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		<title><![CDATA[Bohemia Interactive Forums - ARMA 2 & OA : TERRAIN - (Visitor)]]></title>
		<link>http://forums.bistudio.com/</link>
		<description><![CDATA[Discussion about anything related to terrain & map creation for ARMA 2 serie]]></description>
		<language>en</language>
		<lastBuildDate>Tue, 18 Jun 2013 20:43:43 GMT</lastBuildDate>
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			<title><![CDATA[Bohemia Interactive Forums - ARMA 2 & OA : TERRAIN - (Visitor)]]></title>
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		<item>
			<title>Can we REALLY push BIS for more user friendly tools?</title>
			<link>http://forums.bistudio.com/showthread.php?157053-Can-we-REALLY-push-BIS-for-more-user-friendly-tools&amp;goto=newpost</link>
			<pubDate>Tue, 18 Jun 2013 10:24:23 GMT</pubDate>
			<description>I was just having a little play around on FarCry3 and noticed it had a sort of, built in map editor. 
 
Checking this out was the single biggest...</description>
			<content:encoded><![CDATA[<div>I was just having a little play around on FarCry3 and noticed it had a sort of, built in map editor.<br />
<br />
Checking this out was the single biggest mistake I have made during my short map building career, because the tools are bloody amazing, everything works, the road painter they have is vector based and just stretches the road line you drag out to fit, also adjustable after it has been laid, very fine tweaking.  it previews as 'in game' non of this problem with no clutter, and it was just a joy to use, I at no point felt that anything was beyond possibility.  I know that the Cry Engine is run by a completely different kind of company with a completely different business model, but surely BIS would benefit from making this shit easy for us, I've just spent the last half an hour sat here wringing my face at how awesome the Cry Editor is, and imagined if Visitor 3 was such a breeze, just how much more I could have achieved....  al of these things are the reason I think I made a massive mistake in checking it out because I think the next time I am using Visitor it's going to be a case of &quot;AAARGGGHHH this would be simple if I was modding something based on the Cry Engine!&quot;  <br />
<br />
Who's sick do we have to duck to get something like this rolling?<br />
<br />
Surely they must see that better tools = higher quality and more user created content, which in turn means many, many, many more hours of gameplay from any given game, more popularity, accolades, awards, fast cars, speedboats and big houses along the Riviera....<br />
<br />
I can't explain just how crazy this has made me right now.<br />
<br />
PLEASE BIS!!!  I'll do anything! <br />
<br />
D</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>daringd</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?157053-Can-we-REALLY-push-BIS-for-more-user-friendly-tools</guid>
		</item>
		<item>
			<title>Buldozer crashing after loading, config class missing spam</title>
			<link>http://forums.bistudio.com/showthread.php?156989-Buldozer-crashing-after-loading-config-class-missing-spam&amp;goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 11:32:10 GMT</pubDate>
			<description><![CDATA[Hello. 
 
I'm beginner on this whole mapediting stuff but here is what I have done today: I wanted to merge Chernarus and Utes. I succesfully did it...]]></description>
			<content:encoded><![CDATA[<div>Hello.<br />
<br />
I'm beginner on this whole mapediting stuff but here is what I have done today: I wanted to merge Chernarus and Utes. I succesfully did it (had to little crop utes and rotate it 180 so it would fit) and exported .xyz from L3DT. I now opened it up on Visitor and copypasted all roads and other objects from default chernarus to my map. Everything seems OK: <a href="http://i.imgur.com/8HXKNQg.png" target="_blank">http://i.imgur.com/8HXKNQg.png</a><br />
<br />
I now wanted to export this map so it will be playable on arma2oa. I started Buldozer and it takes a while to load up. After loading, it crashes: <a href="http://i.imgur.com/JE3LZPN.png" target="_blank">http://i.imgur.com/JE3LZPN.png</a><br />
<br />
I found a .RPT file of Buldozer and it has over 50k lines of &quot;config class missing&quot; errors. Here's few lines:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">ca\structures\house\housev\housev_1l2.p3d: house, config class missing<br />
ca\structures\house\housev\housev_3i4.p3d: house, config class missing<br />
ca\structures\house\housev\housev_1l1.p3d: house, config class missing<br />
