Addons & Mods Depot > ArmA - Visitor 3 and Terrain Editing

Visitor crash at "Import satellite and mask..."

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zonker3210:
First I tried following Opteryx's tutorial in the BI Studios forums. Then I found Allie's tutorials here on OFPEC. In both cases, I'm stuck at the same point...when I try using the "Import satellite and mask..." function, the Visitor editor crashes. I think I've done everything correctly but I really have no idea. One thing I do know is that my terrain needs to be smoothed out a bit (it's very jagged/hilly). I plan to worry about that later...for now I just want to get the import working and see what happens afterward.

Assuming someone can help with this, what information is needed? If need be, I suppose I could offer a download link for the project (complete contents of both Data and Source folders) so that someone can download it and look over the actual project files to troubleshoot the issue.

Any constructive suggestions would be greatly appreciated. Thanks!

Gnat:
Hi zonker
- Can you see your terrain in Buldozer?
- What size is your mask and sat files
- Have you counted the number of colours in your Mask file
- Have you tried with an alternative 1 colour mask
- Does the RGB colours in your mask match the layer file
- What terrain tile files (and layer file) have you got set up

Paste a copy of you layer file.

zonker3210:
Hello, Gnat. Thanks for the quick response. Here are the answers to your questions...

- Can you see your terrain in Buldozer? Yes, I can see it without a problem.
- What size is your mask and sat files Both are 10240x10240 pixels.
- Have you counted the number of colours in your Mask file If I'm correctly reading the information displayed by the GIMP image editor, I used four colors.
- Have you tried with an alternative 1 colour mask No, I never thought of trying that. Should I just create a single image made up of one single color without any terrain outline?
- Does the RGB colours in your mask match the layer file Yes, they do.
- What terrain tile files (and layer file) have you got set up I'm using rvmat and paa files extracted from some existing terrains - saralite and avgani, I believe. I did rename the files so that it'd be easier to tell at a glance what they contain.

Paste a copy of you layer file. Here it is...


--- Code: ---class Layers
{

class desert1
{
   texture = "ca\korengal\data\desert1_mco.paa";
   material="ca\korengal\data\desert1.rvmat";
};

class browngrass1
{
   texture = "ca\korengal\data\browngrass1_mco.paa";
   material="ca\korengal\data\browngrass1.rvmat";
};

class grit1
{
   texture = "ca\korengal\data\grit1_mco.paa";
   material="ca\korengal\data\grit1.rvmat";
};

class mud1
{
   texture = "ca\korengal\data\mud1_mco.paa";
   material="ca\korengal\data\mud1.rvmat";
};

};

class Legend
{
picture="ca\korengal\source\mapLegend.png";
class Colors
{
   /// color names should correspond to surface layer names
   browngrass1[]={{255,255,0}};
   grit1[]={{0,255,0}};
   desert1[]={{99,55,0}};
   mud1[]={{0,0,255}};
}
};
--- End code ---

Please let me know if additonal information might be helpful. Thanks again for your help!

Planck:
You should not have your island and its associated files inside BI's namesapace (ca).

Presumably you have the workspace P:\
Inside P:\ you will have P:\ca, which will contain essential and needed game files that will be needed so you can reference them.

Your island should also rest inside P:\
So you would have P:\YourIsland\.....inside which will be all files related to this island.
The texture paths inside your layers.cfg will then need to be edited so they point to this location.

I'm not saying this will solve any particular problem, but putting projects inside P:\ca is not correct, projects should sit in P: root the same way ca does.

P:\
    ca\ ......this will contain all the game files you wish from the game that will be referenced by your projects
    korenga1\ ......an island project
    OtherIsland\ .....another island project
    PinkFairies\ .....some other project
    ....  etc

Apart from that your layers file is syntactically correct.

You do have the png files in your projects data folder I presume, I say this because for some strange reason your layers folder is looking for the .paa versions instead of the png ones.
My layers files always list .png and not .paa.
Although buldozer cannot use png files and immediately converts them to .paa equivalents when you first view the island after importing your sat and mask, it is required that the png files are still there for when it comes to packing so that your packing pipeline can find them and convert for packing.

The process to import sat and mask images requires that buldozer is NOT running, the layers file lists png and not .paa.
Once the import has finished, you can THEN start buldozer, which will immediately make .paa versions of all the .png files in the Layers folder.



Planck

zonker3210:
Planck,

Thanks for the info. I double-checked my copy of Allie's tutorials and the folder structure I used is correct....according to the tutorial, at least. If you look at page 2 of the second tutorial, the instructions are to create the project/island folder directly under the CA folder....


--- Quote ---So in the CA folder you create your island folder, to keep it simple  I called mine like the island is really called: ANTIKYTHIRA.
--- End quote ---

As far as the textures are concerned, I used PAA files since the textures were already in that format when I extracted them from existing terrains. I did, however, download the sample map from BI Studios and try using the PNG texture files from there....no luck. Visitor still crashes.

Also, while looking at the LAYER.CFG file provided in the sample map I noticed that the sample is also intended to exist under the CA folder. For example, here's an excerpt from the LAYER.CFG...


--- Code: ---  class travajih
  {
    texture = "ca\SampleMap\data\travajih_mco.png";
    material="ca\SampleMap\data\travajih.rvmat";
  };
--- End code ---

Whatever I do, Visitor crashes. I'm sure I'm making a simple mistake somewhere but...

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