View Full Version : Working Sample Map (download)
+++UPDATE+++
While playing around with visitor a new problem occured. After binarinzing with binPBO, all user actions (doors, ladders) did not work for me.
Regarding to this thread (http://forums.bistudio.com/showthread.php?t=63879&highlight=visitor+ladder+door) some changes have to be made to get those actions avaible.
The Download has been updated.
For all who are working with the old settings:
1. Move your folder to p:\ca
2. Edit config.cpp, layers.cfg and all rvmat-files as described at the bottom.
3. Repeat the steps below
+++
For all people with problems i uploaded my project folder, so everyone can start with a working example.
http://arma2.battlegroundeurope.de
1. Extract file to p:\ca\SampleMap2
2. Open P:\ca\SampleMap2\Source\SampleMap2.pew
3. Check first under Tools > Project preferences if the Texture-folder is set to: p:\ca\samplemap2\data
and the object-folder to: p:\CA.
If everything is ok do:
Tools > Import Satellite + Mask
4. Connect to Bulldozer
Visitor starts now with converting all the textures
5. When all the textures are converted switch back to visitor without closing Bulldozer and do:
Project > Export World and save it as samplemap2.wrp to p:\ca\SampleMap2
6. Finally use BinPBO
Short summary what i have done:
- The config.cpp is based on the config of utes.
- All unnecessary stuff is removed
- further changes made to the rvmat-files and the layer.cfg
- replaced two textures with new ones from ArmA2. Seems like clutter only work with new textures, but im not sure at this point.
- the map is without any objects.
- Some changes to the clutter definitions (Size, probability,etc...). Just play a bit with them to see what they do.
Importent ! To get the plants working in vistor you have to create a directory plants2 into your CA directory. Next step is to depbo all the plants2_-pbo´s into seperate folder.
So that it looks like this:
CA\plants2\Bush
CA\plants2\Clutter
CA\plants2\misc
CA\plants2\Plant
CA\plants2\Tree
At least the config isn`t pefect, because its my first attempt with visitor and all changes are based on what i found out so far. There are still things left in the config without use in the map (Clutter definitions, etc...).
Changes due to the update:
config.cpp
worldName = "ca\SampleMap2\samplemap2.wrp";
midDetailTexture = "ca\SampleMap2\data\ut_middle_mco.paa";
layers.cfg
class Layers
{
class pisek
{
texture = "ca\SampleMap2\data\pisek_mco.png";
material="ca\SampleMap2\data\pisek.rvmat";
};
class pole1
{
texture = "ca\SampleMap2\data\pole1_mco.png";
material="ca\SampleMap2\data\pole1.rvmat";
};
class cr_trava2
{
texture = "ca\SampleMap2\data\cr_trava2_mco.png";
material="ca\SampleMap2\data\cr_trava2.rvmat";
};
class cr_travad1
{
texture = "ca\SampleMap2\data\cr_travad1_mco.png";
material="ca\SampleMap2\data\cr_travad1.rvmat";
};
};
class Legend
{
picture=""ca\SampleMap2\Source\mapLegend.png";
class Colors
{
/// color names should correspond to surface layer names
pisek[]={{255,255,0}};
cr_trava2[]={{0,255,0}};
cr_travad1[]={{99,55,0}};
pole1[]={{0,0,255}};
}
};
rvmat-files (This has to be done to all the rvmat-files)
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=""ca\samplemap2\Data\cr_trava2_detail_nopx.png";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
class Stage2
{
texture=""ca\samplemap2\Data\cr_trava2_detail_co.png";
uvSource="tex";
class uvTransform
{
aside[] = {10,0,0};
up[] = {0,10,0};
dir[] = {0,0,10};
pos[] = {0,0,0};
};
};
BinPBO
Addon Source directory p:\ca\samplemap2
Select Options
1. Add *.rvmat to the List of files to Copy directly
2. uncheck Use source path (Otherwise binPBO crash..)
3. set: path to project folder p:\ca
very nice and handy to have around.
:)
plumose 219
Aug 21 2009, 20:30
Very clever ,well done to you & thanks :)
MemphisBelle
Aug 21 2009, 20:34
Thanks very much el76, and someone should make this sticky...
EDIT: You´re the best..my map´s working now...thanks so much...
NightHawk2009
Aug 22 2009, 06:06
HEY el76,
WOWZAA! Thanks very much m8. This is exactly what I've been after to help me get started ;)
EDIT: Any chance you can replicate the Chernarus Map? Just the Island itself no roads, towns etc unles s you want to ;)
Many Thanks!
