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jimbop

no grass showing

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I have all the .paa's and rvmats in 'data'. most of my mask image is coloured 0,255,0, I get no errors compiling but all I get is that stoney ground texture!

 

as soon as I can get this sorted, I can then move on to clutter.  :unsure:

 

 

 

 

http://images.akamai.steamusercontent.com/ugc/387665671584941538/274136C01CDE68FE43C970D636F8E3A53FC75FC3/

 

layers.cfg

 

http://pastebin.com/nnwxh35L

 

surfaces

http://pastebin.com/qXRpGKM3

 

config

 

http://pastebin.com/5gmKHzAj

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You have a double underscore on line #6 of surfaces

Also you really don't want your project in the TerrainBuilder folder, make a new folder P:My_Tag\My_Project

 

Unused entries in the config should be removed.

Does this path even exist ? satellite = "jsp\abc_sample\Data\s_satout_co.paa";

 

Follow Jakerods guide Here

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well spotted! :)

changed all files/folders but still that stoney texture. :(

 

does showing textures only involve layers.cfg and the textures in data?    or do the config and surfaces hpp's take a part?

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Your mask along with the layers.cfg determines what surface is assigned, surfaces and clutter add the clutter on top.

So your issue is the mask or layers, you don't need any values in texture either.

 

For example my seabed entry looks like this :

  class px1_seabed_surface
  {
    texture = "";
    material = "PX1\spero\data\PX1_seabed.rvmat";
  };

 

Make a backup of yours and then try how i have mine, might just fix it.

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I'm really stumped here now  :confused:

checked my layers...they look ok

 

class Layers
{
 class bush_grassgreen_01_detail
  {
        texture = "";
        material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat";
     };
 
 
 
        class gdt_roche
 {
  texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
        material = "jap\jap_burm\data\gdt_roche.rvmat";
 };
 

 class gdt_strrocky
  {
  texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
        material = "jap\jap_burm\data\gdt_strrocky.rvmat";
 };

 };

class Legend
 {

    picture = "jap\jap_burm\source\mapLegend.png";
 class Colors
 {
                gdt_strbeach[]={{255,255,0}};
  gdt_strforest_pine[]={{0,255,1}};
                gdt_strseabed[]={{0,221,255}};
                gdt_roche[]={{170,190,80}};
                gdt_strrocky[]={{170,190,80}};
                bush_nicegrass_01_detail[] = {{0,255,0}};
    };
   
};

 

rvmat for grass looks ok...

emmisive[] = {0,0,0,0};

PixelShaderID = "NormalMapDiffuse";
VertexShaderID = "NormalMapDiffuseAlpha";

//surfaceInfo = "landtext\bumps.bisurf";

class Stage1
{ // normal map
  texture= "a3\map_data\bush_nicegrass_01_detail_nopx.paa";
  uvSource="tex";
  class uvTransform
  {
    aside[] = {10,0,0};
    up[]    = {0,10,0};
    dir[]   = {0,0,10};
    pos[]   = {0,0,0};
   };
};
class Stage2
{
 texture= "a3\map_data\bush_nicegrass_01_detail_co.paa";
 uvSource="tex";
 class uvTransform
 {
  aside[] = {10,0,0};
  up[] = {0,10,0};
  dir[] = {0,0,10};
  pos[] = {0,0,0};
 };
};
class Stage3
{
 texture= "a3\map_data\bush_nicegrass_01_mco.paa";
 uvSource="tex";
 class uvTransform
 {
  aside[] = {10,0,0};
  up[] = {0,10,0};
  dir[] = {0,0,10};
  pos[] = {0,0,0};
 };
};

 

I changed entries to point to A3..still no joy

 

my mask is 95%  0.255.0. and maplegend is the norm.

 

still no grass!!!!   :mad:

 

edit:  ive tried generating layers with/without normal map...4 mats per cell....5 mats per cell.

