View Full Version : ARMA 2 textures in Visitor 3
Waterman
Aug 2 2009, 16:00
Hey there, I've been following this Visitor tutorial: http://forums.bistudio.com/showthread.php?t=62725&highlight=Visitor+tutorial
I have also setup Visitor 3 to use ARMA2 objects and for buldozer etc.
I've started a project using OS Landranger based data and using Google Earth for creating a satellite image of the area im working on too (Took about 60 print screens at 1km to get it all lol)
Now I've got to the stage where I need to create a mask. The above tutorial uses 4 colours/textures:
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
However ARMA2 has 14 I believe:
Grass1
Grass2
GrassW1
GrassW2
Forest1
Forest2
MudGround
Field1
Field2
Grit1
Heather
Rock
Tarmac
Concrete
I was wondering, what RGB colours should I use in order to create the mask? Can I choose any and just define them in the Layers.cfg?
Also in the Layers.cfg example given in the tutorial, there are paths to RVMAT files for ARMA1 textures which need changed. In the ARMA2 chenerus_Data folder (equivalent of ARMA1 Data folder), there is any? Do they exist, if so where do I get them and if not, is there any other work around?
Thanks,
Hope it makes sence! :p
rstratton
Aug 2 2009, 19:19
http://www.armaholic.com/page.php?id=3987 get this itll help alot
Waterman
Aug 2 2009, 20:24
Thanks, that helps a little to my understanding, but not get any further as those are for ARMA1.
When you un-binarize the config.bin you get a file called: CfgSurfaces.hpp
Inside:
// Generated by unRap v1.06 by Kegetys
class CfgSurfaces
{
class Default {};
class Water {};
class CRGrass1 : Default {
access = ReadOnly;
files = "cr_trava1_*";
rough = 0.11;
dust = 0.1;
soundEnviron = "grass";
character = "CRGrassClutter";
soundHit = "soft_ground";
};
class CRGrass2 : Default {
access = ReadOnly;
files = "cr_trava2_*";
rough = 0.11;
dust = 0.1;
soundEnviron = "grass";
character = "CRTallGrassClutter";
soundHit = "soft_ground";
};
class CRGrassW1 : Default {
access = ReadOnly;
files = "cr_travad1_*";
rough = 0.11;
dust = 0.1;
soundEnviron = "grass";
character = "CRGrassWClutter";
soundHit = "soft_ground";
};
class CRGrassW2 : Default {
access = ReadOnly;
files = "cr_travad2_*";
rough = 0.11;
dust = 0.1;
soundEnviron = "grass";
character = "CRTallGrassWClutter";
soundHit = "soft_ground";
};
class CRForest1 : Default {
access = ReadOnly;
files = "cr_les1_*";
rough = 0.2;
dust = 0.2;
soundEnviron = "forest";
character = "CRForestMixedClutter";
soundHit = "soft_ground";
};
class CRForest2 : Default {
access = ReadOnly;
files = "cr_les2_*";
rough = 0.2;
dust = 0.15;
soundEnviron = "forest";
character = "CRForestFirClutter";
soundHit = "soft_ground";
};
class CRMudGround : Default {
access = ReadOnly;
files = "cr_pole_*";
rough = 0.09;
dust = 0.1;
soundEnviron = "dirt";
character = "SparseWeedsClutter";
soundHit = "soft_ground";
};
class CRField1 : Default {
access = ReadOnly;
files = "cr_oranice_*";
rough = 0.15;
dust = 0.25;
soundEnviron = "dirt";
character = "Empty";
soundHit = "soft_ground";
};
class CRField2 : Default {
access = ReadOnly;
files = "cr_strniste_*";
rough = 0.13;
dust = 0.3;
soundEnviron = "dirt";
character = "CRStubbleClutter";
soundHit = "soft_ground";
};
class CRGrit1 : Default {
access = ReadOnly;
files = "cr_sterk_*";
rough = 0.1;
dust = 0.25;
soundEnviron = "gravel";
character = "Empty";
soundHit = "hard_ground";
};
class CRHeather : Default {
access = ReadOnly;
files = "cr_vres_*";
rough = 0.14;
dust = 0.1;
soundEnviron = "forest";
character = "CRHeatherClutter";
soundHit = "soft_ground";
};
class CRRock : Default {
access = ReadOnly;
files = "cr_skala_*";
rough = 0.2;
dust = 0.07;
soundEnviron = "rock";
character = "Empty";
soundHit = "hard_ground";
};
class CRTarmac : Default {
access = ReadOnly;
files = "cr_asfalt_*";
rough = 0.08;
dust = 0.05;
soundEnviron = "road";
character = "Empty";
soundHit = "hard_ground";
};
class CRConcrete : Default {
access = ReadOnly;
files = "cr_beton_*";
rough = 0.08;
dust = 0.05;
soundEnviron = "concrete_ext";
character = "Empty";
soundHit = "concrete";
};
};
Some of the surfaces are the same as ARMA1, but there are also some new ones. It's the new ones like "vres" or "sterk" I need to know what colours to use.
