bravo 6 0 Posted May 21, 2008 i noticed when i updated ArmA 1.08 to 1.14 got an error when executing buldozer, this error i never had. Can you guys confirm this, or its just me? Any solutions? 1024x768 1024x768 1024x768 Edit: added more info and path. Edit2: <span style='font-size:13pt;line-height:100%'>Procedure to make Visitor3 work with Version 1.14:</span> Installed the new BI_Editing_Tools.zip. (i didn't unistalled older version.) <span style='color:blue'>Deleted</span> the following folders: <ul>P:\bin P:\core P:\ca\buildings P:\ca\misc P:\ca\plants P:\ca\roads P:\ca\rocks <span style='color:blue'>Extracted</span> the following .pbos from Version 1.14 <ul>D:\Program files\Bohemia Interactive\ArmA\AddOns\buildings.pbo to-> P:\ca\ D:\Program files\Bohemia Interactive\ArmA\AddOns\misc.pbo to -> P:\ca\ D:\Program files\Bohemia Interactive\ArmA\AddOns\plants.pbo to -> P:\ca\ D:\Program files\Bohemia Interactive\ArmA\AddOns\roads.pbo to -> P:\ca\ D:\Program files\Bohemia Interactive\ArmA\AddOns\rocks.pbo to -> P:\ca\ D:\Program files\Bohemia Interactive\ArmA\AddOns\cti_buildings.pbo to -> P:\ca\ C:\Program Files\Bohemia Interactive\ArmA\Dta\bin.pbo to P:\ C:\Program Files\Bohemia Interactive\ArmA\Dta\core.pbo to P:\ (Make sure these last 2 (bin.pbo and core.pbo) are extracted to the root of P:\, ie, you must have P:\bin\ and P:\core\ folders. Overwrite if you did not deleted the exiting files. It should work. Make sure you do NOT put them in your P:\ca folder) <span style='color:blue'>Activate the cursor in Visitor3:</span> <ul>Place ---->>> cursor.rar in your P:\core folder. There should now be a P:\core\cursor folder. If you did the 1st steps you should have P:\bin\config.bin from version 1.14. Convert the config.bin to config.cpp. For that I used the keygetys tools (unRap to convert config.bin to config.cpp) Open your P:\bin\config.cpp and make sure the following lines are present. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> forceArrowModel = "core\cursor\forcearrowmodel.p3d"; is present in the CfgCoreData class. Make sure that... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EditCursor { model = "\core\cursor\cursor.p3d"; simulation="EditCursor"; }; ...is present in the 'CfgNonAIVehicles' class. It should be ok, it worked fine with me... should work for you aswell if the tools are installed correctly. Good luck and good inspirations! Share this post Link to post Share on other sites
suma 8 Posted May 21, 2008 Until updated tools are release, you need to update your unpacked data - the easiest way is to unpack the DTA pbos from the patch. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted May 21, 2008 Until updated tools are release, you need to update your unpacked data - the easiest way is to unpack the DTA pbos from the patch. Works a treat, thanks! EDIT Although my arrow has vanished again Share this post Link to post Share on other sites
bravo 6 0 Posted May 21, 2008 Thanks Suma! edit: I just tryed the new DTAs from v1.14 and still have the same error. Can't enter Buldozer. Share this post Link to post Share on other sites
maruk 80 Posted May 21, 2008 I recommend using the latest tools from BI community site. To clarify further: P:\bin folder on your working drive needs to be for the same version as your ArmA. The latest tool release is for ArmA 1.14. Share this post Link to post Share on other sites
bravo 6 0 Posted May 21, 2008 now we are talking edit: thanks! I go back to work now.. *runs* Share this post Link to post Share on other sites
Synide 0 Posted May 21, 2008 EDIT Although my arrow has vanished again Rock, You extracted the bin.pbo from 1.14 and then copied the contents of that extraction over to your P:\bin folder, correct? Unrapify the 'new' 1.14 config.bin in P:\bin to it's text format equivalent. Open in your fav. Text Editor and replace the line... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> forceArrowModel="core\default\default.p3d"; .... with .... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> forceArrowModel="core\cursor\ForceArrowModel.p3d"; Make sure that the P:\core\cursor\ForceArrowModel.p3d exists. It should be there from the previous tools release. And lastly, in Vistor3 make sure you have forgotten to press the 'h' key... PS. Try making yourself a 'custom' pointer for Vistor... it's FUN !!! I made a giant toe the other day for my pointer... Share this post Link to post Share on other sites
