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Bensu
Feb 29 2008, 13:06
hi,

I'm about to make my first map for arma, but I have a problem: it does not appear ingame.  http://forums.bistudio.com/oldsmileys/confused_o.gif

here is my config.cpp. I took the one form the BIS sample map and just replaced "samplemap" with "island_01" and changed the description and the path to the *.wrp file.


<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define ReadAndWrite 0 //&#33; any modifications enabled
#define ReadAndCreate 1 //&#33; only adding new class members is allowed
#define ReadOnly 2 //&#33; no modifications enabled
#define ReadOnlyVerified 3 //&#33; no modifications enabled, CRC test applied

class CfgPatches
{
class Island_01
{
units&#91;&#93; = {Island_01};
weapons&#91;&#93; = {};
requiredVersion = 0.10;
requiredAddons&#91;&#93; = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks};
};
};


class DefaultLighting;
class DefaultLighting_CA &#58; DefaultLighting {};

class CfgWorlds
{

 class DefaultClutter
 {
   scaleMin = 0.9;
   scaleMax = 1.4;
 };
 class DefaultWorld;
 class CAWorld &#58; DefaultWorld
 {
   class Grid {};
 };

 class Island_01&#58; CAWorld
{
access = ReadAndWrite;
worldId=8;

cutscenes&#91;&#93; = {Island_01Intro1};

description = &#34;Bensu 1 test&#34;;
icon=&#34;&#34;;
worldName=&#92;ArmA_Islands&#92;Island_01&#92;Island_01.wrp;
pictureMap = &#34;&#34;;
pictureShot = &#34;&#34;;

plateFormat=&#34;ML&#036; - #####&#34;;
plateLetters=&#34;ABCDEGHIKLMNOPRSTVXZ&#34;;

longitude = -40; // positive is east
latitude = -40; // positive is south

// landRange is stored directly in WRP file

class Grid &#58; Grid
{
offsetX = 0;
offsetY = -15360;

class Zoom1
{
zoomMax = 0.5;
format = &#34;XY&#34;;
formatX = &#34;Aa&#34;;
formatY = &#34;00&#34;;
stepX = 200;
stepY = 200;
};
class Zoom2
{
zoomMax = 1e30;
format = &#34;XY&#34;;
formatX = &#34;A&#34;;
formatY = &#34;0&#34;;
stepX = 2000;
stepY = 2000;
};
};

startTime = 8&#58;30;
startDate = 01/05/1985;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;

seagullPos&#91;&#93; = {1272.842,150.000,14034.962};

//default center position
centerPosition&#91;&#93; = {2500,2500,300};

// landing place - airport
ilsPosition&#91;&#93; ={2545,3000};
ilsDirection&#91;&#93; ={0,0.08,1};
ilsTaxiIn&#91;&#93;= {2495,2725, 2495,2850,  2508,2860, 2508,3000, 2520,3010, 2545,3000};
ilsTaxiOff&#91;&#93;= {2545,2445,2520,2425,2495,2445,2495,2725};
drawTaxiway=false;

   class ReplaceObjects {};

   // sound sources
   class Sounds
   {
    sounds&#91;&#93;={};
   };
   class Animation
   {
     vehicles&#91;&#93;={};
   }; // default - no film


   class Lighting &#58; DefaultLighting {};


   clutterGrid = 1.11;//pred demem to bylo 1.5
   /// how far clutters are visible
   clutterDist = 55;

   noDetailDist = 40;
   /// where ground detail texture is fully visible &#40;begin fading out&#41;
   fullDetailDist = 5;

   minTreesInForestSquare = 3;
   minRocksInRockSquare = 4;

   class clutter
   {

     class GrassGeneral&#58; DefaultClutter
     {
       model=ca&#92;plants&#92;clutter_grass_general.p3d;
       affectedByWind = 0.3;
       swLighting = true;        //relativeColor&#91;&#93;={0.8,0.8,0.8,0};
       //colorByGround=0.9;
       scaleMin = 0.75;
       scaleMax = 1.0;
     };

     class GrassFlowers&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_grass_flowers.p3d;
     };

     class GrassLong&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_grass_long.p3d;
       affectedByWind = 0.6;
       scaleMin = 0.60;
       scaleMax = 1.10;
     };

     class GrassSevenbeauty&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_grass_sevenbaeuty.p3d;
       affectedByWind = 0.2;
       scaleMin = 0.70;
       scaleMax = 1.10;
     };

     class GrassYellow&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_grass_yellow.p3d;
       affectedByWind = 0.2;
       scaleMin = 0.70;
       scaleMax = 1.10;
     };

     class GrassDesert&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_grass_desert.p3d;
     };

