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Getting Map Ingame

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Hello, I am at the point now were I would like to get my map ingame, I've read tutorials, and the biki, but im a little hesitant so I just want to ask real quick. What exactly do I need to do in order to pbo the folder, like what files do I need in the folder that I will pbo? Thank you.

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Check out the Schmalfelden source files and compare. It contains what you need. Guess the BIS Sample Map is a smaller download with the same info, although it contains a few more the minimum to serve as examples.

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Can I use the config.ccp that is in that folder?

ALSO: does the folder that becomes pbo'd need to be in the P: drive?

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The config file will need editing, although you use one of these as a base. At a minimum you will want to replace all the references to "Schmalfelden" or "Sample Map" with the name of your map, or you won't see it in the game editor. Search "config" in the forum for more information on other aspects of the config file.

For doors and ladders to work your map folder needs to be in the P:\ca folder. Check out these threads:

http://www.flashpoint1985.com/cgi-bin....t=69737

http://www.flashpoint1985.com/cgi-bin....t=73503

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Ok this is the config I am using to get my map ingame, although I still dont see it in the editor island selector,

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class Samawah {

units[] = {};

worlds[] = {Samawah};

requiredVersion = 0.1;

};

};

class DefaultLighting; // External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds {

class DefaultClutter {

scaleMin = 0.9;

scaleMax = 1.4;

};

class DefaultWorld; // External class reference

class Intro : DefaultWorld {};

class Samawah : Intro {

access = 3;

cutscenes[] = {"DesertIntro1"};

description = "As Samawah";

icon = "";

worldName = "\As Samawah\Samawah.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -40; // positive is east

latitude = -40; // positive is south

class Grid //OFP style Aa00 - JJ99

{

//colorGrid[]={0,0,1,1};

//colorGridMap[]={0,0,1,1};

offsetX=0;

offsetY=0;

class Zoom0

{

zoomMax=0.2;

format="XY";

formatX="Aa";

formatY="00";

stepX=256;

stepY=256;

};

class Zoom1

{

zoomMax=1.0;

format="XY";

formatX="A-";

formatY="0-";

stepX=2560;

stepY=2560;

};

}

startTime = 8:30;

startDate = 07/06/2007;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {1272.84, 150.0, 14035};

centerPosition[] = {2500, 2500, 300};

ilsPosition[] = {2545, 3000};

ilsDirection[] = {0, 0.08, 1};

ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};

ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};

drawTaxiway = 0;

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

fullDetailDist = 5;

minTreesInForestSquare = 3;

minRocksInRockSquare = 4;

class clutter {

class GrassGeneral : DefaultClutter {

model = "ca\plants\clutter_grass_general.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class GrassFlowers : GrassGeneral {

model = "ca\plants\clutter_grass_flowers.p3d";

};

class GrassLong : GrassGeneral {

model = "ca\plants\clutter_grass_long.p3d";

affectedByWind = 0.6;

scaleMin = 0.6;

scaleMax = 1.1;

};

class GrassSevenbeauty : GrassGeneral {

model = "ca\plants\clutter_grass_sevenbaeuty.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassYellow : GrassGeneral {

model = "ca\plants\clutter_grass_yellow.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassDesert : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

};

class ForestFern : GrassGeneral {

model = "ca\plants\clutter_forest_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class SmallRocks : GrassGeneral {

model = "ca\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

class FlowersColor : GrassGeneral {

model = "ca\plants\clutter_smetanka.p3d";

};

class FlowersWhite : GrassGeneral {

model = "ca\plants\clutter_white_flower.p3d";

};

class MushroomsHorcak : GrassGeneral {

model = "ca\plants\clutter_horcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class MushroomsPrasivka : MushroomsHorcak {

model = "ca\plants\clutter_prasivky.p3d";

};

class MushroomsBabka : MushroomsHorcak {

model = "ca\plants\clutter_babka.p3d";

};

class MushroomsMuchomurka : MushroomsHorcak {

model = "ca\plants\clutter_muchomurka.p3d";

};

};

class Subdivision {

class Fractal {

rougness = 5;

maxRoad = 0.02;

maxTrack = 0.5;

maxSlopeFactor = 0.05;

};

class WhiteNoise {

rougness = 2;

maxRoad = 0.01;

maxTrack = 0.05;

maxSlopeFactor = 0.0025;