NightHawk
MemphisBelle
Aug 22 2009, 06:44
The only think I noticed is (after I did as you said), that the Island is not running perfect ingame. The textures are not showing up and the Game is crashing after a couple seconds of freeze. I haven´t done any other things as you said.
.kju [PvPscene]
Aug 22 2009, 07:21
Did you compress textures with texview/pal2pace?
MemphisBelle
Aug 22 2009, 07:34
This seems to be a process which wasnt needed within ArmA1 Terrain editing. It worked there without compressing those things. How do I do this? Just open in TexView and saving as paa?
.kju [PvPscene]
Aug 22 2009, 07:50
a2 is different to a1. ;)
If you generate the textures from the big png, the new v3 might do it already.
Yet if you use custom HQ textures you need to do that process for sure.
The readme says:
example how to generate new paa files from TGA sources:
Pal2PacE x:\Test\*.tga
As you have paa:
Pal2PacE x:\Test\*.paa
Execute this from the command line from within the texview 2 folder.
Make sure to backup your paa first, as pal2pace overwrites the input files.
You can see that it worked if the overall size is 40-60% less than before.
MemphisBelle
Aug 22 2009, 08:04
OK Thanks, will try later...will report my probably success.
[APS]Gnat
Aug 22 2009, 09:18
?
Using the BinPBO tool does this for you.
Are you Binarizing to test your islands?
You should always.
MemphisBelle
Aug 22 2009, 09:38
Yes I am using BIS tools only, when it comes for unpbo as well as for repack again. The checkbox with Binarize is always checked. I´ve downloaded the example, opened it up in Vis3 and checked the preferences as told by el76. Then I´ve imported Sat and Mask and started buldozer. The Textures are visible now so I´ve exported the wrp.file. Used Binpbo and ran the Island ingame. Then the island was selectable and started to get loaded. After a short while the island was shown up in the editor but a errormessage is saying that a special rvmat file is missing. The Island has no textures and will not really show up, cause while the initialzing process ArmA2 is freezing and crash.
Still need to try kju´s compression advice, haven´t done yet though.
Anyone else with the problem ?
@<hidden>
Whats the name of the rvmat ?
MemphisBelle
Aug 22 2009, 10:32
The respective rvmat file is named
p_000-000_L00.rvmat
although it´s located right in the data/layers folder, I just checked that. By clicking ok, I can enter the Island. But it is the 3d Modell only without textures.
All Textures are visible in Vis3, so it´s basically working. But for some reason the engine can´t locate the resp. rvmat file...however?
I haven´t done any changes at the config.cpp. It has been binarized while pbo packing process...just checked this as well.
[APS]Gnat
Aug 22 2009, 11:00
Works for me.
But I will admit I dropped the "CA" parameter for the "Addons" option, cuz I think thats wrong .... but maybe it doesnt matter.
One ladder worked (ArmA1 brick tower) but others didnt. Probably a newer ArmA2 parameter for ladders.
The clutter is AWESOME :)
Thanks el76 ..... great kickstart project
http://img194.imageshack.us/img194/3516/sampleisland1.th.jpg (http://img194.imageshack.us/i/sampleisland1.jpg/)
.
http://img149.imageshack.us/img149/7034/sampleisland2.th.jpg (http://img149.imageshack.us/i/sampleisland2.jpg/)
.
http://img198.imageshack.us/img198/6312/sampleisland3.th.jpg (http://img198.imageshack.us/i/sampleisland3.jpg/)
I was yesterday on the island of EL76 and i must say wtf , we need more of them :D
MemphisBelle
Aug 22 2009, 11:11
What have you done after downloading that it doesnt work for me? May be redownloading and trying again. May be I did somethings wrong...
Sounds to me like a problem with the path definitions.
Did you change anything before importing Sat & Mask ?
Is the folder located in p:\SampleMap2 ?
AFAIK the important path setting is Tools > Project Preferences. The path for the texture folder is used by visitor when converting textures and rvmat-files.
MemphisBelle
Aug 22 2009, 12:14
I noticed a automatically created samplemap2.txt file while packing to pbo located in the Destination folder. This it´s content.