ca\buildings2\shed_small\shed_w02.p3d: house, config class missing<br />
ca\buildings\psi_bouda.p3d: house, config class missing<br />
ca\structures\house\housev\housev_3i2.p3d: house, config class missing<br />
ca\buildings2\shed_small\shed_w01.p3d: house, config class missing<br />
ca\structures\house\housev\housev_2t1.p3d: house, config class missing<br />
ca\structures\house\housev\housev_1i3.p3d: house, config class missing</code><hr />
</div>At the end of .RPT, there's:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">=======================================================<br />
-------------------------------------------------------<br />
Exception code: C0000005 ACCESS_VIOLATION at 0088CEE8<br />
graphics:&nbsp; D3D9, Device: ATI Radeon HD 5700 Series, Driver:aticfx32.dll 8.17.10.1172<br />
resolution:&nbsp; 1200x900x32<br />
Addons:<br />
Mods: ca;expansion;baf;pmc<br />
Distribution: 0<br />
Version 1.57.0<br />
Fault address:&nbsp; 0088CEE8 01:0048BEE8 p:\buldozer.exe<br />
file:&nbsp; &nbsp;  <br />
world:&nbsp; &nbsp; <br />
Prev. code bytes: 3B C1 0F 4F C1 8B 8E 38 02 00 00 0F AF C8 03 CA<br />
Fault code bytes: F3 0F 10 04 CF 0F 2F C4 77 03 0F 28 E0 8B 8E 38<br />
<br />
Registers:<br />
EAX:FFFFFFFF EBX:000005C0<br />
ECX:FFFFFFFF EDX:FFFFFFFF<br />
ESI:06751180 EDI:00000000<br />
CS:EIP:0023:0088CEE8<br />
SS:ESP:002B:016EF7E8&nbsp; EBP:000001C0<br />
DS:002B&nbsp; ES:002B&nbsp; FS:0053&nbsp; GS:002B<br />
Flags:00210286<br />
=======================================================<br />
note: Minidump has been generated into the file C:\Users\kask\AppData\Local\Buldozer Viewer\buldozer.mdmp</code><hr />
</div>I used ARMA2P tool to create p:\ca, which is ~12.5GB and has 176002 files. What I am doing wrong?</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>kaski</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156989-Buldozer-crashing-after-loading-config-class-missing-spam</guid>
		</item>
		<item>
			<title><![CDATA[Addon island "Alpine" not showing up in editor]]></title>
			<link>http://forums.bistudio.com/showthread.php?156979-Addon-island-quot-Alpine-quot-not-showing-up-in-editor&amp;goto=newpost</link>
			<pubDate>Mon, 17 Jun 2013 04:56:01 GMT</pubDate>
			<description><![CDATA[I'm running the latest version of CO and I've disabled every other mod and it still doesn't show up under maps. 
...]]></description>
			<content:encoded><![CDATA[<div>I'm running the latest version of CO and I've disabled every other mod and it still doesn't show up under maps.<br />
<br />
<a href="http://www.armaholic.com/page.php?id=13241" target="_blank">http://www.armaholic.com/page.php?id=13241</a></div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>nseal19</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156979-Addon-island-quot-Alpine-quot-not-showing-up-in-editor</guid>
		</item>
		<item>
			<title>Bulldozer not starting</title>
			<link>http://forums.bistudio.com/showthread.php?156894-Bulldozer-not-starting&amp;goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 21:24:50 GMT</pubDate>
			<description><![CDATA[After countless threads and attempts, it's still failing to launch. I have the first dir set to just p:\ and it seems to love that. The next is...]]></description>
			<content:encoded><![CDATA[<div>After countless threads and attempts, it's still failing to launch. I have the first dir set to just p:\ and it seems to love that. The next is something along the lines of c:\programfiles(x86)/steam/steamapps/common/arma2/arma2.exe -window -bulldozer and that doesn't freaking work. I'm at a loss. I've done what tons of people have told me to do and it's not that they don't work altogether, just don't work for me and I don't know why. First off, my physical hard drive is on my c:\. My parition with my folder is on p:\. my arma2.exe is waaaay inside the freaking directory and I dunno how exactly to write it. Is it case sensitive? What about spaces? What direction do the slashes go? What the hell do I put in?<br />
<br />
HELP!<br />
<br />
I'm just trying to launch bulldozer through Visitor 3.\<br />
<br />
<b><span style="font-family: Arial Black">EDIT: I got the directory correct, but now it's saying there's a shader error (mismatch of .exe and data?) for an error when I try to launch it. What do I do?</span></b></div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>person915</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156894-Bulldozer-not-starting</guid>
		</item>
		<item>
			<title>Tutorial Error, Need Slight Programming Help! (Visitor 3 Related, Believe it or Not)</title>
