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Sumrak

Island binarizing problem

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Whats your config?

Did you make file names and path same case as in your file system?

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Hi all,

All other maters are fixed,

* Background picture can not be bigger then 15000X15000 for it to work in visitor.

* Middetail texture had to do with the "Case" of the links, i had "XX", but it worked with "xx".

**************************

New problem in Log file of BinPBO:

String STR_DN_HANGAR2 not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_MISC_LINE_KEEPER_BOX not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_C_DOOR not found

String STR_DN_OUT_C_DOOR_DEFAULT not found

String STR_DN_OUT_O_DOOR not found

String STR_DN_OUT_O_DOOR_DEFAULT not found

Any idea?

And another thing about smoothing roads, I have a road circle around and end up beside itself, i runned the smooth road script and had it run for 2.5 hours, still nothing after that time. I do have smoothen other roads on my map and they all work fine.

Pic of road: http://img54.imageshack.us/img54/4594/roadstogether.jpg

Is it NOT liking to have it self close by when smoothing ??

Thanks alot,

Alphons

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Maybe related to what PBO's havent you Un-PBO'ed into your P:\CA directory from your ArmA2 Addons directory ?

Possibily the one the contains all the language definitions.

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Hi,

I'm using the German Downloaded version ?, Might that be an issue ?

Here's my Pdrive layout : http://img121.imageshack.us/img121/2227/pdriove.jpg

And here's my Config file :

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

#define VSoft 0

#define VArmor 1

#define VAir 2

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches {

class Entebbe {

units[] = {"Entebbe"};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CABuildings2", "CARoads2"};

};

};

class CfgVehicles {

class ThingEffect; // External class reference

class ThingEffectLight; // External class reference

class ThingEffectFeather; // External class reference

class FXCrWindLeaf1 : ThingEffectLight {

scope = protected;

model = "\ca\plants2\clutter\cr_leaf.p3d";

displayName = "Internal: FxCrWindLeaf1";

airFriction2[] = {2, 2, 8};

airFriction1[] = {1, 1, 4};

airFriction0[] = {0.3, 0.3, 0.1};

airRotation = 0.35;

minHeight = 0.3;

avgHeight = 5.5;

maxHeight = 10.0;

};

class FXCrWindLeaf2 : FXCrWindLeaf1 {

model = "\ca\plants2\clutter\cr_leaf2.p3d";

displayName = "Internal: FxCrWindLeaf2";

};

class FXCrWindLeaf3 : FXCrWindLeaf1 {

model = "\ca\plants2\clutter\cr_leaf3.p3d";

displayName = "Internal: FxCrWindLeaf3";

};

};

class CfgWorlds {

class DefaultWorld {

class Weather; // External class reference

};

class CAWorld : DefaultWorld {

class Grid {};

class DayLightingBrightAlmost; // External class reference

class DayLightingRainy; // External class reference

class DefaultClutter; // External class reference

class Weather : Weather {

class Lighting; // External class reference

};

};

class DefaultLighting; // External class reference

class Entebbe : CAWorld {

access = ReadOnlyVerified;

worldId = 5;

cutscenes[] = {};

description = "Entebbe";

icon = "\xx\entebbe\icons\icon.paa";

worldName = "\xx\entebbe\entebbe.wrp";

pictureMap = "";

pictureShot = "\xx\entebbe\data\ui_selectisland_Entebbe_ca.paa";

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

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = 32; // positive is east

latitude = 0; // positive is south

class Grid : Grid {

offsetX = 0;

offsetY = 0;

class Zoom1 {

zoomMax = 0.15;

format = "XY";

formatX = 000;

formatY = 000;

stepX = 100;

stepY = 100;

};

class Zoom2 {

zoomMax = 0.85;

format = "XY";

formatX = "00";

formatY = "00";

stepX = 1000;

stepY = 1000;

};

class Zoom3 {

zoomMax = 1e+030;

format = "XY";

formatX = "0";

formatY = "0";

stepX = 10000;

stepY = 10000;

};

};

startTime = 12:00;

startDate = 08/08/2009;

startWeather = 0.4;

startFog = 0.0;

forecastWeather = 0.25;

forecastFog = 0.0;

centerPosition[] = {3500, 3500, 300};

seagullPos[] = {2560, 150, 2560};

ilsPosition[] = {3330, 3610};