My understanding from ArmA1 was that your chosen mask colours were just that, whatever you chose for each surface type.
If you chose 'Deep Pink' for grass that was fine, and maybe 'Light Pink' for lighter grass ... and so on.
In other words there was no set colours to use as far as I can see, however, in ArmA1 the number of colours allowed in any one terrain cell was 4.
I'm not sure if this still applies to ArmA2.
This means that you could only denote 4 seperate surface types per cell on the mask.
Planck
Waterman
Aug 3 2009, 11:38
Ok manged to find the mask images for chenerus which confuses me more as there is only 5 colours used that I can tell:
RGB: 0,0,0
RGB: 255,0,0
RGB: 0,255,0
RGB: 0,0,255
RGB: 104,73,107
Could someone explain to me what the mask is for, because as far as I can tell by playing ingame and comparing to the mask images, each colour can have more than 1 kind of texture and sound (when you run on it). My head hurts.
EDIT
My understanding from ArmA1 was that your chosen mask colours were just that, whatever you chose for each surface type.
If you chose 'Deep Pink' for grass that was fine, and maybe 'Light Pink' for lighter grass ... and so on.
In other words there was no set colours to use as far as I can see, however, in ArmA1 the number of colours allowed in any one terrain cell was 4.
I'm not sure if this still applies to ArmA2.
This means that you could only denote 4 seperate surface types per cell on the mask.
Planck
Sorry never saw your post before posting mine.
Thanks Planck. It would appear the maximum number of colours allowing in a terrian cell is now 5? Here is a single image from the mask for Chenerus (click thumbnail for larger version):
http://farm3.static.flickr.com/2535/3784136701_d35a19201e_t.jpg (http://farm3.static.flickr.com/2535/3784136701_fcdec11e0b_o.jpg)
Is my understanding correct?
.kju [PvPscene]
Aug 3 2009, 12:59
A2 supports 6 colors per cell.
The color system is to be found in the rvmat.
Not sure how to read it. Maybe its simple RGB.
Just take a look.
Waterman
Aug 3 2009, 15:08
A2 supports 6 colors per cell.
The color system is to be found in the rvmat.
Not sure how to read it. Maybe its simple RGB.
Just take a look.
How did you find out it supports 6 colours?