bravo 6 0 Posted May 21, 2008 I don't have the ForceArrowModel.p3d in P:\core Can anyone give me a kick solution? i need the pointer Share this post Link to post Share on other sites
Synide 0 Posted May 21, 2008 I don't have the ForceArrowModel.p3d in P:\coreCan anyone give me a kick solution? i need the pointer  It should be in 'P:\core\cursor' - there should be a 'forceArrowModel.p3d' p3dm mlod and a 'cursor.p3d' p3dm mlod. This 'cursor' folder would have been created and the config's amended on a previous 'Tools Suite' install. Download the latest BI Tools Suite release and install everything. Share this post Link to post Share on other sites
bravo 6 0 Posted May 22, 2008 edit: arf.. double post deleted Share this post Link to post Share on other sites
bravo 6 0 Posted May 22, 2008 I don't have the ForceArrowModel.p3d in P:\coreCan anyone give me a kick solution? i need the pointer It should be in 'P:\core\cursor' - there should be a 'forceArrowModel.p3d' p3dm mlod and a 'cursor.p3d' p3dm mlod. This 'cursor' folder would have been created and the config's amended on a previous 'Tools Suite' install. Download the latest BI Tools Suite release and install everything. im using the new tools released in this thread. I deleted the old p:\core and installed based on the new version 1.14. And then i installed the new released tools for 1.14. edit: I extracted the new bin.pbo and core.pbo from version 1.14 and theres no ''P:\core\cursor''. Share this post Link to post Share on other sites
Synide 0 Posted May 22, 2008 Place ---->>> cursor.rar in your P:\core folder. Right click on cursor.rar and select 'Extract Here' from the winrar context menu. There should now be a P:\core\cursor folder. Open your P:\bin\config.cpp and make sure the following lines are present. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> forceArrowModel = "core\cursor\forcearrowmodel.p3d"; is present in the CfgCoreData class. Make sure that... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EditCursor { Â Â model = "\core\cursor\cursor.p3d"; Â Â simulation="EditCursor"; }; is present in the 'CfgNonAIVehicles' class... You should be good to go... although this should be all present and accounted for if the tools are installed correctly. Share this post Link to post Share on other sites
bravo 6 0 Posted May 22, 2008 sorry for this "ignorant" question.. but i have config.bin and not config.cpp, how can i convert it to config.cpp so i can change it? Share this post Link to post Share on other sites
Synide 0 Posted May 22, 2008 sorry for this "ignorant" question..but i have config.bin and not config.cpp, how can i convert it to config.cpp so i can change it? most people use keygetys unrap.exe or eliteness.exe. BIS include 2 tools called 'CfgConvert.exe' for specifically converting binarized 'config' files to text format and vice-versa. It would have been installed under your BinMake folder. The other BIS tool is 'CfgConvertFileChng.exe'. It is used specifically for converting .rvmat files. Both these tidbits of information can be found in the various readme.txt's installed with the BIS tools. I suggest you peruse them at some time... They are a little 'awkward' to use as they are DOS command line progs. However, if you are up to the task you can write a couple of little batch files to wrap them and add a few lines to the registry and you can have 'right-click' context menus for them... which is what I did... as you are not quite sure how to open a config.bin file I suggest you download keygetys tool pack and install unrap.exe. Share this post Link to post Share on other sites
dmitri 0 Posted May 22, 2008 Has anyone successfully done the import sat\mak map, paa --> png process in Visitor since patching and installing the updated tools? I'm having problems with viewing my island in Buldozer. First load after conversion to paa is fine. After that, all I'm seeing is ocean with what appears to be black "poly artifacts" (for lack of better description) in the distance. Nothing has changed in my island's source since updating to 1.14. Share this post Link to post Share on other sites
