PDA

View Full Version : map doesn't appear ingame



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,CARock s};
};
};


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_0 1&#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