};

minY = 0.0;

minSlope = 0.02;

};

class Ambient {

class BigBirds {

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 0.2;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {

class Seagull {

probability = 0.2;

cost = 1;

};

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";

cost = 1;

};

class ButterFly {

probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";

cost = 1;

};

};

};

class BigInsectsAquatic {

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {

class DragonFly {

probability = 1;

cost = 1;

};

};

};

class WindClutter {

radius = 10;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.4 * hills";

cost = 1;

};

class FxWindLeaf1 {

probability = "0.2 * trees";

cost = 1;

};

class FxWindLeaf2 {

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxWindLeaf3 {

probability = "0.1 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 15;

cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {

class FxWindPollen1 {

probability = 1;

cost = 1;

};

};

};

class SmallInsects {

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class HouseFly {

probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

cost = 1;

};

class HoneyBee {

probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

cost = 1;

};

class Mosquito {

probability = "(1 - deadBody) * (0.2 * forest)";

cost = 1;

};

};

};

class NightInsects {

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 1;

cost = 1;

};

};

};

};

class Names {

class Veg_1 {

name = "";

position[] = {2713.62, 2140.92};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_2 {

name = "";

position[] = {2446.09, 3038.29};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_3 {

name = "";

position[] = {2940.52, 2923.19};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

};

};

};

class CfgWorldList {

class Samawah {};

};

Anything that could be wrong? Thanks

EDIT: got it in game but know i get an error message and i have no textures, only white, anyone know the cause?

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im not sure if this can be one of the problems, but when you post the island location you shouldn't have "space" in bettween words, i think...

Quote[/b] ]worldName = "\As Samawah\Samawah.wrp";

Another thing.. you Should try and creat the island inside "ca"

In future you will need the ca to make some stuff like ladders to work when binaryzed.

Try creating something like this and change all respective paths:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName = "\ca\Samawah\Samawah.wrp";

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im not sure if this can be one of the problems, but when you post the island location you shouldn't have "space" in bettween words, i think...
Quote[/b] ]worldName = "\As Samawah\Samawah.wrp";

Another thing.. you Should try and creat the island inside "ca"

In future you will need the ca to make some stuff like ladders to work when binaryzed.

Try creating something like this and change all respective paths:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName = "\ca\Samawah\Samawah.wrp";

what?! - I haven't had a look at ladders... I'm sorry, I sound incredulous... but I can't for life of me think of a good reason why you would 'have to' have your 'island' encroaching into the BIS default namespace/prefix just to get ladders to work...

You mean to tell me no one has successfully got ladders to work on content outside of 'ca' in a binarized format???!!!

If the answer is you haven't then I guess I better have a squizzy...

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its how they have in BisSampleMap. Why not follow their suggestion?

edit:

You can download sample map from bistudio.com (~30 MB) now.
Quote[/b] ]  

ArmA - Sample Map Project

=========================

Copyright © 2007 Bohemia Interactive a.s. All rights reserved.

For more information about editing terrain for Arma visit Visitor 3 Manual

The sample data are documented in Making Of Simple Landscape in Visitor 3

IMPORTANT

=========

This archive contains sample data to be used in Visitor 3 Personal Edition to create custom maps for ArmA and compiled addon created from the sample data. To use the content of this package, you must agree to the following conditions of use:

1) Bohemia Interactive grants to you a personal, nonexclusive license to open and modify the data for the purpose of designing, developing, testing, and producing non-commercial game content for PC game ArmA.

2) You acknowledge and agree that Bohemia Interactive is providing you the data free of charge in order to allow you creation of non-commercial game content for ArmA only and you agree to not commercially exploit any game content you may create using the models without Bohemia Interactive prior written permission.

3) Bohemia Interactive doesn't give you permission to exploit the models in any other way than written in this readme, especially not to convert them for use in any other game or engine than ArmA.

4) Commercial distribution of compiled sample addon or any derivative work of this addon is not allowed without prior written permission.

Contents

========

Extract content of "CA" folder of the BISampleMap.zip into root of your working disk (p:\ca\SampleMap\..).

Extract content of Addon folder of the BISampleMap.zip into ..\Arma\AddOns\ folder in your Arma installation.

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As I keep saying, you don't put your island or indeed your addon into the ca space.

