BobTheHunted 12 Posted January 22, 2017 (edited) I am fairly new to modding, but I haven't had this trouble up until recently. The issue I'm having is that sometimes after packing and binarizing my addon when I load ingame some of the materials for retextured objects aren't visible. Without modification of the addon, if I start a different instance of the game without changing anything, different objects have different missing materials. There is no pattern to what is missing either, it is truly confusing. Some versions of my addon don't have this issue at all, and it started happening again after I modified some textures and replaced the old ones in my mod folder. I didn't change anything other than the brightness of the textures in this case, so I don't see why this would change anything. And just to be clear, by materials I am referring to .rvmat files, and when I say they are missing, I mean they don't show up in game at all, no error message or anything. Nothing unusual in the addon builder log file either (as far as I can tell). At first I had thought maybe it's a problem with my addon loading before some addons it is dependent upon, and when added the dependencies to the CfgPatches, it "fixed" the problem. It's weird because it started happening again for some reason after I updated a few textures. No new addon dependencies or anything. Is there something I might be missing? Edited February 6, 2017 by BobTheHunted Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 22, 2017 Let me stop you right there and suggest you grab pboproject...it reports errors and will not binarize your mod if there are any present. Share this post Link to post Share on other sites
BobTheHunted 12 Posted January 22, 2017 (edited) 9 minutes ago, m1lkm8n said: Let me stop you right there and suggest you grab pboproject...it reports errors and will not binarize your mod if there are any present. Don't I want to binarize my .pbo? Also, the issues persists whether it's binarized or not. I will get pboproject though. Edit: where can I get pboproject? The only version I could find has barely any information on the requirements Edited January 22, 2017 by BobTheHunted Share this post Link to post Share on other sites
BobTheHunted 12 Posted January 22, 2017 pboproject just says all the textures and materials are missing, not sure what the problem there is, but it is probably just that I didn't set it up correctly Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 22, 2017 2 hours ago, BobTheHunted said: Don't I want to binarize my .pbo? Also, the issues persists whether it's binarized or not. I will get pboproject though. Edit: where can I get pboproject? The only version I could find has barely any information on the requirements Yes you do. What I'm saying is that pboproject won't let you do that if there are any error where are addonbuilder will still construct a pbo and you will be pulling your hair out trying to figure out what is wrong hehe. If it is saying your materials and textures are missing perhaps they are in the wrong location. What is the path to your textures? Share this post Link to post Share on other sites
BobTheHunted 12 Posted January 22, 2017 (edited) 1 hour ago, m1lkm8n said: Yes you do. What I'm saying is that pboproject won't let you do that if there are any error where are addonbuilder will still construct a pbo and you will be pulling your hair out trying to figure out what is wrong hehe. If it is saying your materials and textures are missing perhaps they are in the wrong location. What is the path to your textures? In my arma 3 project diretory, I have a second folder named "bthbc" which is my tag btw. In there I have my various different mod folders that would be compiled into pbos. For example for a texture for a reskin of mk20 I made, the directory is "P:\bthbc\BTHBC_IAWE\data\textures\mk20\mk20_IAWE_co.paa". The textures all work 100% of the time, it's the materials that are inconsistent upon opening the game. I will try to figure out how pboproject works, and see what errors it gives me EDIT: I installed everything as instructed, and this is the part of the text that it shows before it gives me an error Quote Warning: rapWarning: **********missing file(s)*************** Warning: bthbc\BTHBC_IAWE\config.cpp Line 28: \BTHBC_IAWE\UI\IAWE_insignia_ca.pa a Warning: bthbc\BTHBC_IAWE\config\CfgAmmo.hpp Line 4: \BTHBC_IAWE\data\thunderbol t.p3d Warning: bthbc\BTHBC_IAWE\config\CfgAmmo.hpp Line 95: \BTHBC_IAWE\data\thunderbo lt_HE.p3d Warning: bthbc\BTHBC_IAWE\config\CfgHeadGear.hpp Line 7: \BTHBC_IAWE\data\textur es\hazmat_tech_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgHeadGear.hpp Line 8: \BTHBC_IAWE\data\textur es\hazmat_tech.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgHeadGear.hpp Line 17: \BTHBC_IAWE\data\textu res\helmet_black_flat_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgHeadGear.hpp Line 18: \BTHBC_IAWE\data\textu res\headgear_helmet_black.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgWeapons.hpp Line 10: \BTHBC_IAWE\data\textur es\epg_64_body_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgWeapons.hpp Line 10: \BTHBC_IAWE\data\textur es\epg_64_optics_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgWeapons.hpp Line 11: \BTHBC_IAWE\data\textur es\epg_64_body.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgWeapons.hpp Line 12: \BTHBC_IAWE\data\epg64_ optic Warning: bthbc\BTHBC_IAWE\config\CfgWeapons.hpp Line 121: \BTHBC_IAWE\data\textu res\mk20\mk20_IAWE_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgWeapons.hpp Line 122: \BTHBC_IAWE\data\textu res\mk20\mk20_IAWE.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 9: \BTHBC_IAWE\data\textur es\IAWE_fatigues_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 9: \BTHBC_IAWE\data\textur es\hazmat_tech_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 10: \BTHBC_IAWE\data\textu res\IAWE_fatigues.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 10: \BTHBC_IAWE\data\textu res\hazmat_tech.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 26: \BTHBC_IAWE\data\textu res\clothing_hazmat_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 26: \BTHBC_IAWE\data\textu res\hazmat_tech_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 27: \BTHBC_IAWE\data\textu res\hazmat.