silola 1086 Posted February 20, 2016 Silola I'm having some issues since the last Arma fupdate. I cant use the alignment tool to align multiple pieces, A prefab for instance will not align with using tab It simply vanishes somewhere. Hi Auss, I will check it out. Thanks for the hint. Silola Share this post Link to post Share on other sites
silola 1086 Posted February 20, 2016 Ok, the function "BIS_fnc_distance2D" is not working in the same way as before. I've changed the input data a bit, and now it's working again, but that means the current X-Cam version is broken in connection to the newest Arma 3 version :( One reason more to push the update ... Silola Share this post Link to post Share on other sites
Auss 208 Posted February 20, 2016 Mate I'm in the middle of rebuilding the cities, I'm in trouble please hurry.... 1 Share this post Link to post Share on other sites
A140 13 Posted February 29, 2016 Will there be any "fixes" to the issue in TB when you import a TB objects file generated from XCam, it ends up with the wrong height? I've tried switching between relative/absolute height over and over again in both places, however I was unable to get the right height on the objects. Here's a topic about it; https://forums.bistudio.com/topic/188445-importing-objects-from-eden/ Share this post Link to post Share on other sites
silola 1086 Posted February 29, 2016 Will there be any "fixes" to the issue in TB when you import a TB objects file generated from XCam, it ends up with the wrong height? I've tried switching between relative/absolute height over and over again in both places, however I was unable to get the right height on the objects. Here's a topic about it; https://forums.bistudio.com/topic/188445-importing-objects-from-eden/ Hi, we have imported round about 3.4 mio objects so far (@Taunus), Auss have imported more than 2 mio objects (@Australia), and we all have no problems (expect some single object types like large stones). Please try to switch to the Dev build (Tools only) and try it again, because the lastest tool version was broken. Silola 1 Share this post Link to post Share on other sites
A140 13 Posted February 29, 2016 Hi, we have imported round about 3.4 mio objects so far (@Taunus), Auss have imported more than 2 mio objects (@Australia), and we all have no problems (expect some single object types like large stones). Please try to switch to the Dev build (Tools only) and try it again, because the lastest tool version was broken. Silola That seemed to fix it, thank you! Share this post Link to post Share on other sites
Auss 208 Posted February 29, 2016 I gotta say so far Version 1.2 is excellent. Some terrific new features as well as faster project load times, Big thumbs up to you Mr Silola 1 Share this post Link to post Share on other sites
silola 1086 Posted March 1, 2016 Hi, I am pleased to announce that the new version was completed today :-) X-Cam Version 1.2 update overview: New: DayTime switch New: Turbo mode New: Improved loading time (up to 6x faster) New: Reworked and optimized Search function New: Reworked object detection methode New: Additional Brush options New: Extended SingleBrush functions New: Geometry detection mode New: Various Hide functions New: Restore function New: MultiBrush configurations New: Additional MultiBrush option New: Find duplicates function New: Extended restricted movement option New: Pitch & Bank function New: HideBrush for map objects New: Import static mission objects New: Save object names ... and of course fixed some minor bugs. Download: https://de.owncube.com/index.php/s/9Kt3dDwZqPefbgX Video Tutorials X-Cam 1.2 https://www.youtube.com/playlist?list=PLwFUAO8RsCSuxon8ry4RkGOmqYl1zOw3M Silola 13 Share this post Link to post Share on other sites
magnetar 78 Posted March 1, 2016 Cool. It's Christmas again! Awesome new features! Thanks a lot! Share this post Link to post Share on other sites
Guest Posted March 1, 2016 Thanks for the headsup about the update :) New version frontpaged on the Armaholic homepage. X-Cam v1.2 Share this post Link to post Share on other sites
RoF 240 Posted March 1, 2016 New: Pitch & Bank function Does this import into Terrain Builder ok, or is TB still buggy when doing it? Ignore this, just seen the video when you say it don't work with TB. Share this post Link to post Share on other sites
A140 13 Posted March 5, 2016 How do I import objects to Terrain Builder properly, that have a rotation (on the Z-axis?) assigned to them through the pitch "textbox" in XCam? When I import them into Terrain Builder they don't preserve their pitch value from XCam and their rotation on the Z-axis ends up resetting. Share this post Link to post Share on other sites