			<link>http://forums.bistudio.com/showthread.php?156871-Tutorial-Error-Need-Slight-Programming-Help!-(Visitor-3-Related-Believe-it-or-Not)&amp;goto=newpost</link>
			<pubDate>Sat, 15 Jun 2013 16:33:23 GMT</pubDate>
			<description><![CDATA[Please read more below on the copy-pasted post, which fully explains the problem and asks for assistance in fixing it, and has a link to an "evidence...]]></description>
			<content:encoded><![CDATA[<div>Please read more below on the copy-pasted post, which fully explains the problem and asks for assistance in fixing it, and has a link to an &quot;evidence post&quot; with the same problem, and same vague solution which doesn't contribute at all, but let's me know what I'm dealing with, atleast.<br />
<br />
It is copy-pasted from my DayZ forum account and can be found here: dayzmod.com/forum/index.php?/topic/139478-programming-help-needed-to-fix-an-error<br />
<br />
*BEGIN COPIED CONTENT*<br />
<br />
I'll cut to the point. I've deduced and tested and I know exactly what problem I face, but near nothing of how to fix it.<br />
<br />
I'm trying to make an ArmA 2 map. To get set up and acquianted with it, I'm using this tutorial:<br />
community.bis...errain_Tutorial<br />
<br />
Go pretty far down to the Import Satellite and Mask section.<br />
<br />
Here, it says:<br />
1: Go to Tools -&gt; Import Satellite + Mask.. and browse to P:\TUT\TUT_SampleMap\Source\layer.cfg.<br />
2: Select text mode for saving the rvmats in the next window.<br />
3: Visitor asks now for the SAT file, so browse to P:\TUT\TUT_SampleMap\Source\sat_lco.png.<br />
4: Same with the Mask - point it to P:\TUT\TUT_SampleMap\Source\mask_lco.png.<br />
5: The import process begins right after you hit OK.<br />
The issue is that the mask_lco.png cannot be loaded. I do ask the tutorial says, select the layer.cfg as text, select the sat_lco THEN the mask_lco, and it gives me the error:<br />
Error loading 'p:\tut\tut_samplemap\source\mask_lco.png&quot;<br />
<br />
This can be traced back to the layer.cfg, which is written in Java programming language. The .cfg content is as follows:<br />
<br />
class Layers<br />
{<br />
  class sm_grass<br />
  {<br />
texture = &quot;tut\tut_samplemap\data\sm_grass_mco.png&quot;;<br />
material= &quot;tut\tut_samplemap\data\sm_grass.rvmat&quot;;<br />
  };<br />
};<br />
<br />
class Legend<br />
{<br />
  picture=&quot;tut\tut_samplemap\source\mapLegend.png&quot;;<br />
  class Colors<br />
  {<br />
sm_grass[]={{255,255,255}};<br />
  };<br />
};<br />
The problem seems to be that one of the classes is declared wrong, so it fails loading the mask_lco.png when I tell it to, or atleast in my mind, that's what's going on, because somehow that makes sense (because I dunno what else it could be). Though more experienced programmers will know what it is in entirety.<br />
<br />
Evidence of this is also here, on this thread, with a fellow who appears to be having the same problem on the same tutorial as me, but is not gracious enough to tell just HOW the problem is fixed:<br />
forums.bistud...sat-mask-import<br />
<br />
He says there was a class declared wrong somewhere in the layers.cfg. That &quot;somewhere&quot; is not specified, and even if I knew where it was, I would not know how to fix it. So...<br />
<br />
....what do I do to fix my layers.cfg so I can continue on my tutorial and journey to making amazing things?<br />
<br />
ALL help regarding this issue is appreciated. Thank you. <br />
<br />
*END COPIED CONTENT*<br />
<br />
I hope this thread will solve the issue once and for all of vague answers for trying to fix it and help the people who want to make a map but just don't know the language quite yet because they're using a tutorial and the tutorial is WRONG....</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>person915</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156871-Tutorial-Error-Need-Slight-Programming-Help!-(Visitor-3-Related-Believe-it-or-Not)</guid>
		</item>
		<item>
			<title>How to Import Roads With RoadPainter 1</title>
			<link>http://forums.bistudio.com/showthread.php?156756-How-to-Import-Roads-With-RoadPainter-1&amp;goto=newpost</link>
			<pubDate>Thu, 13 Jun 2013 21:11:29 GMT</pubDate>
			<description><![CDATA[I'm trying rp1 to see if it solves some of the issues i've run into with hairline gaps with rp2.  I managed to export the file fine, and it looks...]]></description>
