fitzee 7 Posted October 12, 2007 I've tried a number of different ways, all ending with the model untextured in buldozer and crashing Arma. Share this post Link to post Share on other sites
opteryx 1562 Posted October 16, 2007 Bump, same here. I know people have already done this so there's probably a ridiculously simple solution. Share this post Link to post Share on other sites
Synide 0 Posted October 16, 2007 i'm not quite sure what you're referring too... but i have my QG contents uexpanded like so... P:\ = ArmAWork - as per the mapdisk.bat... the contents of the dbe1 mod folder is extracted to the following locations... P:\DBE1\Models_DBE1.... P:\DBE1\Sara_DBE1... the contents of the following pbo's from the game default AddOns folder is extracted to the following locations... dbe1.pbo -> P:\CA\DBE1... desert2.pbo -> P:\CA\Desert2 i didn't bother with cutsceneAnims.pbo... dunno is that helps... Share this post Link to post Share on other sites
opteryx 1562 Posted October 17, 2007 Sorry that doesn't work, there are still plenty of untextured objects. Share this post Link to post Share on other sites
Synide 0 Posted October 17, 2007 do you have a folder called 'ca' on your P:\ drive? and does that 'ca' folder can the appropriate extracted pbo's from the ArmA\AddOns folder? eg. buildings.pbo from the ArmA\AddOns folder should be extracted with say cpbo.exe. you should then look at the text file in the extracted folder called $PBOPREFIX$. it's a plain text file and is a place holder file used by the community pbo tools so that when they compress it back into a pbo they use the virtual path mentioned in the file for the header in the pbo. ok, so, for example the buildings.pbo extracted will have 'ca\buildings' in the $PBOPREFIX$ file. so, this is where you should move this content to on your P:\. that is, P:\ca\buildings.... always check the $PBOPREFIX$ file for the proper place to put the extracted contents. also, currently with the RC3 Vistor3 i'm pretty sure you need to change all the textures to tga 'cause i think it's having problems reading the .paa, .pac format atm. And, you need to convert all the rvmat files from there rapified version to there text version. and then move them back into the correct place but renamed .rvmat (thereby replacing the original rapified) and, you need a complete and proper .cpp for the island... that's all i can think of atm... seems to be all working for me... Share this post Link to post Share on other sites
opteryx 1562 Posted October 17, 2007 Quote[/b] ]do you have a folder called 'ca' on your P:\ drive?and does that 'ca' folder can the appropriate extracted pbo's from the ArmA\AddOns folder? Yes of course. Quote[/b] ]you should then look at the text file in the extracted folder called $PBOPREFIX$. it's a plain text file and is a place holder file used by the community pbo tools so that when they compress it back into a pbo they use the virtual path mentioned in the file for the header in the pbo.ok, so, for example the buildings.pbo extracted will have 'ca\buildings' in the $PBOPREFIX$ file. so, this is where you should move this content to on your P:\. that is, P:\ca\buildings.... always check the $PBOPREFIX$ file for the proper place to put the extracted contents. Right, I'll have a look into that, I'm pretty sure it's correct, but I've learn that double checking isn't always sufficient. Quote[/b] ]also, currently with the RC3 Vistor3 i'm pretty sure you need to change all the textures to tga 'cause i think it's having problems reading the .paa, .pac format atm. How come this is necessary with Queens Gambit content and not default ArmA content? Quote[/b] ]And, you need to convert all the rvmat files from there rapified version to there text version. and then move them back into the correct place but renamed .rvmat (thereby replacing the original rapified) For all objects? Most have textures, some don't. Quote[/b] ]and, you need a complete and proper .cpp for the island... that's all i can think of atm... seems to be all working for me... Certainly, but how is that related to this? Share this post Link to post Share on other sites
Synide 0 Posted October 17, 2007 lol, yeah you're probably right there, after just having another look at my setup... as soon as i got the folder locations correct all the QG content objects were quite visible in Vistor3->Buldozer for me... yeah, forget the paa->tga stuff, only mentioned 'cause when i was using the UV editor it didn't like them as paa, when i was inspecting the mappings for some of the buildings... as far the the rvmat conversion... i converted them to there txt file equivalents 'cause i wanted alter them etc. - the island rv's that is... the objects will all work fine as long as they are in the right place... the only reason i mentioned the config is 'cause sometimes people have wrp'd there island and have consequently updated there config to reference the wrp version and then wonder why when they make alterations to there island in Vis3 and try previewing the island it'll still use the wrp version as referenced in the config... but, now i think about it, from previous posts you should be pretty on to it with you're Vis stuff... so, ignore most of that post and just double check you're folder structures, 'cause I can see all QG & ArmA content fine in Buldozer from both O2PE and Vis3... Share this post Link to post Share on other sites
opteryx 1562 Posted October 17, 2007 Thanks for the $PBOPREFIX$ tip, worked like a charm. Although there's two TV buildings where's one version of them is still not completely textured, but that's probably just an unfinished thing. Share this post Link to post Share on other sites