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icebreakr

New object config/model.cfg

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My ibr_dtowns.pbo from Isla Duala v0.99 is missing configs. Although few tried to help me out with examples and stuff like that, I've been unable to get rid of RPTs.

For couple of objects I have ruins (separate p3ds) that replace destroyed objects that sink into ground in a puff of smoke.

Can someone help me out with this, so new RPT-bug-free version can get released asap?

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No-one? Here a issue I've trying to solve:

http://forums.bistudio.com/showpost.php?p=1537186&postcount=434

We've tried everything, but my custom buildings (A1 ones!) don't have a flag "house" in Visitor/In-game. If I spawn the same object via ingame 2d editor it works properly, but the ones placed in Visitor have "null-object" status! Please help.

Tried:

- a1/a2 configs, model.cfg

- binarizing, using MLOD/ODOL versions

- renaming classes to "Land_*"

etc... running out of ideas what could be wrong.

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I'll give it a poke with a stick if you'd like to send it over.

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A few questions & observations...

Re. the image in the other thread.

Q. Is that image of the building meant to be the 'Land_Dum_istan2_04a_ALICE' version of the model sitting their in front of you from the 'ibr_alice.pbo'?

Q. Is this the model you have referenced in your 'Artifical Objects' listing in your map and have added at this spot?

Q. When you build ibr_alice.pbo are there any errors present in the build log file?

Q. Is this particular model present on the current version of your map and if so which map is it and is it available at the moment?

Q. It's just these 'alice' models that are not showing there class & ruins is that correct?

Did you notice that the path to the ruins model for that particular building in your 'ibr_alice.pbo/config' is slightly incorrect.

You have...

type="\ibr\ibr_alice\dum_istan2_04a_ruins.p3d";

when it should probably be...

type="\ibr\ibr_alice\ruins\dum_istan2_04a_ruins.p3d";

...to match your current pathname structure. Also, that ruins model.p3d in the ibr_alice.pbo appears to be zero bytes in length. Also, move 'ibr\ibr_alice\dum_istan4_big_inverse_ruins.p3d' to 'ibr\ibr_alice\ruins\dum_istan4_big_inverse_ruins.p3d' populate with some LoD's (as it's currently zero bytes in length) and alter the config to point to it. Also, make sure you are utilizing these models via your 'Artificial Objects' in your map.

Some other observations...

The 'ibr_dtowns.pbo' all the models were LODO's and have ibr\ibr_dtowns... pathnames in them to your textures so you have obviously binarized that addon when creating it. But, I noticed that there was one model that wasn't binarized. Did you place that there after binarizing along with that model.cfg or do you think it might still be in MLOD format 'cause there was an error during the build process?

Why is that model.cfg there? If the .pbo was successfully built then that would no longer be present in the final .pbo as binarize should have integrated it into the .p3d's.

I noticed the 'ibr_dtowns.pbo/config' most of the buildings class names are without the required 'Land_' prefix. These models themselves look ok with the required 'properties' in the Geo LoD but of course not the mem. points you have in the 'alice' versions.

I must admit I haven't looked into this 'Alice' stuff so I'm not sure of the entire required setup of buildings to facilitate it's functionality.

Will think about it some more.

Wouldn't it be better to integrate these memory points you've added to these 'alice' versions directly into the 'ibr_dtowns.pbo' versions. Then, you'd not have multiple versions of basically the same models?

Edited by Synide

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Well...

Q. Is that image of the building meant to be the 'Land_Dum_istan2_04a_ALICE' version of the model sitting their in front of you from the 'ibr_alice.pbo'?

Yes, that is correct. It seems all ibr_dtowns and ibr_alice objects don't have "House" on mouseover in 2D game editor and you also cannot lock move point to the house/position.

Q. Is this the model you have referenced in your 'Artifical Objects' listing in your map and have added at this spot?

Yes, its in the Artificial Objects listing and added to that spot.

Q. When you build ibr_alice.pbo are there any errors present in the build log file?

None, ibr_alice objects are all MLODs and therfor were put into separate pbo, since I don't binarize ibr_dtowns, already binarized models stop/crash the BinMake and finihsed pbo is missing bunch of p3ds.

Q. Is this particular model present on the current version of your map and if so which map is it and is it available at the moment?

