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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Feb 22 2011, 20:53
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#3
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New Member Group: Members Posts: 7 Joined: 20-February 11 Member No.: 8,797 |
i really appreciate your help! thank you!
but i still have the same problem and i checked everything 10 times now... but maybe i didnt see my mistake so lets make it slow: my folders are: p:\gerni\grimsey\ in that folder i have two folders (data + source), "grimsey.wrp" and "config.cpp" in the source folder is another folder named terrain, "grimsey.pew" "layers.cfg" "maplegend.png" "sat_lco.png" and "mask_lco.png" in the "layers.cfg" i wrote(for testing im just using two textures): class Layers { class pisek { texture = "gerni\grimsey\data\pisek_mco.png"; material="gerni\grimsey\data\pisek.rvmat"; }; class mesto2 { texture = "gerni\grimsey\data\mesto2_mco.png"; material="gerni\grimsey\data\mesto2.rvmat"; }; }; class Legend { picture="gerni\grimsey\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names pisek[]={{255,255,0}}; mesto2[]={{5,3,0}}; } }; now the data folder: the folder "layers" and: "mesto2.rvmat" "mesto2_detail_co.paa" "mesto2_detail_co.png" " "mesto2_detail_nohq.paa" "mesto2_detail_nohq.png" "mesto2_mco.paa" "mesto2_mco.png" (the same pisek files) in the rvmat file i wrote: ambient[]={0.900000,0.900000,0.900000,1.000000}; diffuse[]={0.900000,0.900000,0.900000,1.000000}; forcedDiffuse[]={0.020000,0.020000,0.020000,1.000000}; emmisive[]={0.000000,0.000000,0.000000,0.000000}; specular[]={0.000000,0.000000,0.000000,0.000000}; specularPower=1.000000; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="gerni\grimsey\Data\mesto2_detail_nohq.png"; uvSource="tex"; class uvTransform { aside[]={10.000000,0.000000,0.000000}; up[]={0.000000,10.000000,0.000000}; dir[]={0.000000,0.000000,10.000000}; pos[]={0.000000,0.000000,10.000000}; }; }; class Stage2 { texture="gerni\grimsey\Data\mesto2_detail_co.png"; uvSource="tex"; class uvTransform { aside[]={10.000000,0.000000,0.000000}; up[]={0.000000,10.000000,0.000000}; dir[]={0.000000,0.000000,10.000000}; pos[]={0.000000,0.000000,10.000000}; }; }; but i guess here everything should be okay, because i just copied the whole stuff from the samplemap and just changed the pathes in the rvmat files. the layer folder is empty until i start buldozer, then it is filled automatically, as you said. the config.cpp in the grimsey folder is: (not the whole, i deleted the gras and stone etc entries to keep it short here. but i think i cannot do anything wrong with them, can i?!) #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class grimsey { units[] = {grimsey}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class grimsey: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {grimseyIntro1}; description = "Grimsey"; icon=""; worldName=\gerni\grimsey\grimsey.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false; class CfgWorldList { class grimsey {}; }; then i use binpbo. i tried 4 different things with it: 1: addon source directory: p:\gerni (with binarize) the island is in the editor map list but when i load it i get the message i posted before. the binpbo txt tells me: gerni\grimsey\data\layers\s_000_000_lco.paa->C:\Users\Admin\AppData\Local\Temp\ARMAaddons\gerni\grimsey \data\layers\s_000_000_lco.paa goes untill s_005_005_lco and the same with m_000_000_lco.paa then the errormessages start: Error reading text file 'gerni\grimsey\data\layers\p_003-005_l01.rvmat' C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 1 i also get errors for grass and rocks for example:Error reading text file 'ca\rocks\data \stone3_clutter.rvmat' C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 1 the last lines in the text file are: Convert world p:\gerni\grimsey\grimsey.wrp -> C:\Users\Admin\AppData\Local\Temp\ARMAaddons\gerni\grimsey \grimsey.wrp Singular mapping: #(argb,8,8,3)color(0,0,1,1), u 3529.48 x v 2544.33, AoT 1600 W:\c\Poseidon\Lib\fileServer.cpp(2010) : Assertion failed '_workerThread.Size() == _nRequestsLoading' 2: addon source directory: p:\gerni (without binarize) the island is in the editor map list and it works, i can see the textures ingame the binpbo txt file is completely empty 3: addon source directory: p:\gerni\grimsey (with binarize) the map does not appear in the map list of the editor. the binpbo txt file is full again. this time with: Parse: 0 ms Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found Cannot open object core\default\default.p3d Cannot open object core\skyobject\skyobject.p3d Cannot load font core\data\fonts\tahomab16 Fonts file \core\data\fonts\tahomab16 not found Cannot open object ca\plants\clutter_grass_general.p3d Cannot open object ca\plants\clutter_grass_flowers.p3d Cannot open object ca\plants\clutter_grass_long.p3d Cannot open object ca\plants\clutter_grass_sevenbaeuty.p3d Cannot open object ca\plants\clutter_grass_yellow.p3d Cannot open object ca\plants\clutter_grass_desert.p3d Cannot open object ca\plants\clutter_forest_fern.p3d Cannot open object ca\rocks\clutter_stone_small.p3d Cannot open object ca\plants\clutter_smetanka.p3d Cannot open object ca\plants\clutter_white_flower.p3d Cannot open object ca\plants\clutter_horcak.p3d Cannot open object ca\plants\clutter_prasivky.p3d Cannot open object ca\plants\clutter_babka.p3d Cannot open object ca\plants\clutter_muchomurka.p3d Cannot load material file gerni\grimsey\data\layers\p_000-000_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-000_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-000_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_003-000_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_004-000_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_005-000_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-001_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-001_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-001_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_003-001_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_004-001_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_005-001_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-002_n_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-002_l00_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-002_l00_n.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-002_n_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-002_l00_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-002_l00_n.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-002_l00_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-002_n_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_003-002_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_004-002_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_005-002_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-003_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-003_n_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-003_l00_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-003_n_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-003_l00_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_003-003_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_004-003_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_005-003_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-004_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-004_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-004_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_003-004_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_004-004_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_005-004_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_000-005_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_001-005_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_002-005_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_00Convert world p:\gerni\grimsey\grimsey.wrp -> C: \Users\Admin\AppData\Local\Temp\ARMAaddons\grimsey\grimsey.wrp 3-005_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_004-005_l01.rvmat Cannot load material file gerni\grimsey\data\layers\p_005-005_l01.rvmat 3: addon source directory: p:\gerni\grimsey (without binarize) the map does not appear in the map list of the editor. the binpbo txt file is empty. at the moment i have no idea of what to try to get it work or wich information i can give you that could help you helping me... for now i will have a break and watch tv for a while :S but thanks again! |
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