Table of Contents

ArmA 1 Making Simple Landscape

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

How to make simple landscape terrain for ArmA. Source.

Introduction

This tutorial documents basics of making simple and working landscape for ArmA on source data of Rahmadi island. This tutorial however does not provide exhaustive explanation of all the facets of terrain editing; it should be understood rather as a commentary to accompany sample data. Some additional information can be found in following documents:

In order to reproduce the creation of map properly, try to follow these steps:

Working data structure

PBO name is SampleMap.pbo, the data should be placed into P:\ca\SampleMap\ folder on your work drive. Following subfolders can be found in it:

Data
Source
config.cpp
SampleMap.wrp
SampleMap.hpp

Data folder contains detailed surface textures and satellite texture and surface mask segments generated in Visitor; it should be packed into PBO. Source folder contains the project (PEW), helper files and source data, but it should not be a part of final PBO. WRP file contains the map itself; it is generated by Buldozer along with HPP file. HPP is included into class Names of the map's param file (config.cpp) using #include operator; it defines map names and appearance of 2D map symbols in game. KeyPoints tool panel of Visitor is used to insert those data.

Please note that you will have to unpack content of buildings.pbo, misc.pbo, plants.pbo and rocks.pbo in respective folders in P:\ca\ in order to be able to work with sample data in real time viewer.

Do not do the same with roads.pbo as ODOL model roads are not suitable for use in Visitor3.

Instead use the MLOD format model roads supplied with the RC3 Tools Release.

Project settings

project_parameters.jpg satellite_grid_calculator.jpg

Important|Hint: Detailed description of Project parameters can be found here: Making Satellite Texture and Mask.

Important|Hint: Textures may be generated to different folder and packed into separate PBO.

Terrain

There are several possibilities how to import terrain in Visitor. For the purpose of this tutorial, there are either XYZ file (text generated by MicroDEM - MicroDEM Homepage) or PNG file with PBL param file available. Optimum format of imported PNG is grayscale with 16 bit colour depth. Note: XYZ file depicts initial raw and unedited Rahmadi terrain.

Hint: Visitor can also export terrain to PNG, using menu Project > Export Terrain into picture… Sometimes it is handy to make raw terrain in Visitor and later smooth or alter in some raster editor.

view_settings.jpg view_settings_toolbar.jpg

Important|Hint: To get better idea on terrain in the course of editing, try to turn on Show shadows button.

Import of satellite texture and surface mask

This import is made using Tools > Import satellite & mask. We suggest NOT to import when Buldozer is connected to Visitor. You need to have following data in your Source folder:

In Data folder, detailed surfaces textures and RVMAT files should be prepared. Every surface has several files with same basic name and various suffices:

These surfaces have corresponding definition of so-called clutter (small grass, plants or stones objects) generated automatically on respective surface by the game engine, unless he surface is overlaid by some model's Roadway LOD.

After successful import, you should see Layers folder in Data folder of map working directory (e.g. P:\ca\SampleMap\Data\). Satellite texture and mask segments (PNGs) and RVMAT files for every square segment are stored in Layers folder. Please note that it is not necessary to delete its content when you re-generate the textures, Visitor is capable to regenerate and replace only changed parts. All the new PNGs should be converted to PAAs when Buldozer is started. Before you do so, it is recommended to save the project since it bears actual UV coordinates for the segments.

Content of MapLegend. Visitor uses only first row of pixels as RGB reference, rest of file does not have any function.

jnn_corazol_mask.jpg Mask for detailed surfaces in Corazol jnn_corazol_satellite.jpg Satellite texture for the same area jnn_corazol_ingamemask.jpg Overview of game data

Satellite texture

This texture is mapped onto terrain. In the game, it exists as a group of slightly overlapping squares. Their cutting and overlay is controlled by value of Satellite grid in Tools > Project Parameters.

Hint: If you experiment with satellite texture and you need to regenerate it often, you may as well use _draftlco suffix, which causes binarization to use faster but less accurate conversion of generated segments to PAA. Don't forget to delete content of Layers folder when you change suffix of source rasters to _lco.

Surface mask

Surface definitions in layers.cfg

class Layers //List of detailed surfaces in map
{
  class pisek
  {
    texture = ca\SampleMap\data\pisek_mco.png; // Overlay texture on mid-distance, visible with sat. texture
    material= ca\SampleMap\data\pisek.rvmat; // File defining detailed textures
  };

  class travajih
  {
    texture = ca\SampleMap\data\travajih_mco.png;
    material= ca\SampleMap\data\travajih.rvmat;
  };

  class mesto2
  {
    texture = ca\SampleMap\data\mesto2_mco.png;
    material= ca\SampleMap\data\mesto2.rvmat;
  };

  class pole1
  {
    texture = ca\SampleMap\data\pole1_mco.png;
    material= ca\SampleMap\data\pole1.rvmat;
  };

};

class Legend
{
  picture=ca\SampleMap\Source\mapLegend.png; // Path to mapLegend file
  class Colors
  {
    // Colours must correspond to surface names
    pisek[[]]={{255,255,0}};
    travajih[[]]={{0,255,0}};
    mesto2[[]]={{0,0,255}};
    pole1[[]]={{99,55,0}};
  }
};

Translation:

Inserting and editing of objects

Important| Before you start Buldozer and try to edit objects, make sure you have unpacked PBOs of all addons used in Arma maps: buildings.pbo, misc.pbo, plants.pbo, roads.pbo and rocks.pbo.

Insert to object list - object template definition

objects_definition.jpg

Inserting objects in the map

object_properties.jpg

Important| Hint: If you place mouse cursor over object and press O key, object will be highlighted and selected in Panel of objects.

Named selections

Editing terrain and objects in Buldozer

terrain_editing.jpg

Buldozer controls:

Important| Hint: If you don't see editing cursor (white box) and arrow indicating selected objects, set Buldozer to use content of unpacked UI.pbo by stating it in text file loaded when Buldozer starts. Description can be found in 3 Manual page.

Packing your map

Important| Hint: If you cannot see your map in map list, game crashes after you attempt to preview mission on your terrain or you cannot see surface textures, check ALL PATHS in config.cpp and RVMAT files in Data folder. Also make sure that any referenced files really do exist at the specified location.