I can send you latest beta or a test map, it seems that configs are not working, I still get "class house: missing config" in arma2.RPT for all objects!

Q. It's just these 'alice' models that are not showing there class & ruins is that correct?

Objects are present, even damage parameter (for ex. 1200 to withstand few rpgs/hellfires) works, but they don't appear to be properly configured - since object is "Null" even alice doesn't spawn. If you spawn the same alice building via createvehicle works without a problem, even civilian module populates it.

Did you notice that the path to the ruins model for that particular building in your 'ibr_alice.pbo/config' is slightly incorrect.

You have...

type="\ibr\ibr_alice\dum_istan2_04a_ruins.p3d";

when it should probably be...

type="\ibr\ibr_alice\ruins\dum_istan2_04a_ruins.p3d";

Yeah, typo will fix that :) 0 size is because ruins are all already binarized and I binarize ibr_alice folder :(

...to match your current pathname structure. Also, that ruins model.p3d in the ibr_alice.pbo appears to be zero bytes in length. Also, move 'ibr\ibr_alice\dum_istan4_big_inverse_ruins.p3d' to 'ibr\ibr_alice\ruins\dum_istan4_big_inverse_ruins.p3d' populate with some LoD's (as it's currently zero bytes in length) and alter the config to point to it. Also, make sure you are utilizing these models via your 'Artificial Objects' in your map.

Some other observations...

The 'ibr_dtowns.pbo' all the models were LODO's and have ibr\ibr_dtowns... pathnames in them to your textures so you have obviously binarized that addon when creating it. But, I noticed that there was one model that wasn't binarized. Did you place that there after binarizing along with that model.cfg or do you think it might still be in MLOD format 'cause there was an error during the build process?

Why is that model.cfg there? If the .pbo was successfully built then that would no longer be present in the final .pbo as binarize should have integrated it into the .p3d's.

Model.cfg is a last resort, a test file in all the numerous testings.

I noticed the 'ibr_dtowns.pbo/config' most of the buildings class names are without the required 'Land_' prefix. These models themselves look ok with the required 'properties' in the Geo LoD but of course not the mem. points you have in the 'alice' versions.

Will fix that, but I doubt that will solve the problems.

I must admit I haven't looked into this 'Alice' stuff so I'm not sure of the entire required setup of buildings to facilitate it's functionality.

Will think about it some more.

Wouldn't it be better to integrate these memory points you've added to these 'alice' versions directly into the 'ibr_dtowns.pbo' versions. Then, you'd not have multiple versions of basically the same models?

As I already mentioned, I dunno how to complete binmake with mix of binarized and non-binarized models (alice houses).

This is keeping me from releasing v1.0... RPT file needs to be empty to minimize CTDs :/

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Sorry, been a bit busy... After having a close look at everything I can surmise that it appears to be a combination of things.

Primarily I'd say you're build setup is a little off, then their appears to be a few floors with your config'ing.

I know this is not terribly helpful, but I suggest you go back to the ArmA 2 Terrain Tutorial and build a nude island flawlessly.

Then do the same for a single building and a single plant.

There are very few things in the Real Virtuality build process that you can afford to get wrong.

The problem is trying to envisage what's going on with someone else's build setup through a forum medium is sometimes quite difficult and time consuming. I was sorta hoping that I'd be able to suggest a couple of quick little fix's, but based on experience and some little tell tale signs in your .pbo's I can tell there's numerous small niggly things wrong with your build workflow. In saying that most of your buildings are relatively well defined and setup.

Again, I'm sorry I can't be more help and please don't take this as harsh criticism it's not meant to be. It is a quite complicated build workflow to get working well. Perhaps someone with more enthusiasm will offer some help in getting it sorted.

My only parting advice is to strip everything back to basics, get single items working perfectly before adding new things to the mix. Painful, I know.

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I've managed to make it work yesterday. It seems that there were couple of config problems associated with each other. Of course such stuff is missing from logs/rpts ;) never mind, got it working, everything seems to be ok now :) tnx!

Alice is also working now along with Silvie, just drop down module icons in editor and off you go :)

Edited by IceBreakr

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Oh that's great!

It can be really painful at times eh?! Good work...

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