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 27: \BTHBC_IAWE\data\textu res\hazmat_tech.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 45: \BTHBC_IAWE\data\textu res\mech_coveralls_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 46: \BTHBC_IAWE\data\textu res\mech_coveralls.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 63: \BTHBC_IAWE\data\textu res\lab_coveralls_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgUniforms.hpp Line 64: \BTHBC_IAWE\data\textu res\lab_coveralls.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgVests.hpp Line 7: \BTHBC_IAWE\data\textures\ IAWE_vests_blk_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgVests.hpp Line 17: \BTHBC_IAWE\data\textures \IAWE_vests_blk_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 26: \BTHBC_IAWE\data\textu res\IAWE_fatigues_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 26: \BTHBC_IAWE\data\textu res\hazmat_tech_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 26: \BTHBC_IAWE\UI\IAWE_in signia_ca.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 27: \BTHBC_IAWE\data\textu res\IAWE_fatigues.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 27: \BTHBC_IAWE\data\textu res\hazmat_tech.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 68: \BTHBC_IAWE\data\textu res\clothing_hazmat_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 68: \BTHBC_IAWE\data\textu res\hazmat_tech_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 68: \BTHBC_IAWE\UI\IAWE_in signia_ca.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 69: \BTHBC_IAWE\data\textu res\hazmat.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 69: \BTHBC_IAWE\data\textu res\hazmat_tech.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 83: \BTHBC_IAWE\data\textu res\mech_coveralls_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 84: \BTHBC_IAWE\data\textu res\mech_coveralls.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 99: \BTHBC_IAWE\data\textu res\lab_coveralls_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgSoldiers.hpp Line 100: \BTHBC_IAWE\data\text ures\lab_coveralls.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 7: \BTHBC_IAWE\data\textur es\balaclava_black_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 7: \BTHBC_IAWE\data\textur es\ssb_g_combat_black_ca.paa Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 8: \BTHBC_IAWE\data\textur es\balaclava_black.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 8: \BTHBC_IAWE\data\textur es\ssb_g_combat.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 19: \BTHBC_IAWE\data\textu res\ssb_mask_black_co.paa Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 19: \BTHBC_IAWE\data\textu res\ssb_g_combat_black_ca.paa Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 20: \BTHBC_IAWE\data\textu res\ssb_mask_black.rvmat Warning: bthbc\BTHBC_IAWE\config\CfgFacewear.hpp Line 20: \BTHBC_IAWE\data\textu res\ssb_g_combat.rvmat rapWarning: **********missing file(s)*************** rapify failed. View->output (bthbc\BTHBC_IAWE) BTHBC_IAWE.pbo not produced due to error(s) Job(s) completed in 1secs on Sat Jan 21 22:04:35 2017 Edited January 22, 2017 by BobTheHunted Added part of log file Share this post Link to post Share on other sites
BobTheHunted 12 Posted January 22, 2017 (edited) Ok, I managed to get the directory working, and the pbo was created in pboproject without error. There has to be something wrong here Edit: I also noticed that the RPG 42 model doesn't load properly for some reason, showing only what appears to be the smallest LOD of the model. I do have a properly configured RPG retexture, but this affects both the mod version and the vanilla launcher Edited January 22, 2017 by BobTheHunted Share this post Link to post Share on other sites
m1lkm8n 411 Posted January 22, 2017 Can you post an rvmat via pastebin Share this post Link to post Share on other sites
BobTheHunted 12 Posted January 22, 2017 8 hours ago, m1lkm8n said: Can you post an rvmat via pastebin Hear is one that sometimes works, sometimes doesn't. http://pastebin.com/FAd2Vk9S I don't know why it would work sometimes if I configured it wrong, but maybe I am missing something obvious Share this post Link to post Share on other sites
BobTheHunted 12 Posted January 25, 2017 Well, if anyone knows what the issue might be, I would appreciate it. For now I will try to figure it out on my own Share this post Link to post Share on other sites
BobTheHunted 12 Posted February 4, 2017 I still am not making any progress with this. Sometimes the materials load, sometimes they don't, sometimes it seems like they are only loading partially, as the normal map or specular map aren't visible, but the proper thermal imaging texture is used. I must be missing something here. Perhaps my custom normal maps and/or specular maps aren't saved correctly? I don't know, but this is absolutely confusing. If anyone does read this and might be able to point me in the right direction, it would be much appreciated. Share this post Link to post Share on other sites
BobTheHunted 12 Posted February 24, 2017 This only seems to happen on .rvmat files where I have my own nohq and smdi texture files. So I guess I must be doing something wrong with those. Still trying to figure this out. If anyone else has the same or similar issues let me know, I am really curious as to why this happens Share this post Link to post Share on other sites
Rabid Squirrel 149 Posted May 4, 2017 Hey there, Having the same issue here, however, possibly slightly different. I only have cases of the .rvmats not loading when I am applying them via the config (i.e. I use hiddenSelectionsMaterials to load the new materials). The ones that I have "hard coded" on the .p3d file itself work without fail every single time. However it seems like a waste of precious MB to go and duplicate my .p3d files just to change what material they are using. Another thing I've noticed is that they sometimes work perfectly fine if not viewed in the Arsenal first. So if you load them from a script like 15 to 20 minutes into a mission, they load perfectly fine. I have posted about this before here: It is nice to know that someone else is encountering a similar problem, hopefully we can figure it out together. Share this post Link to post Share on other sites