Drawyah 13 Posted November 8, 2014 Hey guys! I got another problem with my map, the roads now won't show up. This time, I have got another person to check it out and he can't explain it either. So I am hoping, maybe one of you can! My RoadsLib.cfg Inside the Terrain Editor Cheers! Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 What do you use to pack the pbo? Is the path right in the main config? And you exported the shape files to there? Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 (edited) What do you use to pack the pbo? The ArmA Addon Builder. Is the path right in the main config? All is Correct. You exported the shape files to there? Yes, everything is there. If I try to use Mikero's PBO Builder, it just complains about Line 144, which has nothing on it. It's just an empty line. I also know that the map works, it loads fine. It's literally just Roads not apearing. Edited November 8, 2014 by Michael007800 Extra Information Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 If it complains about a line then there's an error. You should probably fix that. An error is an error. It's best practice to eliminate them. Just because addonbuilder packs with an error in your code doesn't mean it's right. It means addonbuilder is flawed. Share this post Link to post Share on other sites
1para{god-father} 105 Posted November 8, 2014 I would ONLY use Mikero's PBOProject as the BIS one will all all sort of crap through , and if you get an error using Mikero's tool you know there is an issue and will save you a LOT of hassle in the long run ! What files do you have in your Roads Folder ? I only ask as I also have shapes and once I exports ALL layers which then effect roads and they will not show ! so if you have any polshapes make sure you ONLY export roads ! Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 (edited) I would ONLY use Mikero's PBOProject as the BIS one will all all sort of crap through , and if you get an error using Mikero's tool you know there is an issue and will save you a LOT of hassle in the long run !What files do you have in your Roads Folder ? I only ask as I also have shapes and once I exports ALL layers which then effect roads and they will not show ! so if you have any polshapes make sure you ONLY export roads ! My Roads Folder My Config.ccp The Error Edited November 8, 2014 by Michael007800 Extra Information Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 Post you cfgsurfaces to pastebin Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 Post you cfgsurfaces to pastebin Sure Here you go! Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 Sorry one more. Do the sane to your cfgclutter. There's some issues here and I'd like to address them all to get you off to a better start Oh and post a pic of the paths of your terrain project folder please so I can verify all paths are correct. Or just list it using word lol Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 Sorry one more. Do the sane to your cfgclutter. There's some issues here and I'd like to address them all to get you off to a better startOh and post a pic of the paths of your terrain project folder please so I can verify all paths are correct. Or just list it using word lol cfgClutter.hpp My Directories Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 oh did you also install this? from mikeros devheaven? DeRap.1.73.4.57.Installer.exe Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 oh did you also install this?from mikeros devheaven? DeRap.1.73.4.57.Installer.exe Yep!! Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 ok so I edited the configs and added comments. first thing I would do is make sure all your classes are tagged with unique tags. you can see in the configs were I pointed this out with the Yourtag_ prefix. its best practice to use tags in everything your do...for texture names, classes and main directory folder names also in the main config you have your cfgpatches listed as TPS_Map_DiegoGarcia but that is the the actual end result of the folder after packing. It actually is this DiegoGarcia which doesn't have a tag and really should. I would recommend changing the folder to represent that. don't forget if you change the folder to have a tag you wil need to change the rvmat paths in the ground textures you use and then export the layers again. but its definitely worth doing so you do it the right way. I changed the cfgsurfaces and cfgclutter to have .h instead of .hpp if you use mikeros pboproject ( which trust me, you should) it will include the files in the config during binarization but then wont include the .h files(which then are not needed) in the pbo. where if they had the .hpp they would be include in the main config and also packed into the pbo as well (just extra junk that isn't needed anymore) with pboproject you need as I said earlier depbo.dll, derap, and makepbo. give this a run and let us know if it works after you make the changed required of course :) https://www.dropbox.com/sh/2t24xuym0fu11zb/AABNMVM5090w6Q5u_L4vNGmTa?dl=0 Share this post Link to post Share on other sites
jakerod 254 Posted November 8, 2014 In terms of your roads, I think you are missing some attributes for them. Try looking here: http://wiki.armamapmaking.info/arma3:terrainbuilder:basic_road_tutorial Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 I think we determined that technically you only need the id that corresponds to the class in the roadslib.cfg. The others were from before we got the newer tools and we dissected the pbos. Now the database is populated with the _id and _layer I believe when you export them. I wonder if the roads folder was included during his packing if the pbo at all when using addonbuilder. Oh which makes me think... Did you add .cfg,.shx,.dbf,.shp to you list of file extensions in addonbuilder? Pboproject automatically checks them but addonbuilder requires you add them Share this post Link to post Share on other sites