silola 1086 Posted March 5, 2016 How do I import objects to Terrain Builder properly, that have a rotation (on the Z-axis?) assigned to them through the pitch "textbox" in XCam? When I import them into Terrain Builder they don't preserve their pitch value from XCam and their rotation on the Z-axis ends up resetting. That's an already known problem, but I've heard that it works with Eden. Share this post Link to post Share on other sites
A140 13 Posted March 6, 2016 That's an already known problem, but I've heard that it works with Eden. Hey, Sorry but I don't understand the issue here. I added the pitch manually onto one of the objects myself in the .TXT file that got generated, in the 5th argument of the object "line". Then when I imported it once again into Terrain Builder I saw that the object had rotation on the Z-axis. So is it not as a simple as just passing the pitch value to the 5th argument in each object "line" of the export? Or am I missing something here? Share this post Link to post Share on other sites
Spoor 23 Posted March 7, 2016 @silola - thanks for the update Share this post Link to post Share on other sites
A140 13 Posted March 9, 2016 inidbi DLL is being blocked by Battleye, any fixes? (inidbi thread is dead from what I can see so I went asking here) Share this post Link to post Share on other sites
silola 1086 Posted March 9, 2016 inidbi DLL is being blocked by Battleye, any fixes? (inidbi thread is dead from what I can see so I went asking here) Disable BattlEye (Launcher option) ... no other solution available. Silola Share this post Link to post Share on other sites
silola 1086 Posted March 13, 2016 Hi, today I've finished X-Cam update 1.21. Update overview: New:- Object layer is automaticly activated if you start X-Cam- Last used object class is automaticly reloaded if you restart X-Cam- Expand the object list view- Expand the object types list view- Expand the object classes list viewFixed:- Wrong list entry deleted after the use of the delete brush- Object detection no working correctly, after you have pressed the key [ V ]- Some buttons disabled after the saving process- The function "Import mission objects" was broken Download link: https://de.owncube.com/index.php/s/EAQh4pyFooDslPe Silola 10 Share this post Link to post Share on other sites
MrPacman 1 Posted March 22, 2016 I have a problem exporting the project (what i builded) with xCam as Mission File or SQF File. It always comes up with the message: Hint: For Security Reasons the export is possible only locally. Used mods: - CBA3 - xCam (latest) - (iniDB latest from xCam Install) Tested "locally" and local MP and local DS "without" Battleye running. (used normal Arma.exe) Anyone else having that issue? Thx, Share this post Link to post Share on other sites
Auss 208 Posted March 23, 2016 Hide function doesn't work when editing prefabs. Share this post Link to post Share on other sites
silola 1086 Posted March 23, 2016 I have a problem exporting the project (what i builded) with xCam as Mission File or SQF File. It always comes up with the message: Used mods: - CBA3 - xCam (latest) - (iniDB latest from xCam Install) Tested "locally" and local MP and local DS "without" Battleye running. (used normal Arma.exe) Anyone else having that issue? Thx, Run your mission as a single player mission, not as a multiplayer mission. @Auss: Thanks for the hint ;-) Silola Share this post Link to post Share on other sites
Guest Posted March 24, 2016 Thanks for the headsup about the update :) New version frontpaged on the Armaholic homepage. X-Cam v1.21 Share this post Link to post Share on other sites
-ben- 499 Posted March 31, 2016 Having an issue exporting to Terrain builder a project that has objects that used, "import from mission" function. Using V1.21 all the objects from the mission import into the xcam project fine, however when i create a terrain builder export, each object does not have it's class name exported, only it's positional data. So all entries in the text file export look like this: "";208881.1875;4801.641602;429.148;0;0;1;-0.125929 Any ideas? Share this post Link to post Share on other sites
silola 1086 Posted March 31, 2016 Having an issue exporting to Terrain builder a project that has objects that used, "import from mission" function. Using V1.21 all the objects from the mission import into the xcam project fine, however when i create a terrain builder export, each object does not have it's class name exported, only it's positional data. So all entries in the text file export look like this: "";208881.1875;4801.641602;429.148;0;0;1;-0.125929 Any ideas? Maybe it's a bug. I will check this out. Thanks for the hint. Silola Share this post Link to post Share on other sites
-ben- 499 Posted April 13, 2016 Maybe it's a bug. I will check this out. Thanks for the hint. Silola Any news on this? The only workaround i have found is having to replace each object with a new version of itself, (using the R key) which as i am sure you can imaging can get very tedious with larger object counts. Share this post Link to post Share on other sites