Indigowd 10 Posted January 10, 2014 I've gotten some great help and tips in these forums, of which I am very grateful. Thank you. However, I am still not successful in getting an island working with clutter. I've been following the Bush-guide, and downloaded his source files for Afghan Valley to get going. I believe I have a fair few issues hindering me, probably all stemming from the output result of BinPBO-packing. When I pack my "JOJ_Tiunda_data"-folder, everything looks ok until I get this: <model = "p:\joj_tiunda_data\c_GrassDead_Tuft_Stony.p3d"> Bad version 58 in p3d file 'p:\joj_tiunda_data\c_grassdead_tuft_stony.p3d' </model> Creating texture headers file... 7407 texture headers saved to file "C:\Users\Jojje\AppData\Local\Temp\ARMAaddons\joj_tiunda_data\texHeaders.bin" Moving on to packing my "JOJ_Tiunda"-folder, I get a few more errors in the log: <world = "p:\joj_tiunda\Tiunda.wrp"> Bad version 58 in p3d file 'core\default\default.p3d' Bad version 58 in p3d file 'core\skyobject\skyobject.p3d' Bad version 58 in p3d file 'a3\plants_f\clutter\c_grass_brushhigh_dry.p3d' Bad version 58 in p3d file 'a3\plants_f\plant\p_reeds_f.p3d' Bad version 58 in p3d file 'a3\plants_f\tree\t_pinuss2s_b_f.p3d' Bad version 58 in p3d file 'a3\plants_f\tree\t_fraxinusav2s_f.p3d' Bad version 58 in p3d file 'a3\plants_f\tree\t_broussonetiap1s_f.p3d' </world> Creating texture headers file... 1 texture headers saved to file "C:\Users\Jojje\AppData\Local\Temp\ARMAaddons\joj_tiunda\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1' Specifically the last line is what scares me the most. It looks dangerous. When I launch the game and open the island in the in-game editor I get to place a starting point, but when I click preview, it boots me right back into the editor again, with a message it can't find Tiunda.Sounds. Very strange. By my description, is anyone able to easily tell what I am doing wrong, or do I need to provide more information? Thank you! Share this post Link to post Share on other sites
bushlurker 46 Posted January 10, 2014 (edited) Hi Indigowd! Glad you found my old guide helpful, or at least a useful starting point.. First thing - DON'T worry at all about that "Assertion Failed" error... that's a well-known "glitch" which crops up frequently in logfiles, but which can be safely disregarded. A second minor point worth noting is this bit... world = "p:\joj_tiunda\Tiunda.wrp" It used to be a requirement that the "project folder", the "project name" (.pew and .wrp) and (in the main config), the "classname" all be identical, or else your users can encounter save game issues and possibly other odd behaviour. world = "p:\joj_tiunda\joj_tiunda.wrp" It's extremely likely this is still a requirement for Arma 3 terrains... I'm afraid that my old guide nowadays is just that - old... It's really intended as a guide to Arma 2 terrains, where it works 100%. As far as we can tell so far, it seems that 95% of the basic terrainmaking structure and procedures hasn't/won't change with Arma 3 terrains, but until we finally receive Arma 3-specific tools there's still a considerable amount of guesswork going on... Your "bad version 58" error above isn't really an error at all, it's basically just the Arma 2 tools way of saying that they don't quite understand how to handle the Arma 3 models. Take a look at this thread... The "AddonBuilder" it refers to is the new version of BinPBO for Arma 3. It's part of the limited subset of Arma 3 tools released so far. I haven't messed with these tools much as yet, but that thread would seem to indicate that at least they understand the A3 models version - which might help eliminate those errors... If you really are following my guide to the letter - and using the old BinPBO, then I'd take a look at the new one... it boots me right back into the editor again, with a message it can't find Tiunda.Sounds. I mentioned before that 95% of Arma 3 terrainmaking is pretty much identical to Arma 2 stuff... Most of the remaining 5% is basically in - the main config.cpp. Configs are very specific to the engine version, and although once again, the basic structure and a considerable part of the contents are just the same as A2, there are several important new Arma 3-specific areas to consider... from the above behaviour it sounds suspiciously like a config problem, so if checking out the new Addonbuilder solves your other problems, but this booting-to-editor behaviour persists, then it might be a good idea to look more closely at your config.cpp, or maybe even post it here so people can check it over and assist if necessary.... Good Luck!! B Edited January 10, 2014 by Bushlurker Share this post Link to post Share on other sites
Indigowd 10 Posted January 11, 2014 I made sure to follow your instructions to use AddonBuilder. It solved pretty much everything, except for the sound-error issue I had. So I dove deep into the config file and figured I try something crazy and add this to my Tiunda-class: class Sounds { sounds[] = {}; }; Now everything works like a charm, and I have my clutter. Thank you! Share this post Link to post Share on other sites