<world = "m:\samplemap2\samplemap2.wrp">
Bad case in SampleMap2\data\ut_middle_mco.paa
W:\c\Poseidon\Lib\txtBank.cpp(377) : Bad case in texture name
Bad case in SampleMap2\data\ut_middle_mco.paa
W:\c\Poseidon\Lib\txtBank.cpp(276) : Bad case in texture name
Cannot open object ca\plants2\clutter\c_deadgrassbunch.p3d
I also have to say, that I´ve changed the virtual drives name from P to M. within the mapdisc.bat file which is located right in the root. By editing the bat file one can see this content:
subst M: "N:\ArmA2 tools\ArmAWork"
Usually it looks like this:
subst P: "N:\ArmA2 tools\ArmAWork"
But by changing the red marked P to another drives name so this drive will be used by everythings. So M. is automatically set as main destination Location of everything. Also BIS said that it´s basically possible to change the drives name, I start to belive that this is nevertheless the reason for all my trouble. Unfortunately P is alreayd in use. But I´ll reinstall my OS in October anyway, so I´ll gonna keep P free and will try then again.
I dont want to waist important space here for my crap, which is probably selfmade. So I try again in October, when everything is installed again and I am no more using a Beta Windows.
Thanks for your support and I´ll be back in 2 month. cya
Memphis
plumose 219
Aug 22 2009, 15:17
i found that if you change the png files to paa in layers it worked fine.plus when files go through in v3 it creates paa files, but not the pisek_mco ,you have to copy the pisek_mco png go to p\shop & change it to paa ,works fine :) thanks EL76.
IceBreakr
Aug 22 2009, 16:12
Thank you el76! Thanks to you I can soon complete Island Panthera v2.0 for ArmA II :)
MemphisBelle
Aug 22 2009, 16:26
Anyone else with the problem ?
I dont think so, that must be a local problem at mine, thanks again for uploading that example.
I dont think so, that must be a local problem at mine, thanks again for uploading that example.
Take a look into the Layer folder. There is a textures.lst . Open it with the Editor and check the paths in the file. Maybe the problem is located there.
Or you open one of the generated rvmat-files if the paths are right inside them.
Maybe it helps to track down your problem.
IceBreakr
Aug 22 2009, 21:28
This sample map works perfeclty el76, good instructions for noobs, too. Now I only need to figure out how to make 4 different clutters for custom terrain types that I use (stone, rivershore, forest, grassyfield). I'll also try to replace couple of mission buildings that were in A1 but not anymore in A2 (army huts, shacks).
[APS]Gnat
Aug 23 2009, 03:36
.
Curious ..... unless I missed something ...... why when I Binarzied the sample map there was no errors concerning RVMATs? yet I did my own map using most of the same files (config, layers etc) and white land and "missing RVMAT" errors ?
I had to add *.rvmat to the BinPBO tool to get the my island to work.
EDIT!
The rvmats are in the Sample2 PBO, but are binarized.
And the unbinarized rvmats are in my map, but it was the only way to avoid untextured landscape and a "missing rvmat" error ingame.
.... weirdness.
.kju [PvPscene]
Aug 23 2009, 05:24
For p3d rvmats are merged into the p3d. Aka no need to copy rvmat over.
For config referenced p3d (damage textures) and wrps, this is not the case.
So one needs to add them in binpbo best.
The other option is to have them in a separate pbo, rapify them yourself
(BinMake\cfgconvertfilechng or rapify from mikero).
[APS]Gnat
Aug 23 2009, 06:55
Thanks for the comment kju
Seems what might have happened is a (fortunate) slip of habit.
Juring the conversion process I normally select "Text Format" for the dialog box that asks.
For the sample island I must have left if as default (binary) and as a consequence I didn't need to add *.rvmat to BinPBO.
It now seems leaving that option as default will give less problem.
But now its the BinPBO crash (that still lets you finish the process of making an island!) thats go me curious. Going to try a tip Loki left in the OFPEC forums .....
ph00nix
Aug 24 2009, 07:02
hi, thx for map, great.
I have a problem with roads. In a tutorial stands that I shall select the menue entry "New Roads Objects Definition". But it doesn t exist. There is for natural objects and artificial, ... but no roads. Only the point "roads" but that s something different. I mean somewhere should it be possible to include roads ... ?
