@ Aussie
If we load ACEIP, the clutter works. The a2 conversion called OFPIP it does not yet.
Coming back to you once we find out.
@ Aussie
If we load ACEIP, the clutter works. The a2 conversion called OFPIP it does not yet.
Coming back to you once we find out.
ok clutter is sorted. I am a noob, something so simple in the end.
Aussie please share your problem and fix. Likely we did just the same.![]()
Dear Aussie.
How big is the map in km? And how big can you go? For example. Can Southern Africa be done from your knowledge of map building? And how long would it take for a map of that size?
Thx
It's veeeeeeeeeeeeeeeeeeeeeeeeeeeery Big
http://forums.ogn.com.au/attachment....6&d=1235677579
It would take ages to get on foot from sydney to darwin or to perth, so bring your planes keys.
So far it´s clear and still similar with A1 editing.
But where is that config.cpp located? I cant find it in unpacked chernausrus? The normal config file which is stored in Chernaurus.pbo, is not containing that cfgsurfaces entrie.
Thanks
Memphis
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On foot!... your keyboard would break before you made it there.
For example we were testing a CTI on it a while ago and i got in a car thinking i would drive from our base (in perth) to the enemy base (in sydney). I think i ran out of gas somewhere just after Adelaide, after 15+ minutes of driving.
Walking across the map would maybe take 4 hours or so. Edit: maybe more
Last edited by Thrash; Aug 20 2009 at 01:47.
When you de-pbo the BIS maps you will see a config.bin. Unrap that and it will generate root class files, if you say yes. If you say no it will generate a config.cpp (with all th classes in that config)But where is that config.cpp located? I cant find it in unpacked chernausrus? The normal config file which is stored in Chernaurus.pbo, is not containing that cfgsurfaces entrie.
As for building a map of this size, Dont try it alone. You really need a team to complete something of this size and detail. We have 7 members and its still a struggle.
OK, I got unrap and extracted the config as you said. There is a bunch of Stuff in these files, but this is related to the massive amount of material (textures and objects) I guess/hope, right? Do you also use a special tool to open the hpp files to get the content displayed correctly?
Because the importing process works without a crash meanwhile, but no textures are visible...by zooming in I break the Sat map and then the ground turns to black where the Textures should be visble actually. Thats so much different then in A1. In A1 it worked perfectly for me, but not for A2, thats why I want to figure out the Texture thing....so if you could give me some explanations about how to do this so it would be so much awesome...please
This is how it looks like:
My Project:
Textures stored in: MB_Tarrafal/Data/ ( I´m using one texture set from Chernaurus Map and renamed from cr_les1_....paa into les1_....paa)
terrain.pbl stored in: MB_Tarrafal/Source/Terrain
Sat_lco and Mask_lco stored in: MB_Tarrafal/Source/
These are my files I´m using: (just testing around with 1 texture only)
layres.cfg
(I just checked the RGB code, but it´s correct)class Layers
{
class les1
{
texture = "MB_Tarrafal\Data\les1_mco.paa";
material="MB_Tarrafal\Data\les1.rvmat";
};
};
class Legend
{
picture="MB_Tarrafal\Source\mapLegend.png";
class Colors
{
/// color names should correspond to surface layer names
les1[]={{226,229,6}};
}
};
And the respective rvmat file
Just ran the process again with the same result...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_Tarrafal\Data\les1_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="MB_Tarrafal\Data\les1_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};
};
};
Last edited by MemphisBelle; Aug 20 2009 at 07:38.
Your problem is the layers.cfg. Dont point them to mco files it needs to be co. It will fix your problem