askingmachine 10 Posted December 10, 2011 (edited) Hi, I need your help once again. I couldn't google anyone who would have the same problem so my last change is to ask from you: My new island's forest and rock contours aren't showing ingame (Those green areas @ map) I've setup following setting into my island's config file: minTreesInForestSquare = 4; minRocksInRockSquare = 2; And yes, I have very tense forests and rock areas so that shouldn't be the problem. What makes this even more curious case is that once those forest areas were visible, but after formating my PC they were gone. I'm using bi tools 2.51 What I've tried: - Copy & paste new configs from working islands (Cherna, Podagorsk) - Rewrote configs million times (at least) - Re-installing bi-tools 2.51 - Try bi-tools 2.0 - Deleting all objects from the island except the trees Any ideas? Anything? I'm getting a bit worried here :( Edited December 11, 2011 by askingmachine Share this post Link to post Share on other sites
.kju 3244 Posted December 10, 2011 Did you binarize your world? Share this post Link to post Share on other sites
askingmachine 10 Posted December 11, 2011 Yes, I'm using BinPBO Settings List of files to copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat; project folder: P:\lnd temp folder: P:\temp addon prefix [automaticly] binarize [x] create signature [x] ------------------------------ BinPBO log-file: Cannot register unknown string STR_STATE_HEALSOLDIER Cannot register unknown string STR_STATE_FIRST_AID Cannot register unknown string STR_UI_RADARRANGE Cannot register unknown string STR_ACTION_LAUNCHCM Cannot register unknown string STR_ACTION_NEXTCM Cannot register unknown string STR_USRACT_ACTION_CONTEXT Cannot register unknown string STR_USRACT_OPTICS_MODE Cannot register unknown string STR_USRACT_ZEROING_UP Cannot register unknown string STR_USRACT_ZEROING_DOWN Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10 Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11 Cannot register unknown string STR_DISP_LEFT Cannot register unknown string STR_DIFF_CAMERA_SHAKE Cannot register unknown string STR_FREETRACK Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON Cannot register unknown string STR_MSG_ADDON_NOT_FOUND Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation Creating texture headers file... Texture headers file was not created - no textures found. [/Code] [b]Island configs:[/b] [code]#define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class TestlandS { units[] = {"TestlandS"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings", "CABuildings2", "CAMisc", "CARoads2"}; }; }; class CfgVehicles { class ThingEffect; // External class reference class ThingEffectLight; // External class reference class ThingEffectFeather; // External class reference class Land; // External class reference class FXCrWindLeaf1 : ThingEffectLight { scope = protected; model = "\ca\plants2\clutter\cr_leaf.p3d"; displayName = "Internal: FxCrWindLeaf1"; airFriction2[] = {2, 2, 8}; airFriction1[] = {1, 1, 4}; airFriction0[] = {0.3, 0.3, 0.1}; airRotation = 0.35; minHeight = 0.3; avgHeight = 5.5; maxHeight = 10.0; }; }; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld : DefaultWorld { class Grid {}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather : Weather { class Lighting; }; }; class DefaultLighting; class TestlandS : CAWorld { access = 3; worldId = 4; cutscenes[] = {"testlandintro1"}; description = "My own island"; icon = ""; worldName = "\lnd\testland_s_c\myland.wrp"; pictureMap = ""; pictureShot = "\lnd\testland_s_d\data\selectisland_testland.paa"; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = 30; // positive is east latitude = -72; // positive is south class ReplaceObjects {}; class Grid : Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = 100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = 1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = 10000; }; }; startTime = 12:00; startDate = 10/06/2000; startWeather = 0.20; startFog = 0.30; forecastWeather = 0.35; forecastFog = 0.25; centerPosition[] = {1200, 7000, 1000}; seagullPos[] = {2000, 150, 1700}; ilsPosition[] = {1200, 3200}; ilsDirection[] = {-0.8200, 0.080, 0.4000}; ilsTaxiIn[] = {2453, 1050, 1224, 3290, 2116, 2207, 2134, 4219, 2262, 4317}; ilsTaxiOff[] = {2000, 2009, 1670, 2980, 1642, 2988, 1683, 3001}; drawTaxiway = 1; class SecondaryAirports {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting { groundReflection[] = {0.06, 0.06, 0.03}; }; class DayLightingBrightAlmost : DayLightingBrightAlmost { deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0}; fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1}; sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1}; earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1}; midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1}; morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1}; noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1}; }; class DayLightingRainy : DayLightingRainy { deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0}; fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0}; sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5}; earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5}; earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1}; morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1}; lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1}; noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1}; }; class Weather : Weather { class Lighting : Lighting { class BrightAlmost : DayLightingBrightAlmost { overcast = 0; }; class Rainy : DayLightingRainy { overcast = 1.0; }; }; }; clutterGrid = 1.0; clutterDist = 170; noDetailDist = 30; fullDetailDist = 15; midDetailTexture = "lnd\testland_s_d\data\testland_middetdist.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 2; class clutter { class GrassTall : DefaultClutter { model = "ca\plants2\clutter\c_GrassTall.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class StubbleClutter : DefaultClutter { model = "ca\plants2\clutter\c_stubble.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.9; scaleMax = 1.1; }; class AutumnFlowers : DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class GrassBunch : DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class GrassCrooked : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class GrassCrookedGreen : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class GrassCrookedForest : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class WeedDead : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class WeedDeadSmall : DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class HeatherBrush : DefaultClutter { model = "ca\plants2\clutter\c_caluna.