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Convert exported textures into *.paa files

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I have a problem, I can not check the option "Convert exported textures into *.paa files" when generating ground textures

2yNXLU7.png

OvHAOkp.png

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yes i think we need. in the rvmat files in "DZ\worlds\chernarusplus\data\layers" are  *.paa files refernced, for the satellite texture and the mask. so we should make this also in this way for our own map.

I have tried to use the tool ImageToPAA located in the Dayz tools\Bin directory. i converted the pile of *.png (tiled by Terrain builder using the mapframe->processing->Generate Layers function) to .paa files.

But Dayz -buldozer runs this without texturing the  ground. its simply balck. declared surfaces seems to work without a problem.

Seems to be a configuration problem. i will have a look at it today.

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22 minutes ago, soapboxsubmarine said:

don't think you need to..?

You cannot see the ground textures and this is the effect.WnbOHVH.jpg

Edited by Niedobity

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In TB with A3 Tools everything is good, generates and shows sat image, I turn on TB with DayZ Tools and it does not work.

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it looks like daysz_x64.exe having problems in any way handle LCO, or it is a config problem... maybe devs can help out.

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I noticed that after being generated in TB with A3 Tools (I saved from project). The option "Converted textures into *. Files" in TB from DayZ Tools is unlocked. After regeneration sat image is not shown.... A few days ago I tried to solve this problem, I even sent a photo for a friend, I tried in the same way only that it does not work...

6LUSzqg.jpg

 

Edited by Niedobity

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i believe its a DZ buldozer related problem

Edited by Funkdoc

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use the  imageToPaaGUI.exe   in the dayz tools  point to folder  where you wish the files to be generated 

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12 minutes ago, ofp2 said:

use the  imageToPaaGUI.exe   in the dayz tools  point to folder  where you wish the files to be generated 

I tried, it also does not work

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what error does it give  in  tools > logs> imagetopaaa

 

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8 minutes ago, ofp2 said:

what error does it give  in  tools > logs> imagetopaaa

 

I meant that it does not show a sat image, It's black everywhere.

4 hours ago, Niedobity said:

You cannot see the ground textures and this is the effect.WnbOHVH.jpg

 

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So you have  now generated PAA files and it  is now not showing the  sat as above ?

Check bulldozer .rpt  log  it will mention if there is a path problem  or cannot load _x  etc 

 

 

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9 minutes ago, ofp2 said:

So you have  now generated PAA files and it  is now not showing the  sat as above ?

Check bulldozer .rpt  log  it will mention if there is a path problem  or cannot load _x  etc 

 

 

Spoiler

=====================================================================
== B:\Steam\steamapps\common\DayZ\DayZ_x64.exe
== B:\Steam\steamapps\common\DayZ\DayZ_x64.exe -buldozer -window -exThreads=0 -noAsserts -profiles=P:\Buldozer -name=Buldozer -connect=pipe\308E2,8EDB
=====================================================================
Exe timestamp: 2018/11/09 14:25:57
Current time:  2018/11/11 17:22:48

Version 0.63.149386
17:22:48 [Inputs] Loading inputs cfg "P:\Buldozer\Users\Buldozer\niedo.core.xml"
17:23:08  --- Termination successfully completed --- 
 

Can not see any errors, maybe bad parameters?

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the individual satellite  paaa files  look ok when you  open them  ? 

 

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well if there is no errors  , i think maybe its unsaved  Pew  file and loading wrong  one  or possibly Nvidia shader problem 

 lets see  p_0004_012... rvmat ? 

 

 

 

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2 minutes ago, ofp2 said:

well if there is no errors  , i think maybe its unsaved  Pew  file and loading wrong  one  or possibly Nvidia shader problem 

 lets see  p_0004_012... rvmat ? 

 

 

 

Spoiler

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0.02,0.02,0.02,1};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=0;
class Stage0
{
    texture="rus\data\layers\s_004_012_lco.png";
    texGen=3;
};
class Stage1
{
    texture="rus\data\layers\m_004_012_lco.png";
    texGen=4;
};
class TexGen3
{
    uvSource="worldPos";
    class uvTransform
    {
        aside[]={0.001953125,0,0};
        up[]={0,0,0.001953125};
        dir[]={0,-0.001953125,0};
        pos[]={-3.71875,8.78125,0};
    };
};
class TexGen4
{
    uvSource="worldPos";
    class uvTransform
    {
        aside[]={0.001953125,0,0};
        up[]={0,0,0.001953125};
        dir[]={0,-0.001953125,0};
        pos[]={-3.71875,8.78125,0};
    };
};
class TexGen0
{
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };
};
class TexGen1
{
    uvSource="tex";
    class uvTransform
    {
        aside[]={10,0,0};
        up[]={0,10,0};
        dir[]={0,0,10};
        pos[]={0,0,0};
    };
};
class TexGen2
{
    uvSource="tex";
    class uvTransform
    {
        aside[]={10,0,0};
        up[]={0,10,0};
        dir[]={0,0,10};
        pos[]={0,0,0};
    };
};
PixelShaderID="Terrain1";
VertexShaderID="Terrain";
class Stage2
{
    texture="DZ\surfaces\data\terrain\cp_grass_ca.paa";
    texGen=0;
};
class Stage3
{
    texture="dz\surfaces\data\terrain\cp_grass_nopx.paa";
    texGen=1;
};
class Stage4
{
    texture="dz\surfaces\data\terrain\cp_grass_ca.paa";
    texGen=2;
};
 

 

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Hmm  ambient and Diffuse values are something  i don1t normally see   but i don`t think its the problem here  .possibly a setting in buldozer.cfg  

no errors is hard to find problem :) 

 

Upload a satelite file from your layers folder an i will try here on my  map 

Edited by ofp2

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@ofp2 as i can remember, u also had a problem with no textures of your sat img. just black ground... did u solve your problem? or why do you speculating around here

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3 minutes ago, Funkdoc said:

@ofp2 as i can remember, u also had a problem with no textures of your sat img. just black ground... did u solve your problem? or why do you speculating around here

 Hi i`m not sure what it is you are asking  , i had  -no land problem 

 

Edited by ofp2

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