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

ilsTaxiIn[] = {3540, 3572, 3388, 3572, 3382, 3578, 3382, 3600, 3400, 3610};

ilsTaxiOff[] = {3520, 3610, 4040, 3610, 4050, 3600, 4050, 3580, 4045, 3575, 4040, 3572, 3540, 3572};

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {

groundReflection[] = {0.06, 0.06, 0.03};

};

class DayLightingBrightAlmost : DayLightingBrightAlmost {

deepNight[] = {-15, {0.05, 0.05, 0.06}, {0.001, 0.001, 0.002}, {0.02, 0.02, 0.05}, {0.003, 0.003, 0.003}, {0.0001, 0.0001, 0.0002}, {0.0001, 0.0001, 0.0002}, 0};

fullNight[] = {-5, {0.05, 0.05, 0.05}, {0.02, 0.02, 0.02}, {0.04, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};

sunMoon[] = {-3.75, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.045, 0.04, 0.04}, {0.04, 0.04, 0.04}, {0.04, 0.035, 0.04}, {0.1, 0.08, 0.09}, 0.5};

earlySun[] = {-2.5, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.12, 0.1, 0.1}, {0.08, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.1, 0.1, 0.12}, 1};

sunrise[] = {0, {{0.7, 0.45, 0.45}, 5.16+(-4)}, {{0.07, 0.09, 0.12}, 4.0+(-4)}, {{0.6, 0.47, 0.25}, 4.66+(-4)}, {{0.1, 0.09, 0.1}, 4.3+(-4)}, {{0.5, 0.4, 0.4}, 6.49+(-4)}, {{0.88, 0.51, 0.24}, 8.39+(-4)}, 1};

earlyMorning[] = {3, {{0.65, 0.55, 0.55}, 6.04+(-4)}, {{0.08, 0.09, 0.11}, 4.5+(-4)}, {{0.55, 0.47, 0.25}, 5.54+(-4)}, {{0.1, 0.09, 0.1}, 5.02+(-4)}, {{0.5, 0.4, 0.4}, 7.05+(-4)}, {{0.88, 0.51, 0.24}, 8.88+(-4)}, 1};

midMorning[] = {8, {{0.98, 0.85, 0.8}, 8.37+(-4)}, {{0.08, 0.09, 0.11}, 6.42+(-4)}, {{0.87, 0.47, 0.25}, 7.87+(-4)}, {{0.09, 0.09, 0.1}, 6.89+(-4)}, {{0.5, 0.4, 0.4}, 8.9+(-4)}, {{0.88, 0.51, 0.24}, 10.88+(-4)}, 1};

morning[] = {16, {{1, 1, 0.9}, 13.17+(-4)}, {{0.17, 0.18, 0.19}, 10.26+(-4)}, {{1, 1, 0.9}, 12.67+(-4)}, {{0.17, 0.18, 0.19}, 11.71+(-4)}, {{0.15, 0.15, 0.15}, 12.42+(-4)}, {{0.17, 0.17, 0.15}, 14.42+(-4)}, 1};

noon[] = {45, {{1, 1, 1}, 17+(-4)}, {{1, 1.3, 1.55}, 13.5+(-4)}, {{1, 1, 1}, 15+(-4)}, {{0.36, 0.37, 0.38}, 13.5+(-4)}, {{1, 1, 1}, 16+(-4)}, {{1.0, 1.0, 1}, 17+(-4)}, 1};

};

class DayLightingRainy : DayLightingRainy {

deepNight[] = {-15, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.0034, 0.0034, 0.004}, {0.003, 0.003, 0.003}, {0.001, 0.001, 0.002}, {0.001, 0.001, 0.002}, 0};

fullNight[] = {-5, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.023, 0.023, 0.023}, {0.02, 0.02, 0.02}, {0.01, 0.01, 0.02}, {0.08, 0.06, 0.06}, 0};

sunMoon[] = {-3.75, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.04, 0.05}, {0.04, 0.035, 0.04}, {0.11, 0.08, 0.09}, 0.5};

earlySun[] = {-2.5, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.0689, 0.0689, 0.0804}, {0.06, 0.06, 0.07}, {0.08, 0.07, 0.08}, {0.14, 0.1, 0.12}, 0.5};

earlyMorning[] = {0, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+3.95}, {{1, 1, 1}, (-4)+3.0}, {{1, 1, 1}, (-4)+4}, {{1, 1, 1}, (-4)+5.5}, 1};

