problem with textures and streets |
problem with textures and streets |
Feb 20 2011, 23:12
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#1
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New Member Group: Members Posts: 7 Joined: 20-February 11 Member No.: 8,797 |
heyho! i just startet building islands for arma. at the moment i'm a little frustrated because since i started i always had problems but i could solve them with the help of tutorials and forums, but now i got 2 problems i am really unable to solve. 1. problem with textures: i stuck to the tutorials i found, at least that's what i think. the problem is: i make the sat map and the layer mask. i copied the textures of the samplemap in the "data" folder of my own island. i importet the sat map and layer mask in visitor, start buldozer and it converts everything as it should. in buldozer i can see the textures but now the problem: i use binpbo and make a pbo file, then i start arma, start the editor and choose my island and when it finished loading i get the message: "cannot load material insel/data/layers/....rvmat" i can put units on the map but when i go on "preview" the island is white (when i move i leave traces, if that's important). i read the txt file binpbo makes but it doesnt make me any smarter. it says: Error reading text file 'island\data\layers\p_009-004_n_n_l03.rvmat' C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 1 and that for every rvmat files (didn't count but i guess there is an entry for all of them) 2. problem with streets: i cant import some of the streets in visitor. working streets are: asf, ces, ces_d, kos, sil, silnice_mesto. not working are: asfaltka, silnice, samzat. when i try to get those not working in visitor i get the message: "object doesn't follow requirements for road object. (Are there all named points present?)" i hope i didnt confuse anybody with my writing, its enough that i am already confused but maybe somebody here can help me out!? i couldnt find anything in any forum that could help me and i really dont know what i possibly could have done wrong... if you need to know anything, just say i'd like to help you helping me greetings |
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Feb 22 2011, 01:44
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#2
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Forum Addict Group: Administrators Posts: 875 Joined: 6-November 06 From: Provence, France Member No.: 20 |
I must insist a bit on the file structure on your P: because what happens while binarizing is related to the location of your textures in the Data directory
I am not able to explain why, but I will suggest to have a look at Synide ArmA Build Environment document. You must have such structure : P:\work\yourprojectname\data or on my own P: P:\OLDBR\Yapal\data For I am using my own TAG to name my working space If not, the path to the texture will be lost during binarization. On the texture editing topic , well, I am using The Gimp to edit the texture I am using on my maps and it works quite well. Open the .paa texture with TexView, save it as .tga, change it as you want , save it as .tga in The Gimp you will have to untick the RLE compression box, then open the edited .tga file with TexView and save it as .paa. -------------------- |
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