View Full Version : Simple island Config
Hi there,
did anyone already figure out how to create a island config?
I tried this way http://pastebin.com/m26f5ef96 but there are all chernarus town names on the map. How can i remove them?
Regards
Crowe
MemphisBelle
Aug 17 2009, 12:04
Have you tried to just remove those names and may be respective classes from the config file?
problem has been fixed, there has been a "{" at the wrong place :D thanks for your help so far
does anyone know how to get rid of this bug?
http://i881.photobucket.com/albums/ac12/iridium_5/CrMap.jpg
http://www6.picfront.org/picture/9ASJH7Dom/img/picture001.jpg
You can download the map here: http://crowe2extreme.net/crowe_desertisland.pbo
Waterman
Aug 17 2009, 13:30
Check this thread: http://forums.bistudio.com/showthread.php?t=82444&page=2
From post 11 on page 2, read to last post.
I changed texture size in Visitor:
Tools -> Project Parameters -> click "Base (active)" -> click "Edit" -> change from 10.0x10.0 to something else (bigger).
You will need to re-import Satellite and Mask pictures for this though.
Also try binarizing the textures (.paa) and rvmat files. Then when pbo is made, extract them again to project folder using pboview/cpbo or something.
plumose 219
Aug 17 2009, 21:06
i have this bug problem to ,i have change Project Parameters size but no different, when u say binarizing is that the one thats saids binarize in tools, all is there a different one.
http://i182.photobucket.com/albums/x96/plumose/mapcopy.jpg
the water line dont stop at normal line, when i go in game it takes ages to load , and theres a water ghost line,when you walk on it unit is under water ,but theres is no water.
Waterman
Aug 17 2009, 21:08
BinMake I think its's called and its part of BI Tools2.
EDIT - Dont know about water, I am still learning too.
plumose 219
Aug 17 2009, 21:14
BinMake I think its's called and its part of BI Tools2.
in binmake folder there is one called binarize,all do i put the files in the binmake program to binarize.........thanks
Waterman
Aug 17 2009, 21:28
Sorry I meant BinPBO.
Make a copy of your P:\Your_Island_Name\Data\ folder with your textures (.paa) and .rvmat files.
Then in BinPBO,
Addon source directory: point it to the folder with textures and rvmat files
Desitnation directory: anywhere
It then makes a binarized pbo file. You will need to extract them using pboview or some other tool and put them back into your P:\Your_Island_Name\Data\ folder.
If that doesn't work, I suggest you try starting a new island if you have not done much work on it using techniques I mentioned before. If that doesn't work I can't help you. All I am telling you is what I done.
plumose 219
Aug 17 2009, 22:35
Thanks for that its help so much, brills ,but im still getting the ghost waterline lol,but it is so much smoother :)
http://i182.photobucket.com/albums/x96/plumose/map1.jpg
Waterman
Aug 17 2009, 23:01
I think it is to do with view distance settings... I have same problem but only when foggy or low view distance ingame.
plumose 219
Aug 17 2009, 23:09
I think it is to do with view distance settings... I have same problem but only when foggy or low view distance ingame.
ill try that bud thanks so much :),can i ask you this when you said but paa files & rvmat files in bin pbo, it dose its job but my rvmat files are not in there
when i extract them back ,plus a text file comes with it saying this
Cannot load font core\data\fonts\lucidaconsoleb8
Fonts file \core\data\fonts\lucidaConsoleB8 not found
Cannot load font core\data\fonts\lucidaconsoleb11
Fonts file \core\data\fonts\lucidaConsoleB11 not found
:confused::confused::confused: thanks so much for helping.
plumose 219
Aug 17 2009, 23:13
may be my rvmats are wrong :(
plumose 219
Aug 17 2009, 23:14
ill try again tomorrow :)
Waterman
Aug 17 2009, 23:45
ill try that bud thanks so much :),can i ask you this when you said but paa files & rvmat files in bin pbo, it dose its job but my rvmat files are not in there
when i extract them back ,plus a text file comes with it saying this
Cannot load font core\data\fonts\lucidaconsoleb8
Fonts file \core\data\fonts\lucidaConsoleB8 not found
Cannot load font core\data\fonts\lucidaconsoleb11
Fonts file \core\data\fonts\lucidaConsoleB11 not found
:confused::confused::confused: thanks so much for helping.