morning[] = {5, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+5.7}, {{1, 1, 1}, (-4)+4.5}, {{1, 1, 1}, (-4)+7}, {{1, 1, 1}, (-4)+8}, 1};

lateMorning[] = {25, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+10.45}, {{1, 1, 1}, (-4)+9.75}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+12.75}, 1};

noon[] = {70, {{1, 1, 1}, (-4)+12.5}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+12}, {{1, 1, 1}, (-4)+11}, {{1, 1, 1}, (-4)+13.5}, {{1, 1, 1}, (-4)+14}, 1};

};

class Weather : Weather {

class Lighting : Lighting {

class BrightAlmost : DayLightingBrightAlmost {

overcast = 0;

};

class Rainy : DayLightingRainy {

overcast = 1.0;

};

};

};

clutterGrid = 1.0;

clutterDist = 125;

noDetailDist = 40;

fullDetailDist = 15;

midDetailTexture = "xx\entebbe\data\xx_travad2_mco.paa";

minTreesInForestSquare = 3;

minRocksInRockSquare = 3;

class Clutter {

class GrassTall : DefaultClutter {

model = "ca\plants2\clutter\c_GrassTall.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.0;

};

class StubbleClutter : DefaultClutter {

model = "ca\plants2\clutter\c_stubble.p3d";

affectedByWind = 0.1;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.1;

};

class AutumnFlowers : DefaultClutter {

model = "ca\plants2\clutter\c_autumn_flowers.p3d";

affectedByWind = 0.4;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.0;

};

class GrassBunch : DefaultClutter {

model = "ca\plants2\clutter\c_GrassBunch.p3d";

affectedByWind = 0.35;

swLighting = 1;

scaleMin = 0.6;

scaleMax = 1.0;

};

class GrassCrooked : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrooked.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.7;

scaleMax = 1.4;

};

class GrassCrookedGreen : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.3;

};

class GrassCrookedForest : DefaultClutter {

model = "ca\plants2\clutter\c_GrassCrookedForest.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.4;

};

class WeedDead : DefaultClutter {

model = "ca\plants2\clutter\c_WeedDead.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 1.1;

};

class WeedDeadSmall : DefaultClutter {

model = "ca\plants2\clutter\c_WeedDead2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.75;

scaleMax = 0.9;

};

class HeatherBrush : DefaultClutter {

model = "ca\plants2\clutter\c_caluna.p3d";

affectedByWind = 0.15;

swLighting = 1;

scaleMin = 0.9;

scaleMax = 1.8;

surfaceColor[] = {0.53, 0.5, 0.37, 1};

};

class WeedSedge : DefaultClutter {

model = "ca\plants2\clutter\c_weed3.p3d";

affectedByWind = 0.2;

swLighting = 1;

scaleMin = 0.5;

scaleMax = 0.85;

};

class WeedTall : DefaultClutter {

model = "ca\plants2\clutter\c_weed2.p3d";

affectedByWind = 0.3;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.1;

};

class BlueBerry : DefaultClutter {

model = "ca\plants2\clutter\c_BlueBerry.p3d";

affectedByWind = 0.05;

swLighting = 1;

scaleMin = 0.85;

scaleMax = 1.3;

};

class RaspBerry : DefaultClutter {

model = "ca\plants2\clutter\c_raspBerry.p3d";

affectedByWind = 0;

swLighting = 1;

scaleMin = 0.8;

scaleMax = 1.2;

};

class FernAutumn : DefaultClutter {

model = "ca\plants2\clutter\c_fern.p3d";

affectedByWind = 0.1;

scaleMin = 0.6;

scaleMax = 1.2;

};

class FernAutumnTall : DefaultClutter {

model = "ca\plants2\clutter\c_fernTall.p3d";

affectedByWind = 0.15;

scaleMin = 0.75;

scaleMax = 1.0;

};

class SmallPicea : DefaultClutter {

model = "ca\plants2\clutter\c_picea.p3d";

affectedByWind = 0.05;

scaleMin = 0.75;

scaleMax = 1.25;

};

class PlantWideLeaf : DefaultClutter {

model = "ca\plants2\clutter\c_WideLeafPlant.p3d";

affectedByWind = 0.1;

scaleMin = 1.0;

scaleMax = 1.0;