			<content:encoded><![CDATA[<div>I'm trying rp1 to see if it solves some of the issues i've run into with hairline gaps with rp2.  I managed to export the file fine, and it looks like homerj's, just a list of road types, with no positions attached to them.  Where I'm lost is how to get them into visitor 3.  Import objects doesnt work for this, like in rp2, so i guess there is someother trick i don't know of.  <br />
<br />
Any input is appreciated!<br />
<br />
-Andrew</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>dinoboy123</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156756-How-to-Import-Roads-With-RoadPainter-1</guid>
		</item>
		<item>
			<title>Bulldozer Keeps appearing as nighttime</title>
			<link>http://forums.bistudio.com/showthread.php?156737-Bulldozer-Keeps-appearing-as-nighttime&amp;goto=newpost</link>
			<pubDate>Thu, 13 Jun 2013 16:23:36 GMT</pubDate>
			<description>Normally I would just reload bulldozer, and it randomly hits daytime mode, however today its been 2-3 times of night.  I looked at the startup...</description>
			<content:encoded><![CDATA[<div>Normally I would just reload bulldozer, and it randomly hits daytime mode, however today its been 2-3 times of night.  I looked at the startup parameters listed on the BI site and none of them seem to refer to start time, so I'm not sure how to change this.  In the past i've left bulldozer on for a few hours and noticed it change from day to night, so i guess its on some 24 hr cycle.  If anyone knows how to permanently set it to daytime it would be greatly appreciated, since it takes about a 1/2 hr to reload bulldozer for me<br />
<br />
Thanks!<br />
<br />
-Andrew</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>dinoboy123</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156737-Bulldozer-Keeps-appearing-as-nighttime</guid>
		</item>
		<item>
			<title>Error importing satalite image...</title>
			<link>http://forums.bistudio.com/showthread.php?156412-Error-importing-satalite-image&amp;goto=newpost</link>
			<pubDate>Sat, 08 Jun 2013 17:45:11 GMT</pubDate>
			<description>Okay so after i import layers, and shoot my satmap+mask i get this error.. http://i42.tinypic.com/no5v04.jpg 
 
It baffles me, as to why all of a...</description>
			<content:encoded><![CDATA[<div>Okay so after i import layers, and shoot my satmap+mask i get this error.. <a href="http://i42.tinypic.com/no5v04.jpg" target="_blank">http://i42.tinypic.com/no5v04.jpg</a><br />
<br />
It baffles me, as to why all of a suddon its come up, i cant do anything now becuase its reset the satmap to no texture, so i cant view in buldozer, or export my map at all.. <br />
<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>Kroni</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156412-Error-importing-satalite-image</guid>
		</item>
		<item>
			<title>Airstrip</title>
			<link>http://forums.bistudio.com/showthread.php?156350-Airstrip&amp;goto=newpost</link>
			<pubDate>Fri, 07 Jun 2013 14:21:47 GMT</pubDate>
			<description>Okay so i have seen on the forums and in google about this problem, and im pretty sure i know sort of how it works. Just having lost the page...</description>
			<content:encoded><![CDATA[<div>Okay so i have seen on the forums and in google about this problem, and im pretty sure i know sort of how it works. Just having lost the page explaning it i cant go ahead and fix it.<br />
<br />
Now the problem is this, you create your nice little airstrip... using artifical objects and placing the runways you want.. you then compile and export and ingame you can see your run way and mine looks like this - <a href="http://i39.tinypic.com/30uu61x.jpg" target="_blank">http://i39.tinypic.com/30uu61x.jpg</a><br />
<br />
How ever when viewing the map and zooming in it doesnt show up... - <a href="http://i40.tinypic.com/nqsims.png" target="_blank">http://i40.tinypic.com/nqsims.png</a><br />
<br />
Now i know that its not going to show up unless i set the params of where the airstrip should be, now if i can remeber correctly the post i saw about it said something along the lines of &quot;place buildings around your airstrip etc etc to get the location of where it should be etc etc...&quot; I just cant see this tutorial anymore, cant find it anywhere, so if someone could link me, or explain it (linking me would be alot quicker) then i would be very thankful!</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>Kroni</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156350-Airstrip</guid>
		</item>
		<item>
			<title>Adapting real life island size..?</title>
			<link>http://forums.bistudio.com/showthread.php?156261-Adapting-real-life-island-size&amp;goto=newpost</link>
			<pubDate>Thu, 06 Jun 2013 09:23:01 GMT</pubDate>
			<description><![CDATA[Hi guys, 
Very noob question here. 