     class ForestFern&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_forest_fern.p3d;
       affectedByWind = 0.1;
       scaleMin = 0.90;
       scaleMax = 1.10;
     };

     class SmallRocks&#58; GrassGeneral
     {
       model=ca&#92;rocks&#92;clutter_stone_small.p3d;
       affectedByWind = 0;
       scaleMin = 0.90;
       scaleMax = 1.10;
     };

     class FlowersColor&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_smetanka.p3d;
     };

     class FlowersWhite&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_white_flower.p3d;
     };

     class MushroomsHorcak&#58; GrassGeneral
     {
       model=ca&#92;plants&#92;clutter_horcak.p3d;
       affectedByWind = 0;
       scaleMin = 0.85;
       scaleMax = 1.25;
     };
     
     class MushroomsPrasivka&#58; MushroomsHorcak
     {
       model=ca&#92;plants&#92;clutter_prasivky.p3d;
     };
     
     class MushroomsBabka&#58; MushroomsHorcak
     {
       model=ca&#92;plants&#92;clutter_babka.p3d;
     };
     
     class MushroomsMuchomurka&#58; MushroomsHorcak
     {
       model=ca&#92;plants&#92;clutter_muchomurka.p3d;
     };


   };
class Subdivision
{
// fractal component of subdivision
// changes are smaller for smaller rectangles
class Fractal
{
// texture roughness factor
rougness = 5;
// max. value for squares containing road
maxRoad = 0.02;
// max. value for squares containing track
maxTrack = 0.50;
// max. coeficient depending on slope
maxSlopeFactor = 0.05;
};
// white noise component of subdivision
// change size is independent on rectangle size
class WhiteNoise
{
rougness = 2;
// max. value for squares containing road
maxRoad = 0.01;
// max. value for squares containing track
maxTrack = 0.05;
// max. coeficient depending on slope
maxSlopeFactor = 0.0025;
};

// do not divide surfaces that are under given limit
minY = -0.0;
// do not divide flat surfaces
minSlope = 0.02;
};

class Ambient
   {
     /*
 Layer cost and species probability use expressions.
 Variables which can be used inside of expressions&#58;
       rain&#58; rain intensity.
       night&#58; 1 during night, 0 during day.

       hills&#58; 0 at 150 ASL, 1 at 400 ASL.
       windy&#58; 0 at 0 m/s, 1 at 20 m/s.

       trees&#58; tree density.
       sea&#58; distance to sea.
       houses&#58; house density.
       meadow&#58; meadow character.
       forest&#58; 1 in the forest.

     Any values are continuous/interpolated in the range of 0 to 1.
     Values they are independent unless notes otherwise
     &#40;meaning meadow and forest can be 1 at the same time&#41;.

     You can observe these values in real-time using&#58;
      diag_toggle &#34;ambient&#34;
     */

 class BigBirds
 {
   //Container radius&#58;
    //Species are normally spawned at the edges of the circle defined by this radius.
    //One exception to this is the initial start of the simulation, where the whole
    //circle will be filled.
   radius = 300;
   //Points allowed for this container&#58;
   //Xbox&#58; 1 * &#40;1 - night&#41; * &#40;1 - sea&#41;
   cost = &#34;&#40;&#40;1 + forest + trees&#41; - &#40;&#40;2 * rain&#41;&#41; - houses&#41; * &#40;1 - night&#41; * &#40;1 - sea&#41;&#34;;
   //Classname in Species corresponds to type name&#58;
   class Species
   {
     class Hawk
     {
       probability = 0.2;
       cost = 1;
     };
   };
 };

 class Birds
 {
   radius = 170;
   //Xbox&#58; &#40;1 - night&#41; * &#40;2 + 8 * sea&#41;
   cost = &#34;&#40;1 - night&#41; * &#40;&#40;1 + &#40;3 * sea&#41;&#41; - &#40;2 * rain&#41;&#41;&#34;;
   class Species
   {
     class Seagull
     {
       probability = 0.2;
       cost = 1;
     };
   };
 };

 class BigInsects
 {
   radius = 20;
   //Xbox&#58; 1 * &#40;1 - night&#41; * &#40;1 - rain&#41; * &#40;1 - sea&#41;
   cost = &#34;&#40;5 - &#40;2 * houses&#41;&#41; * &#40;1 - night&#41; * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - windy&#41;&#34;;
   class Species
   {
     class DragonFly
     {
       probability = 0.6 - &#40;meadow * 0.5&#41; + &#40;forest * 0.4&#41;;
       cost = 1;
     };
     class ButterFly
     {
       probability = 0.4 + &#40;meadow * 0.5&#41; - &#40;forest * 0.4&#41;;
       cost = 1;
     };
   };
 };

 class BigInsectsAquatic
 {
  radius = 20;
  cost = &#34;&#40;3 * sea&#41; * &#40;1 - night&#41; * &#40;1 - rain&#41; * &#40;1 - windy&#41;&#34;;
  class Species
  {
  class DragonFly
  {
  probability = 1;
  cost = 1;
  };
  };
 };

