1para{god-father} 105 Posted July 24, 2014 Anyone have any idea where I can find this object in the A2 / CA folder as this is what i am looking for to import into my a3 terrain but cannot locate it anywhere !?:- Class = Land_vez Name = House Faction = Default Side = CIVILIAN https://www.dropbox.com/s/cgudgxdc4q8gfrl/Untitled.png cheers :) Share this post Link to post Share on other sites
Cype_Revenge 651 Posted July 24, 2014 you can find it in your CA folder under Buildings... Vez.p3d Share this post Link to post Share on other sites
1para{god-father} 105 Posted July 24, 2014 Ahhh thanks found it :) Have a slight issue and that is any idea what the config should ? , because if I use that main one and movefolder with that it will pull in everything else, and i only need that object. just that model. have it in game but unable to use the ladder :( Share this post Link to post Share on other sites
bushlurker 46 Posted July 25, 2014 MoveFolder is the more sophisticated successor to MoveObject, and - though it's not immediately obvious, the "old" MoveFolder-style model-moving capability is still there... If you only want to "MoveFolder" that one object then.... Go to Ca\Buildings and "copy" your Vez.p3d model Navigate to the new location where you want it to live Run MoveFolder, use the Second Button on the left side "Destination" - point it at that new location where you just put Vez.p3d Press the "Crunch from p3d Content" button This Mode ignores the config completely, so its handy for models which don't have configs, like plants, etc. Because of that, you'll need to repath the config yourself, but since you'll need to rewrite/make a new config for Vez anyway to get ladders working, etc... B Share this post Link to post Share on other sites
1para{god-father} 105 Posted July 25, 2014 thanks , that's the bit I am stuck on the config for the ladders as i have no idea, any help would be most appreciated for the config for that object :) Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 27, 2014 Do you have the main config written? Ladders are fairly simple they are named memory points in the memory lod of the object. Usually Start1 and End1. One point for get on and one point for get off. In the main config this is the code you would use. Ladders[]= {{"start1","end1"}}; Share this post Link to post Share on other sites
egilsandfeld 7 Posted July 28, 2014 M1lkman, could you elaborate your answer a bit more? Let's say in this folder for the custom objects there's both the Vez and the A2 hotel, HouseB_tenements for example. They have both been run with MoveFolder so all files should be there. But how would a config for those two look? They are in the same folder, with subfolders like "data". I don't get what's needed and what's not in the config.cpp for these buildings. And I don't get where to put that line with ladders :) Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 28, 2014 Ok. I'll Write up a detailed tutorial tonight then. I'll use the vez as an example and one of the smaller buildings I've done with doors as well as that houseblock that's non enterable to give a few good examples. Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 29, 2014 (edited) ok I did the vez for you as well as all the configs and wrote up some explanations in each config. and edited the model to use a3 things like penetration and surfaces. https://www.dropbox.com/sh/pwiwv6knlnv022u/AAC5n86c1qBElTnUnNPkbjrGa also check out the a3 sample stuff in the a3 tool directory. those are pretty helpful as well edit- heres a video to go along with that structure. hopefully it helps. if so I can do another more advanced structure later Edited July 29, 2014 by M1lkm8n Share this post Link to post Share on other sites
Cype_Revenge 651 Posted July 29, 2014 very helpfull, Thanks Milkman! Share this post Link to post Share on other sites
egilsandfeld 7 Posted July 29, 2014 Very much appreciated, M1lk! Thanks a lot. Having gone through my +100 objects now in OB, so MoveFolder would come after changing the stuff to the models in OB themselves right? Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 29, 2014 No. Use movefolder first to the directory you want your models in. Then after it's finished you can path any surface texture or penetration rvmat to its a3 equivalent and remove those from you pbo folder. Share this post Link to post Share on other sites
egilsandfeld 7 Posted July 29, 2014 So in short: - Move Mlod model p3d's to my custom object folder - Run MoveFolder first by "Crunch from p3d content" - Run MoveFolder then with "Crunch from config" and select original CA config.cpp's from both A2/CA and A2AO/CA - Edit models and redirect penetration and surface textures to A3 content - Change something in the new custom object folder Config.cpp - Binarize the folder with PboProject Missing anything? Basically by doing the models first and then MoveFolder ment I just wasted 6 hours of work now. But ohh well that's part of my A3 terrain making already :) Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 29, 2014 No I don't think editing the models beforehand will effect it unless the path to the texture isn't there. But I would run movefolder first. Actually I was thinking tonight I'll do a more in depth start to finish series of tutorials. May be more helpful I think. Share this post Link to post Share on other sites
egilsandfeld 7 Posted July 29, 2014 If you got the time for it, please do, as I think a lot of my confusion is from whether or not procedures from A2 era still works now. It's difficult enough to figure out how to get it to work with A3 only, but the cross over with A2 makes me confused... a lot :) Share this post Link to post Share on other sites
1para{god-father} 105 Posted August 1, 2014 No I don't think editing the models beforehand will effect it unless the path to the texture isn't there. But I would run movefolder first. Actually I was thinking tonight I'll do a more in depth start to finish series of tutorials. May be more helpful I think. +1 for this as well :) Do I need to remove this line from the config: requiredAddons[] = {"CAStructures_E"}; ? //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.55 //Fri Jul 25 20:35:11 2014 : Source 'file' date Fri Jul 25 20:35:11 2014 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //ndefs=8 enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, destructno = 0, destructman = 5, destructbuilding = 1 }; //Class P:\god_various\house1\config.bin{ class CfgPatches { class CAStructures_E_HouseL { units[] = {"Land_House_L_1_EP1","Land_House_L_3_EP1","Land_House_L_3_dam_EP1","Land_House_L_4_EP1","Land_House_L_4_dam_EP1","Land_House_L_6_EP1","Land_House_L_6_dam_EP1","Land_House_L_7_EP1","Land_House_L_7_dam_EP1","Land_House_L_8_EP1","Land_House_L_8_dam_EP1","Land_House_L_9_EP1","Land_House_L_1_ruins_EP1","Land_House_L_3_ruins_EP1","Land_House_L_4_ruins_EP1","Land_House_L_6_ruins_EP1","Land_House_L_7_ruins_EP1","Land_House_L_8_ruins_EP1","Land_House_L_9_ruins_EP1"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAStructures_E"}; magazines[] = {}; ammo[] = {}; }; }; class CfgVehicles Share this post Link to post Share on other sites
m1lkm8n 411 Posted August 1, 2014 Yes. More than likey you want to use A3_Structures_F I think it is Share this post Link to post Share on other sites