};

class MushroomsHorcak : DefaultClutter {

model = "ca\plants2\clutter\c_MushroomHorcak.p3d";

affectedByWind = 0;

scaleMin = 0.85;

scaleMax = 1.25;

};

class MushroomsPrasivka : MushroomsHorcak {

model = "ca\plants2\clutter\c_MushroomPrasivky.p3d";

};

class MushroomsBabka : MushroomsHorcak {

model = "ca\plants2\clutter\c_MushroomBabka.p3d";

};

class MushroomsMuchomurka : MushroomsHorcak {

model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d";

};

};

class Ambient {

class Mammals {

radius = 200;

cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)";

class Species {

class Rabbit {

probability = 0.2;

cost = 1;

};

};

};

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 Crow {

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 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 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 NoWindClutter {

radius = 15;

cost = 8;

class Species {

class FxWindPollen1 {

probability = 1;

cost = 1;

};

};

};

};

class Names

{

#include "entebbe.hpp"

};

class Armory {

};

safePositionAnchor[] = {9122.17, 5178.92};

safePositionRadius = 2000;

};

};

class CfgWorldList {

class Entebbe {};

};

class CfgMissions {

};

class CfgMaterials

{

class Water

{

ambient[] = {0.032,0.128,0.128,0.4};

diffuse[] = {0.032,0.128,0.128,1};

forcedDiffuse[] = {0.0264,0.03,0.013,0};

specular[] = {1.5,1.5,1.5,0};

emmisive[] = {0,0,0,0};

class Stage1

{

class uvTransform

{

aside[] = {0,1,0};

up[] = {1,0,0};

dir[] = {0,0,1};

pos[] = {0.3,0.4,0};

};

texture = "ca\data\data\water_nofhq.paa";

uvSource = "texWaterAnim";

};

class Stage3

{

texture = "ca\data\data\water2_nohq.paa";

uvSource = "none";

};

class Stage4

{

texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";

uvSource = "none";

};

class Stage5

{

texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";

uvSource = "none";

};

PixelShaderID = "Water";

VertexShaderID = "Water";

specularPower = 4;

class Stage2

{

texture = "CA\data\data\sea_foam_lco.paa";

uvSource = "none";

};

};

};

class CfgSurfaces {

class Default {};

class Water {};

class xxGrasslong : Default {

access = ReadOnly;

files = "xx_travad2_*";

rough = 0.11;

dust = 0.1;

soundEnviron = "grass";

character = "xxTallGrassClutter";

soundHit = "soft_ground";

};

class xxdirtplant : Default {

access = ReadOnly;

files = "xx_hlina_*";

rough = 0.1;

dust = 0.15;

soundEnviron = "grass";

character = "xxGrassbaseClutter";

soundHit = "soft_ground";

};

class xxasfalt : Default {

access = ReadOnly;

files = "xx_asfalt_*";

rough = 0.08;

dust = 0.05;

soundEnviron = "road";

character = "Empty";

soundHit = "hard_ground";

};

class xxgrasshort : Default {

access = ReadOnly;

files = "xx_trava1_*";

rough = 0.08;

dust = 0.05;

soundEnviron = "grass";

character = "xxGrassClutter";

soundHit = "soft_ground";

};

};

class CfgSurfaceCharacters {

class xxGrassClutter {

probability[] = {0.7};

names[] = {"GrassBunch"};

};

class xxTallGrassClutter {

probability[] = {0.6, 0.5, 0.5};

names[] = {"GrassTall", "AutumnFlowers", "GrassBunch"};

};

class xxGrassbaseClutter {

probability[] = {0.5, 0.5, 0.5};

names[] = {"AutumnFlowers", "GrassCrooked", "WeedSedge"};

};

class xxTallGrassWClutter {

probability[] = {0.3, 0.25, 0.2, 0.2, 0.03, 0.02};

names[] = {"GrassTall", "AutumnFlowers", "GrassBunch", "GrassCrooked", "WeedDead", "WeedDeadSmall"};

};

class xxForestMixedClutter {

probability[] = {0.2, 0.1, 0.2, 0.001, 0.003};

names[] = {"GrassCrookedForest", "FernAutumn", "FernAutumnTall", "MushroomsHorcak", "MushroomsPrasivka"};