 //The wind is blowing various particles around&#58;
 class WindClutter
 {
   radius = 10;
   //Xbox&#58; &#40;10 - 5 * rain&#41; * &#40;1 - sea&#41; * &#40;windy factor &#91;0.2, 0.5&#93;&#41;
   cost = &#34;&#40;&#40;20 - 5 * rain&#41; * &#40;3 * &#40;windy factor &#91;0.2, 0.5&#93;&#41;&#41;&#41; * &#40;1 - sea&#41;&#34;;
   class Species
   {
     class FxWindGrass1 //Dark green grass.
     {
       probability = &#34;0.4 - 0.2 * hills - 0.2 * trees&#34;;
       cost = 1;
     };
     class FxWindGrass2 //Dry grass.
     {
       probability = &#34;0.4 - 0.2 * hills - 0.2 * trees&#34;;
       cost = 1;
     };
     class FxWindRock1 //Dust.
     {
       probability=&#34;0.4 * hills&#34;;
       cost = 1;
     };
     class FxWindLeaf1 //Green leaf.
     {
       probability = &#34;0.2 * trees&#34;;
       cost = 1;
     };
     class FxWindLeaf2 //Dry leaf.
     {
       probability = &#34;0.1 * trees + 0.2&#34;;
       cost = 1;
     };
     class FxWindLeaf3 //Green leaf with a dry spot.
     {
       probability = &#34;0.1 * trees&#34;;
       cost = 1;
     };
   };
 };

 class NoWindClutter
 {
  //Xbox&#58; 10
   radius = 15;
   //Xbox&#58; 1 * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - forest&#41; * &#40;1 - houses&#41; * &#40;1 - &#40;windy factor &#91;0.1, 0.2&#93;&#41;&#41;
   cost = &#34;&#40;20 * &#40;windy factor &#91;0.1, 0.2&#93;&#41;&#41; * meadow * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - forest&#41; * &#40;1 - houses&#41;&#34;;
   class Species
   {
     class FxWindPollen1
     {
       probability = 1;
       cost = 1;
     };
   };
 };

 class SmallInsects
 {
   radius = 3;
   //Xbox&#58; &#40;9 - 5 * hills&#41; * &#40;1 - night&#41; * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - windy&#41;
   cost = &#34;&#40;12 - 8 * hills&#41; * &#40;1 - night&#41; * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - windy&#41;&#34;;
   class Species
   {
     class HouseFly
     {
       probability = &#34;deadBody + &#40;1 - deadBody&#41; * &#40;0.5 - forest * 0.1 - meadow * 0.2&#41;&#34;;
       cost = 1;
     };
     class HoneyBee
     {
       probability = &#34;&#40;1 - deadBody&#41; * &#40;0.5 - forest * 0.1 + meadow * 0.2&#41;&#34;;
       cost = 1;
     };
     class Mosquito
     {
       probability = &#34;&#40;1 - deadBody&#41; * &#40;0.2 * forest&#41;&#34;;
       cost = 1;
     };
   };
 };

 class NightInsects
 {
   radius = 3;
   cost = &#34;&#40;9 - 8 * hills&#41; * night * &#40;1 - rain&#41; * &#40;1 - sea&#41; * &#40;1 - windy&#41;&#34;;
   class Species
   {
     class Mosquito
     {
       probability = 1;
       cost = 1;
     };
   };
 };
};

   class Names
   {
#include &#34;Island_01.hpp&#34;
   };
 };
};

class CfgWorldList
{
class Island_01 {};
};

class CfgMissions
{
 class Cutscenes
 {
   class Island_01Intro1
   {
     directory = &#34;ArmA_Islands&#92;Island_01&#92;data&#92;scenes&#92;intro.Island_01&#34;;
   };
 };
};[/QUOTE]


And here are the sources (if someone wants to have a look at them):
map (http://webplaza.pt.lu/suttorp/Arma/map.zip)

Sergei_Q
Feb 29 2008, 15:12
What are you packing into pbo, the whole ArmA_Islands and subdirectories, or Island_01 and subdirectories? If the former, should the config not be in the root? If the latter, the path worldName=&#92;ArmA_Islands&#92;Island_01&#92;Island_01.wrp is wrong.

Bensu
Feb 29 2008, 21:58
Ah, yep, that was the fault. The PBO just contains the island_01 folder so the path to the *.wrp file is Island_01&#92;Island_01.wrp

thanks a lot Sergei_Q