Also the RVMAT files (in the Chenerus_Data_Layers.pbo, not the Chenerus_Data.pbo) wont open using the BIS material editor which came as park of the tool pack. I did manage to use Kegetys unRAP programme to open one which gives me these files:
p_000-000_l04_l07_l10.cpp
Stage0.hpp
Stage1.hpp
Stage2.hpp
Stage3.hpp
Stage4.hpp
Stage5.hpp
Stage6.hpp
Stage7.hpp
Stage8.hpp
TexGen1.hpp
TexGen2.hpp
TexGen3.hpp
TexGen4.hpp
Inside p_000-000_l04_l07_l10.cpp:
// p_000-000_l04_l07_l10.rvmat - 14:35:33 08/03/09, generated in 0.04 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Enabled, Automatic comments: Enabled
ambient[] = {0.9, 0.9, 0.9, 1.0};
diffuse[] = {0.9, 0.9, 0.9, 1.0};
forcedDiffuse[] = {0.02, 0.02, 0.02, 1.0};
emmisive[] = {0.0, 0.0, 0.0, 0.0};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
#include "Stage0.hpp"
#include "Stage1.hpp"
#include "TexGen3.hpp"
#include "TexGen4.hpp"
#include "TexGen0.hpp"
#include "TexGen1.hpp"
#include "TexGen2.hpp"
PixelShaderID = "TerrainX";
VertexShaderID = "Terrain";
#include "Stage2.hpp"
#include "Stage3.hpp"
#include "Stage4.hpp"
#include "Stage5.hpp"
#include "Stage6.hpp"
#include "Stage7.hpp"
#include "Stage8.hpp"
???
Also still need to find rvmat files for chenerus textures (ie. trava1, trava2 etc), there are only ones for the chenerus mask images. This is the only way to get the correct values to use apart from guessing.
---------- Post added at 02:08 PM ---------- Previous post was at 12:55 PM ----------
BTW, has nobody else tried to use ARMA2 detail textures yet?
.kju [PvPscene]
Aug 3 2009, 17:27
Actually the mask tells you the color code, doesn't it? :P
Check the stages. They assign the ground textures.
Best to find areas of only one/few colors and check the terrain.
in the ca config (or all in one) you can check all existing cfgClutterTypes (or similar name)
Waterman
Aug 3 2009, 18:41
I did check the stages but the only one that hints at RGB is Stage 2.
Stage0:
class Stage0 {
texture = "ca\chernarus\data\layers\s_003_028_lco.paa";
texGen = 3;
};
Stage1:
class Stage1 {
texture = "ca\chernarus\data\layers\m_003_028_lca.paa";
texGen = 4;
};
Stage 2:
class Stage2 {
texture = "#(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt)";
texGen = 0;
};
Stage3:
class Stage3 {
texture = "ca\chernarus\data\cr_sterk_detail_nopx.paa";
texGen = 1;
};
Stage4:
class Stage4 {
texture = "ca\chernarus\data\cr_sterk_detail_co.paa";
texGen = 2;
};
Stage5:
class Stage5 {
texture = "ca\chernarus\data\cr_les2_detail_nopx.paa";
texGen = 1;
};
Stage6:
class Stage6 {
texture = "ca\chernarus\data\cr_les2_detail_co.paa";
texGen = 2;
};
Stage7:
class Stage7 {
texture = "ca\chernarus\data\cr_vres_detail_nopx.paa";
texGen = 1;
};
Stage8:
class Stage8 {
texture = "ca\chernarus\data\cr_vres_detail_co.paa";
texGen = 2;
};
I can post the TexGen too if it helps?
.kju [PvPscene]
Aug 3 2009, 21:14
Well this is a complicated example.
If you start with a mask part that has only one color on it, it should have only one
stage / or one unique texture defined in the given rvmat. That way you can see:
color X = texture Y (defined in the stage).
This way you can work you way up, step by step.
Waterman
Aug 10 2009, 12:03
OK think I got it worked out. Seems to be working I think after making some rvmat files for the detail textures:
http://farm3.static.flickr.com/2576/3806987959_060e18f10a_o.jpg
The problem is now with the Satellite textures in the distance not displaying properly, at least in Buldozer:
http://farm4.static.flickr.com/3578/3807804276_35393140e1_o.jpg
Any idea why this would be? How can I fix this?
Here is a picture of my project parameters if it helps:
http://farm3.static.flickr.com/2496/3806987887_97da2da7a7_o.jpg
Text reads:
Terrain grid size: 4096 x 4096
Terrian cell size (meters): 5.0
Terrain size (meters): 20480.0 x 20480.0
Satellite image details:
Image size: 20480 x 20480
Image resolution (m/pixel): 1.0
Segment size (pixels): 512
Segment size (meters): 512.000
Segment overlap (pixels): 16
Segment overlap (meters): 16.000
Then Satellite Segment for Game is 96.
