B.Johnson 10 Posted August 29, 2011 Ok so I have ran into the problem of when I place a buildings with doors that are able to be opened etc and put into game no addactions appears. I am sure there is some trick to adding building and items that are to be interacted with.Yes I have tried the search option and could not locate anything. Any help or direction would be much appreciated thanks. ---------- Post added at 12:50 AM ---------- Previous post was Yesterday at 10:56 PM ---------- I have tried with this post. http://forums.bistudio.com/showthread.php?t=87125 But still having issues. I can still not figure out if a config of some sort should be placed etc Share this post Link to post Share on other sites
bushlurker 46 Posted August 29, 2011 (edited) If you're using a "namespace" or "tag folder" arrangement you need a "configs-only" copy of the CA folder in your namespace... This Guide covers that... though it assumes you use Arma2P to establish your CA folder... If yours is already established, you could use Sgt Ace's "copy cpp.bat" technique - detailed in his tutorial - Stickied link at the top of this section. B Edited August 29, 2011 by Bushlurker Share this post Link to post Share on other sites
B.Johnson 10 Posted August 29, 2011 (edited) Ok so i made a tag folder in my P drive but what directs or ties the building with that source? EDIT: So I ran the bat file and copied the ca folder into my map folder it now has all the config.cpp files. Now the magic question of where should i select my custom buildings from? say for instance a bank should i place the bank in my P drive and grab it from there like P\Bank\bank.p3d or should i place it in the ca folder like this ca\bank\bank.p3d ? also what about the Scripts tab on visitor 3? should i be selecting the .cpps in there or activating them? I will be working on this and will play trail and error. Thank you for any help Ok tried several things and still no go. My map crashes upon loading in the map editor when binerized the map was made on the tut sample-map platform. So does that also effect my outcome? OK found this now will try it after some sleep. Its 5:31 am here. Next step is binarizing your world 1: Start BinPbo O:\BIS TOOLS 2\BinPBO Personal Edition\BinPBO.exe. 2: Choose the P:\YOUR MAP NAME in the addon/source directory field. 3: Now go to your ArmA2 Main folder and create a new folder called @YOUR MAP NAME. Open this one and create another one which is called Addons (F:\Games\ArmA 2\@YOUR MAP NAME\Addons). 4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. 5: Open the BinPbo options and remove *.wrp out of the list of files to copy directly 6: In the path of temporary folder we set P:\BIN_TEMP 7: Now remove the hook from use source path and enter p:\YOUR MAP NAME 8: We are ready to binarize our Island. Close the options tab and click on Pack. That may take a while, wait until Ready appears at the bottom of BinPBO. 9: After BinPbo has finished you should see in your F:\Games\ArmA 2\@YOUR MAP NAME\Addons\ folder the tut_samplemap.pbo and the logfile. 10: Add the @YOUR MAP NAME Mod folder to your ArmA2.exe shortcut ("F:\Games\ArmA 2\arma2.exe" -mod=@YOUR MAP NAME -window -nosplash) or use one of the meanwhile available ArmA2OA launchers. Check out your map Ingame :-) Edited August 29, 2011 by B.Johnson Share this post Link to post Share on other sites
bushlurker 46 Posted August 29, 2011 (edited) the map was made on the tut sample-map platform. so you've done Sgt Ace's Tutorial already? - did you manage to binarize that OK? If you're adapting Sgt Aces structure and files (which should work fine), then that's also setup in a "Tag Folder" structure... "TUT" is the "namespace" folder on P:\ and the "TUT_Samplemap" folder inside is the project folder... so you just copy that with a P:\MyTag\projectfolder\ structure - repath all files & configs from "P:\TUT\TUT_SampleMap" to "P:\MyTag\projectfolder". "TUT" = "Tagfolder", "TUT_SampleMap" = Project Folder (and project name - they should be the same) Which buildings are you using? - All the Arma 2 and OA assets should be unpacked into P:\CA - you use them from that location, plus you make that little "configs only - copy of CA" and park it INSIDE your Tag folder - BESIDE your project folder... ... then you binarize... 1: Start BinPbo O:\BIS TOOLS 2\BinPBO Personal Edition\BinPBO.exe.OK 2: Choose the P:\YOUR MAP NAME in the addon/source directory field. this should be P:\YourTag\YourMapName 3: Now go to your ArmA2 Main folder and create a new folder called @YOUR MAP NAME. Open this one and create another one which is called Addons (F:\Games\ArmA 2\@YOUR MAP NAME\Addons). OK 4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. No - you set "F:\Games\ArmA 2\@YOUR MAP NAME\Addons" - same as the modfolder you just made here 5: Open the BinPbo options and remove *.wrp out of the list of files to copy directly Yes 6: In the path of temporary folder we set P:\BIN_TEMP Yes 7: Now remove the hook from use source path and enter p:\YOUR MAP NAME No - It should be "P:\YourTag" 8: We are ready to binarize our Island. Close the options tab and click