


#Step 1: Unpack Visitor 3 and install on your C:\ drive.

#Step 2: Start it up and have a look around.

#Step 3: Displeased with the stone age like GUI are we? Good, head over to your new P:\ drive which should have been automatically generated when installing Visitor or Oxygen.

#Step 4: In P:\ create a folder, this will be your map folder so you can call it MyMap first time around.

#Step 5: In the MyMap folder create two folders, one called Data and the other Source, in the Source folder create another folder called Terrain.

#Step 6: Go back into V3 and click Project---> New, here you'll see the Project parameters box, this is where you'll choose the size of your Height map, cell size, Satellite/Mask map etc. This is even where I can get a little (or a lot) confused, so for simplification I'll give you a specific setup.

#Step 7: In "Terrain Grid Size" select 512 x 512, In "Terrain Cell Size (meters)" write 10.0.

#step 8: A bit further down in is a button which says "Calculator...", this is where you'll select your Satellite and Mask texture size. Click on calculator, in "Image Size (pixels):" write 2048, this will mean that your Satellite/Mask texture is going to be 2048 x 2048 pixels, this is relatively small, Sahrani is 20480 x 20480 pixels, images of those size take an extreme amount of time and resources from your PC to process, export/import etc. so we'll start off with something small.

#Step 9: Click on "Apply Proposed" and "Close" now that you're back in the Project parameters box click "OK".

#Step 10: Now we're going to go back to Project parameters again to edit the Texture Layers ( I don't know why but you can't do this when creating a new project..). Go to Tools--->Project parameters, here you'll see the same box as you saw moments ago, but this time you can edit the Texture Layers. Beneath the title "Texture Layers" there there's a small white box with a text that says "Base (active), click on that text and on it's right hand side there's a buttons which says Edit. Press edit and in the texture Size selector choose 50.0 x 50.0 m. Press "OK" and "OK" back in the Project parameters box again.

Note - I'm not sure if this is the optimum Texture size for a map this size, but keeping it around 40/50 meters have always worked pretty good for me, you got to experiment a bit here.

#Step 11: Now let's save this project so you have something to work with. Go to Project--->Save As, save in as MyMap.pew in P:\MyMap\Source\Terrain.

CREATE, EXPORT AND IMPORT TERRAIN
=======================================

There are many ways of creating a terrain for your maps in ArmA, using Visitor is NOT one of them, although is is possible you cannot expect anything of real esthetical value, ie. it's going to look blocky and gruesome.

Other ways are using XYZ and Landbuilder ( Uh we don't get that, it reserved for t3h über l33t VBS team or something :/ )

In this tutorial I'll be using simple grayscale height maps, if you don't know what that a grayscale height maps is, it is simply a black and white image, in which height data are calculated from the white is maximum height and black is minimum height.
Example. Max height = 100meter, Neutral Gray = 50meter, Black = 0meter. So in other words all the gray tones are different heights depending on the brightness, the brighter the higher elevation, the darker the lower elevation. (hope that made sense hehe)
--------------------------------------------------------

Okay so you got Wilbur downloaded, let's start shall we.

#Step 1: Unpack Wilbur and start up the exe.


#Step 2: Go to File--> New, here you'll decide what size the height map is going to be, remember the "Terrain Grid Size" you set earlier? This must correlate with that so put in the values:

Width 512 pixels, Height 512 pixels.

Press Finish.


#Step 3: Right, so now you're going to start terraforming, let's do it simple. Select the raise tool, but BEFORE you start painting the terrain you should be aware of that the default brush pressure "1" in Wilbur is very hard so set it to something like 0.001 to 0.010, you can of course change the Width and Height of the brush too. Try out the Dig/Blur/Smudge/Sharpen/Add Noise tools too if you like.


#Step 4: After you have something more or less usable you could also try out some of the Filter Effects too if you like, such as erosion, these can add more realism to your terrain.

Tip: in Window there's an option where you can select 3D Preview Window to view your terrain in three dimensions, this can be useful.


#Step 5: Okay so you're more or less happy with the terrain you've created, go to File--> Save As, save it as Terrain.png (PNG surface) in your P:\MyMap\Source\Terrain folder, after you press save you'll get a question "Output as 16.bit values", press yes.


