icewindo 29 Posted June 3, 2010 Hi, I have some issues with custom buildings on my map. Plainly they don't appear at the map (the black/white ingame map) like BIS buildings do (little boxes). Is there something I have to add to the config of the units to make them appear? I tried to base my buildings config on ArmA2 buildings, but that didn't seem to help either. Any thoughts appreciated :bounce3: . Config for my buildings: #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSidUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class ice_egypt_struct_patch { units[] = {}; weapons[] = {}; requiredVersion = 1.00; }; }; class cfgVehicleClasses { class ice_egypt_struct_class { displayName = "Egyptian Objects"; }; }; class CfgVehicles { class All{}; class Static:All{}; class building: Static{}; class Strategic: building{}; class NonStrategic: building{}; class HouseBase : NonStrategic{}; class House : HouseBase{}; class ice_obelisk: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Obelisk (Large)"; model="\ice_egypt_structure\obelisk_large.p3d"; destrType="DestructNo"; }; class ice_obelisk2: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Obelisk (Small)"; model="\ice_egypt_structure\obelisk_small.p3d"; destrType="DestructNo"; }; class ice_lion: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Lion Statue"; model="\ice_egypt_structure\lion.p3d"; destrType="DestructNo"; }; class ice_house: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="House 1"; model="\ice_egypt_structure\house.p3d"; destrType="DestructNo"; }; class ice_templelarge: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Temple"; model="\ice_egypt_structure\temple_large.p3d"; destrType="DestructNo"; }; class ice_ruins: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruins"; model="\ice_egypt_structure\ruins.p3d"; destrType="DestructNo"; }; class ice_ruinsWall: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruins - Wall"; model="\ice_egypt_structure\ruin_wall.p3d"; destrType="DestructNo"; }; class ice_ruinsColumn: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruins - Column"; model="\ice_egypt_structure\ruin_column.p3d"; destrType="DestructNo"; }; class ice_ruinsPodest: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Podest"; model="\ice_egypt_structure\podest.p3d"; destrType="DestructNo"; }; class ice_ruinsTower: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruin - Tower"; model="\ice_egypt_structure\ruin_tower.p3d"; destrType="DestructNo"; }; class ice_ruinsGate: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruin - Gate"; model="\ice_egypt_structure\ruins_gate.p3d"; destrType="DestructNo"; }; }; Share this post Link to post Share on other sites
csj 0 Posted June 4, 2010 If I understand correctly try icon = "\ca\data\data\Unknown_object"; choose or create your own to suit mapSize = 8; how many meters in base size Share this post Link to post Share on other sites
el76 0 Posted June 4, 2010 I think it´s controlled by the named properties. I added this to my geometry-LOD and it shows up on the map. Property Name: map Value: building At the biki you find more values about this. Share this post Link to post Share on other sites
-martin- 10 Posted June 4, 2010 Hi,I have some issues with custom buildings on my map. Plainly they don't appear at the map (the black/white ingame map) like BIS buildings do (little boxes). Is there something I have to add to the config of the units to make them appear? I tried to base my buildings config on ArmA2 buildings, but that didn't seem to help either. Any thoughts appreciated :bounce3: . Config for my buildings: #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSidUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class ice_egypt_struct_patch { units[] = {}; weapons[] = {}; requiredVersion = 1.00; }; }; class cfgVehicleClasses { class ice_egypt_struct_class { displayName = "Egyptian Objects"; }; }; class CfgVehicles { class All{}; class Static:All{}; class building: Static{}; class Strategic: building{}; class NonStrategic: building{}; class HouseBase : NonStrategic{}; class House : HouseBase{}; class ice_obelisk: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Obelisk (Large)"; model="\ice_egypt_structure\obelisk_large.p3d"; destrType="DestructNo"; }; class ice_obelisk2: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Obelisk (Small)"; model="\ice_egypt_structure\obelisk_small.p3d"; destrType="DestructNo"; }; class ice_lion: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Lion Statue"; model="\ice_egypt_structure\lion.p3d"; destrType="DestructNo"; }; class ice_house: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="House 1"; model="\ice_egypt_structure\house.p3d"; destrType="DestructNo"; }; class ice_templelarge: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Temple"; model="\ice_egypt_structure\temple_large.p3d"; destrType="DestructNo"; }; class ice_ruins: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruins"; model="\ice_egypt_structure\ruins.p3d"; destrType="DestructNo"; }; class