I'm starting to think about what terrain I'll be using for my Stalker based map, and as I'm going down the...]]></description>
			<content:encoded><![CDATA[<div>Hi guys,<br />
Very noob question here.<br />
I'm starting to think about what terrain I'll be using for my Stalker based map, and as I'm going down the realism and island route, I sort of settled on the Welsh isle of Anglesey as a starting point. <br />
It has an amazing &quot;lay of the land&quot; with mountains, hills, plains, shrub lands, marshes and forests etc. With a few adaptations, it seems an ideal candidate for an Eastern European Stalkerish environment to start from.<br />
<br />
But, at 714km squared, it's way too big I think, as I am planning to do a Chernarus sized map which is about 225km squared I believe.<br />
What I wanted to ask is, is there an &quot;easy&quot; method for cropping the island so it'll fit into a block of say 15*15kms, like Chernarus?<br />
Bear in mind I'll be using the method of getting the topographical real life data too.<br />
<br />
It seems a shame to change the size, but I think as it is, it'd just be too large? What are your (experienced) thoughts on this too please?<br />
<br />
Is an alternative being able to edit actual real life data? Say if I got the topographical data for a completely landlocked area, could I edit the outer edges so it turns it into an island?<br />
<br />
Thanks guys...</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>meanmachine1</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156261-Adapting-real-life-island-size</guid>
		</item>
		<item>
			<title>Visitor 3 suddenly decided not to recognise the P drive...</title>
			<link>http://forums.bistudio.com/showthread.php?156159-Visitor-3-suddenly-decided-not-to-recognise-the-P-drive&amp;goto=newpost</link>
			<pubDate>Tue, 04 Jun 2013 19:01:18 GMT</pubDate>
			<description><![CDATA[Atfer spending some time dealing with a problem, V3 has suddenly decided it doesn't want to recognise the P drive any longer. 
 
I have checked all...]]></description>
			<content:encoded><![CDATA[<div>Atfer spending some time dealing with a problem, V3 has suddenly decided it doesn't want to recognise the P drive any longer.<br />
<br />
I have checked all the permissions, running it as admin, and a host of oither things, restarted, rebooted, logged in and out, turned the monitors upside down....  is there anything I am missing here that is going to make my smack my forehead when someone tells me?<br />
<br />
D</div>

]]></content:encoded>
			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>daringd</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156159-Visitor-3-suddenly-decided-not-to-recognise-the-P-drive</guid>
		</item>
		<item>
			<title>Hairline gaps in roads using Road Painter 2</title>
			<link>http://forums.bistudio.com/showthread.php?156154-Hairline-gaps-in-roads-using-Road-Painter-2&amp;goto=newpost</link>
			<pubDate>Tue, 04 Jun 2013 16:52:18 GMT</pubDate>
			<description><![CDATA[I've been having a few slight issues with roadpainter, the biggest being small gaps in the roads.  I referred back to bl's post...]]></description>
			<content:encoded><![CDATA[<div>I've been having a few slight issues with roadpainter, the biggest being small gaps in the roads.  I referred back to bl's post (<a href="http://forums.bistudio.com/showthread.php?128340-Road-Painter-2&amp;p=2295861&amp;viewfull=1#post2295861" target="_blank">http://forums.bistudio.com/showthrea...=1#post2295861</a>) about setting the texture base to double, or quadruple the default value.  Originally i had it set to quadruple but did not realize that this made the value invalid.  Unfortunately i had already painted my roads in by this point, and that's when i noticed the gaps.  I went back and set it to double, which was valid, but still have the gaps in game.<br />
<br />
Would this mean I need to redo the roads again on a map that has the double base texture?  Or is this perhaps another issue?<br />
<br />
here are some pics to show what i mean ingame<br />
<br />
<a href="http://s1308.photobucket.com/user/andrew_voorhees32/media/ArmA2OA2013-06-0412-48-52-35_zps4fcecfdb.png.html" target="_blank"><a href="http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-06-0412-48-52-35_zps4fcecfdb.png" target="_blank">http://i1308.photobucket.com/albums/...ps4fcecfdb.png</a> (1170 kB) </a></div>

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			<dc:creator>dinoboy123</dc:creator>