#Step 6: So now you have generated your terrain, this is how you import it to Visitor. In P:\MyMap\Source\Terrain, create a .txt file, inside this file you put this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class cfg
{
PNGfilename="terrain.png";
squareSize=20.000000;
originX=0;
originY=0;
minHeight=-07.420013;
maxHeight=876.810001;
};
[/QUOTE]

#Step 7: Save the .txt file as terrain.pbl Make sure you save it as a pbl format and not as "terrain.pbl.txt"

Note- It's important that the .pbl files is located in the same dir. as your height map, but that shouldn't be a problem if you've followed this tutorial correctly.

Also this area highlighted in blue: PNGfilename="<span style='color:#0000CC'>terrain.png</span>"; must be the same as your heightmap name.


#Step 8: Now you're ready to import your terrain into Visitor, start off by opening your project in Visitor, go to Project--> "Import Terrain from picture.." find the terrain.pbl you created in P:\MyMap\Source\Terrain and open it.
Now you should be able to see some kind of height map in Visitor.

Tip: Is your view in V3 obstructed? Go to View and remove some unwanted panels such as Script panel, what you basically need is Objects panel and Toolbar panel (View Toolbar), you can also move the panels around with your mouse.


#Step 9: Okay, now you would probably want to view your terrain in the engine, if you go to Project--> Connect to Buldozer you should start up Buldozer (there might be some problems here, but for me it worked without problems from the start as far as I can remember). If it works you should now be floating around in the air above your untextured terrain, to move around use your mouse and numpad keys. If you don't like the setup you can press F1 in Buldozer mode to change GFX settings and Buldozer navigation. You can also run buldozer in windowed mode (see BIKI) but I just navigate between V3 and Bul with Alt+tabbing.


#Step 10: Before we move on to the next part of the tut I should mention that if you're unhappy with your terrain because is has too much contrast, you can go to your Objects panel--->Terrain vertices and press Ctrl+A to select your entire terrain and run an erosion cycle on it, here you can experiment a bit.

Additional note- you can also edit your png heightmap in Photoshop, but it appears as if PS does some funky stuff to your height map, in this case just open and save it in Wilbur after editing in PS, this should solve the error.
---------------------------------------------------------


SATELLITE/MASK CREATION AND PREPARATION FOR IMPORT
================================================== ==========

[lie] Woho! here comes the fun part! [lie\]


Right, so basically how this stuff works is that there's two different images you make, one is called Sat_LCO.png, this the satellite map texture that you from the distance and the one when showing textures on the map in-game. If you have good resources you can use real world satellite/aerial images for this.

The other one is called Mask_LCO.png and uses a RGB color coding to tell the engine where to paint the detail textures (the textures you see up close to you on the ground), making this mask match up good to your Satmap can be areal pain in the ass, especially if you're using a real world satellite image with a lot variation, this is mostly due to the fact that you're only limited to four different detail texture per segment(??), i.e. you can't have much variation on your terrain in small places. Exactly how to figure out where to not put more than four different colors that don't overlap I'm not sure of, maybe set up some kind of grid in Photoshop or something? Anyway your best bet is to start off with just four different detail textures on your entire map to be on the safe side.
------------------------------------------------------------------------------------------












#Step 1: Start off simply by either getting a satellite image of what your map is going to look like, I'm sure there are many resources out there on the net (Google Earth), alternatively you could make it completely from scratch buy slapping a bunch of textures together and editing it in Photoshop until it looks nice and purty. How you do this is entirely up to you and there's simply no easy short cut for it, find out what works best for you.


#Step 2: Now that you got your satellite image, it must match the size of your Project settings, back in Project Parameters you set your image size to 2048, this means that your Satellite image must be 2048 x 2048 pixels in size, this is easy to do in Photoshop and most image editors. To get your satellite image to be 1:1 scale in ArmA can be somewhat tricky, so I'm not going try and explain that, a tip I can give you though is that in Project Parameters there's an output value of how big your map is going to be relative to your settings, here you can experiment (again) to see if you find a formula that gets it right.

Save the satellite image in P:\MyMap\Source as Sat_LCO.png.