bravo 6 0 Posted May 22, 2008 Has anyone successfully done the import sat\mak map, paa --> png process in Visitor since patching and installing the updated tools?I'm having problems with viewing my island in Buldozer. First load after conversion to paa is fine. After that, all I'm seeing is ocean with what appears to be black "poly artifacts" (for lack of better description) in the distance. Nothing has changed in my island's source since updating to 1.14. yes i can do all like before. It works fine. Check the "Tools\system preferences" i have this in mine ("D:\Program files\Bohemia Interactive\ArmA\ArmA.exe" -window -buldozer) Share this post Link to post Share on other sites
dmitri 0 Posted May 22, 2008 Yeah, that setting is fine, as before. I'm downgrading to 1.08 to see if it's an issue with my island or the new update. Share this post Link to post Share on other sites
bravo 6 0 Posted May 22, 2008 Yeah, that setting is fine, as before. I'm downgrading to 1.08 to see if it's an issue with my island or the new update. don't... try this first: i quote what RockofSL said to me: Quote[/b] ]All i did was extract:C:\Program Files\Bohemia Interactive\ArmA\Dta\bin.pbo C:\Program Files\Bohemia Interactive\ArmA\Dta\core.pbo Move the folders to the root of my P:\ drive overwriting the exiting files and it worked. Make sure you DONT put them in your P:\CA folder. not sure but might be that. good luck. Share this post Link to post Share on other sites
dmitri 0 Posted May 22, 2008 I did try this, no luck. Everything seems fine in 1.08 and the previous itteration of BITools. With the latest tools, Buldozer skips the "preparing surface materials"\"inserting objects" phase on the second load of the island (first load after conversion is fine). I probably just need to do a fresh install, my directory is horribly bloated. I'll try 1.14 again when I get time. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted May 22, 2008 Not having any problems here. Installed the 1.14 patch, then installed all the tools over the existing tool programs - didn't uninstall anything. Share this post Link to post Share on other sites
ProwlerWolf 0 Posted May 22, 2008 I did the same as Nicholas Bell. But my island crashes to desktop with no popup errors when I place a large number of units down and preview. This is just my map though and I'm going to try and reinstalling arma with 1.14 and the new tools. Share this post Link to post Share on other sites
dmarkwick 261 Posted May 23, 2008 If, like me, you use another drive letter other than P: for your projects, you'll need to tell Visitor 3 that in one of the options windows after installing the new release over the top of the old one. Apart from that one glitch, I also had no problems simply installing over the top. Share this post Link to post Share on other sites
icfhoop 0 Posted May 23, 2008 Ok first off like bravo 6, my cursor is gone, I am a bit confused on how to get it back in, I dled the cursor rar file, but im confused on what to do, and second, anybody else having trouble seeing there terrain in Visitor, cause i can connect to bulldozer, and see my textured tewrrain, but not in visitor. Share this post Link to post Share on other sites
bravo 6 0 Posted May 23, 2008 Synide, thank you very much for the Red Cursor you gave me! Works splendid, better then the old white one. 1024x768 Tomorrow, with more time, ill explain in the 1st post of this thread what i did to make the red cursor work with the new tools for ArmA version 1.14. Again: Thanks Synide! Share this post Link to post Share on other sites
Synide 0 Posted May 24, 2008 @bravo6... no worries... as I said b4... you can have any sort of model you like as the 'pointer' - you could even have a can-can girl doing a short anim high-kick if you wished... it's just another model... the 'redness' to which you refer was just a quick alteration to the 'ForceArrowModel.p3d' and replaced the texture with a procedural red texture... not hard stuff. cheers, sy Share this post Link to post Share on other sites