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Linker Split
Oct 14 2007, 10:11
I installed Visitor3, then I followed Opteryx tutorial, and I want to see the new terrain (only the elevation map, not the textures) in buldozzer, but it doesn't start!
I click "connect to buldozzer" but nothing happens..
can you help me?
plzzzzzzzzzz http://forums.bistudio.com/oldsmileys/sad_o.gif


#EDIT
Ok, problem solved, since I wrote the command line in the "Real time working dir" box http://forums.bistudio.com/oldsmileys/biggrin_o.gif
but now the problem is:
i wrote this command line:

C:\armed assault\arma.exe -window -cfg=p:\arma.cfg -maxmem=2048
and i get this error
http://img87.imageshack.us/img87/512/erroroz9.jpg

Planck
Oct 14 2007, 10:48
Provided the path you entered is correct and the cfg file you mention does exist at the location specified....

.....I would say that as your path contains spaces, that you need to enclose it in quotes:

"C:\armed assault\arma.exe" -window -cfg=p:\arma.cfg -maxmem=2048


Maybe


Planck

Linker Split
Oct 14 2007, 10:51
Provided the path you entered is correct and the cfg file you mention does exist at the location specified....

.....I would say that as your path contains spaces, that you need to enclose it in quotes:

"C:\armed assault\arma.exe" -window -cfg=p:\arma.cfg -maxmem=2048


Maybe


Planck
thanks plank, but i solved the problem, I forgot to put -buldozer parameter ^^'
now, I can load buldozer, but I can't move inside it!
i tried all the keys form my Kboard, but nothing...

MehMan
Oct 14 2007, 16:58
Checked the CFG?

Linker Split
Oct 14 2007, 22:08
yeah, i laso removed the line parameter about the cfg, but still nothing... http://forums.bistudio.com/oldsmileys/sad_o.gif

Synide
Oct 14 2007, 23:09
Buldozer is ArmA in 'buldozer' mode - you already knew that...

like ArmA, Buldozer accepts many of the commandline parameters that ArmA utilizes for playing the game...

eg.

On my computer the P:\ drive was already allocated to a physical hdd, so in my setup for Vistor & O2PE the V:\ drive is mapped to ArmAWork in the mapdisk.bat...

that's background... so...

in the root of my V:\ drive (the mapped ArmAWork) i have a file called product.cpp.
following is the contents of this file...
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
profilePathDefault=&#34;&#34;;
profilePathCommon=&#34;&#34;;
extensionSave=&#34;ArmASave&#34;;
extensionProfile=&#34;ArmAProfile&#34;;
extensionWizardMission=&#34;ArmAWizardMission&#34;;
extensionAddon=&#34;ArmAAddon&#34;;
[/QUOTE]

In Visitor3 i have the following in my &#39;System Preferences&#39;.

http://i198.photobucket.com/albums/aa15/sbeetham/v31.jpg

Also, when Vistor3 installed to &#39;ArmAWork&#39; which in my case is mapped to &#39;V:&#92;&#39;... it created a config.cpp.

if you open it, you might want to change the following lines as well...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
profilePathDefault = &#34;Ca&#34;;
profilePathCommon = &#34;Ca Profiles&#34;;
[/QUOTE]

to...

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
profilePathDefault = &#34;&#34;;
profilePathCommon = &#34;&#34;;
[/QUOTE]

After setting the above in V3, if you hit the &#39;exclamation mark&#39; on the toolbar for &#39;connect/disconnect to viewer Buldozer&#39; it creates a &#39;V:&#92;Users&#92;<YourUserName>&#39; folder.
In that folder is a &#39;profile&#39; file called &#39;<YourUserName>.ArmAProfile&#39;... as per the &#39;-name=<YourUserName>&#39; parameter for the commandline in Vistor3.

this profile file will be used by Buldozer when you run it from Vistor3.
You can either edit it directly with a text editor to change the appropriate key mappings. Or, while in Buldozer from Vistor3... press the &#39;F1&#39; function key... you can work the rest out from there i think.

Linker Split
Oct 15 2007, 23:24
I&#39;ve created my first map with custom textures and objects... but there&#39;s a little little problem:
http://img207.imageshack.us/img207/7285/problemwt6.jpg


how to avoid these type of ugly problems?

here is a part of the map in costruction:
http://img150.imageshack.us/img150/8330/myscreenww1.jpg


plz someone help me, with these texture square seems like an OFP island&#33;

Opteryx
Oct 17 2007, 07:07
What are all the terrain settings and sat/mask dimensions?