			<guid isPermaLink="true">http://forums.bistudio.com/showthread.php?156154-Hairline-gaps-in-roads-using-Road-Painter-2</guid>
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			<title>Convert wrp to pew issues..</title>
			<link>http://forums.bistudio.com/showthread.php?156091-Convert-wrp-to-pew-issues&amp;goto=newpost</link>
			<pubDate>Mon, 03 Jun 2013 12:56:15 GMT</pubDate>
			<description><![CDATA[I am going through the process and have run into a road block. I am stuck between:  
 
"You can convert *.wrp to pew:...]]></description>
			<content:encoded><![CDATA[<div>I am going through the process and have run into a road block. I am stuck between: <br />
<br />
&quot;You can convert *.wrp to pew: http://tactical.nekromantix.com/wiki/doku.php?id=arma2:terrain:wrp_to_pew&quot;<br />
<br />
I get lost here, is there a simpler way to explain what to do? How do you use the command it talks about? ...<br />
<br />
or is it possible someone could come to my teamspeak 3 server and walk me through it? I would be willing to pay/donate for your time. Please get back to me asap</div>

]]></content:encoded>
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			<dc:creator>shakazulunation</dc:creator>
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			<title>A Little Help With Some Clutter Troubleshooting</title>
			<link>http://forums.bistudio.com/showthread.php?156075-A-Little-Help-With-Some-Clutter-Troubleshooting&amp;goto=newpost</link>
			<pubDate>Mon, 03 Jun 2013 06:00:57 GMT</pubDate>
			<description>Okay so i have created my own world, sat maps and height maps, and loaded them all into game without an error! But the main problem for me is that i...</description>
			<content:encoded><![CDATA[<div>Okay so i have created my own world, sat maps and height maps, and loaded them all into game without an error! But the main problem for me is that i cant seem to get any type of clutter working ingame. For example i load my world, after following mutliple tutorials on the subject and no grass/rocks, weed thistle what ever it may have been actually loads. Now im not 100% Which cfgs relate to clutter, so i'm just posting on what i may think might help anyone fix this issue if they have to the time to do so. Just pointing out anything that looks suspicious would be of a great help because i have read my cfg's and cpp's many times and have had no success.<br />
<br />
Layers.CFG<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class Layers<br />
{<br />
<br />
<br />
class kv_rock<br />
&nbsp; {<br />
&nbsp; &nbsp; texture = &quot;tut\khavania\data\kv_rock_mco.paa&quot;;<br />
&nbsp; &nbsp; material= &quot;tut\khavania\data\kv_rock.rvmat&quot;;<br />
&nbsp; };<br />
class kv_sand<br />
&nbsp; {<br />
&nbsp; &nbsp; texture = &quot;tut\khavania\data\kv_sand_mco.paa&quot;;<br />
&nbsp; &nbsp; material= &quot;tut\khavania\data\kv_sand.rvmat&quot;;<br />
&nbsp; };<br />
class kv_slope<br />
&nbsp; {<br />
&nbsp; &nbsp; texture = &quot;tut\khavania\data\kv_slope_mco.paa&quot;;<br />
&nbsp; &nbsp; material= &quot;tut\khavania\data\kv_slope.rvmat&quot;;<br />
&nbsp; };<br />
<br />
<br />
<br />
};<br />
<br />
class Legend<br />
{<br />
&nbsp; picture=&quot;tut\khavania\source\mapLegend.png&quot;;<br />
&nbsp; class Colors<br />
&nbsp; {<br />
<br />
<br />
&nbsp; &nbsp; kv_rock[]={{196, 177, 123}};<br />
&nbsp; &nbsp; kv_sand[]={{220, 210, 102}};<br />
&nbsp; &nbsp; kv_slope[]={{228, 215, 137}};<br />
<br />
<br />
&nbsp; &nbsp; <br />
&nbsp; };<br />
};</code><hr />
</div>CFGClutter<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; class KV_BrushHard: DefaultClutter<br />
&nbsp;  {<br />
&nbsp; &nbsp; model = &quot;ca\plants_E\Clutter\c_Brush_Hard_EP1.p3d&quot;;<br />
&nbsp; &nbsp; affectedByWind = 0.4;<br />
&nbsp; &nbsp; swLighting = 1;<br />
&nbsp; &nbsp; scaleMin = 0.9;<br />
&nbsp; &nbsp; scaleMax = 1.3;<br />
&nbsp;  };<br />
&nbsp;  class KV_BrushSoft: DefaultClutter<br />
&nbsp;  {<br />
&nbsp; &nbsp; model = &quot;ca\plants_E\Clutter\c_Brush_Soft_EP1.p3d&quot;;<br />
&nbsp; &nbsp; affectedByWind = 0.8;<br />
&nbsp; &nbsp; swLighting = 1;<br />
&nbsp; &nbsp; scaleMin = 0.75;<br />
&nbsp; &nbsp; scaleMax = 1.4;<br />
&nbsp;  };<br />
&nbsp;  class KV_PlantsViolet: DefaultClutter<br />
&nbsp;  {<br />
&nbsp; &nbsp; model = &quot;ca\plants_E\Clutter\c_Plants_Violet_EP1.p3d&quot;;<br />
&nbsp; &nbsp; affectedByWind = 0.7;<br />
&nbsp; &nbsp; swLighting = 1;<br />
&nbsp; &nbsp; scaleMin = 1.0;<br />