on Pack. That may take a while, wait until Ready appears at the bottom of BinPBO. Yes 9: After BinPbo has finished you should see in your F:\Games\ArmA 2\@YOUR MAP NAME\Addons\ folder the tut_samplemap.pbo and the logfile. Yes - though you'll see "myprojectname.pbo" 10: Add the @YOUR MAP NAME Mod folder to your ArmA2.exe shortcut ("F:\Games\ArmA 2\arma2.exe" -mod=@YOUR MAP NAME -window -nosplash) or use one of the meanwhile available ArmA2OA launchers. Yes Check out your map Ingame :-) B Edited August 29, 2011 by Bushlurker Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 29, 2011 2: Choose the P:\YOUR MAP NAME in the addon/source directory field. this should be P:\YourTag\YourMapName While Bushlurker is the King around here ;) it should be noted that many of us have everything working just fine WITHOUT the "\YourTag\" All my projects have been in P:\theprojectsname, including several working Terrains. One advantage seems to be I don't have copy all the bloody config files into my project. Everything BIS content related just stays in the P:\CA directory. The problem is, theres SOOOOO many little bits making up the full setup (of Visitor and Buldozer and CA files etc) it can be very difficult to explain whats making it work ok for some people, and not for others ....... :rolleyes: ..... painful tools at times. Share this post Link to post Share on other sites
bushlurker 46 Posted August 29, 2011 (edited) wots this "king" nonsense! :o - I make superdumb mistakes all the time - ask Wolle!... or take a walk around CWR2 Everon sometime - play "spot the laughable beginners-level mistakes" (though I ain't telling you what or where they are!;)) Gnat is perfectly correct... a "namespace" isn't strictly necessary... My standard procedure is to send people directly towards Sgt Aces Tut - once they've done that, explaining next steps is so much easier... and... Sgt Ace uses that "TUT" tagfolder - so... I just kinda follow on from there... My forthcoming Guide to my little demo terrains follows directly on from Sgt Ace's tut, and to maintain consistency, it mimics the "TUT\TUT_SampleMap" structure with "Bush\AfghanValley" for example, then spends a lot of time explaining things with regard to that structure... (damned Guide is still "forthcoming" - it's hit 35 pages and 12,000 words so far and I'm only just at the "loading project into Visitor" bit!) However - as long as you direct BinPbo appropriately, you can put a project almost anywhere on P:\ CWR2 Everon, for example, is in... "P:\CWR2\Islands\CWR2_Eden" - and that "little configs only CA folder" was required - in P:\CWR2" So... Gnat is right... a namespace is more a way of doing things, rather than the only way... the most important thing to do is be consistent! You'll hear "tagfolder! tagfolder!" from me (pace Gnat! :D) - but only until you're past the Sgt Ace Tut / My follow-on-from-Sgt-Ace-Tut tutorials stage - by which time you should know what you're doing and be able to adapt to any structure.... B Edited August 29, 2011 by Bushlurker Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 29, 2011 King? Easy ..... you deserve a crown for the assistance you provide around here. Visitor and terrains are THE hardest thing to do for ArmA ...... you go above and beyond in helping everyone ..... period. GJ sir ;) ..... and those tuts are just lookin awesome. Share this post Link to post Share on other sites
B.Johnson 10 Posted August 29, 2011 (edited) I have started over 100% Complete from scratch. Sigh What should the final pbo read as tut.pbo or tut_samplemap.pbo When I do this no PBO shows up in folder 4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. No - you set "F:\Games\ArmA 2\@YOUR MAP NAME\Addons" - same as the modfolder you just made here So I send it to my desktop Than when I load it in game i get the error Tut\Tut_SampleMap\data\layers\p_000-000_100.rvmat Than it kicks me back to start agian and i do than i get the error No entry 'bin\config.bin.CfgSkeletonParameters'. Than the game crashes Edited August 29, 2011 by B.Johnson Share this post Link to post Share on other sites
bushlurker 46 Posted August 30, 2011 (edited) Hi again B.Johnston! I'm afraid that - like Gnat said recently in another thread - I try to avoid doing PM, etc help... and for the same excellent reasons... if it's a question that's already been asked, then the answer should be here in this Forum Section already - if it's a funky new question, then the reply should be here in the Forum Section too - so the next person who has the same problem can find his answer here...! OK so it's all a bit disorganised and scattered, but - it's all we've got, and this section is now a goldmine of information - if you look hard enough... This thread has actually been one of the better ones - it's title is nice and clear - "Buildings and animations" - and theres a reply with the correct answer - the "little configs-only CA folder"... Now however, we're venturing into "Sgt Ace's Tutorial - Q&A"... We should really be talking about this in the "Sgt Aces Tutorial" thread, cause that's where people searching for "Sgt Aces