Linker Split
Oct 17 2007, 22:10
http://img91.imageshack.us/img91/8970/settag7.jpg

Sat_LCO.png: 10240x10240 px
Mask_LCO.png: 10240x10240 px

4 types of textures:
----------------
beachsand_detail_co.paa = 1024x1024 px
beachsand_detail_nohq.paa = 1024x1024 px
beachsand_mco.paa = 512x512 px

----------------
grass_detail_co.paa = 1024x1024 px
grass_detail_nohq.paa = 1024x1024 px
grass_mco.paa = 512x512 px

----------------

sand_detail_co.paa = 1024x1024 px
sand_detail_nohq.paa = 1024x1024 px
sand_mco.paa = 512x512 px

----------------
terrain_detail_co.paa = 1024x1024 px
terrain_detail_nohq.paa = 1024x1024 px
terrain_mco.paa = 512x512 px

all the rvmats are the original ones from the samplemap only modified to fit the new textures, but the textures are made from scratch, and I followed all the samplemap ground textures... http://forums.bistudio.com/oldsmileys/sad_o.gif

Opteryx
Oct 17 2007, 22:34
Quote[/b] ]Sat_LCO.png: 10240x10240 px
Mask_LCO.png: 10240x10240 px

I&#39;m not sure, but maybe these ought to match terrain size?

Try resizing your terrain size so that it&#39;ll correspond with your sat/mask, ie. same dimensions in meters/px.

Just a suggestion.

Linker Split
Oct 17 2007, 22:45
Quote[/b] ]Sat_LCO.png: 10240x10240 px
Mask_LCO.png: 10240x10240 px

I&#39;m not sure, but maybe these ought to match terrain size?

Try resizing your terrain size so that it&#39;ll correspond with your sat/mask, ie. same dimensions in meters/px.

Just a suggestion.
but do you have the same problem?
anyway i&#39;m trying it now...

Linker Split
Oct 18 2007, 22:30
is there anyone who is working on a map with custom ground textures?http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/sad_o.gif
so i can understand my problem...

Opteryx
Oct 18 2007, 22:37
Do you mean custom detail textures? Editing the _co texture shouldn&#39;t pose a problem as long as you don&#39;t start resizing it and messing with RVMAT values, don&#39;t know about specular/mco though.

Edge
Oct 19 2007, 06:12
Try resizing your terrain size so that it&#39;ll correspond with your sat/mask, ie. same dimensions in meters/px.
No, the dimensions seemed correct.

Does the artifact occur on the map boundary? What is expected state?


Quote[/b] ]all the rvmats are the original ones from the samplemap only modified to fit the new textures
Did you check whether the paths in RVMATs are really pointing to textures in your addon?

Fitzee
Oct 19 2007, 15:52
Try resizing your terrain size so that it&#39;ll correspond with your sat/mask, ie. same dimensions in meters/px.
No, the dimensions seemed correct.
Now I&#39;m confused...
The visitor tutorials on the wiki say the sat/mask should be 1 pixel per meter. (which seems to work ok)
His image is 10240 and terrain 20480, and your saying thats correct. http://forums.bistudio.com/oldsmileys/crazy_o.gif

Linker Split
Oct 19 2007, 22:38
I saw that in the samplemap, the _mco textures are the half of the _co one... so I did the same, with the difference that the samplemap textures are 512x512 px, mine are 1024x1024... could it be the problem?

well,I saw that some generated layers got strange mapping on the the edge...
look at this generated layer:
M_000_000_LCO.png (that i converted to paa)
http://img142.imageshack.us/img142/4209/m000000lcoei1.jpg



Did you check whether the paths in RVMATs are really pointing to textures in your addon?

path is the following:
BHD_mogadishu&#92;Data and the files which they are pointed to are png... so
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">BHD_mogadishu&#92;Data&#92;beachsand_detail_co.png[/QUOTE]

Opteryx
Oct 19 2007, 23:15
The stretching is normal, it&#39;s to make sure the textures overlap properly if I recall correctly. I believe it&#39;s set in the Grid Calculator--&#62;Segment Overlap (pixels).

However, I see that your RVMAT is referring to a png, it should be paa.

