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View Full Version : Visitor3 Import sat&mask textures help!



L!nk07
Oct 29 2008, 07:23
Here is my problem:
I want to create a simple map but for some reason as soon as Visitor3 shows the progress bar saying "Importing Satellite Data" it crashes. I thought my texture sizes were wrong but I checked that. Maybe I missed something?... Anyway, buldozer runs perfectly before I starting import the textures. So the problem has to have something to do with the textures etc.

http://i225.photobucket.com/albums/dd177/Linksa07/errorvisitor3.jpg

System Specs:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Windows Vista 64bit
2GB RAM
Intel Q6600 2.4Ghz Core 2 Quad
ASUS GeForce 8800GTS
[/QUOTE]

Visitor3 Project Details:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Terrain grid size&#58; 256x256
Terrain cell size&#58; 10
Terrain size&#58; 2560x2560
Calculator Image Size &#58; 2560x2560
Texture layers Texture Size &#58; 40.0x40.0m

mask_lco.png&#58; 2560x2560
sat_lco.png&#58; 2560x2560
[/QUOTE]
layers.cfg
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Layers
{
class sandstones
{
texture = &#34;ca&#92;cti_desertconflict&#92;data&#92;sandstones_mco.png&#34;;
material=&#34;ca&#92;cti_desertconflict&#92;data&#92;sandstones.rvmat&#34;;
};
class grass
{
texture = &#34;ca&#92;cti_desertconflict&#92;data&#92;grass_mco.png&#34;;
material=&#34;ca&#92;cti_desertconflict&#92;data&#92;grass.rvmat&#34;;
};
class rockgrass
{
texture = &#34;ca&#92;cti_desertconflict&#92;data&#92;rockgrass_mco.png&#34;;
material=&#34;ca&#92;cti_desertconflict&#92;data&#92;rockgrass.rvmat&#34;;
};
class sandgrass
{
texture = &#34;ca&#92;cti_desertconflict&#92;data&#92;sandgrass_mco.png&#34;;
material=&#34;ca&#92;cti_desertconflict&#92;data&#92;sandgrass.rvmat&#34;;
};
};
class Legend
{
picture=&#34;ca&#92;cti_desertconflict&#92;source&#92;mapLegend.png&#34;;
class Colors
{
/// color names should correspond to surface layer names
sandstones&#91;&#93;={{255,255,0}};
grass&#91;&#93;={{0,255,0}};
rockgrass&#91;&#93;={{99,55,0}};
sandgrass&#91;&#93;={{0,0,255}};
};
};[/QUOTE]

grass.rvmat
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient&#91;&#93; = {0.9,0.9,0.9,1};
diffuse&#91;&#93; = {0.9,0.9,0.9,1};
forcedDiffuse&#91;&#93; = {0.02,0.02,0.02,1};
specular&#91;&#93; = {0.0,0.0,0.0,0};
specularPower = 1; // specular interpolator must be enabled
emmisive&#91;&#93; = {0,0,0,0};

PixelShaderID = &#34;NormalMapDiffuse&#34;;
VertexShaderID = &#34;NormalMapDiffuseAlpha&#34;;

//surfaceInfo = &#34;landtext&#92;bumps.bisurf&#34;;

class Stage1
{ // normal map
 texture=&#34;ca&#92;cti_desertconflict&#92;Data&#92;grass_detail_nohq.png&#34;;
 uvSource=&#34;tex&#34;;
 class uvTransform
 {
   aside&#91;&#93; = {10,0,0};
   up&#91;&#93;    = {0,10,0};
   dir&#91;&#93;   = {0,0,10};
   pos&#91;&#93;   = {0,0,0};
  };
};

class Stage2
{
 texture=&#34;ca&#92;cti_desertconflict&#92;Data&#92;grass_detail_co.png&#34;;
 uvSource=&#34;tex&#34;;
 class uvTransform
 {
   aside&#91;&#93; = {10,0,0};
   up&#91;&#93;    = {0,10,0};
   dir&#91;&#93;   = {0,0,10};
   pos&#91;&#93;   = {0,0,0};
  };
};
[/QUOTE]

Please help me. I there is more information you need, just let me know and I will add it.

L&#33;nk out...

rstratton
Nov 7 2008, 18:03
your project folder shouldnt be in the ca folder, put your project folder in the p drive. change your paths removing ca&#92; . your mask and sat images must be in 8 bit color non interlaced. only image that must be 16 bit interlaced is your terrain.png

L!nk07
Nov 9 2008, 09:50
Thank you rstratton&#33;

That worked. Can&#39;t believe it was that simple&#33;&#33; I blame the tutorial I used because it said it has to be there. sigh...

Thanks alot again&#33;
L&#33;nk out.

[APS]Gnat
Nov 9 2008, 12:28
Some of the early User made tutorials have errors, but you can&#39;t really blame them, they were writing them starting from zero .......
But at least they broke ground for us <----- I made a funny http://forums.bistudio.com/oldsmileys/rofl.gif