abs 2 Posted October 5, 2013 Hi, I've searched for binarization issues throughout the forum but it appears that I'm finding either one answer to my question or another... My issue is that I am using a custom animation on my rifle addon. I also have a muzzleflash (custom too, if that matters). When I don't binarize, the muzzleflash works as expected but the animation doesn't. When I do binarize, the animation works, but the muzzleflash doesn't. Can anyone provide guidance on how I'm supposed to package my addon here? Thanks in advance, Abs Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 6, 2013 Devil is in the detail I suspect. Your muzzle flash should work, if the coding or model is done right. Maybe fix that, then you can binarize. Share this post Link to post Share on other sites
abs 2 Posted October 6, 2013 Hmmm...any thoughts on why it would work when unbinned if done wrong? Thanks for the reply! Abs Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 6, 2013 Definately not enough info Whats your config.cpp got? Hows your MF done? Whats your BinPBO log say? Whats your RPT say? Share this post Link to post Share on other sites
Sealife 22 Posted October 6, 2013 can be many things without info check binpbo options files to copy includes *.rtm and *.rvmat check binpbo log check Model.cfg is correct and a copy is in the folder of the anim if the anim is not in the root check arma3 .rpt to see if error missing or cannot load .. rtm or muzzleflash refferences check the packed pbo by unpacking with eliteness to make sure files are being copied sound like model.cfg error or copy rvmat error Share this post Link to post Share on other sites
abs 2 Posted October 9, 2013 Sorry for the delay in responding! Work-life got in the way! :) Gnat;2527203']Definately not enough infoWhats your config.cpp got? Hows your MF done? Whats your BinPBO log say? Whats your RPT say? config.cpp Muzzleflash is a proxy...not sure what information you're looking for' date=' Gnat. BinPBO Log RPT File can be many things without info check binpbo options files to copy includes *.rtm and *.rvmat check binpbo log check Model.cfg is correct and a copy is in the folder of the anim if the anim is not in the root check arma3 .rpt to see if error missing or cannot load .. rtm or muzzleflash refferences check the packed pbo by unpacking with eliteness to make sure files are being copied sound like model.cfg error or copy rvmat error 1. Added rvmat to copy over directly, but still happened. 2. Nothing there. 3. Got any more info about this? Never had a problem with it in the root before. 4. No errors found, I think. 5. Verified that they are being copied. === Uploaded the files for you guys, if you want to check it out. It's source folder, so you can give PBOing yourself a shot. Please let me know the results! Abs Share this post Link to post Share on other sites
Sealife 22 Posted October 9, 2013 Very strange but that binpbo log is not binarisng anything You pointing it to correct folder im on my tablet so cant test unfortunately but something wrong definitely there , no mention of rtm or p3d anywhere Are you using p drive ? As normal and two cfg patch definition , I never saw it , maybe I learned something here too :) I take a look tomorrow but hopefully it solved before then Share this post Link to post Share on other sites
abs 2 Posted October 9, 2013 (edited) Hmmm...I must have made a mistake. I've just re-run BinPBO with Binarization checked for sure. Cannot register unknown string STR_STATE_HEALSOLDIERCannot 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 Updating base class Air->, by p:\sta3_federation\config.cpp/CfgVehicles/Plane/ Creating texture headers file... 45 texture headers saved to file "C:\Users\Alex\AppData\Local\Temp\ARMAaddons\sta3_federation\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1' Here is my list of files to copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf,*.p3d,*.rvmat Abs Edit: Yep..using normal P: Edited October 9, 2013 by Abs Share this post Link to post Share on other sites
abs 2 Posted November 1, 2013 I really hate to bump this, but I am still facing this issue. Is anyone able to help out? :/ Abs Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 1, 2013 What's your model.cfg setup like? I'm guessing from the config you have the weapons, character models etc. all in one .pbo; so how many model.cfg files do you have and where are they? You should probably have a copy of the model.cfg that contains ofp2_manskeleton in the same folder as your .rtm (having it in the root, away from the .rtm doesn't always work in my experience), but if you only have the one model.cfg for the whole project and contains class cfgModels for your .p3ds I imagine binPBO might be compiling it into the .p3ds and destroying the file before it has chance to compile the model.cfg data in the .rtm - or vice versa If you don't have it already, stick an additional copy of the BIS character model.cfg in your \STA3_Federation\STA3_Weapons\data\anims folder, with none of the additional cfgModels definitions you're using for Andorian_Antenna headgear etc. or any of the info you might be using for weapons (personally I'd have separate .cfg files for character items and weapons, rather than merging them). Share this post Link to post Share on other sites
[frl]myke 14 Posted November 1, 2013 May i ask why you excluded the model itself (p3d) from binarizing? Share this post Link to post Share on other sites
abs 2 Posted November 1, 2013 What's your model.cfg setup like? I'm guessing from the config you have the weapons, character models etc. all in one .pbo; so how many model.cfg files do you have and where are they?You should probably have a copy of the model.cfg that contains ofp2_manskeleton in the same folder as your .rtm (having it in the root, away from the .rtm doesn't always work in my experience), but if you only have the one model.cfg for the whole project and contains class cfgModels for your .p3ds I imagine binPBO might be compiling it into the .p3ds and destroying the file before it has chance to compile the model.cfg data in the .rtm - or vice versa If you don't have it already, stick an additional copy of the BIS character model.cfg in your \STA3_Federation\STA3_Weapons\data\anims folder, with none of the additional cfgModels definitions you're using for Andorian_Antenna headgear etc. or any of the info you might be using for weapons (personally I'd have separate .cfg files for character items and weapons, rather than merging them). I didn't realize that the model.cfg file get's "compiled into the p3d". Can you explain a bit more about this process, please? You're right about my setup. I have one config.cpp and one model.cfg file in the root of the addons. I was thinking when I first read your reply "but it worked in Arma2!" and then realized I had them all packed in separate PBOs then. I'll definitely give your tips a try when I get home, and report back. I guess I have a fair bit of config rewriting to do. :/ Thanks, friend. :) Myke;2547823']May i ask why you excluded the model itself (p3d) from binarizing? Since it's at the end, I think it was just left over from me trying everything to see if it would work and then forgetting about it. Definitely didn't mean to leave it there. Thanks for the catch! Abs Share this post Link to post Share on other sites
da12thMonkey 1943 Posted November 1, 2013 I didn't realize that the model.cfg file get's "compiled into the p3d". Can you explain a bit more about this process, please? I don't really know the how and why of it, I just know that it happens when you binarise. You won't find model.cfg files dotted around inside any of BIS' pbos, but as (I think) Synide once explained, model.cfg data (skeletons, animations etc.) is included as part of the ODOL file structure. The cfgModels section of the model.cfg must tell Binarize (or maybe CfgConvert - whichever application processes the model.cfg), which data inside the model.cfg is to be compiled into which .p3d as it converts the .p3d from MLOD to ODOL format. Hence the importance of naming your cfgModels classes to match the .p3d filename rather than any ingame classname that the model might relate to. Share this post Link to post Share on other sites