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Thread: ARMA 2 textures in Visitor 3

  1. #31
    Staff Sergeant Waterman's Avatar
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    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
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  2. #32

  3. #33
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    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.

    Quote Originally Posted by kju View Post
    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@   uvSource worldPos uvTransform ¸  aside Îûÿ:  up   Îûÿ:dir  Îûÿº pos  ïÀ r@   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...
    Last edited by MemphisBelle; Aug 18 2009 at 11:27.
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  4. #34
    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).

  5. #35
    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!!
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  6. #36
    Staff Sergeant Waterman's Avatar
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    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.

  7. #37
    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..

  8. #38
    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)

  9. #39
    Staff Sergeant Waterman's Avatar
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    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.

  10. #40
    Quote Originally Posted by Waterman View Post
    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.

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