};

class xxForestFirClutter {

probability[] = {0.4, 0.1, 0.1, 0.15, 0.05, 0.003, 0.005, 0.008, 0.004};

names[] = {"BlueBerry", "FernAutumn", "FernAutumnTall", "SmallPicea", "RaspBerry", "MushroomsHorcak", "MushroomsPrasivka", "MushroomsBabka", "MushroomsMuchomurka"};

};

class xxHeatherClutter {

probability[] = {0.15, 0.5, 0.3, 0.1};

names[] = {"BlueBerry", "HeatherBrush", "GrassCrooked", "WeedSedge"};

};

class xxStubbleClutter {

probability[] = {0.975, 0.01, 0.01, 0.005};

names[] = {"StubbleClutter", "AutumnFlowers", "WeedDeadSmall", "WeedDead"};

};

};

Have fun, Good Night,

Alphons

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I doubt it has anything to do with your island config.

From your P picture, couple of comments.

- I dont see a buildings2_Ind_CementWorks

- Oddly you dont have a Ind_CementWorks in your Buildings2 directory as I do (must have been a German-to-world release change)

- I dont see Signs2

- I dont see the UI and UIFonts directories

- I left all the CONFIG.BIN files in the various directories

Are you doing your island under the XX directory, with another copy of CA configs ?

I don't see how thats is meant to work! (yes, I know others explained to do it that way)

As I explained in a recent thread about the PROJECT directory, I dont do that, and it all works fine.

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Is there a reason to have all these config values defined?

Make sure only to define values that you CHANGE.

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Hi all,

The Ind_cementworks is inside the "buildings2" folder, i presumed it had to be organized as the PLANTS2 folder, you can see in my directory that the "ind_cementworks" is in there (that is why i opened it up on the picture).

Signs, Ui, and other things i indeed have NOT extracted because i thought i wont need that, but i'll extract them too then, no problem.

About the other item about the P drive layout, i myself started with visitor 2 to put my project folder inside the CA folder on P, this was then the only way to get the ladders and stuff to work, then somebody said it was not right so i moved my project folder straight on P, again people start saying that is not the right way, then i started to explore SgtAce his sample map, hes talking again about a different setup, some with a "TAG" folder (P:\TUT\TUT_sampleMap), and do the "xcopy" of config files to your "tag"folder.

Now you guys start saying it is again not right ,....pfffffff

Please, somebody who knows what he is talking about, can we PLEASE have a final structure for our P drive , Please, Please.......

Later,

Alphons

Somebody once said you have to extract ALL addons from Arma2, is this a FACT ????

I'm really willing to write a complete manual, but if the rules change all the time it is a bit difficult.

The copy of the CA folder in my TAG folder contains only "all" config files(in the right structure) of the ca folder from P:\.

This is exactly how SgtAce described the layout of P should be.

Edited by Alliexx

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Now you guys start saying it is again not right ,....pfffffff

Guys? I think it was just me posting an answer .... I am but one who is learning too.

Please, somebody who knows what he is talking about, can we PLEASE have a final structure for our P drive , Please, Please.......

I haven't seen God present in the forums, so (just like the rest of us) you'll have to sift through ALL the posts and samples and published addons ..... and come to your OWN conclusion about what is right, best, or potential good. Simple.

Somebody once said you have to extract ALL addons from Arma2, is this a FACT ????

Theres a simple rule here. There is virtual no down-side of UNPBO'ing everything from the Game ArmAII CA directory into your project ArmAII CA. It is quite simply the SAFEST and smartest thing to do.

I'm really willing to write a complete manual, but if the rules change all the time it is a bit difficult.

There are no Terrain Making "rules" of this kind here, or anywhere that I know of. There are only experiences, lessons leant and some User provided Samples.

Nothing in these forums (and others) is exactly "wrong", and nothing is exactly "right", thus far, because I have one example that means that I read EVERYTHING I can and work the rest out myself.

That example was, many people said you had to have a Specific Project layout to get Ladders and Doors working. I disregarded the advice and found my Ladders and such work just fine. Why? Not exactly clear, but I provide the information back to these forums so that others can make their own decisions.

http://forums.bistudio.com/showthread.php?t=87125

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@ Alliexx

Read the sticky and wiki site made by SgtAce.

It is correct and says it all (and it is what Gnat says from a brief read of this thread).

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With "you guys" i mean the whole forum, i'm not blaming, or talking bad about anybody, please don't see it wrong.