It only needs to be in your working folder root ... P:\

Quote[/b] ]

Extract content of "CA" folder of the BISampleMap.zip into root of your working disk (p:\ca\SampleMap\..).

This just asks you to extract the contents of the included ca folder into any ca folder you already have present.

I imagine if your already present ca folder in P:\ has the same content already present then it might be safe to skip that.

Planck

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maybe a more direct answer would be more appreciated by the other user..

witch one should he use?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">p:\ca\YourMap\

or

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">p:\YourMap\

I think you can use any of those.

But if you want to compair files contempt might be easier (or not) for you if you keep the ca in path.

Its your choice.

edit: typo

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Ok I put it in the CA folder, but now I dont even see it in the editor island selector.

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Ok I put it in the CA folder, but now I dont even see it in the editor island selector.

had thast problem too. My fault was, that in the binpbo options i used "p:\ca\mckenna\" instead of only "p:\ca\".

Jens

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#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class Samawah {

units[] = {};

worlds[] = {Samawah};

requiredVersion = 0.1;

};

};

class DefaultLighting; // External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds {

class DefaultClutter {

scaleMin = 0.9;

scaleMax = 1.4;

};

class DefaultWorld; // External class reference

class Intro : DefaultWorld {};

class Samawah : Intro {

access = 3;

cutscenes[] = {"DesertIntro1"};

description = "As Samawah";

icon = "";

worldName = "\ca\As Samawah\Samawah.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "ML$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -40; // positive is east

latitude = -40; // positive is south

class Grid //OFP style Aa00 - JJ99

{

//colorGrid[]={0,0,1,1};

//colorGridMap[]={0,0,1,1};

offsetX=0;

offsetY=0;

class Zoom0

{

zoomMax=0.2;

format="XY";

formatX="Aa";

formatY="00";

stepX=256;

stepY=256;

};

class Zoom1

{

zoomMax=1.0;

format="XY";

formatX="A-";

formatY="0-";

stepX=2560;

stepY=2560;

};

}

startTime = 8:30;

startDate = 07/06/2007;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.3;

forecastFog = 0.0;

seagullPos[] = {1272.84, 150.0, 14035};

centerPosition[] = {2500, 2500, 300};

ilsPosition[] = {2545, 3000};

ilsDirection[] = {0, 0.08, 1};

ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};

ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};

drawTaxiway = 0;

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

fullDetailDist = 5;

minTreesInForestSquare = 3;

minRocksInRockSquare = 4;

class clutter {

class GrassGeneral : DefaultClutter {

model = "ca\plants\clutter_grass_general.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.0;

};

class GrassFlowers : GrassGeneral {

model = "ca\plants\clutter_grass_flowers.p3d";

};

class GrassLong : GrassGeneral {

model = "ca\plants\clutter_grass_long.p3d";

affectedByWind = 0.6;

scaleMin = 0.6;

scaleMax = 1.1;

};

class GrassSevenbeauty : GrassGeneral {

model = "ca\plants\clutter_grass_sevenbaeuty.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassYellow : GrassGeneral {

model = "ca\plants\clutter_grass_yellow.p3d";

affectedByWind = 0.2;

scaleMin = 0.7;

scaleMax = 1.1;

};

class GrassDesert : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

};

class ForestFern : GrassGeneral {

model = "ca\plants\clutter_forest_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class SmallRocks : GrassGeneral {

model = "ca\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.9;

scaleMax = 1.1;

};

class FlowersColor : GrassGeneral {

model = "ca\plants\clutter_smetanka.p3d";

};

class FlowersWhite : GrassGeneral {

model = "ca\plants\clutter_white_flower.p3d";

};

class MushroomsHorcak : GrassGeneral {

model = "ca\plants\clutter_horcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class MushroomsPrasivka : MushroomsHorcak {

model = "ca\plants\clutter_prasivky.p3d";

};

class MushroomsBabka : MushroomsHorcak {

model = "ca\plants\clutter_babka.p3d";

};

class MushroomsMuchomurka : MushroomsHorcak {

model = "ca\plants\clutter_muchomurka.p3d";

};

};

class Subdivision {

class Fractal {

rougness = 5;

maxRoad = 0.02;

maxTrack = 0.5;

maxSlopeFactor = 0.05;