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.9; scaleMax = 1.8; surfaceColor[] = {0.53, 0.5, 0.37, 1}; }; class WeedSedge : DefaultClutter { model = "ca\plants2\clutter\c_weed3.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class WeedTall : DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class BlueBerry : DefaultClutter { model = "ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class RaspBerry : DefaultClutter { model = "ca\plants2\clutter\c_raspBerry.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class FernAutumn : DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class FernAutumnTall : DefaultClutter { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1.0; }; class SmallPicea : DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.05; scaleMin = 0.75; scaleMax = 1.25; }; class PlantWideLeaf : DefaultClutter { model = "ca\plants2\clutter\c_WideLeafPlant.p3d"; affectedByWind = 0.1; scaleMin = 1.0; scaleMax = 1.0; }; class MushroomsHorcak : DefaultClutter { model = "ca\plants2\clutter\c_MushroomHorcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomBabka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.2; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxCrWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxCrWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxCrWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; class FxCrWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxCrWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxCrWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; }; class Names { class testland_n01 { name = "Areatest"; position[] = {1700, 7000}; type = "NameLocal"; speech[] = {}; radiusA = 100; radiusB = 100; angle = 0.0; }; }; }; }; class CfgWorldList { class TestlandS {}; }; class CfgMissions {}; class CfgSurfaces { class Default {}; class Water {}; class testland_FOR1 : Default { access = 2; files = "lnd_forest_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "testland_fcl"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class testland_gc { probability[] = {0.75, 0.012}; names[] = {"GrassCrookedGreen", "WeedDead"}; }; class testland_fcl { probability[] = {0.40, 0.10, 0.002, 0.003, 0.02, 0.4, 0.3}; names[] = {"BlueBerry", "MushroomsHorcak", "FernAutumn", "MushroomsPrasivka", "RaspBerry", "SmallPicea", "AutumnFlowers"}; }; }; Share this post Link to post Share on other sites
.kju 3244 Posted December 11, 2011 Thanks. First off here is an improved and reduced config: http://pastebin.jonasscholz.de/1633 # Removed obsolete stuff # Inheritance changed to Chernarus # WRP must be class name of the world That said this should not help for your issue at hand. I am guiding someone else to look into it. Share this post Link to post Share on other sites
askingmachine 10 Posted December 14, 2011 Actually it worked! Contours came back! Thanks! But another problem which came with the new configs... I'm getting pretty long error log: ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\structures\ruins\ruin_chimney.p3d: house, config class missing ca\structures\ruins\ruin_01.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\structures\mil\mil_guardhouse.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures\a_cranecon\a_cranecon.p3d: tower, config class missing ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1g.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_ground1.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures\shed_ind\shed_ind02.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures\a_buildingwip\a_buildingwip.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures\mil\mil_guardhouse.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1g.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\ind_workshop01\ind_workshop01_02.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\structures\shed_ind\shed_ind02.p3d: house, config class missing ca\buildings2\ind_tank\ind_tankbig.p3d: house, config class missing ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\structures\ind_sawmill\ind_timbers.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\structures_e\ind\ind_oil_mine\ind_oil_tower_ep1.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1bo.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2e.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo2b.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\buildings2\misc_cargo\misc_cargo1c.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_small_ep1.p3d: streetlamp, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\buildings2\ind_pipeline\indpipe2\indpipe2_big_18.p3d: house, config class missing ca\structures_e\misc\misc_lamp\lamp_street1_ep1.p3d: streetlamp, config class missing and so on... It seems not to affect anything ingame, but the log can get quite ugly.. Share this post Link to post Share on other sites
.kju 3244 Posted December 14, 2011 This is normal. BI did not setup all objects properly. You have two choices: 1) ignore these warnings 2) not use these objects on your world Share this post Link to post Share on other sites
dermannmitohnegesicht 2 Posted January 27, 2012 sorry to reactivate this thread, but i got the same problem. as the solution cant be viewed anymore, i have to ask again. i tried around a lot with my own island and then i tried it with the tut sample map. i added some lines to the config and hoped that this will work, but it didnt. so here is my config: class CfgPatches{ class TUT_SampleMap { units[] = {TUT_SampleMap}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2009-9-1"; fileName = "TUT_SampleMap.pbo"; author = "SgtAce"; mail = "Sgt.Ace@web.de"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class TUT_SampleMap: Utes { description = "Tutorial Sample Map"; worldName= "\TUT\TUT_SampleMap\TUT_SampleMap.wrp"; pictureShot = "\TUT\TUT_SampleMap\data\SM_Picture_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? clutterGrid = 1.0; clutterDist = 65; noDetailDist = 40; fullDetailDist = 15; minTreesInForestSquare = 3; minRocksInRockSquare = 3; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "TUT_SampleMap.hpp" }; }; }; class CfgWorldList { class TUT_SampleMap {}; }; class CfgMissions { class Cutscenes { class TUT_SampleMapIntro { directory = "TUT\TUT_SampleMap\data\scenes\Intro.TUT_SampleMap"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" what am i doing wrong or am i just too blind to find something obvious?! thx Share this post Link to post Share on other sites