Waterman
Aug 11 2009, 16:46
Tried it ingame and textures are the same? Could it be the file size or just something like the config.cpp?
Also noticed that all the sea areas have lots of triangles, like a small grid with diagonal lines when when on the map?
prowler.wolf
Aug 11 2009, 19:14
My islands did the same thing when I ported them from arma 1
Unfortunately, Like the thread about trying to use 'new' shaders in material files (http://forums.bistudio.com/showthread.php?t=77685) the same applies here. (Well, with twists of course)
In a rush so don't have time to explain every detail, but suffice to say you really need the 'new' tools if you want to use 'new' features.
You could get away with using the same 'A1' island setup with the A1 tools as if you were producing the content for A1 and have it work resonably in A2, but not optimally.
You should really hang-fire till the A2 tools come out I'd suggest.
Waterman
Aug 12 2009, 09:28
Who knows how long that will be... :rolleyes:
I having same problem with a new terain, but did not have same problem with my test terrain, will look at what is different and report back if I get any luck
Made quite a number of changes today.
My 6.4k test island has no problems like this yet my 10km has the problem...
Waterman
Aug 13 2009, 21:22
Maybe a problem specifically related to larger islands then?
Waterman
Aug 14 2009, 15:48
Have installed new BI Tools now, but still have all the same problems. :(
Did they actually change anything in Visitor? It looks exactly the same. Only difference I have noticed is when importing satellite and mask images... it asks for the config first now rather than in the middle.
.kju [PvPscene]
Aug 15 2009, 08:10
Did you use the new binarize yet?
(textures, rvmat, etc)
Waterman
Aug 15 2009, 09:11
What files exactly do I need to binarize?
MemphisBelle
Aug 16 2009, 06:00
I am totaly confused about the handling of A2 Textures, how does it work? Can I go the same way known of ArmA1 and get the same RVMAT (ArmA1) files together with the new ArmA2 Textures in one produktfolder like this: Islandname/Data/Texturename and its RVMAT file? Some better explanations about how to get it worked would be apriciated, would it also be possible to get an example here in this form, which represents how to get an Island ingame? I made such an example for ArmA1 and that helped many peoples.
.kju [PvPscene]
Aug 16 2009, 06:24
In terms of textures for worlds, the paa are just far better compressed.
Anything else - doesn't seem changed much, if at all.
Of course you have six layers / different colors per mask cell, as well as the midRangeTexture.
If your textures are tga, v3 should convert them correctly anyway.
If you already have paa, use pal2pace to convert them.
Very easy to do via command line:
Pal2PacE x:\Test\*.paa
Make sure to backup your paa first and this will overwrite the source files.
Just check the readme of tex view 2. It is all in there. :)
WRP and rvmat files should be binarized. BinPBO makes this a child's play,
as long as you have a proper P:\ setup.
Here is some advanced details on this topic:
CMB: DevelopmentSetup (http://community.bistudio.com/wiki/CMA:DevelopmentSetup)
And/or read Sy's tut (http://community.bistudio.com/wiki/ArmA_Build_Environment_Setup).
More good info at the Community Modding Bible (http://dev-heaven.net/wiki/cmb).
Waterman
Aug 16 2009, 14:51
I managed to fix all my problems I think now. Just need to do some tweeking.
Ingame picture of my island:
http://farm3.static.flickr.com/2643/3823324521_bf55827743_o.jpg
I started again from scratch.
Terrain grid size: 4096x4096
Terrain cell size (meters): 10
Terrain size (meters): 40960 x 40960
Then in satellite grid calulator:
Satellite Image
Image size (pixels): 20480
Image resolution (m/pixel): 2
Segment size (pixels): 512
Segment size (meters): 1024
Segment overlap (pixels): 16
Segment overlap (meters): 32
Satellite Grid
Calculated: 99.2
Proposed: 96
Segment overlap proposed: 32.0
Then in the texture layers dialogue, clicked "Base (active)" then "edit". Then changed texture size from 10.0x10.0 to 40.0x40.0. This is what solved the previous problem with placing objects and also made the satellite and mask images load a lot quicker. It might be what fixed the texture problem as well in the pictures I showed.
