Pilinir 1 Posted October 22, 2012 Hello all, I am new to arma modding and because I am a sadist have decided to build my own custom island and populate it with some custom models. No better way to learn then to sink or swim right? Anyway, I have the island built and it loads into the game without any problems. However, I cannot get my test model (a low poly wall) to load into the game. I have used BinPBO to turn the p3d, config.cpp, and my paa texture into a pbo and it does not throw any errors and creates the pbo file as expected. BinPBO then dumps the finished file into the @wall\Addons directory I have made and when loading the game it detects the @wall directory which I have enabled. Unless I am greatly misunderstanding the tutorials I have done, I should be able to add my custom wall through the editor but the wall object is nowhere to be found. Is there some step I am missing? I will need to eventually add the model into my map on visitor, but am assuming I need to get the pbo of the model loading correctly first? My config.cpp class cfgPatches { class wall { units[] = {}; weapons[] = {}; requiredversion = 1.0; }; }; class cfgFactionClasses { class Empty { displayName = "Empty"; priority = 0; side = 1; }; }; class cfgvehicles { class Static; class wall : Static { scope = 2; model = "wall\wall.p3d"; displayName = "wall"; faction = "Empty"; vehicleClass = "Misc"; }; }; Thanks in advance for the help! Share this post Link to post Share on other sites
Pilinir 1 Posted October 24, 2012 So, I was able to get the file to show up in the editor. The problem I have now, is that after placing the wall and clicking preview the game crashes and displays the error: Bad version 50 in p3d file wall\wall.p3d. Any ideas on what could be causing this? Is there some file I am forgetting to include? ---------- Post added at 10:32 ---------- Previous post was at 10:05 ---------- Well...figured that problem out too. Looks like in my config.cpp the line model="wall\wall" needs to be model="P:\tag\wall\wall" no idea why the first method did not work as that is what I saw in all the tutorials. :j: Anyway I guess I solved my own questions lol. This thread can be closed if you guys do that kind of thing around here. Share this post Link to post Share on other sites
PuFu 4600 Posted October 24, 2012 should work if it was "\wall\wall.p3d" instead of "wall\wall" Share this post Link to post Share on other sites
Pilinir 1 Posted October 24, 2012 should work if it was "\wall\wall.p3d" instead of "wall\wall" I tried that and I see no reason why it wouldn't work, but when previewing in the editor it says "cannot open object wall\wall.p3d" Share this post Link to post Share on other sites
PuFu 4600 Posted October 24, 2012 hav you actually used the dash before the path? Share this post Link to post Share on other sites
Pilinir 1 Posted October 25, 2012 My exact syntax for the line: model = "\wall\wall.p3d"; Is it possible I am placing this file in the wrong place? My directory structure looks like: P:\myProject\wall\wall.p3d should I not have it inside of the project folder? Share this post Link to post Share on other sites
max power 21 Posted October 25, 2012 I don't think it matters where it is as long as the path is valid for these purposes. Share this post Link to post Share on other sites
Pilinir 1 Posted October 25, 2012 That's what I was thinking. Its just weird that I have to specify the entire path for the model in the config. I am concerned though that it will cause problems when I get around to distributing the addon since I am using an absolute path. Share this post Link to post Share on other sites
[frl]myke 14 Posted October 25, 2012 A absolute path will definately cause problems as soon you give the addon away. Nowhere else than on your PC this folder/file structure exists. What i would like to know: which folde do you pack? MyProjects.pbo or wall.pbo? Share this post Link to post Share on other sites
max power 21 Posted October 26, 2012 That's what I was thinking. Its just weird that I have to specify the entire path for the model in the config. I am concerned though that it will cause problems when I get around to distributing the addon since I am using an absolute path. you really should only be pathing your p3d from p:\ as the root. For instance, "\myaddons\walls\wall_model.p3d". I believe this will result in an addon path of "...\addons\walls.pbo" Share this post Link to post Share on other sites
Pilinir 1 Posted October 26, 2012 I must be packing it wrong then The model exists in: p:\myProject\wall\wall.p3d I am pointing BinPBO's addon source directory to: p:\myProject\wall and inside the options menu I have the path to project folder set to: p:\myProject I would post screenshots but I am at work lol and for the heck of it, here is my full config.cpp: class CfgPatches { class Wall { units[] = {Wall}; weapons[] = {}; requiredVersion = 1; }; }; class CfgVehicleClasses { class My_Wall { displayName = "Wall"; }; }; class CfgVehicles { class All{}; class Static: All{}; class NonStrategic: Static{}; class House: NonStrategic{}; class Wall: House { model = "\Wall\Wall.p3d"; displayName = "Wall"; vehicleclass = "My_Wall"; armor = 1000; scope = 2; }; }; The only other weird thing I have noticed is that my original Wall.p3d uses an uppercase W where the pbo wall.pbo has a lowercase w. Not sure if it matters but thought I would mention it. Share this post Link to post Share on other sites
[frl]myke 14 Posted October 26, 2012 Then you have one "wall" too much in your model path. According to your explanation, you end up with wall.p3d. The model path is simply "wall.p3d" without any previous folders. Share this post Link to post Share on other sites