#Step 3: Now that you're done with the SatMap you must create the Mask, let's say your satellite images has four different surfaces

# Grass

#Sand

#Urban/Asphalt

#Rock/Mountain


Assign an RGB value/color for each one of these textures.

Example:

# Grass = Green RGB = 0.255.0

#Sand = Yellow RGB = 255.255.0

#Urban/Asphalt = Blue RGB = 0.0.255

#Rock/Mountain = Red RGB = 255.0.0

The RGB values can be viewed and set in the Color Picker in Photoshop. Also it would probably be wise to write down these settings somewhere in a textfile so that you don't forget them.


#Step 4:Okay, now you can start making your Mask texture, this must the exact same size as your Satmap, i.e. in this case 2048 x 2048 pixels.

There is no right or wrong way to do this, only what works best for you and your map, basically it's just a case of painting all the roads, grass, mountains etc. to match the satmap, only with one color representing each dominant surface. Personally I have Photoshop Elements 2.0 and have found that the way that works best for me is to paint the Mask as a layer on top of the satmap, then when I'm done I copy it into a separate image.
One could probably use other ways such as converting your satmap into a gradient map, I however found this impractical.

Note- It's important to note that painting your mask with a brush that has a transparent edge will create different colors when painted on top of other colors, this can lead to unwanted texture and possibly interfere with the four color limit thing. Also remember to have Opacity at full strength (100%)


#Step 5: Right so now that you're done and happy with your Mask, save it in P:\MyMap\Source as Mask_LCO.png.


#Step 6: Before you start importing your Sat/Mask into Visitor your going to need some detail textures and RVMAT files, you can get these by unpbo'ing Sahrani or use those in the SampleMap(Rahmadi) released by BIS.

For each texture you're going to need: One RVMAT, one _detail_co. _detail_mco. and a _detail_nohq.

Example:

Sand texture is painted as Yellow (RGB value = 255.255.0) and needs:

#pisekplaz.rvmat

#pisekplaz_detail_co.paa

#pisekplaz_mco.paa

#pisekplaz_detail_nohq.paa


Extract all of the relevant textures and RVMATs that you'll need from Sara.pbo and put them in P:\MyMap\Data.
If you don't know what they are since their names are in Czech, you can open them up in either in Photoshop using Kegetys paaplugin or with TexView.


#Step 7: Now you must open up all of the RVMAT files in an text editor and change their paths, easiest way is to just right click on them and open up in notepad.
In each RVMAT there are two lines in which you must change the texture path, make the path into MyMap\Data. Close and save.

Example:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
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";

//surfaceInfo = "landtext\bumps.bisurf";

class Stage1
{ // normal map
texture="MyMap\data\pisekplaz_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="MyMap\data\pisekplaz_detail_co.paa";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};

[/QUOTE]

#Step 8: When all RVMATs are done you're going to need a Layers.cfg file, this file will assing each color on your Mask to to an individual detail texture.
Using the previous examples; here's how your layers.cfg should look like:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class Layers
{

class pisekplaz
{
texture = "MyMap\data\pisekplaz_mco.png";
material="MyMap\data\pisekplaz.rvmat";
};

class trava
{
texture = "MyMap\data\trava_mco.png";
material="MyMap\data\trava.rvmat";
};

class mesto
{
texture = "MyMap\data\mesto_mco.png";
material="MyMap\data\mesto.rvmat";
};

class pisek
{
texture = "MyMap\data\pisek_mco.png";
material="MyMap\data\pisek.rvmat";
};

};

class Legend
{
picture="MyMap\Source\mapLegend.png";
class Colors
{
/// color names should correspond to surface layer names
pisek[]={{255,0,0}};
trava[]={{0,255,0}};
mesto[]={{0,0,255}};
pisekplaz[]={{255,255,0}};
}
};
[/QUOTE]
Note- Notice that the files are referring to png's in data folder? Yeah I know, for some reason this works for me, but you could try and change them to paa, EXCEPT MAPLEGEND.PNG! This one must be a png.



