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Thread: Working Sample Map (download)

  1. #1
    Lance Corporal
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    Exclamation UPDATE 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 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:
    Code:
    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
    Code:
    worldName = "ca\SampleMap2\samplemap2.wrp";
    
    midDetailTexture = "ca\SampleMap2\data\ut_middle_mco.paa";
    layers.cfg
    Code:
    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)
    Code:
    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
    Last edited by el76; Aug 26 2009 at 14:25.

  2. #2
    Staff Sergeant Loki's Avatar
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    very nice and handy to have around.


  3. #3
    Very clever ,well done to you & thanks

  4. #4
    Gunnery Sergeant
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    Thanks very much el76, and someone should make this sticky...

    EDIT: You´re the best..my map´s working now...thanks so much...
    Last edited by MemphisBelle; Aug 21 2009 at 20:56.
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  5. #5
    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
    Last edited by NightHawk2009; Aug 22 2009 at 06:09.

  6. #6
    Gunnery Sergeant
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    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.

  7. #7

  8. #8
    Gunnery Sergeant
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    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?

  9. #9
    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.

  10. #10
    Gunnery Sergeant
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    OK Thanks, will try later...will report my probably success.

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