I'm super happy somebody is reacting at all, i can use all info, even from people who dont know a thing.

But about SgtAce his manual, is the layout of P:\tut\tut_samplemap the right way to go ?

Or are we back at the situation like this: P:\tut_samplemap.

You say to read the forum and manual from SgtAce, well if i read that i come to the conclusion that the right setup of your project folder is like this : P:\TUT\TUT_SAMPLEMAP, if you read on you will notice the part about the cpp files, the XCOPY command, well that will do this then P:\TUT\CA, again this is NOT the ca folder directly on P, this is just the thing the manual of SgtAce says. So if you do all like SgtAce says this is the result:

http://img503.imageshack.us/img503/2227/pdriove.jpg

Again the Ind_cementwork is inside the buildings2 folder ( i did the same as the PLANTS2 folder, see SgtAce manual)

I could not make up from the manual if this was the idea, but looking at the setup of the plants2 folder i thought it might be the way.

About other addons, i'm at home now and extracting ALL pbo's from the arma addon folder.

But please dudes, i'm not complaining and i'm not pointing fingers, i'm happy with any responds to my threads.

Have a nice evening all,

Alphons

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The setup on the screen looks very correct as it is extracted according to the prefix.

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Hi all,

It seems that i have all correct now, i do not have any strange crashes anymore, and my errors are all gone.

I did indeed extract almost everything from the addons folder of arma2 now.

I removed my CBA addons, which i used for my client side sightadjustment, it seems that the extended eventhandlers inside CBA gave me problems, i now have the game back to original state without any addons and all is running perfect.

I have not had the time to figure the CBA addons out, to see why my island is crashing when i load these addons, but because it is all ok now, and my binpbo log file does not give any errors anymore, i have to assume that there is some wrong with the CBA addon, also in my RPT file the CBA addon generate a lot of strange things, so for now i again assume that the CBA addon has a bug.

But still i'm very happy my island is now for the first time running without any errors anywhere :)

Tons of objects still need to be placed, and they all can generate new errors, so it still not finished, and i still can not say if all stays good.

Later,

Allie

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Thank you very much, by the way, for your outstanding O2 video tutorials, it did help me on the way with oxygen, to get my own addons done which i pack with the map.

My idea of making a tutorial is changed, it seems we already have a tutorial master :)

Later,

Allie

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Hi folks, i also got Problems with the Binarizing.

I just reinstalled everything yesterday for the 10th time!

But i got still Problems :/

Well but i writed everything down i did. So i hope you can tell me where i made the error.

Now for what i did:

I created a folder in the root of drive C:\ called "BIS TOOLS 2"

I then created a new Folder in that "BIS TOOLS 2" Folder named "ArmaWork"

In that folder i created a new one called "ca"

Looks like this C:\BIS TOOLS 2\ArmaWork\ca\

Now i put all the .pbo`s and .bisign's from Arma2\Addons folder in it (roughly 10gigs) and extracted them with "ExtractPbo.exe" from Mikero. (

Just drag and dropped them on the extractpbo.exe from mikero which i copied over there too, i did that not with the .bisigns)

My UnPBO.dll is in the System32 folder of Windows.

NOTE* In created a Plants2 Folder in my Armawork\ca\ folder and put the decyrpted Plants2_bush , clutter , misc etc in them and removed the Plants2 in front of the foldernames.

Looks like that: armawork\ca\Plants2\Clutter

Misc

Bush

Plant

Trees

Same with Buildings2_Ind_CementWorks...

Looks like this: armawork\buildings2\Ind_CementWorks\

NOTE* There is even a $PBOPREFIX$ in it that tells me to do so.

NOTE2* Its the Same for the Chernarus_data and _data_layer folder. They belong to ca\Chernarus\ but since im not using them i leave them where they are

I entpacked the ca.pbo in a different folder on C:\ called BINTEST and moved the unpacked DATA Folder and the config.cpp and $PBOPREFIX$ inside my armawork\ca\ folder

Now i started the Install Suite for BI_Editing_Tools_2 and installed them to C:\BIS TOOLS2

After that i extracted the ARMA_SampleCharactersAnimals; ARMA_SampleModelsEnvironmentOther and ARMA_SampleVehiclesWeapons and put the Extracted Data to

my Armawork\ca folder overwriting everything!