The "class Layers" bit tells Visitor what textures and RVMATs you're using and where they are, the second bit "class Colors" tells Visitor what textures colors on your Mask are assigned which detail texture, so here you just put in the RGB color value you want for the texture you have assigned it to when you made the mask. You can also add and subtract texture. Now that you've written your layers.cfg file, just save it as layers.cfg in P:\MyMap\Source.


#Step 9: Two more things you'll need to do before importing this in V3, first you need to add the mapLegend.png to P:\MyMap\Source (I honestly have no clue what this does, but apparently you need it) get it here: http://community.bistudio.com/wikidat....end.png

The second thing you'll need to do is telling Visitor where to save your Layers, in Visitor go to tools---> Project Preferences, in the top line where it says "Folder Textures" write: MyMap\Data.



IMPORT AND PNG TO PAA CONVERSION
=======================================

So now you're ready to import your Satellite and Mask textures, this can be one of the more time consuming thing when working with Visitor, but with the given example here I'd imagine the process to rather quick.


#Step 1: Go to Tools--> "Import Satellite + Mask.." now you get the choice if you want to generate you layers RVMATs in binary or text, by default it should be set to binary, if not select binary and press OK.


#Step 2: Now you select what images you're going to use as Sat/Mask and your layers.cfg. open them up, in succession it should be:

nr 1: Satellite maps

nr 2: Layers.cfg

nr.3: Mask

Note- If this process fails somewhere along the line and Visitor crashes, it's most likely to do with an error in one of the texture paths or image size, check everything RVMATs, Layers.cfg Visitor settings and again texture sizes. Even the most minute error such as a missing " can crash everything, so be certain everything is correct.


<s>#Step 3: Now that all your layers textures and RVMATs are generated you must convert the png's in P:\MyMapData\Layers from png to paa.

Conversion is explained here, courtesy of Mister surpher:
Quote:
Originally Posted by (surpher @<hidden> Aug. 28 2007,19:42)
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]</s>

-edit-
This is not longer necessary with the RC3 version, just run Buldozer and your png's will be converted to paa.


#Step 4: After doing that delete all your left over png files in P:\MyMap\Data\Layers.


#Step 5: Now you should be able to view your textured terrain in Buldozer, so fire it up and check it out.


Note- You're probably going to do something wrong here, either because I wrote something wrong you missed something, but don't let it get you down, things like these takes patience, trial and error to learn.



INSERTION OF OBJECTS/VEGETATION
=====================================


This should be fairly easy.


# Step 1: Go to your BIS AddOns folder and find the type of objects you want, so for say like Buildings you find the buildings.pbo and unpbo that.
Put the buildings folder in P:\ca, if you don't have a folder named ca in P:\ just create one.


# Step 2: In Visitor go to Tools--->Artificial Objects, on bottom left hand corner you'll a button that says Add/Browse, click it and navigate from here to P:\ca, now open up the buildings folder and select one or multiple of the p3d files (unfourtunatley it seems as though you cannot select all at once, I think 8 is the maximum that you can add at a time), once that you've selected the objects that you want, press open, now they're added to the Artificial Objects Definition, here you can define some things with the object such as random size etc, don't bother with that yet,

press OK.


# Step 3: Now you have your objects up in the objects panel, if you can't see the objects panels go to View and check it.


# Step 4: Now all you need to do is select the object you want from the objects panel and add it to the map by clicking where you want it, you can move it around by clicking the left muse button, hold and drag it around, also holding down left muse button while holding down Ctrl and moving the mouse will change the orientation of the object.
You can move objects around in Buldozer too, but this is a bit guesswork because there's no arrow you can toggle to see exactly where your camera is pointed.


# Step 5: Vegetation works the same way as other object except you choose "Nature Objects" in tools, also here it becomes somewhat more important that you randomize the object size in Artificial Objects Definition so that the vegetation doesn't look identical to neighboring objects.

ROADS
======

Not possible yet, but if you absolutely must have them you can unpbo them and place them like objects for temporary placeholders.


Save as MyMap.pew now so you don't lose your work.


GETTING MAP INGAME
======================

If you've done everything right this shouldn't be too hard either.


# Step 1: First thing to do now is to create a .wrp file of your map, this is easy. Make sure you have Buldozer running otherwise you can't generate a wrp. go to Project---> "Export World.." Now save it as MyMap.wrp in P:\MyMap\Source\Terrain.