1. Tools > Roads
2. In the upcomming window push Add...
3. Give it a name
4. Switch to Straight parts
i.e. scroll down to roads2 and add step by step:
asf1_12.p3d (12.5m)
asf1_6.p3d (6.25m)
asf1_25.p3d (25m)
5. Switch to Curves
i.e. scroll down to roads2 and add step by step:
asf1_10 25.p3d (Angle 10°, Radius 25m)
asf1_10 50.p3d (Angle 10°, Radius 50m)
asf1_10 75.p3d (Angle 10°, Radius 75m)
asf1_10 100.p3d (Angle 10°, Radius 100m)
5. Switch to Terminators
i.e. scroll down to roads2 and add step by step:
asf1_6konec.p3d
5. Switch to Special parts and add some crossroads
i.e. scroll down to roads2 and add step by step:
kr_t_asf1_asf3.p3d (t-Crossing which connects to a asf3 road)
kr_x_asf1_asf3.p3d (t-Crossing which connects to a asf3 road)
Forget about this part and define them separatly under Crosroads and add them as terminator !
6. push Ok and close window
7. Select Roads in the Panel of objects
-> Select your road and double-click on map
8. Now you are asked about a part to start with
i.e. select Straight part
Next steps are self explaining
9.Now you have one single keypart on the map double click on it and select Modify dir A. In the upcomming window you can extend your road. If you click on Apply after adding a new part, it shows up on the map
10. finally (when you have finished your road) click on Ok and add a terminator to dir A., if you wann define the end of the road.(or add are crossing to go on...)
ph00nix
Aug 24 2009, 14:07
ok thx :)
But I only get a not textured, white road. How can I assign the texture ?
roads textures do not show up in visitor.
ph00nix
Aug 24 2009, 14:45
ah ok. And I think I have much stuff from sahrani what I imported ... where/which are the important arma2 pbos ? There is also an editor enlargement/upgrade mod that enables all objects for the mission editor. How can I do this for visitor ?
this one: http://www.mapfact.net/include.php?path=comment&comcat=cont&subid=85 (map eu)
[APS]Gnat
Aug 24 2009, 14:57
Just copy your PBOs (well, the static land ones anyway) from ArmA2 "Addons" game directory into your ArmA2 Work directory under CA, then just Un-PBO them.
Delete the PBO file once un-pbo'ed.
Only other tip is per el76's first post, redo the PLANT2 directory as suggested.
Now you can point Visitor to the new p3d files, to place objects on map and preview.
ph00nix
Aug 24 2009, 15:12
ok. And what is the difference between a .pbo and a .pbo.bi.bisign ? Thx btw !
[APS]Gnat
Aug 25 2009, 12:51
the .bisign file is just a Signature file (addon integrity checking for MP gameplay), you dont need it for editing.
Added a update to the first post.
Because all user actions (doors, ladders) did not work with the old procedure...
Hi am trying to work this example map as instructed but have problems here.
If everything is ok do:
Tools > Import Satellite + Mask
and then? Select layers.cfg? If so save as text or binary? Or what else..which file am I opening here.
Thnx
Choose following files in this folder:
ca\SampleMap2\source
1. layers.cfg
2. Sat_lco.png
3. mask_lco.png
Working now thank you.
If I close visitor and start again though, project preferences is set back to p:samplemap2\data instead of p:\ca\... I changed all settings as per your first post. Did I miss 1?
after changing to ca\samplemap you have to save your samplemap2.pew and you need to export your samplemap2.wrp again.
:bounce3:
Thnx for the help and the example.
IceBreakr
Aug 26 2009, 19:33
el76: it is not a good idea to create your map in /ca folder - use your own name as many tutorials explain. For example: I use P:/ib/Island_Im_Making folder. ib = icebreakr, so things don't get mixed up with other work.
[APS]Gnat
Aug 27 2009, 14:04
Added a update to the first post.
Because all user actions (doors, ladders) did not work with the old procedure...
Well, Not all.
In my test of your first sample map at least the ladder on the ArmA1 brick chimney worked .....
Even got a screen shot of me at the top of it.
Just one Building was right for me (mil_controltower). All the other buildings did not work.
After changing the path, every building was fine. Not sure why, but i think it´s the binPBO setting (set: path to project folder p:\ca), which makes the difference.
I need to test this again.
Never ever put your stuff into BI namespace (like ca). First of all before you start with your island you should understand what you are doing (exact setup of the working dir,correct unrap/extracted pbos.. and lots of other stuff to keep in mind).
A good start is this Wiki entry from Q: CMA.DevelopmentSetup (http://community.bistudio.com/wiki/CMA:DevelopmentSetup)
And a must Read about CA or not to be CA (http://synide.rkslstudios.info/ArmABuildEnvironment.pdf) comes from Synide.
PS: Il try to make a small tut (if the time let me) in wiki maby with some vids.
plumose 219
Aug 28 2009, 21:00
Great job, how did you get the background picture to show up in v3 ? this is great !
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