};

class WhiteNoise {

rougness = 2;

maxRoad = 0.01;

maxTrack = 0.05;

maxSlopeFactor = 0.0025;

};

minY = 0.0;

minSlope = 0.02;

};

class Ambient {

class BigBirds {

radius = 300;

cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {

class Hawk {

probability = 0.2;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {

class Seagull {

probability = 0.2;

cost = 1;

};

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";

cost = 1;

};

class ButterFly {

probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";

cost = 1;

};

};

};

class BigInsectsAquatic {

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {

class DragonFly {

probability = 1;

cost = 1;

};

};

};

class WindClutter {

radius = 10;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.4 - 0.2 * hills - 0.2 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.4 * hills";

cost = 1;

};

class FxWindLeaf1 {

probability = "0.2 * trees";

cost = 1;

};

class FxWindLeaf2 {

probability = "0.1 * trees + 0.2";

cost = 1;

};

class FxWindLeaf3 {

probability = "0.1 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 15;

cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {

class FxWindPollen1 {

probability = 1;

cost = 1;

};

};

};

class SmallInsects {

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class HouseFly {

probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";

cost = 1;

};

class HoneyBee {

probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";

cost = 1;

};

class Mosquito {

probability = "(1 - deadBody) * (0.2 * forest)";

cost = 1;

};

};

};

class NightInsects {

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 1;

cost = 1;

};

};

};

};

class Names {

class Veg_1 {

name = "";

position[] = {2713.62, 2140.92};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_2 {

name = "";

position[] = {2446.09, 3038.29};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

class Veg_3 {

name = "";

position[] = {2940.52, 2923.19};

type = "VegetationPalm";

radiusA = 50;

radiusB = 50;

};

};

};

};

class CfgWorldList {

class Samawah {};

};

That is my config, is there something i missed?

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what i told you about the world name?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">worldName = "\ca\As Samawah\Samawah.wrp";

"space", why you use space?

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As I keep saying, you don't put your island or indeed your addon into the ca space.

It only needs to be in your working folder root ... P:\

Quote[/b] ]

Extract content of "CA" folder of the BISampleMap.zip into root of your working disk (p:\ca\SampleMap\..).

This just asks you to extract the contents of the included ca folder into any ca folder you already have present.

I imagine if your already present ca folder in P:\ has the same content already present then it might be safe to skip that.

Planck

I can't help it and I do not mean to offend, nor do I mean any disrespect, but I am getting exceedingly frustrated from this statement. If P:\ca\mymap is wrong, then please let us know how to get ladders and the such to work in P:\. If not then may I go ahead and ask WHY you feel we are incorrect for putting our Islands into the \ca directory when this is the only way to get everything to work correctly?

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sry bravo 6, must of overlooked wil ltry for shure.

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If you have a ca folder inside your working folder (P:\wink_o.gif then presumably it contains the standard game structure folders. which will in turn contain the mlod model files and all their associated files (textures, config, model.cfg etc etc)

For example:

buildings

roads

plants

misc

This being the case and provided you are referencing any standard ArmA ladder and building models from there for your island then the ladders should work fine once you get it ingame.

CWR_Malden works ok anyway. tounge2.gif

Planck

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Ok after putting my map in CA, I changed all the paths to CA. Then I binarized it, but now every time I start bulldozer or ArmA, I get this error message, and my map does not show up in game. It still works in bulldozer, but I am just curious on why i get this error. Anybody ever have this before?

stupiderrorpj2.th.png

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previous text deleted as it was irrelevant to topic starters probelm.

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Look, no offense, but could you guys maybe start a new topic? I am not rying to sound selfish, but can we just focus on trying to get my map in game? I am really not trying to sound selfish, its just im trying to get help, but this has gone off-topic. Thanks

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i never had that error before..

Can you post some pics of your settings and paths? Maybe with them we can help alittle more. confused_o.gif

edit: from that pic i see that you don't have the buildings folder in ca folder.., ie, from that pic i get the impression you have P:\buildings\army_hut2

and i think you need to have P:\ca\buildings\army_hut2

Like was said before those special folders must be in P:\ca\

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I am not shure why the buildings and objects look that way, they are all in CA, but I will post pictures tomorrow.

Until then good night goodnight.gif

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ah ok. i f you confirm that they are in that folder.. ok then.

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