

grillstern666
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Everything posted by grillstern666
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No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
Praise the lord ^^ -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
Which files/directory exactly do you mean should be copy to which location? The extracted .PBO files to P:\dz ? -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
Yeah...without Sat image its a little bit tricky. Yesterday evening I opened the real location/Sat in googleearth as a little helper :P -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
At least it now seems to be a global TB issue and no missconfiguration on my machine ^^ so I can stop searching around and editing my config files. So I just wait and hope for an update. Maybe meanwhile I start Object placement in my map for now....this is working :) -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
At the current stage I think the issue is something where buldozer does not load the generated .lco/.lca files correctly (the generated files looking ok so far). This would also explain the missing sat image (besides the floor texture problem) - the generated sat files are just not loaded in Buldozer. But unfortunately I don't know what to try next -.- since same settings with same source files (mask, satimage) used in Arma TB are working. -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
ok, this time i reduced all to 2 layers only: layers.cfg class layers { class deerisle_grass { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_grass.rvmat"; }; class deerisle_gravel { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_gravel.rvmat"; }; }; class legend { picture="deerisle\source\maplegend.png"; class colors { deerisle_grass[] = {{ 0 , 186, 0 }}; deerisle_gravel[] = {{ 90 , 80, 40 }}; } }; But still same wrong texture placement: As you can see (in the top right corner), the mask is just made of 2 colors (set to the values from layers.cfg ). After processing i get the M_030_032_lca.png - red and black (top left) But the texture is still just a blocky square with no transitions and no round smooth coast like expected from the source files. Both source sat and mask files are 24bit saved and 16384x16384 for input in DayZ TB. Processed by this settings: -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
- The source mask image is at 24bit. - In addition i even tried a (smaller) 4m Texture Layer and (bigger) 64m Texture Layer on processing... Problem still exists -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
Unfortunatly no. The mask image does not contain more than 4 colors (within a cell), since the !same mask image! file used in TB/Arma3 tools is working and all textures are correct shown ingame. But meanwhile (yesterday evening) I even reduced all colors in the mask image to only 4 left for debug purposes....still not working. When I am back home from work today, i will reduce the mask image to only 2 colors left for testing: Water and Grass....if this still won`t work...I have nearly no idea left what to try next. (After exporting to 6 layers i now have the .lca files...but .lca ot .lco will not make any diferrences in this problem). -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
now i tried to export btw. process the data to 6 materials per cell ... this now gave me the .lca files. But unfortunately it did not help. the textures still look messy/tiled -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
Hmm, the strange thing is I don't have the old Arma 3 tools on my HD left. I'm just using Terrain Builder (1.31.0.144951) from my \SteamLibrary\steamapps\common\DayZ Tools\Bin\TerrainBuilder !? So how can this be?! O.o strange But this sounds like this could be the cause of this odd texture behaviour I encounter -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
@ofp2 sorry, the "many colours on a cell" is just here in the posted pic in the forum (.jpg). the original maskfile which i am using (16384x16384) in TB is correct and contains just the (4) colors which i have in my layer.cfg (I used the same maskfile in my arma mod where it is working) -
No Sat Image and wrong floor textures in buldozer
grillstern666 replied to grillstern666's topic in Terrain
Hey @Funkdeluxe, thx for your reply. "dont use name tags same like surface names" : do you mean just removing the "cp_" before the classnames like this? (for debug testing I reduced the layers to just 4 in this layer.cfg): class layers { class dirt { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_dirt.rvmat"; }; class grass { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_grass.rvmat"; }; class gravel { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_gravel.rvmat"; }; class rock { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_rock.rvmat"; }; }; class legend { picture="deerisle\source\maplegend.png"; class colors { dirt[] = {{ 100 , 140, 10 }}; grass[] = {{ 0 , 186, 0 }}; gravel[] = {{ 90 , 80, 40 }}; rock[] = {{ 130 , 135, 0 }}; } }; ...the correspoding mask looks ok for this cell after processing (see M_61_065_Ico.png), but in TB I have still these "hardline cube textures" which not even look like they would be projected via the mask: -
seems you are starting buldzoder with "-noLand" - this will not render the ground. just remove it from startup options in TerrainBuilder
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Terrain Editing in Arma/DayZ is completely different than in "common game editors" and not as easy to setup correctly. You have to edit several .cfg, .cpp, .hpp files by hand, to get textures, grass,...working. Best place to start: https://forums.bohemia.net/forums/forum/164-arma-3-terrain-builder/
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@Alexander9822: Glad to see that it is working for you :-) Thx for the info. In the end I thought it is only working on my dev machine. Unfortunately I'm currently not able to find the bug reported above at the moment. But just a quick note for all: I will have a look at the official dayz tools released this week to check which functions of my Tool are still needed btw. covered by the official ones.
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Thx for the info! Will include it in next Version.
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Hmm, since I can not reproduce this error I added a logging system to V.016b. After the first start you will find a new DayZSC.log file. Please send me the content of this file as a PM so I can have a look at it of what is going on.
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Updated to 0.16a. I hope some bugs are gone. As always: Please do backups of your mission folder since this early version is still buggy.
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https://docs.google.com/spreadsheets/d/1jFQOkaU6kSZJFzMV4NHHgmi95htJzS0_1iM8aCWYCvI/edit#gid=0 ?
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Hotfix for the map bug - 0.14b, please try again * forgot to provide the .jpg in last 0.14a package :P * Should also fix player und eventspawn saving
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Does this Error appear on startup of DayZSC or just when you try to click/load something?! @mrsprinkles (DayZ): Do you still have "empty" pages after setting your mission path again?
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Updated to 0.14a. Please backup your files first, may be buggy.
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I will have a look at the issue in the evening. I will try to make setting the mission path more user friendly via a "Select Folder" Dialog instead of manual editing the textbox.
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Uploaded a new Version with basic editing of the .xml files in you \db folder. May be buggy so please backup your files first.
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Thanx for the info. I will switch the file hoster for next update (with new basic loottable editing) today in the evening. Hope I can find something where the link does not expire so fast. :-)