Not sure, I just copied the texture files back into the Data folder. A text file was produced but I never checked it and I've deleted it now I think. I dont think its important if it talks about fonts??? Maybe someone can correct me if I am wrong.
I think it is checking the P:\ tools drive for core\data\fonts\blah blah.
Planck
Thanks for that its help so much, brills ,but im still getting the ghost waterline lol,but it is so much smoother :)
Are you running grass directly down into the water? May be a lod issue with the grass, same as A1. Basically at a distance, the grass appears as a flat surface just above the ground (so it partially obscures people lying down in it). When it goes into the water, it can look strange. Dunno if it still exists with A2 tho.
.kju [PvPscene]
Aug 18 2009, 08:06
plumose 219 you messed up your P drive or the binarization settings.
Please post all details here.
plumose 219
Aug 18 2009, 16:34
shell i reload visitor kju?
http://i182.photobucket.com/albums/x96/plumose/d.jpg
i all so have all the components of p:drive in my C:\Documents and Settings\mart\My Documents\ArmAWork is this right ? Plus do i binarize the paa files & rvmatt files {first} all after visitor as made world ? plus i use cpbo to extrat back files, is this the same to the one you mension which was pboview.......thanks so much if you can help me out on this :)
this is my RVMAT FILE CONFIGS
ambient[]={0.900000,0.900000,0.900000,1.000000};
diffuse[]={0.900000,0.900000,0.900000,1.000000};
forcedDiffuse[]={0.020000,0.020000,0.020000,1.000000};
emmisive[]={0.000000,0.000000,0.000000,0.000000};
specular[]={0.000000,0.000000,0.000000,0.000000};
specularPower=1.000000;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
texture="hards\Data\desertstone1_detail_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={10.000000,0.000000,0.000000};
up[]={0.000000,10.000000,0.000000};
dir[]={0.000000,0.000000,10.000000};
pos[]={0.000000,0.000000,10.000000};
};
};
class Stage2
{
texture="hards\Data\desertstone1_detail_co.paa";
uvSource="tex";
class uvTransform
{
aside[]={10.000000,0.000000,0.000000};
up[]={0.000000,10.000000,0.000000};
dir[]={0.000000,0.000000,10.000000};
pos[]={0.000000,0.000000,10.000000};
};
};
this is my binarize settings ,my map name des plus data where my paas & rvmatt files are,.....it works but my rvmatts are not there when extracted back :(
http://i182.photobucket.com/albums/x96/plumose/c.jpg
.kju [PvPscene]
Aug 18 2009, 18:59
is this right ?
Thats ok.
Plus do i binarize the paa files & rvmatt files {first} all after visitor as made world ?
As input you have one huge png for the SAT. Tga for the details textures,
unless you use the ones of the game. In addition you need to setup a layers.cfg.
Visitor 3 will generate the rvmat and paa, both for mask and SAT (once you
use tools - import sat ..).
Most important is to rapify the wrp with binarize.
If you have the rvmat in the same folder, they should be rapified automatically.
If not, you could use cfgConvertFileChng (part of binMake) to convert them.
Rvmat are not that important though. So possible to skip at the start.
Normally you do not have to edit the rvmat. Visitor generates them correctly
itself, as long as you setup the layers.cfg correctly and the project details.
PAA are generate automatically and compressed accordingly - I think.
You can use pal2pace on a paa and compare the size.
it works but my rvmatts are not there when extracted back
In BinPbo go to options and add ',*.rvmat' to copy filter directly at the top.
See above how to rapify the rvmat yourself.
I recommend you the depbo suite of mikero. The dos tools if you are fine
to use console, otherwise eliteness with GUI. Make sure to have the dll
in the same folder:
http://dev-heaven.net/news/show/134
plumose 219
Aug 19 2009, 23:15
i have a working map thanks to KJU ,thanks bud.
can you tell me why i get grass around the map border line,where the map ends, ive only put stone paa & RVMAT files in my data folder lol.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.