# Step 1:Second thing you'll need is a config, Here's a working example of one:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3


class CfgPatches {
class MyMap {
units[] = {};
worlds[] = {MyMap};
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 MyMap : Intro {
access = 3;
cutscenes[] = {"DesertIntro1"};
description = "MyMap";
icon = "";
worldName = "\MyMap\MyMap.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 MyMap {};
};
[/QUOTE]

In description = "MyMap"; you can call it whatever you want, this is what the name will be in the Island Selector, all the other places where MyMap is written must be the same as your project name.

Put the config text in a .txt file and save as config.cpp, you can probably binarize it too now with one of the BIS tools, haven't looked into that yet so I wouldn't know how.


# Step 6: Okay now you're ready to pack it all, start off by creating a folder named MyMap, in this folder you put your MyMap.wrp, data folder from P:\MyMap and the config you just made, now pack this folder into a PBO file, all you need to do now is to put the MyMap.pbo in your ArmA addons folder and it should work.

If you're getting an error about RVMAT's and there's no textures on the geound ingame I can assure you there's a 99% probability it's related to a texture path error, always make sure all paths are good, triple check if you can't find it.
--------------------------------------




Well that about concludes this short tutorial, I hope you found it usefull, also if anybody else is writing a tutorial feel perfectly free to use any info from this one, share your knowledge and different perspectives.


-edit-

It is important to note that this tutorial is meant for the Visitor 3 release candidate, hopefully it'll be made obsolete soon by a full version of Visitor 3.


PS: Please forgive any grammar/spelling error (or any other error for that matter) I may have made, English is not my first language and I hate writing long texts.


__________________
We had exactly the same issue in PE when prima donna types who had the knowldge would not share it and it killed the modding community for a while. Life is too short for such things. Apologies to all for not getting the piccys but the text is there. At least the nooobs have fighting chance now

F2F_BHO
Apr 12 2010, 04:15
Okay, Can anyone give me a hand on this one, I am 15 min away from completing this Island and cannot for the life of me find the error within my Config.cpp file, binpbo keeps kicking it out.

======
class CfgPatches
{
class Island
{
units[] = {Island};
weapons[] = {};
requiredVersion = 1.00;
requiredAddons[] = {"Utes"};
version = "2010-4-11";
fileName = "Hells Gate.pbo";
author = "BossHoggOutlaw";
mail = "TheFirst2Fight.com";
};
};
class CfgWorlds
{
class CAWorld;
class Utes: CAWorld
{
class Grid;
class DefaultClutter;
};
class Island: Utes
{
description = "Hells Gate";
worldName = "Hells Gate\Hells Gate.wrp";
pictureShot = "Hells Gate\data\SM_Picture_ca.paa";
centerPosition[] = {2720,2462,500};
seagullPos[] = {2720,2462,500};
longitude = 30; // positive is east, in degrees?
latitude = -45; // positive is south, in degrees?

class Clutter
{
//#include "cfgClutter.hpp"
};
class Names
{
#include "Hells Gate.hpp"
};
};
};

class CfgWorldList
{
class Hells Gate {};
};

class CfgMissions
{
class Cutscenes
{
class TUT_SampleMapIntro
{
directory = "Hells Gate\data\scenes\Intro.TUT_SampleMap";
};
};
};

//SURFACES
//#include "cfgSurfaces.hpp"

========================

I am recieving this error message : Line 35(): Wrong 'Class end' config.cpp/CfgWorlds/Island/Names/ #

Katipo66
Jul 1 2010, 05:18
Is this tutorial still relevant? i got most of the way except to this part "IMPORT AND PNG TO PAA CONVERSION"

I got these errors 'Error loading P:\mymap\sorce\mask_lco.png /
Error loading P:\mymap\sorce\mask_lco.png

But i believe i may have failed at #6 'Extract all of the relevant textures and RVMATs that you'll need from Sara.pbo and put them in P:\MyMap\Data.'

I thought i might have got the correct ones, but i probably didnt upon reflection... does anyone know which RVMATs i should get from Sara.pbo?

Thanks