Example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> texture=&#34;Sakakah&#92;data&#92;pisek_detail_co.paa&#34;;[/QUOTE]

All paths in the detail texture RVMATs that are in the data (NOT layers folder) folder should be referring to paa.

If you&#39;re using the newest version of Visitor 3 that comes with the RC3 Tool suite (LINK (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=61;t=68919)), auto conversion of layers sat/mask from png to ppa is done automatically first time you run Buldozer.

Linker Split
Oct 19 2007, 23:18
The stretching is normal, it&#39;s to make sure the textures overlap properly if I recall correctly. I believe it&#39;s set in the Grid Calculator--&#62;Segment Overlap (pixels).

However, I see that your RVMAT is referring to a png, it should be paa.

Example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> texture=&#34;Sakakah&#92;data&#92;pisek_detail_co.paa&#34;;

All paths in the detail texture RVMATs that are in the data (NOT layers folder) folder should be referring to paa.

If you&#39;re using the newest version of Visitor 3 that comes with the RC3 Tool suite (LINK (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=61;t=68919)), auto conversion of layers sat/mask is done automatically first time you run Buldozer.[/QUOTE]
thanx Opteryx... but can I modify the Rvmats now that the layers have been created? Or do I have to make the work again? It&#39;s only to not waste time... http://forums.bistudio.com/oldsmileys/sad_o.gif because there are at least about 2000 paa layer textures...

Opteryx
Oct 19 2007, 23:29
If your sat/mask layers are already converted either via auto conversion when running Buldozer or the more tedious method described in my tutorial, then there should be no problem.

#Make sure your sat/mask textures in data&#92;layers folder are converted to paa.

#Make sure all the paths inside detail texture RVMATs ( located in data folder) are referring to paa and not png.

You do not need to change the paths in the RVMATs prior to conversion.

Linker Split
Oct 19 2007, 23:33
thanks Opteryx, I&#39;ll give now the try... http://forums.bistudio.com/oldsmileys/wink_o.gif

EDIT
I&#39;ll give it a try tomorrow, because now I&#39;m tired... see you tomorrow guys&#33; good night all...

Linker Split
Oct 20 2007, 12:26
nothing, still the same problem, and I&#39;ve set the terrain size to 10240x10240 px as the sat/mask texture... I&#39;ve even changed the rvmats as Opteryx said, but not a fucking progress http://forums.bistudio.com/oldsmileys/banghead.gif

but what I saw is that also in Rahamadi there&#39;s some problem like it, but the transition seems to be more smooth...

Opteryx
Oct 20 2007, 12:58
What does your layers.cfg look like?

Linker Split
Oct 20 2007, 13:01
class Layers
{

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class terrain
{
texture = &#34;BHD_mogadishu&#92;data&#92;terrain_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;terrain.rvmat&#34;;
};

class beachsand
{
texture = &#34;BHD_mogadishu&#92;data&#92;beachsand_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;beachsand.rvmat&#34;;
};

class sand
{
texture = &#34;BHD_mogadishu&#92;data&#92;sand_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;sand.rvmat&#34;;
};

class grass
{
texture = &#34;BHD_mogadishu&#92;data&#92;grass_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;grass.rvmat&#34;;
};

};

class Legend
{
picture=&#34;BHD_mogadishu&#92;Source&#92;MapLegend.png&#34;;
class Colors
{
terrain&#91;&#93;={{86,77,52}};
beachsand&#91;&#93;={{190,168,158}};
sand&#91;&#93;={{127,114,87}};
grass&#91;&#93;={{47,81,34}};
}
};
[/QUOTE]

colours correspond exactly to the ones I used in photoshop for the Mask_lco.png image... also in the same image there are no transition pixels...