However it makes the detail textures too large ingame, so I think I need to make it 20.0x20.0 maybe or adjust the rvmat files or something.
I also pointed buldozer to load from buldozer.exe in the p:\ drive rather than arma2.exe
The road builder seems to work for me using the new road files too.:)
.kju [PvPscene]
Aug 16 2009, 18:16
Good to hear Waterman!
Cheers for the guide.
MemphisBelle
Aug 17 2009, 12:28
Hello guys,
I am still so much confused about the whole textures in A2, bcause I dont really understand what happens there
Is it still possible to use ArmA1 rvmats like that one in the same way as used in ArmA1?
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="MB_Testinsel\Data\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="MB_Testinsel\Data\pisek_detail_co.paa";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
In one thread, was it here?? I dont know, someone told somethings about stages he recieved after he used one of Kegeteys tools to open that rvmat, file. I did as same but honestly...what to do their? Isn´t it possible to give some more basic Information about handling with those things?...That would be pretty apriciated. All the things are more professional Stuff, so it´s hard or nearly impossible to reevaluate it if one hasnt´ some further information about this.
I also checked the ressources linked by kju. But most of the content is either not related to textures in Terrainediting or still incomplete stuff.
A short description would be nice and if it´s as same as for ArmA1 then a short note about this would help a lot.
Thanks...
Memphis
Waterman
Aug 17 2009, 13:16
I had to make my own rvmat files for Arma2 detail textures as I could not find any for Chernarus. I based them on previous ones.
Here is one I made for trava1 (grass) texture:
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="Skye\Data\cr_trava1_detail_nopx.paa"; <-- Change this for different textures
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
class Stage2
{
texture="Skye\Data\cr_trava1_detail_co.paa"; <-- Change this for different textures
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
Make sure you change "Skye" to your own island folder in P:\ drive.
MemphisBelle
Aug 17 2009, 18:31
OK, that looks basically pretty good. Now I can get with my ArmA1 knowledge abot to paint my Island. Thanks Waterman and still good luck for your work.
regards
Memphis
MemphisBelle
Aug 18 2009, 08:32
Ehhmmm...if I may ask somethings again, hope you guys dont mind me...but why is the layered Terrain Surface Representation (http://community.bistudio.com/wiki/Layered_Terrain_Surface_Representation) in the Wiki talking about a texture file called grass_lco.png defined in the layers.cfg, as shown here:
class Layers
{
class Grass
{
texture="Tarrafal\data\grass_lco.paa";
material="Tarrafal\data\grass.rvmat";
};
although there´s not respective file included in the Data folder:confused:, even not in the extracted chernuarus_Data folder. For some reason this is pretty hard to see what´s happeneing there. It was so much easier in ArmA1, why is it that much complicate in A2. The stages thing is a further thing which is quite impossibe to get, what the heck does those files mean, where are they coming from? And basically do I need those files actually?
I think a sample map made by BIS would really be helpful.
I just gonna try to see whether the old layers.cfg file is still working...
.kju [PvPscene]
Aug 18 2009, 09:09
I don't really get what you mean. Currently all BIKI information is on ArmA I.
I suggest you to unpack all the relevant pbos for utes or chernarus and study
each part closely.
Use diff tools to figure out how config and rvmat files changed.
Waterman
Aug 18 2009, 10:20
I found 3 .paa for each surface type.
Fore example:
cr_trava1_detail_co.paa <- Detail texture seen close up in game
cr_trava1_detail_nopx.paa <- Replaces _nohq from Arma1 I think
cr_trava1_mco.paa <- Not sure, maybe middle distance texture/base texture
.kju [PvPscene]
Aug 18 2009, 10:37
midDetailTexture = "ca\utes\data\ut_middle_mco.paa";
http://pastebin.jonasscholz.de/106
MemphisBelle
Aug 18 2009, 11:15
Yes, those texture files are stored in Chernaurus_Data, I know these files and already set up the resp. rvmat file for these textures (depending on what textures they are of course). But where is the Grass_lco.paa stored as displayed in the Biki example within the layers.cfg. That absolutely makes no sence. Thats why I am so much irritated.