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well the plot thickens....

 

I deleted all the entries in layers.cfg except

 

class bush_grassgreen_01_detail
  {
        texture = "";
        material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat";
     };
  

then re generated layers.

 

sat layers are ok but mask freezes on tile 64 out of 256 and TB exits.

 

mask image is a .bmp with only 2 colours.

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well the plot thickens....

 

I deleted all the entries in layers.cfg except

 

class bush_grassgreen_01_detail

  {

        texture = "";

        material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat";

     };

  

then re generated layers.

 

sat layers are ok but mask freezes on tile 64 out of 256 and TB exits.

 

mask image is a .bmp with only 2 colours.

 

Maybe you need to add somethign for the other colour? instead of just "bush_grassgreen_01_detail" on it's own...

 

I'm kinda having same trouble I can't get a concrete texture to show up, it keeps showing my forest texture instead

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well I sorted it...kind of :rolleyes:

 

used a complete green mask  [0.255.0] . strange though as my original mask only had 2 colours...green + white.

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In your layers.cfg I see that you only have 3 layer classes but 6 color classes. From my experience, these two need to equal each other. You need to create a layer class for each color class you plan on using even if it isn't used in the mask. I would also say the same thing needs to happen in your CfgSurfaces, there you have 5 surface classes, but only 3 character classes. I have had to do the one color mask thing also, and it eventually grew to include more colors. I was only able to do that though by properly creating and matching the classes of the layers.cfg and other related configs. I am not an expert, but maybe this info can help you.

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interesting  :)

ill try all your suggestions.

 

thanx lads.

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i know they say

  {
        texture = "";
        material = "jap\jap_burm\data\bush_nicegrass_01_detail.rvmat";
     };
 

it is fine and can be done BUT i ran into an issue on this the way i fixed it was, make yours like this then i should work

class Layers
{

    class bush_grassgreen_01_detail
    {
    texture = "TerrainBuilder\Projects\jap_burm\data\bush_nicegrass_01_detail.paa";
    material = "TerrainBuilder\Projects\jap_burm\data\bush_nicegrass_01_detail.rvmat";
    };
       
       
       
    class gdt_roche
    {
    texture = "TerrainBuilder\Projects\jap_burm\data\gdt_roche.paa";
    material = "TerrainBuilder\Projects\jap_burm\data\gdt_roche.rvmat";
    };
       

    class gdt_strrocky
    {
    texture = "TerrainBuilder\Projects\jap_burm\data\gdt_strrocky.paa";
    material = "TerrainBuilder\Projects\jap_burm\data\gdt_strrocky.rvmat";
    };

};

class Legend {

    picture = "TerrainBuilder\Projects\jap_burm\source\mapLegend.png";
        class Colors
        {
        gdt_roche[]={{170,190,80}};
        gdt_strrocky[]={{170,190,80}};
        bush_nicegrass_01_detail[]={{0,255,0}};
    };
   

};
 

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class CfgSurfaces
{
    class Default {};
    class jap_burm_grass_green_Surface : Default
    {    
         files = "bush_nicegrass_01_detail_*";
         rough = 0.08;
         maxSpeedCoef = 0.9;
         dust = 0.15;
         soundEnviron = "grass";
         character = "jap_burm_green_grass_Character";
         soundHit = "soft_ground";
         lucidity = 4;
         grassCover = 0.05;
    };
};

class CfgSurfaceCharacters
{
        class jap_burm_forest_pine_Character
    {
        probability[] = {0.05,0.012,0.01,0.1,0.05};
        names[] = {"jap_burm_BigFallenBranches_pine","jap_burm_BigFallenBranches_pine02","jap_burm_BigFallenBranches_pine03","jap_burm_GrassDryGroup","jap_burm_GrassGreenGroup"};
    };
};

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i know one thing too that i probably missed is when you generate the layers have the mask (surface mask) visible and it will activate the surface config in bulldozer.

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