&nbsp; &nbsp; scaleMax = 1.25;<br />
&nbsp;  };<br />
&nbsp;  class KV_PlantsWhite: DefaultClutter<br />
&nbsp;  {<br />
&nbsp; &nbsp; model = &quot;ca\plants_E\Clutter\c_Plants_White_EP1.p3d&quot;;<br />
&nbsp; &nbsp; affectedByWind = 0.7;<br />
&nbsp; &nbsp; swLighting = 1;<br />
&nbsp; &nbsp; scaleMin = 0.85;<br />
&nbsp; &nbsp; scaleMax = 1.1;<br />
&nbsp;  };<br />
&nbsp;  class KV_WeedThistle: DefaultClutter<br />
&nbsp;  {<br />
&nbsp; &nbsp; model = &quot;ca\plants_E\Clutter\c_Weed_Thistle_EP1.p3d&quot;;<br />
&nbsp; &nbsp; affectedByWind = 0.7;<br />
&nbsp; &nbsp; swLighting = 1;<br />
&nbsp; &nbsp; scaleMin = 1.0;<br />
&nbsp; &nbsp; scaleMax = 1.25;<br />
&nbsp;  };</code><hr />
</div>CFGSurfaces<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">class CfgSurfaces <br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; class Default {};<br />
&nbsp; &nbsp; &nbsp; &nbsp; class KhavaniasandSurface : Default<br />
&nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  files = &quot;kv_sand_*&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  rough = 0.1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dust = 0.1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  soundEnviron = &quot;dirt&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; soundHit = &quot;hard_ground&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  character = &quot;KV_sandClutter&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; class KhavaniaslopeSurface : Default<br />
&nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  files = &quot;kv_slope_*&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  rough = 0.1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dust = 0.1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  soundEnviron = &quot;dirt&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; soundHit = &quot;hard_ground&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  character = &quot;KV_slopeClutter&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; &nbsp; class KhavaniarockSurface : Default<br />
&nbsp; &nbsp; &nbsp; &nbsp; {&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  files = &quot;kv_rock_*&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  rough = 0.3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  dust = 0.05;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  soundEnviron = &quot;rock&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; soundHit = &quot;hard_ground&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  character = &quot;Empty&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
<br />
<br />
<br />
};<br />
<br />
class CfgSurfaceCharacters<br />
{<br />
&nbsp;class KV_sandClutter<br />
&nbsp;{<br />
&nbsp; probability[] = {0.06,0.05,0.005,0.005};<br />
&nbsp; names[] = {&quot;KV_BrushSoft&quot;,&quot;KV_BrushHard&quot;,&quot;KV_PlantsWhite&quot;,&quot;KV_WeedThistle&quot;};<br />
&nbsp;};<br />
<br />
class KV_slopeClutter<br />
&nbsp;{<br />
&nbsp; probability[] = {0.1,0.05,0.01,0.01,0.01};<br />
&nbsp; names[] = {&quot;KV_BrushHard&quot;,&quot;KV_BrushSoft&quot;,&quot;KV_PlantsWhite&quot;,&quot;KV_WeedThistle&quot;,&quot;KV_PlantsViolet&quot;};<br />
&nbsp;};<br />
<br />
};</code><hr />
</div>Cinfig.cpp<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">#define _ARMA_<br />
<br />
//Class config.bin{<br />
class CfgPatches<br />
{<br />
&nbsp;class Khavania<br />
&nbsp;{<br />
&nbsp; units[] = {&quot;Khavania&quot;};<br />
&nbsp; weapons[] = {};<br />
&nbsp; requiredVersion = 1.0;<br />
&nbsp; requiredAddons[] = {&quot;Takistan&quot;};<br />
&nbsp; version = &quot;05/09/2011&quot;;<br />
&nbsp; fileName = &quot;Khavania.pbo&quot;;<br />
&nbsp; author = &quot;Hell Bound Soldier's Comunity&quot;;<br />
&nbsp; mail = &quot;www.hellboundsoldiers.org&quot;;<br />
&nbsp;};<br />
};<br />
class CfgWorlds<br />
{<br />
&nbsp;class CAWorld;<br />
&nbsp;class Takistan: CAWorld<br />
&nbsp;{<br />
&nbsp; class Grid;<br />
&nbsp; class DefaultClutter;<br />
&nbsp;};<br />
&nbsp;class Khavania: Takistan<br />
&nbsp;{<br />
&nbsp; cutscenes[] = {&quot;KV_Intro1&quot;};<br />
&nbsp; description = &quot;Khavania, A HBS production.&quot;;<br />
&nbsp; worldName = &quot;TUT\Khavania\Khavania.wrp&quot;;<br />
&nbsp; pictureShot = &quot;TUT\Khavania\data\kv_menu_ca.paa&quot;;<br />
&nbsp; startTime = &quot;07:00&quot;;<br />
&nbsp; startDate = &quot;05/03/2001&quot;;<br />
&nbsp; startWeather = 0.2;<br />
&nbsp; startFog = 0.0;<br />
&nbsp; forecastWeather = 0.6;<br />