I suggest you to unpack all the relevant pbos for utes or chernarus and study
each part closely.
Use diff tools to figure out how config and rvmat files changed.
I already did and stored them on my drive, but usualy all the relevant things like rvmat files and layers.cfg are removed.
The only rvmat files are stored in chernaurus_Data_layers. But there are hundrets of them and opening one of them as back in ArmA1 is giving out this.
raP f ambient fff?fff?fff? €?diffuse fff?fff?fff? €?forcedDiffuse
×£<
×£<
×£< €?emmisive specular specularPower Stage0 w Stage1 ¿ TexGen3 TexGen4 TexGen0 TexGen1 ” TexGen2 PixelShaderID TerrainX VertexShaderID Terrain Stage2 – Stage3 Ø Stage4 f texture ca\chernarus\data\layers\s_008_028_lco.paa texGen ¿ texture ca\chernarus\data\layers\m_008_028_lca.paa texGen uvSource worldPos uvTransform 2 aside Îûÿ: up Îûÿ:dir Îûÿº pos ïÀ r@<hidden> uvSource worldPos uvTransform ¸ aside Îûÿ: up Îûÿ:dir Îûÿº pos ïÀ r@<hidden> uvSource tex uvTransform 9 ” aside €? up €? dir €?pos ” uvSource tex uvTransform º aside A up A dir Apos uvSource tex uvTransform ; – aside A up A dir Apos – texture #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt) texGen Ø texture ca\chernarus\data\cr_sterk_detail_nopx.paa texGen texture ca\chernarus\data\cr_sterk_detail_co.paa texGen f
So it´s a bit tricky to figure out how it works...for me, not at all because you somehow managed it already...only the hell knows how...
.kju [PvPscene]
Aug 18 2009, 11:40
You see the rvmat files in rapified format.
You can either use kegs derap or mikeros derapify or eliteness:
http://dev-heaven.net/news/show/134
The layers.cfg is removed in the process.
Yet you can recreate the info by looking at the mask colors and their corresponding
ingame textures and by checking the rvmat files and configs (cfgClutter etc).
Waterman...
{40,0,0}
tells you how many 'repeats' you want, so say you got a textures that suits 1m and you using that 40m grid change to....
aside[] = {40,0,0};
up[] = {0,40,0};
dir[] = {0,0,40};
pos[] = {0,0,0};
At least its working for me!!
Waterman
Aug 18 2009, 20:10
Thanks CBFASI, I thought it was something to do with that. I changed it from 1 to 10 and it looks ok for now, but I shall try 40 to see if it looks better.
Watch out for tiling looking crap, mine does at 40 so I will adjust again, but at least we got a little flexibility, just dont ask about other problems I got with BIS tools and BIS roads..
small question:
it is possible to represent 6 textures on the ARMA2 Map, and how i can make this?
in my Visitor3 for ArmAII i have only 4 Textur on the Map!
(sorry for my bad english)
Waterman
Sep 10 2009, 13:40
Do you have the latest version of Visitor? (BI Tools2)
There are 14 textures that are used on Chernarus, however only a maximum of 6 is allowed per texture tile as far as I know.
Do you have the latest version of Visitor? (BI Tools2)
There are 14 textures that are used on Chernarus, however only a maximum of 6 is allowed per texture tile as far as I know.
i think yes, i have the "Visitor3 Personal Edition for ArmA II"
Snake Man have try to help me, but i do not find the problem.
When i put more than 4 Textures on my ArmA2 Map the 5 and 6 Textur have the same detail textur like one from the 4.
[APS]Gnat
Sep 10 2009, 17:36
Are you sure your Mask file only has 6 colours?
Use a paint program to "Count Colours"
good news, my textures work now, it was the wrong Sattelite Size in the Visitor3 setting!!!
but what have the Sattelite Size to do with the texture?
thx for all who help me!!!
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