grillstern666 43 Posted November 11, 2018 (edited) Maybe someone can help me out: 1) This is my Sat image in Terrain Builder - looks ok so far: 2) Mask image seems to be ok too: 3) My configs: 3) But after processing all data: in buldozer it is looking like this: The cells are all using just 1 floor texture with a hard square outline: 4)...and from far away you can see there is no sat image shown in buldozer: my layers.cfg: class layers { class cp_broadleaf_dense1 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_broadleaf_dense1.rvmat"; }; class cp_broadleaf_dense2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_broadleaf_dense2.rvmat"; }; class cp_broadleaf_sparse1 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_broadleaf_sparse1.rvmat"; }; class cp_broadleaf_sparse2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_broadleaf_sparse2.rvmat"; }; class cp_concrete1 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_concrete1.rvmat"; }; class cp_concrete2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_concrete2.rvmat"; }; class cp_conifer_common1 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_conifer_common1.rvmat"; }; class cp_conifer_common2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_conifer_common2.rvmat"; }; class cp_conifer_moss1 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_conifer_moss1.rvmat"; }; class cp_conifer_moss2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_conifer_moss2.rvmat"; }; class cp_dirt { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_dirt.rvmat"; }; class cp_grass { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_grass.rvmat"; }; class cp_grass_tall { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_grass_tall.rvmat"; }; class cp_gravel { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)"; material= "dz\surfaces\data\terrain\cp_gravel.rvmat"; }; class cp_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 { cp_broadleaf_dense1[] = {{ 252 , 255, 0 }}; cp_broadleaf_dense2[] = {{ 190 , 190, 190 }}; cp_broadleaf_sparse1[] = {{ 220 , 240, 130 }}; cp_broadleaf_sparse2[] = {{ 100 , 140, 10 }}; cp_concrete1[] = {{ 0 , 150, 0 }}; cp_concrete2[] = {{ 0 , 186, 0 }}; cp_conifer_common1 = {{ 0 , 215, 0 }}; cp_conifer_common2 = {{ 0 , 255, 0 }}; cp_conifer_moss1[] = {{ 130 , 100, 0 }}; cp_conifer_moss2[] = {{ 110 , 59, 0 }}; cp_dirt[] = {{ 80 , 106, 81 }}; cp_grass[] = {{ 120 , 130, 120 }}; cp_grass_tall[] = {{ 0 , 44, 255 }}; cp_gravel[] = {{ 90 , 80, 40}}; cp_rock[] = {{ 101 , 145, 119 }}; } }; Anyone knows what am I doing wrong? Sidenote: Currently I'm just using just 4 floor textures (see mask img) from this layercfg. So the problem can not be something like "too much floor textures in one cell" Edited November 11, 2018 by grillstern666 Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 (edited) layers.cfg looks good but has nothing to do with the sat texture. problem is known EDIT: dont use name tags same like surface names! Edited November 11, 2018 by Funkdoc Share this post Link to post Share on other sites
grillstern666 43 Posted November 11, 2018 (edited) 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: Edited November 11, 2018 by grillstern666 Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 (edited) yes i mean where u define classes... give it a map related name like "deerisle_grass_green"... otherwise u will encounter overriding problems. last picture looks strange... as i can see the grass texture there is declared as the green mask color [0,186,0] what tool do yuo use for Mask editing? make sure no other colors are used in mask. be aware of using antialiasing and other functions that may mix up your color pixels. so zoom in and check the pixels. EDIT: You generated your layers with A3 TB, this i can see on the mask filename "M_61_065_Ico.png" but Dayz TB generates "M_61_065_Ica.png". regenerate layers in Dayz TB and try again. Edited November 11, 2018 by Funkdoc Share this post Link to post Share on other sites
ofp2 9 Posted November 11, 2018 (edited) When you make a Sat nav or Generate it will create .PNG unless you have converted to Paa by opening buldozer and let it do it , you will need to open the utility imageToPaaGUI.exe and point it to your folder layers and convert . Dont worry about Lco and Lca thats correct Mask is LCA to accommodate Alpha should you need it for 6 colours same as can be sen in ChernarusPlus layers Edited November 11, 2018 by ofp2 Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 (edited) 11 minutes ago, ofp2 said: Dont worry about Lco and Lca thats correct Mask is LCA to accommodate Alpha should you need it for 6 colours same as can be sen in ChernarusPlus layers i didnt say thats incorrect, i just saw layers are generated by A3 TB... what size is the mask.png? try generate with 6 materials per cell... 4 is broken in Arma3 Edited November 11, 2018 by Funkdoc Share this post Link to post Share on other sites