&nbsp; forecastFog = 0.0;<br />
&nbsp; centerPosition[] = {5120,5120,500};<br />
&nbsp; seagullPos[] = {5120,5120,500};<br />
&nbsp; longitude = 65;<br />
&nbsp; latitude = -34;<br />
&nbsp; elevationOffset = 2000;<br />
&nbsp; midDetailTexture = &quot;TUT\Khavania\data\kv_middle_mco.paa&quot;;<br />
&nbsp; minTreesInForestSquare = 2;<br />
&nbsp; minRocksInRockSquare = 2;<br />
&nbsp; ilsPosition[] = {1024,1024};<br />
&nbsp; ilsDirection[] = {0.5075,0.08,-0.8616};<br />
&nbsp; ilsTaxiIn[] = {};<br />
&nbsp; ilsTaxiOff[] = {};<br />
&nbsp; drawTaxiway = 0;<br />
&nbsp;class SecondaryAirports {};<br />
&nbsp;class OutsideTerrain<br />
&nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; satellite = &quot;TUT\Khavania\Data\kv_satout_co.paa&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; enableTerrainSynth = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; class Layers<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; class Layer0<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; nopx = &quot;TUT\Khavania\Data\kv_sand_nopx.paa&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; texture = &quot;TUT\Khavania\Data\kv_sand_co.paa&quot;;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; };<br />
&nbsp; class Grid: Grid<br />
&nbsp; {<br />
&nbsp;  offsetX = 0;<br />
&nbsp;  offsetY = 20480;<br />
&nbsp;  class Zoom1<br />
&nbsp;  {<br />
&nbsp; &nbsp; zoomMax = 0.15;<br />
&nbsp; &nbsp; format = &quot;XY&quot;;<br />
&nbsp; &nbsp; formatX = &quot;000&quot;;<br />
&nbsp; &nbsp; formatY = &quot;000&quot;;<br />
&nbsp; &nbsp; stepX = 100;<br />
&nbsp; &nbsp; stepY = -100;<br />
&nbsp;  };<br />
&nbsp;  class Zoom2<br />
&nbsp;  {<br />
&nbsp; &nbsp; zoomMax = 0.85;<br />
&nbsp; &nbsp; format = &quot;XY&quot;;<br />
&nbsp; &nbsp; formatX = &quot;00&quot;;<br />
&nbsp; &nbsp; formatY = &quot;00&quot;;<br />
&nbsp; &nbsp; stepX = 1000;<br />
&nbsp; &nbsp; stepY = -1000;<br />
&nbsp;  };<br />
&nbsp;  class Zoom3<br />
&nbsp;  {<br />
&nbsp; &nbsp; zoomMax = 1e+030.0;<br />
&nbsp; &nbsp; format = &quot;XY&quot;;<br />
&nbsp; &nbsp; formatX = &quot;0&quot;;<br />
&nbsp; &nbsp; formatY = &quot;0&quot;;<br />
&nbsp; &nbsp; stepX = 10000;<br />
&nbsp; &nbsp; stepY = -10000;<br />
&nbsp;  };<br />
&nbsp; };<br />
class Clutter<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; #include &quot;cfgClutter.hpp&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; class Names<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; #include &quot;Khavania.hpp&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; };<br />
&nbsp;};<br />
};<br />
class CfgWorldList<br />
{<br />
&nbsp;class Khavania{};<br />
};<br />
class CfgMissions<br />
{<br />
&nbsp;class Cutscenes<br />
&nbsp;{<br />
&nbsp; class KV_Intro1<br />
&nbsp; {<br />
&nbsp;  directory = &quot;TUT\Khavania\Data\scenes\intro1.Khavania&quot;;<br />
&nbsp; };<br />
&nbsp;};<br />
};<br />
<br />
<br />
//SURFACES<br />
#include &quot;cfgSurfaces.hpp&quot;</code><hr />
</div></div>

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			<category domain="http://forums.bistudio.com/forumdisplay.php?96-ARMA-2-amp-OA-TERRAIN-(Visitor)"><![CDATA[ARMA 2 & OA : TERRAIN - (Visitor)]]></category>
			<dc:creator>Kroni</dc:creator>
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			<title>Asphalt ground texture creating ungly dark line between surface types..</title>
			<link>http://forums.bistudio.com/showthread.php?156058-Asphalt-ground-texture-creating-ungly-dark-line-between-surface-types&amp;goto=newpost</link>
			<pubDate>Sun, 02 Jun 2013 22:43:48 GMT</pubDate>
			<description>So, 
 
having placed the stock asphalt texture next to other stock AND custom ground textures, I consistently get a dark line where ever it meets the...</description>
			<content:encoded><![CDATA[<div>So,<br />
<br />
having placed the stock asphalt texture next to other stock AND custom ground textures, I consistently get a dark line where ever it meets the next texture and tries to fade across to create that lovely smooth transition between.  I can't post a picture because I'm not at my desktop and I won't be for a while, but I wanted to get the ball rolling on a solution.  I noticed the asphalt texture is 2048x2048 while most of the rest are 1024x1024, could this be the source of the problem?<br />
<br />
D</div>

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			<dc:creator>daringd</dc:creator>
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