Pilinir 1 Posted October 26, 2012 (edited) Myke;2245330']Then you have one "wall" too much in your model path. According to your explanation' date=' you end up with wall.p3d. The model path is simply "wall.p3d" without any previous folders.[/quote']so should it look like? model="wall.p3d" Ill give this a try when I get home. If this works I will just have to figure out how to get the model to show up in my island I made in Visitor and I will be able to do the process from start to finish. Pretty exciting! So, that did not seem to work either. It still displays the error "cannot open object wall.p3d". I ran the extract PBO utility on my file and the structure came back as: wall\myProject\wall\wall.p3d the pbo prefix has as its text: myProject\wall not sure how important it is, but it looks like the pboprefix is looking in the right place. I am a bit confused as to why this isnt working. Edited October 26, 2012 by Pilinir updated after testing solution Share this post Link to post Share on other sites
abs 2 Posted October 28, 2012 Get rid of the myProject to make things simpler. My addons are created in one folder...so it looks like P:\STA2_Vehicles\STA2_Shuttle.p3d. Then I use model="STA2_Vehicles\STA2_Shuttle" and that works for me. Maybe it's just messing it up. Plus, I think the texture paths may give you complications later as well. Abs Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 28, 2012 Get rid of the myProject to make things simpler. Glad someone finally said it. I was biting my lip lol :D .... for those who dont know the history, I've been a avid promoter of "no Project directories" for a while .... I was starting to sound like a broken record. Share this post Link to post Share on other sites
abs 2 Posted October 30, 2012 Get rid of the myProject to make things simpler. My addons are created in one folder...so it looks like P:\STA2_Vehicles\STA2_Shuttle.p3d. Then I use model="STA2_Vehicles\STA2_Shuttle" and that works for me. Maybe it's just messing it up. Plus, I think the texture paths may give you complications later as well.Abs So....did this work? Abs Share this post Link to post Share on other sites
Pilinir 1 Posted October 31, 2012 (edited) I apologize, that recent hurricane on the east coast caused me some problems lol. Anyway I gave this method a try and the game crashes to the desktop and displays the error "Bad version 50 in p3d file 'wall\wall.p3d'". I noticed that when I ran binPBO on the directory that it finished the task far faster then it normally did so I am assuming it missed something somehow. my log file: convert model p:\wall\wall.p3d -> p:\bin_temp\wall\wall.p3d 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_USERACT_ACTION_CONTEXT cannot register unknown string STR_USRACT_OPTICS_MODE cannot register unknown string STR_USERACT_ZEROING_UP cannot register unknown string STR_USERACT_ZEROING_DOWN cannot register unknown string STR_USERACT_NETWORK_DS_INTERFACE cannot register unknown string STR_USERACT_BUILD_TERRAIN_RAISE_10CM cannot register unknown string STR_USERACT_BUILD_TERRAIN_LOWER_10CM cannot register unknown string STR_USERACT_BUILD_TERRAIN_RAISE_50CM cannot register unknown string STR_USERACT_BUILD_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 Updating base class Building->Static, by p:\wall\config.cpp/cfgVehicles/NonStrategic/ <model = "p:\wall\wall.p3d"> </model> Creating texture headers file... 1 texture headers saved to file "p:\bin_temp\wall\texHeaders.bin" w:\c_branch\Poseidon\Arrowhead\El\FileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1' BinPBO configurations: Addon source directory: p:\wall destination directory: ...\Arma 2\@wall\Addons path to temp folder: p:\bin_temp path to project folder p:\wall Sorry again for the delay, I really appreciate the help :) for clarification my p3d file exists in: p:\wall\wall.p3d Edited October 31, 2012 by Pilinir Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 31, 2012 What version of the tools are you using? ArmA2OA Tools version 2.5.1 http://community.bistudio.com/wiki/BI_Tools_2.5 ArmA2 Tools version 2.0 old http://community.bistudio.com/wiki/BI_Tools_2 ArmA1 Tools http://forums.bistudio.com/forumdisplay.php?60-ARMA-EDITING-NEWS Note ArmA2 tools will overwrite ArmA1 tools Share this post Link to post Share on other sites
abs 2 Posted November 1, 2012 Sorry if I missed it somewhere, but I'm wondering if you can post up the project folder for us to download and try on our machines? Also, do you have problems packaging any other PBOs? Abs Share this post Link to post Share on other sites
Pilinir 1 Posted November 1, 2012 (edited) Yeah I should be able to post that up later today. All it really has is the p3d, config.cpp, and my paa texture. I am able to successfully build an island I made out of visitor (minus my custom models), so I can package some PBO's just not models it seems. Ok here are my files, please keep in mind this model is HORRIBLE and for testing only =P I see no point in making anything complex if I cant even get this to work properly lol http://www.mediafire.com/?altrg7i4w1557k0 Edited November 1, 2012 by Pilinir Added files Share this post Link to post Share on other sites
Pilinir 1 Posted November 5, 2012 Were you able to download that model ok? I have not used mediafire before so hopefully that link works lol Share this post Link to post Share on other sites
abs 2 Posted November 6, 2012 Because you edited your post, I did not see a new post and thought that you abandoned it. I'll check it out soon! Abs Share this post Link to post Share on other sites
Pilinir 1 Posted November 6, 2012 Haha thanks man, I should have thought of that! Share this post Link to post Share on other sites
Pilinir 1 Posted November 13, 2012 Hi Abs, did you encounter any problems loading my model into game? (aside from how ugly it is of course) Share this post Link to post Share on other sites