Tut" questions will look for answers to those problems... Ok... lecture over... I'm not a moderator, thank god - so it's not my job to keep things tidy around here... It IS worth looking thru the Sgt Aces Tutorial thread though - this has been the Standard Tutorial now for a year or more - that's why it's a "sticky" topic! - so the Q&A have built up over time - almost all the obvious mistakes have been made - and solved... you'll probably see me in the early part of that thread - an absolute beginner - asking dumb questions! - we've all been there! The reason it's such a popular Tutorial is - cause it works! - 100% - every time! The initial "setting up the P:\ drive" section is now a little out of date - since the advent of Mikero's one-click "Arma2P" utility, setting up is much easier now... that's why, in that Guide of mine I posted the link for earlier - it explains "setting up with Arma2P", then just directs you to Sgt Aces Tutorial, just after it's "setting up" instructions... While I was writing that guide, I followed it myself - set up my P:\ drive from scratch, then followed Sgt Aces Tutorial - to the letter.... it's still working... So - you can be confident your instructions are OK - any problems must just be a simple mistake in following them... Anyway - it's not fair if I just soapbox instead of answering - we're here now, so lets look at your problem... I have started over 100% Complete from scratch Good - it's essential you do this at least once - it explains some basic stuff and, more importantly, tests your whole P:\drive & BinPBO setup. What should the final pbo read as tut.pbo or tut_samplemap.pbo It'll be "tut_samplemap.pbo" like the tutorial says... When I do this no PBO shows up in folder4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. No - you set "F:\Games\ArmA 2\@YOUR MAP NAME\Addons" - same as the modfolder you just made here So I send it to my desktop Is your Arma2 folder on drive F:\ ? Sgt Ace uses "F:\Games\Arma2\" as an example path because that's where his Arma2 is installed - you should make a folder in YOUR main Arma2 directory - called @TUT - with another folder called "Addons" inside there (a normal modfolder, in other words), and then you direct BinPBO's output to that folder - whatever the path is... eg: C:\ProgramFiles\BohemiaInteractive\Arma2\@TUT\Addons or whatever your path is... Or - send it to the desktop and manually move it to a modfolder later - as you did... that part isn't critical - though you obviously need the terrain in a modfolder, and that modfolder being launched with the game, if you want to check out your island in game... Than when I load it in game i get the errorTut\Tut_SampleMap\data\layers\p_000-000_100.rvmat Sounds like binarizing isn't working properly, or the files aren't being copied correctly... * Did you follow this bit of the tutorial? 7: Open Tools -> ProjectPreferences.8: Enter the path to your data folder (textures), like: P:\TUT\TUT_SampleMap\Data\. 9: Click ok and close. This parameter tells visitor to create the "Layers" folder and files - inside that "Data" folder when you "import satellite and mask"... look in your Data folder - is there a "Layers" folder there? - full of .paas, .png's and .rvmats? Than it kicks me back to start agian and i do than i get the errorNo entry 'bin\config.bin.CfgSkeletonParameters'. That's some sort of wierd "models" error - no idea why you'd get that... Obviously something is wrong... From your pictures..... In the first picture - you've made an "@tut_samplemap" folder - the Tutorial instructions say - "make an @TUT" folder - so - I'd follow the tutorial on that one Use the "change" buttons in BinPBO to point to the directories - it saves typing mistakes... the rest of the pictures look OK... You don't need to have the "clear temp folder" box ticked all the time - once you're set up correctly, leaving that unticked will make subsequent binarizing faster.... Guess that's all I can really say for now... follow the tutorial instructions carefully and to the letter - one "\" out of place can screw things up, and a misreading anywhere along the line - like "@tut_samplemap" instead of "@TUT" can throw the rest of the tutorial haywire... I know it doesn't sound immediately helpful, but... do it again... line by line... Sgt Ace's Tut definitely works!... you've just missed a line or made a misreading somewhere... Don't despair - there may not be any heavy coding involved, but terrain making is one of the most complex and downright picky types of modding you can tackle... It's perfectly possible to do it tho! - look at all the other terrains... it just requires a whole load of patience, and plodding thru the basics until you have the core concepts under your belt... B Edited August 30, 2011 by Bushlurker Share this post Link to post Share on other sites
smokedog3para 365 Posted September 2, 2011 @ bush your to modest man you and gnat are true masters and very help full to the community if it was not for people like you half the addons and maps would not exist now so take some credit as its well due Share this post Link to post Share on other sites