Ex3B 265 Posted December 30, 2018 I recently made a small 2x internal AMRAAM rack, and then a 2x rack of a new missile based on that. Its an interal rack, basiaclly just with offset proxies for internal missiles for a F-35 weapon bay. It works fine, except I get these message: " No entry 'bin\config.bin/CfgMagazines/PylonRack_Missile_AMRAAM_D_Clone_INT_x2.picture " Why am I getting this message? Here is my config: Spoiler //AMRAAM_INTx2 #define true 1 #define false 0 class CfgPatches { class AMRAAM_INT { units[] = {}; weapons[] = { //10 "weapon_AMRAAMLauncher_Clone", "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1", //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2", "PylonRack_Missile_AMRAAM_D_Clone_INT_x2" }; requiredVersion = 0.10; requiredAddons[] = {}; }; }; class CfgWeapons { class weapon_AMRAAMLauncher; class weapon_AMRAAMLauncher_Clone: weapon_AMRAAMLauncher { magazines[] = { "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1", //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2", "PylonRack_Missile_AMRAAM_D_Clone_INT_x2" }; }; }; class CfgMagazines { class magazine_Missile_AMRAAM_x1; class PylonRack_Missile_AMRAAM_D_Clone_INT_x2: magazine_Missile_AMRAAM_x1 { ammo = "ammo_Missile_AMRAAM_D"; displayName = "AMRAAM D x2"; model="\CA\AMRAAM_INTx2\Pylon\PylonRack_Missile_AMRAAM_D_x2_F"; count = 2; hardpoints[]= { "B_AMRAAM_D_INT_CLONEx2" }; pylonWeapon = "weapon_AMRAAMLauncher_Clone"; }; class PylonMissile_Missile_AMRAAM_D_INT_x1; // class PylonMissile_Missile_AMRAAM_D_Clone_INT_x2: PylonMissile_Missile_AMRAAM_D_INT_x1 // { // displayName = "AMRAAM D x2"; // 40 // count = 2; // hardpoints[]= // { // "B_AMRAAM_D_INT_CLONEx2" // }; // pylonWeapon = "weapon_AMRAAMLauncher_Clone"; // }; class PylonMissile_Missile_AMRAAM_D_Clone_INT_x1: PylonMissile_Missile_AMRAAM_D_INT_x1 { displayName = "AMRAAM D x1"; //50 count = 1; hardpoints[]= { "B_AMRAAM_D_INT_CLONE" }; pylonWeapon = "weapon_AMRAAMLauncher_Clone"; }; }; Do I need to add some line of code there to define a picture? for what purpose? I don't see any such entry in the configs from the Jets DLC, so what gives? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted December 30, 2018 Should fill in requiredAddons properly, so that your addon looks for the parameter in magazine_Missile_AMRAAM_x1 after that class from the core game data is loaded Try adding A3_Data_F_Tank_Loadorder Share this post Link to post Share on other sites
Ex3B 265 Posted December 31, 2018 Thanks, that still does not seem to have solved it.... however it now shows up as the 2nd error message that pops up instead of the first. The first message I get is: Cannot open object ca\air\flag_plane_big.p3d So for the amraam related message. I have a folder named AMRAAM_INTx2, in it is a config file: Spoiler //AMRAAM_INTx2 #define true 1 #define false 0 class CfgPatches { class AMRAAM_INT { units[] = {}; weapons[] = { //10 "weapon_AMRAAMLauncher_Clone", "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1", //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2", "PylonRack_Missile_AMRAAM_D_Clone_INT_x2" }; requiredVersion = 0.10; requiredAddons[] = {"A3_Weapons_F_Jets", "A3_Data_F_Tank_Loadorder"}; }; }; class CfgWeapons { class weapon_AMRAAMLauncher; class weapon_AMRAAMLauncher_Clone: weapon_AMRAAMLauncher { magazines[] = { "PylonMissile_Missile_AMRAAM_D_Clone_INT_x1", //"PylonMissile_Missile_AMRAAM_D_Clone_INT_x2", "PylonRack_Missile_AMRAAM_D_Clone_INT_x2" }; }; }; class CfgMagazines { class magazine_Missile_AMRAAM_x1; class PylonRack_Missile_AMRAAM_D_Clone_INT_x2: magazine_Missile_AMRAAM_x1 { ammo = "ammo_Missile_AMRAAM_D"; displayName = "AMRAAM D x2"; model="\CA\AMRAAM_INTx2\Pylon\PylonRack_Missile_AMRAAM_D_x2_F"; count = 2; hardpoints[]= { "B_AMRAAM_D_INT_CLONEx2" }; pylonWeapon = "weapon_AMRAAMLauncher_Clone"; }; class PylonMissile_Missile_AMRAAM_D_INT_x1; // class PylonMissile_Missile_AMRAAM_D_Clone_INT_x2: PylonMissile_Missile_AMRAAM_D_INT_x1 // { // displayName = "AMRAAM D x2"; // 40 // count = 2; // hardpoints[]= // { // "B_AMRAAM_D_INT_CLONEx2" // }; // pylonWeapon = "weapon_AMRAAMLauncher_Clone"; // }; class PylonMissile_Missile_AMRAAM_D_Clone_INT_x1: PylonMissile_Missile_AMRAAM_D_INT_x1 { displayName = "AMRAAM D x1"; //50 count = 1; hardpoints[]= { "B_AMRAAM_D_INT_CLONE" }; pylonWeapon = "weapon_AMRAAMLauncher_Clone"; }; }; and a "pylon" folder which contains: PylonRack_Missile_AMRAAM_D_x2_F.p3d and CfgNonAIVehicles Spoiler class CfgNonAIVehicles { class ProxyWeapon; class ProxyPylonRack_Missile_AMRAAM_D_x2_F: proxyWeapon //classname bust be Proxy### where ### is the p3d name { model = "\CA\AMRAAM_INTx2\Pylon\PylonRack_Missile_AMRAAM_D_x2_F"; simulation = pylonpod; //maverickWeapon; }; }; Note that I make clones of the vanilla weapons, so that my mod doesn't affect vanilla weapons As for the other error message, my main mod folder structure goes like: CA\ ....Air\Data (No configs or .p3ds in here, just some rvmat files and an anims folder ....Air2\ .............Data (contains a jpg, and a folder with 2 .paas) ..............F35B: .......................config_e Spoiler //F-35B JSF: #define true 1 #define false 0 class CfgPatches { class CAAir2_F35B { units[] = {"F35F"}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {"A3_Air_F_Jets"}; }; }; ....................config: Spoiler //F-35B JSF: #define true 1 #define false 0 class CfgPatches { class CAAir2_F35B { units[] = {"F35F"}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {"A3_Air_F_Jets"}; }; }; class SensorTemplatePassiveRadar; class SensorTemplateAntiRadiation; class SensorTemplateActiveRadar; class SensorTemplateIR; class SensorTemplateVisual; class SensorTemplateMan; class SensorTemplateLaser; class SensorTemplateNV; class SensorTemplateDataLink; class DefaultVehicleSystemsDisplayManagerLeft { class components; }; class DefaultVehicleSystemsDisplayManagerRight { class components; }; class VehicleSystemsTemplateLeftPilot: DefaultVehicleSystemsDisplayManagerLeft { class components; }; class VehicleSystemsTemplateRightPilot: DefaultVehicleSystemsDisplayManagerRight { class components; }; class Eventhandlers; class CfgVehicles { class Air; class Plane : Air { class HitPoints; // class AnimationSources; // class Components; // class ViewPilot; }; class Plane_Base_F: Plane // new { class AnimationSources; class HitPoints: HitPoints { class HitHull; }; class Components; class ViewPilot; }; class Ejection_Seat_Base_F; class Plane_Canopy_Base_F; class PlaneWreck; //class Plane_Fighter_01_Base_F: Plane_Base_F //{ //}// end new class PlaneWreck; // class Plane_Base_F; class Plane_Fighter_01_Base_F; class F35_base: Plane_Fighter_01_Base_F ..... and so on... nothing referencing a flag_plane_big.p3d ...... model file, .p3d files, a data folder with rvmats... etc I don't see why it would be asking for some .p3d model... Share this post Link to post Share on other sites
da12thMonkey 1943 Posted December 31, 2018 ca\air\flag_plane_big.p3d is the old Arma 2 flag proxy model. It's possibly in an LOD of one of your models if you ported anything from the A2 licensed data. Should be looking for a3\air_f\data\plane_flag_big_f.p3d All objects with ca\... root folders instead of a3\... are wrongly ported. Share this post Link to post Share on other sites
Ex3B 265 Posted December 31, 2018 ok, so i changed the inheritance on the missile racks to the amraam x racks instead of the magazine, and those error messages went away. as for the .p3ds... I got rid of the proxies in the model from arma 2 samples... that went away... then I realized all the other textures it was asking for were specifie in the rvmats.... i tried to edit them to refer to current a3 files... but they come out looking weird like: Spoiler raP ú ambient €? €? €? €?diffuse €? €? €? €?forcedDiffuse emmisive €?specular €? €? €? specularPower HB PixelShaderID Super VertexShaderID Super Stage1 I Stage2 ù Stage3 « Stage4 U Stage5 ÿ Stage6 « Stage7 W ú texture #(argb,8,8,3)color(0.5,0.5,1,1,NOHQ) uvSource tex uvTransform ž ù aside €? up €? dir pos ù texture #(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT) uvSource tex uvTransform P « aside €? up €? dir pos « texture #(argb,8,8,3)color(0,0,0,0,MC) uvSource tex uvTransform ú U aside €? up €? dir pos U texture #(argb,8,8,3)color(1,1,1,1,AS) uvSource tex uvTransform ¤ ÿ aside €? up €? dir pos ÿ texture #(argb,8,8,3)color(0,1,1,1,SMDI) uvSource tex uvTransform P « aside €? up €? dir pos « texture #(ai,32,128,1)fresnel(0.98,0.31) uvSource tex uvTransform ü W aside €? up €? dir pos W texture a3\data_f\env_land_co.paa uvSource tex uvTransform Ÿ ú aside €? up €? dir pos ú As you can see i tried to edit the parts that looked like real text, "a3\data_f\env_land_co.paa" but that caused a crash to desktop error... I guess I need a texteditor friendly source for those files ah found them in the a2 samples, I shouldnt have extracted them like I did for the textures Share this post Link to post Share on other sites