ofp2 9 Posted November 11, 2018 if input is Mask_lca Output is lca in All TB iterations Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 13 minutes ago, ofp2 said: if input is Mask_lca Output is lca in All TB iterations there is no input of mask_lca... A3 TB generate layers "M_*_*_lco.png" and Dayz TB "M_*_*_lca.png", the Sat layers and the rvmats. (only output!) Share this post Link to post Share on other sites
ofp2 9 Posted November 11, 2018 (edited) I think there is a Mask and Satelite input to generate the resulting files :) Edited November 11, 2018 by ofp2 Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 yes but they dont have the extension _lca :) it has nothing to do with it... _lca is a part of the filename generation of TB Share this post Link to post Share on other sites
ofp2 9 Posted November 11, 2018 Yes exactly for all iterations , so its not a pointer to A3 Tb ;) Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 my A3 TB generates "M_*_*_lco.png" from the same map ;) Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 whatever man... look at the mask image he was posting 2 hours ago, grillstern666 said: Share this post Link to post Share on other sites
ofp2 9 Posted November 11, 2018 yeah looks like to many colours on a cell ? possibly in his MAsk its 32 bit and using the 2 alpha channels maybe ? or could be simply correct but bad placement Share this post Link to post Share on other sites
grillstern666 43 Posted November 11, 2018 (edited) @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) Edited November 11, 2018 by grillstern666 Share this post Link to post Share on other sites
ofp2 9 Posted November 11, 2018 IS your arma map same dimensions too ? there seems a discrepancy of wanted overlap and actual obtained overlap in the properties , maybe its very tight specifications . Share this post Link to post Share on other sites
grillstern666 43 Posted November 11, 2018 (edited) 1 hour ago, Funkdoc said: EDIT: You generated your layers with A3 TB, this i can see on the mask filename "M_61_065_Ico.png" but Dayz TB generates "M_61_065_Ica.png". regenerate layers in Dayz TB and try again. 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 Edited November 11, 2018 by grillstern666 Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 then i m wondering why u have _lco and not _lca... my layers... https://imgur.com/uiUu9We Share this post Link to post Share on other sites
grillstern666 43 Posted November 11, 2018 (edited) 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 Edited November 11, 2018 by grillstern666 Share this post Link to post Share on other sites
Funkdoc 46 Posted November 11, 2018 thnx for making things clear. i didnt notice this 6mats/cell and _lca thing. i was searching for the problem.. but i cant see any failures so far. i think we have to wait for a dev answer Share this post Link to post Share on other sites
ofp2 9 Posted November 12, 2018 SO to establish your Mask is mask_lca or Lco ? Also make sure if you only have 4 colours and don`t need alpha the mask save it has 24 bit texture not 32 bit . i suspect soemwhere you have more than 4 colours on a cell especially as your mask itself seems to have very many colours in total Quote cp_broadleaf_dense1[] = {{ 252 , 255, 0 }}; cp_broadleaf_dense2[] = {{ 190 , 190, 190 }}; cp_broadleaf_sparse1[] = {{ 220 , 240, 130 }}; cp_broadleaf_sparse2[] = {{ 100 , 140, 10 }}; cp_concrete1[] = {{ 0 , 150, 0 }}; cp_concrete2[] = {{ 0 , 186, 0 }}; cp_conifer_common1 = {{ 0 , 215, 0 }}; cp_conifer_common2 = {{ 0 , 255, 0 }}; cp_conifer_moss1[] = {{ 130 , 100, 0 }}; cp_conifer_moss2[] = {{ 110 , 59, 0 }}; cp_dirt[] = {{ 80 , 106, 81 }}; cp_grass[] = {{ 120 , 130, 120 }}; cp_grass_tall[] = {{ 0 , 44, 255 }}; cp_gravel[] = {{ 90 , 80, 40}}; cp_rock[] = {{ 101 , 145, 119 }}; Share this post Link to post Share on other sites
grillstern666 43 Posted November 12, 2018 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). Share this post Link to post Share on other sites
ofp2 9 Posted November 12, 2018 (edited) Hi the question is relating to the actual input Mask texture from which the files are genertaed , if its 32 bit it can register the black and white in the alpha and give problem if not required . maybe try the 24 bit save if not in addition i see thatt 32. 0 in the texture layer , this is custom set by yourself ? have you tried other setting ? Edited November 12, 2018 by ofp2 Share this post Link to post Share on other sites
grillstern666 43 Posted November 12, 2018 (edited) - 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 Edited November 12, 2018 by grillstern666 Share this post Link to post Share on other sites
grillstern666 43 Posted November 12, 2018 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: Share this post Link to post Share on other sites