jakerod 254 Posted November 8, 2014 I think we determined that technically you only need the id that corresponds to the class in the roadslib.cfg. The others were from before we got the newer tools because the database is populated with the _id and _layer I believe when you export them. Good to know. I need to start paying more attention. :D Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 8, 2014 Hehe. It's ok. Your forgiven. :D Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 ok so I edited the configs and added comments. first thing I would do is make sure all your classes are tagged with unique tags. you can see in the configs were I pointed this out with the Yourtag_ prefix.its best practice to use tags in everything your do...for texture names, classes and main directory folder names also in the main config you have your cfgpatches listed as TPS_Map_DiegoGarcia but that is the the actual end result of the folder after packing. It actually is this DiegoGarcia which doesn't have a tag and really should. I would recommend changing the folder to represent that. don't forget if you change the folder to have a tag you wil need to change the rvmat paths in the ground textures you use and then export the layers again. but its definitely worth doing so you do it the right way. I changed the cfgsurfaces and cfgclutter to have .h instead of .hpp if you use mikeros pboproject ( which trust me, you should) it will include the files in the config during binarization but then wont include the .h files(which then are not needed) in the pbo. where if they had the .hpp they would be include in the main config and also packed into the pbo as well (just extra junk that isn't needed anymore) with pboproject you need as I said earlier depbo.dll, derap, and makepbo. give this a run and let us know if it works after you make the changed required of course :) https://www.dropbox.com/sh/2t24xuym0fu11zb/AABNMVM5090w6Q5u_L4vNGmTa?dl=0 Does any of this explain my roads error?!?! ---------- Post added at 16:23 ---------- Previous post was at 16:08 ---------- ok so I edited the configs and added comments. first thing I would do is make sure all your classes are tagged with unique tags. you can see in the configs were I pointed this out with the Yourtag_ prefix.its best practice to use tags in everything your do...for texture names, classes and main directory folder names also in the main config you have your cfgpatches listed as TPS_Map_DiegoGarcia but that is the the actual end result of the folder after packing. It actually is this DiegoGarcia which doesn't have a tag and really should. I would recommend changing the folder to represent that. don't forget if you change the folder to have a tag you wil need to change the rvmat paths in the ground textures you use and then export the layers again. but its definitely worth doing so you do it the right way. I changed the cfgsurfaces and cfgclutter to have .h instead of .hpp if you use mikeros pboproject ( which trust me, you should) it will include the files in the config during binarization but then wont include the .h files(which then are not needed) in the pbo. where if they had the .hpp they would be include in the main config and also packed into the pbo as well (just extra junk that isn't needed anymore) with pboproject you need as I said earlier depbo.dll, derap, and makepbo. give this a run and let us know if it works after you make the changed required of course :) https://www.dropbox.com/sh/2t24xuym0fu11zb/AABNMVM5090w6Q5u_L4vNGmTa?dl=0 Done what you said, fked everything up... There goes 3 weeks of work... https://www.dropbox.com/s/9cz65trs74qrtzi/DG.zip?dl=0 Share this post Link to post Share on other sites
jakerod 254 Posted November 8, 2014 Does any of this explain my roads error?!?! Possibly. The engine can be weird sometimes. I would say none of them are immediately related but there is a chance something like that may fix it and at the very least you will have a well organized project. EDIT: You didn't lose 3 weeks of work. A.) It is fixable and probably in a better state than it was before. B.) You should start backing things up before you change them if you are concerned about losing it. Now what exactly happened? What is fked up? Share this post Link to post Share on other sites
Drawyah 13 Posted November 8, 2014 I have uploaded my project files in the last comment. Basically, nothing shows up in ArmA 3 apart from some error messages. Share this post Link to post Share on other sites
jakerod 254 Posted November 8, 2014 I have uploaded my project files in the last comment.Basically, nothing shows up in ArmA 3 apart from some error messages. Can you write down the errors please? Share this post Link to post Share on other sites
MiauX 10 Posted November 8, 2014 AddonBuilder sometimes skip the roads.dbf file or the roadslib.cfg. I struggled with that for a couple of days before making my roads work. PBOProject will do that for you if you make it work. If you are getting errors on the game load there is something really wrong in your configs or material definitions. Share this post Link to post Share on other sites
m1lkm8n 411 Posted November 9, 2014 ok..and you owe bushlurker and jakerod a big thank you because if it was up to me I would have done just enough to get you up and running thanks to those nice comments earlier but bushlurker reorganized your project folder to how they should be as well as renamed all your rvmats and ground textures. as you can see all your textures and rvmats are named a bit differently now. that is how they should be done. the rvmat must match the texture name. you also had some major issues in the main config...In there you forgot to add the requiredaddons bit in the cfgpatches section which can cause CTD. you also have four ground textures but only one texture defined in your cfgsurfaces section which again can cause CTD. in your layers mask_lco it was color mode ---indexed; which can also cause CTD.. it needs to be rgb 8 bit and you had something like 60 colors...I indexed the image to remove the "blends" of colors and made them solid colors based off of your layers config then converted it back to rgb format. next CTD was your roads themselves. I don't think you exported them correctly because once all that was changed..VIOLA it works perfectly....ill leave you to the rest...good luck... https://www.dropbox.com/s/s49n3n7wuwwbv4v/TPS_DiegoGarcia.zip?dl=0 Share this post Link to post Share on other sites
Drawyah 13 Posted November 9, 2014 Free Hugs all round! :3 Thanks for sorting it out, I'll think about how to thank you guys. If you would like to be credited in the desc of the Steam Workshop page (Once I upload it with building and an airport) then I'll happily do it. The reason the project files may have been a mess id because the tutorials I'm watching to make these are also coming from an inexperienced person (As he says to himself). https://www.youtube.com/watch?v=yQsPQWGoQwI Again, thanks for the help. BTW, there is still a Rap or Dr-Rap error with my Mikero's Make PBO, even though I have both installed. Share this post Link to post Share on other sites
itsdonjon 25 Posted November 10, 2014 Man. This is why i LOVE this forum. Milkman and all the others are so awesome helpful guys! (y) Share this post Link to post Share on other sites