+++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:
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...).Code:CA\plants2\Bush CA\plants2\Clutter CA\plants2\misc CA\plants2\Plant CA\plants2\Tree
Changes due to the update:
config.cpp
layers.cfgCode:worldName = "ca\SampleMap2\samplemap2.wrp"; midDetailTexture = "ca\SampleMap2\data\ut_middle_mco.paa";
rvmat-files (This has to be done to all the rvmat-files)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}}; } };
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
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