Everything is fine until I get to import the P:\TUT\TUT_SampleMap\Source\mask_lco.png, and I get the error :
error loading p:\tut\tut_sampleMap\source\mapLegend.png
Everything is fine until I get to import the P:\TUT\TUT_SampleMap\Source\mask_lco.png, and I get the error :
error loading p:\tut\tut_sampleMap\source\mapLegend.png
- Have you filled in the TOOLS->PROJECT PREFERANCES per the instructions?
- Is the mapLegend.png in that directory?
apologies, I seem to have put the directories as P:\TUT\TUT_SampleMap\TUT_SampleMap and this caused the import to fail. Correctly unpacking in the format as explained works!
Thanks, sorry for the misaligned post, hopefully at least others will not make the same unpacking mistake I overlooked.
When i connect to buldozer no textures show up. Is that normal? or is it just suppose to be a white terrain?

170th Nighthawks dont quit
hi, I have same problem when connecting to buldozer, i get a message saying;
"arma2-Cannot load texture tut\tut_samplemap\data\layers\s_000_000_ico.paa"
i followed all the steps but dont know where the problem is,all maps and files are in there place.
even in visitor i cant see the textures, only the height map.
later
Presuming your tools suite and P: drive is set up correctly ...
If you have generated your layers, by using Tools ... Import Satellite + Mask with your .pew file loaded into Visitor, have you have set your 'Folder - Textures' path correctly.
Tools ... Project Preferences
This tells Visitor and Buldozer where your terrain textures and layers are.
For example:
myislandprojectfolderinP:root\data
This mean, my island project folder (in P: root) contains a data folder where the files can be found.
If this is not set correctly then Visitor and Buldozer won't find them.
Incidentally, when generating your layers files make sure Buldozer is not running.
Planck
But start Buldozer after you have imported the Layer config, Sat and Layer PNG files.
A DOS box should appear and it'll tell you its converting a bunch of textures.
Once its finished and after a short time delay, that box will disappear, and then you can click on the Buldozer window to (hopefully) view you terrain.
Hi all,
I just created this in half an hour, i will provide you with 2 download links, 1 is the empty project, you have to do all the compiling, importing your terrain(provided) and importing of the textures yourself. You also have to setup your P: drive yourself. The empty project is ONLY the PROJECT FOLDER !, so read the manual from SgtAce carefully, specially about the ADOONS in your P:\CA folder ! Aslo pay attention to the extraction of all the *.CPP config files to your "TAG" folder( part about the XCOPY in manual from SgtAce).
link empty project: ftp://ftp.fraghaus.com/arma/satpics/testmapempty.rar
The second download is the whole project, all is done for you, you can open it up in visitor and start editing or start BinPbo it straight away, if you have setup your P:\CA folder correctly. As a refferance you can see the P:\test\ca folder for what addons to extract.
link full project: ftp://ftp.fraghaus.com/arma/satpics/testalldone.rar
Its all in the "config" file, where most people go wrong, i wont say mine is ok, because i still have problems too, maybe the clutter part in this sample is buggy too, i have not had the time to check it out, i just needed myself an easy small and quickly compilable test map to test out things quickly. In the end it became a whole island, and why not share it with you guys.
This island making is taking a long time, i'm still months away from a test version.
Still i hope more people will take the time to make them, it can make the game so much more fun.
Greetings,
Alphons
P.S. For BIS guys, what about your Plant, Roads and other addons from game 1, This is going to give compatibility problems, are we allowed to release them with our own created islands ? (copyrights), i mean in the first game we have been given the open roads, so we could edit with them. People now, who NOT have bought "game1", and i give them the Game1 roads pbo's ???? Please elaborate with me.