Now i copied the old BISSAMPLE MAP in the ca: folder knowing that it wont binarize because of the errors in the config.cpp of that map. lol ^^

Well i followed the Arma2 Terrain tutorial from here and created the TUT namespace in my root of Armawork and copied the .cpps from armawork\ca to the tutnamespace

with the xcopy *.cpp P:\<YourNamespace>\ca\ /S /Y command , actually i took the copy_cpp.bat.

NOTE* I read some about this UnRapify in some Threads but i dont have any .bins after unpbo'ing the addons or after doing that copy_cpp.bat thing

The only .bin files i found are in P:\Dta and P:\Bin

After that i copied the TUT_Samplemap in the TUT Namespace so it looks like P:\TUT\TUT_SampleMap

Now i followed the Tutorial again starting Visitor3 creating a new map etc. i just got 1 problem at point

* 4: In the Project parameters window click on Base (active) and

press the Edit Button. Choose 40x40m Texture size. Apply and close the Project parameters window .

That only worked after i created the map. I changed it after i klicked okay the first time.

I now telled visitor where to find the textures for that TUT_Samplemap as described and then imported the Terrain and so on.

No Errors when loading up Bulldozer. Everything works find so far....

When i go on to Binarize after that i click on "Pack" after i made the Settings as told in the Terrain Tutorial

And i get a Error Message just on start ::::

ERROR in Config p:\tut\ca\a10\config.cpp

ERROR in Config p:\tut\ca\air\config.cpp

ERROR in Config p:\tut\ca\air3\config.cpp

ERROR in Config p:\tut\ca\animals\config.cpp

etc....

Looks like those files i copy there from the ARMA_SampleCharactersAnimals; ARMA_SampleModelsEnvironmentOther and ARMA_SampleVehiclesWeapons Packs :/

At least the Errors seem to be in the folders from them...

However, Binarizing still finishes...

And i dont know why, but this time i could load the map in ARMA2 !! I dont know what i made different this time Oo

I loaded the map in visitor and made a fly with the cobra.. Textures where fine.

Funny thing was that when i switched back to Mainmenu the carrier was gone and everything felled into the water

Well after that i tried it with my already made map

I changed the configs etc and made a namefolder for me.

Imported terrain etc and binarized it, with the same config.cpp errors i could load the map for the first time!! *JEEHAAA :P*

But i had no Textures , the map started with this error: can not load layers\p_000-000_I01_I02_I03_I04.rvmat.

NOTE* i use textures from the old BISampleMap because i aint got better ones...

I also converted the .pngs to .paa because it was suggested in a tutorial from opfec.com

Might that be the cause of the error???

Thats it, i have to go to some docs now i hope there will be an answer when im back.

Btw, i had somekind of flickering when i was playing on my map... it was on the borders from water/terrain. Also made some Pics of em.

I will upload them if needed but i hope you can help me find the errors without them for now.

Cya Comm.

P.s. sorry for my english.

Edit* Sry for the bad grammar, but i wrote this text at night and just copy & pasted it. I hope u still know what i mean^^

Edited by Commander1985

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ok start looks good, yet you are NOT to use the sample models!

these are a1 only.

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Hi,

about your missing rvmat error

start your binpbo and go into options. In the first line "List of files to copy directly" look for ".rvmat;" if you find that, delete it. Rvmats have to be binarized and not copied directly. Maybe thats a solution.

You also dont have to rename your .png files anymore since Bulldozer creates the needed .paa`s at first start.

Maybe you look into your binpbo logfile which comes along with your island. Its in your game "@youraddon\addons\" folder

i hope i was right and it helped you a bit

have fun

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I created a folder in the root of drive C:\ called "BIS TOOLS 2"

Please don't use spaces in file or directory path names. First lesson on computer use and editing.

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True. Only causes headaches in the long run.

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Thanks for your fast replies.

@Beton

I knew i forgot something. I readed that .rvmat thing somewhere else already.

But i did not renamed the Png.s i converted them with Texview.. (Or is it just renaming them??) Well whatever i take the normal pngs instead now.

To your other Peoples thanks for your advice, I will delete all now and reinstall it.

This time without the SampleModels and the spaces in the Folder Name.

I hope this time i get it right :)

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Map finally works ingame :D

I just got to fix the holes in the Terrain Bug next :butbut:

Thanx for your help guys!

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