Aussie
Oct 21 2007, 08:52
I had the same problem several weeks back and asked the same question, I got no help at all so good luck mate I gave up

Linker Split
Oct 21 2007, 10:15
what i can understand is that Visitor3 RC still doesn&#39;t accept textures with different names than the original one (obviously it&#39;s only a suggestion)... because now i tried to name my textures with the original CZ ones, and i got grass, rocks, but the same problem too... I&#39;ve changed the terrain grid size to 512x512 and terrain cell size (meters) to 20, so that the final terrain size ould be 10240x10240 exactly as my SAT image... but nothing... I&#39;m starting hating this program http://forums.bistudio.com/oldsmileys/banghead.gif

Edge
Oct 22 2007, 06:30
The visitor tutorials on the wiki say the sat/mask should be 1 pixel per meter. (which seems to work ok)
His image is 10240 and terrain 20480, and your saying thats correct.
It is, you just get less detailed satellite texture. If you set the project correctly, you may use smaller satellite images - this allows you to make really huge maps without need to edit impossibly big (=uneditable) input images.


what i can understand is that Visitor3 RC still doesn&#39;t accept textures with different names than the original one
No, you probably forgot to change some path somewhere. You can name your texture whatever you fancy, provided you will not forget suffices (_CA, _NOHQ, _MCO). Also, for detail textures, try to use _DETAIL_CA and _DETAIL_NOHQ suffices (so for your "grass" texture, texture names should be: grass_detail_ca.png, grass_detail_nohq.png, grass_mco.png).

Linker Split
Oct 22 2007, 22:24
The visitor tutorials on the wiki say the sat/mask should be 1 pixel per meter. (which seems to work ok)
His image is 10240 and terrain 20480, and your saying thats correct.
It is, you just get less detailed satellite texture. If you set the project correctly, you may use smaller satellite images - this allows you to make really huge maps without need to edit impossibly big (=uneditable) input images.


what i can understand is that Visitor3 RC still doesn&#39;t accept textures with different names than the original one
No, you probably forgot to change some path somewhere. You can name your texture whatever you fancy, provided you will not forget suffices (_CA, _NOHQ, _MCO). Also, for detail textures, try to use _DETAIL_CA and _DETAIL_NOHQ suffices (so for your "grass" texture, texture names should be: grass_detail_ca.png, grass_detail_nohq.png, grass_mco.png).
thanks for your answer Edge, I&#39;ll try it again, but that&#39;s what I did...
anyway, what I saw is that also the BI islands have the same "problem" but their transition textures appear more smooth... as you can see, mine are really weird (indeed you see sorts of squares)...
that&#39;s the problem I&#39;m trying to solve...

Opteryx
Oct 22 2007, 22:37
Hmm could you post an example of this occurring on a BIS island?


Come to think of it, are your textures seamless?

Linker Split
Oct 23 2007, 21:46
here it is:

http://img88.imageshack.us/img88/1715/errorsm6.th.jpg (http://img88.imageshack.us/my.php?image=errorsm6.jpg)

as you can see, transition textures apperar to me more smooth on rhamadi

Allie
Nov 2 2007, 18:32
class Layers
{

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class terrain
{
texture = &#34;BHD_mogadishu&#92;data&#92;terrain_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;terrain.rvmat&#34;;
};

class beachsand
{
texture = &#34;BHD_mogadishu&#92;data&#92;beachsand_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;beachsand.rvmat&#34;;
};

class sand
{
texture = &#34;BHD_mogadishu&#92;data&#92;sand_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;sand.rvmat&#34;;
};

class grass
{
texture = &#34;BHD_mogadishu&#92;data&#92;grass_mco.png&#34;;
material=&#34;BHD_mogadishu&#92;data&#92;grass.rvmat&#34;;
};

};

class Legend
{
picture=&#34;BHD_mogadishu&#92;Source&#92;MapLegend.png&#34;;
class Colors
{
terrain&#91;&#93;={{86,77,52}};
beachsand&#91;&#93;={{190,168,158}};
sand&#91;&#93;={{127,114,87}};
grass&#91;&#93;={{47,81,34}};
}
};
[/QUOTE]
If this is still your layers.cfg i suggest to dump your layers folder and start over after you change from PNG to PAA in the layers.cfg.

convert the textures to PAA in the data folder, then change all PNG to PAA in the rvmat files in your DATA folder, only then reimport into visitor.

YOU DONT HAVE TO CHANGE THE "legend.png"

Then tell me what happend. http://forums.bistudio.com/oldsmileys/smile_o.gif

Oh and dont know who said it , but you CAN use custom names on textures, or even complete custom textures.

Good luck,
Alphons

Linker Split
Nov 2 2007, 22:09
hi all&#33;

Well, I figured out how to solve that problem... for what i understood, it&#39;s a NOHQ plus a mapsize problem...anyway, now i started making Mogadishu...I think the city will cover about 1.5x1km (78x20.0meters and about 50x20.0meters)