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[evo] dan

Can't see model in game, cannot figure out why

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Hi guys,

I've recently taken up making (well, at least attempting) models for A3 and have been following Burnes's tutorials on youtube. However my first model I have made as a little test for the workflow I cannot see in game. I can place it in the editor, and it does show up with the texture in bulldozer, but when I press preview, I cannot see it and the rpt isn't giving me any errors at all.

Here is a link to all my stuff for this model including the .blend file I started with, and the p3d and texture and config:

https://dl.dropboxusercontent.com/u/28062918/Dans%20model.rar

I have added 3 lods and hopefully these are the right ones I needed. I packed the pbo with addonBuilder.

Thanks in advance for any help I get on this.

Edited by [EVO] Dan

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i think it is either your config, or the way you pack your addon with addonBuilder. for instance:

1. addon source directory:

P:\test

2. destination directory

G:\SteamLibrary\steamapps\common\Arma 3\@test\addons\

also, try spawning it in the editor manually first, see what sort of error is shown in rpt.

null = createVehicle ["$classname$", position player, [], 0, "NONE"];

Edited by PuFu

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i think it is either your config, or the way you pack your addon with addonBuilder. for instance:

1. addon source directory:

P:\test

2. destination directory

G:\SteamLibrary\steamapps\common\Arma 3\@test\addons\

CODE]

I'm just packing it straight to desktop, I'm guessing that is wrong and it HAS to go to the arma directory?

I'll give your code a try in a bit.

Edit:

Tried your code, no errors but still not object.

Also tried packing it straight to A3 directory, but still no joy.

for anyone interested, this is the config:

class CfgPatches
{
class Stuff
{
	units[] = {"Stuff"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class CfgVehicles
{
class Static;
class Stuff : Static
{
	scope = 2;
	model = "\Stuff\OilContainer.p3d";
	displayName = "Test Item";
	vehicleClass = "small_items";
};
};

Edited by [EVO] Dan

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Dan;2971323']I'm just packing it straight to desktop' date=' I'm guessing that is wrong and it HAS to go to the arma directory?

I'll give your code a try in a bit.

Edit:

Tried your code, no errors but still not object.

Also tried packing it straight to A3 directory, but still no joy.

for anyone interested, this is the config:

class CfgPatches
{
class Stuff
{
	units[] = {"Stuff"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class CfgVehicles
{
class Static;
class Stuff : Static
{
	scope = 2;
	model = "\Stuff\OilContainer.p3d";
	displayName = "Test Item";
	vehicleClass = "small_items";
};
};

[/quote']

you can pack wherever you want, but for convenience sake, especially when doing tests, i always pack in arma's directory for fewer clicks. To make you understand what i meant by the addon builder packing urls:

1. your folder on your P drive should contain everything that is needed. In it should be the p3d, the rvmats, config, etc without addon or whatever else.

2. your mod folder should obviously contain addons folder where the pbo should reside.

check your rpt after trying to spawn it manually. It should turn an error if it doesn't show it.

also, related to a certain degree. never use classnames like "stuff". always use something along the lines "tag_class" format. IE: dan_oilcontainer

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you can pack wherever you want, but for convenience sake, especially when doing tests, i always pack in arma's directory for fewer clicks. To make you understand what i meant by the addon builder packing urls:

1. your folder on your P drive should contain everything that is needed. In it should be the p3d, the rvmats, config, etc without addon or whatever else.

2. your mod folder should obviously contain addons folder where the pbo should reside.

check your rpt after trying to spawn it manually. It should turn an error if it doesn't show it.

also, related to a certain degree. never use classnames like "stuff". always use something along the lines "tag_class" format. IE: dan_oilcontainer

I've changed my config to get rid of the word stuff (although it is still in stuff.pbo)

class CfgPatches
{
class dan_oilcontainer
{
	units[] = {"dan_oilcontainer"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {};
};
};

class CfgVehicles
{
class Static;
class dan_oilcontainer : Static
{
	scope = 2;
	model = "\Stuff\OilContainer.p3d";
	displayName = "Test Item";
	vehicleClass = "small_items";
};
};

Interestingly, when I place in editor and press preview I get nothing in rpt:

12:44:20 Starting mission:

12:44:20 Mission file:

12:44:20 Mission world: VR

12:44:20 Mission directory:

12:44:22 Attempt to override final function - bis_functions_list

12:44:22 Attempt to override final function - bis_functions_listpreinit

12:44:22 Attempt to override final function - bis_functions_listpostinit

12:44:22 Attempt to override final function - bis_functions_listrecompile

12:44:22 Attempt to override final function - bis_fnc_missiontaskslocal

12:44:22 Attempt to override final function - bis_fnc_missionconversationslocal

12:44:22 Attempt to override final function - bis_fnc_missionflow

However, this time once I try your spawn code, I get something different altogether (I tried it twice and I got the error twice):

12:45:12 Starting mission:

12:45:12 Mission file:

12:45:12 Mission world: VR

12:45:12 Mission directory:

12:45:13 Attempt to override final function - bis_functions_list

12:45:13 Attempt to override final function - bis_functions_listpreinit

12:45:13 Attempt to override final function - bis_functions_listpostinit

12:45:13 Attempt to override final function - bis_functions_listrecompile

12:45:14 Attempt to override final function - bis_fnc_missiontaskslocal

12:45:14 Attempt to override final function - bis_fnc_missionconversationslocal

12:45:14 Attempt to override final function - bis_fnc_missionflow

12:45:18 Cannot create non-ai vehicle dans_oilcontainer,

12:46:54 Starting mission:

12:46:54 Mission file:

12:46:54 Mission world: VR

12:46:54 Mission directory:

12:46:56 Attempt to override final function - bis_functions_list

12:46:56 Attempt to override final function - bis_functions_listpreinit

12:46:56 Attempt to override final function - bis_functions_listpostinit

12:46:56 Attempt to override final function - bis_functions_listrecompile

12:46:56 Attempt to override final function - bis_fnc_missiontaskslocal

12:46:56 Attempt to override final function - bis_fnc_missionconversationslocal

12:46:56 Attempt to override final function - bis_fnc_missionflow

12:46:59 Cannot create non-ai vehicle dans_oilcontainer,

I'm unsure what this error actually means and what I can do about it though.

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oh, so it shows in the editor then? i have no clue about the non-ai error, i'll have a look over you p3d then

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oh, so it shows in the editor then? i have no clue about the non-ai error, i'll have a look over you p3d then

I can place it in the editor, but when I press preview it wont show up at all in game (same goes for spawning, it will let me spawn, but wont show it and gives me that error)

Edit:

Been trying all day, but no luck with getting it to show up once I press preview.

Edited by [EVO] Dan

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Dan;2971378']I can place it in the editor' date=' but when I press preview it wont show up at all in game (same goes for spawning, it will let me spawn, but wont show it and gives me that error)

Edit:

Been trying all day, but no luck with getting it to show up once I press preview.[/quote']

I have the same problem as well! Except I get an error :mad:

I exported my blend model into object builder,have the correct LODs, used UV editor to map textures, given the object a name. But still the same ******* error. (The model is for the CfgMagazines as well)

Also, why is it only letting me pick one texture when I have two textures?!? (e.g. Cooked texture and Raw texture)

Here is my model with the textures, p3d, config and the blend file: https://www.dropbox.com/s/h6zogw0iew39ewg/mymodel.zip?dl=0

Edited by Ranwer

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I wasn't able to figure it out the weekend myself. Hopefully someone can look at the p3d and tell me what I've done wrong.

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your problem is way simpler Dan.

there is no visual LOD. So there is nothing to see. (as in LOD 0 or LOD 1) whatever.

Geo LOD - simple convex shapes, closed and triangulated meshes. Needs to have components and some sort of mass

Shadow LOD - simple mesh, triangulated, closed and sharped shaded

@rawner - what error? Your geo lod is not a geo lod per say. see above. I don't get your question about textures, what do you mean by picking 2 textures?

You guys should really look over some tuts or at least the wiki before making any model

https://community.bistudio.com/wiki/LOD

https://community.bistudio.com/wiki/Oxygen_2_-_Manual#LODs

Edited by PuFu

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Thanks PuFu for having a look at that for me!

I went through the Burnes youtube tutorials. Maybe I missed that step about the LODs.

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I managed to get it to work, and I managed to get the Geometry to work as well. Thanks guys! I had a feeling it was going to be something stupid like that.

Anyway heres a few pictures of my mess:

http://steamcommunity.com/sharedfiles/filedetails/?id=489267209

http://steamcommunity.com/sharedfiles/filedetails/?id=489267163

http://steamcommunity.com/sharedfiles/filedetails/?id=489267120

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Hello,

i have the same problem but cant figure out why my model didnt show up. I am trying to include a simple cube not anything complex. But it simply didnt show up in the editor. Used the same scrit as above, renamed - packed again - new key to sign. Heres my script :

class CfgPatches
{
	class Martins_Cube
	{
		units[] = {"Martins_Cube"};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};		
	};
};

class CfgVehicles
{
	class Static;
	class Martins_Cube : Static
	{
		scope = 2;
		model = "\ma_inVacua\Martins_Cube.p3d";
		displayName = "RedCube";
		vehicleClass = "small_items";
	};
};

My model is a simple red cube.

 

I got the following ine the log files:

 0:13:14 C:\Program Files (x86)\Steam\steamapps\common\Arma 3\@ma_inVacua\addons\ma_invacua.pbo - unknown

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Make sure you add the "custom" lod when exporting from Blender as that was my problem, also make sure you have a geometry and Fire Geormetry LOD too. Your "custom" lod must have an unwrapped UV too.

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005f13fee9b6f8738aa2a9d50.png

Where do i find the settings you mentioned !?

 

I found Unwrap UV:

3580f9c898b23f53d4e72a54a.png

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