ice_ruinsWall: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruins - Wall"; model="\ice_egypt_structure\ruin_wall.p3d"; destrType="DestructNo"; }; class ice_ruinsColumn: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruins - Column"; model="\ice_egypt_structure\ruin_column.p3d"; destrType="DestructNo"; }; class ice_ruinsPodest: NonStrategic { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Podest"; model="\ice_egypt_structure\podest.p3d"; destrType="DestructNo"; }; class ice_ruinsTower: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruin - Tower"; model="\ice_egypt_structure\ruin_tower.p3d"; destrType="DestructNo"; }; class ice_ruinsGate: House { scope = 1; vehicleclass="ice_egypt_struct_class"; displayName="Ruin - Gate"; model="\ice_egypt_structure\ruins_gate.p3d"; destrType="DestructNo"; }; }; If you mean when you put the building in vistor, save the project as a .wrp and then load it in game and the little gray boxes dont show up on the map then this has nothing to do with the config. You have to add named properties to the model in oxygen. to do this you have to bring up the named properties window by going to Window > Named Properties. This will bring up the window. Now double click the Geometry LOD Now right click on the white space inside the window and click new. Another window will open. Under Name: type Class and under Value: type House. Then click OK. Now again right click in the white space and select New. Under Name: type Map and under Value: type House, then click OK. If you did everything correctly it should look like this: Now save the model and try it in game. :smile: For more classes look here: Geometry (model) named property Properties that affect whole model are written in Geometry LOD. class for all models that get placed in Visitor. vehicle house church // clock streetLamp //light road treeHard (Hard mean less affected by wind than soft, so hard sways very little compared to soft) treeSoft bushHard bushSoft forest man Map icon definition building fence house tree small tree bush forest square forest border forest triangle fortress hide fuelstation view-tower hospital church cross fountain chapel lighthouse rock busstop quay Source: http://community.bistudio.com/wiki/Oxygen_2_-_Manual#Named_Selections Share this post Link to post Share on other sites
icewindo 29 Posted June 4, 2010 Thanks alot guys and thanks for the detailed answer Martin, that helped alot . Share this post Link to post Share on other sites
bushlurker 46 Posted June 4, 2010 (edited) Yeah! Great info Martin! I'm thinking that, armed with this info and a sneakily placed cfgPatches entry it might be possible to fix the "missing map graphic" for the T-junctions and other road pieces that show up blank on the map currently... I'll have to take a look at that I guess - I have a lot of junctions, dammit! :D B Edited June 4, 2010 by Bushlurker Share this post Link to post Share on other sites
-martin- 10 Posted June 4, 2010 Thanks alot guys and thanks for the detailed answer Martin, that helped alot . Glad to help :smile: did you manage to get it to work? I'm thinking that, armed with this info and a sneakily placed cfgPatches entry it might be possible to fix the "missing map graphic" for the T-junctions and other road pieces that show up blank on the map currently...I'll have to take a look at that I guess - I have a lot of junctions, dammit! Damn I have the same problem with T-junctions I hope you can find someway to fix this Share this post Link to post Share on other sites
shezan74 11 Posted June 4, 2010 Yeah! Great info Martin!I'm thinking that, armed with this info and a sneakily placed cfgPatches entry it might be possible to fix the "missing map graphic" for the T-junctions and other road pieces that show up blank on the map currently... I'll have to take a look at that I guess - I have a lot of junctions, dammit! :D B We already discussed about junctions on maps. Many junctions are not working at all, and in a old thread we agreed that there was a lot of troubles using junctions. A small analisys on the existing official maps (Chernarus and Utes) evidence that neither BIS used junctions in their maps. If you zoom in a official map (such as chernarus itself) you can see that road junctions are NOT realized with T objects but only making crossing roads Here a thread that explains our considerations on this problem, supported by some good map makers opinions. http://forums.bistudio.com/showthread.php?t=97612 Share this post Link to post Share on other sites
icewindo 29 Posted June 4, 2010 Glad to help :smile: did you manage to get it to work? Yep it worked: Only one issue left now, in the BI maps when I hover over their buildings, a name appears, like this: This name allows you to set waypoints for AI to enter buildings etc., but no name appears for my buildings, if I hover around with the mouse nothing happens. Since I added roadway and AI paths to my models I would like to check out if the AI can use them properly. Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 4, 2010 In OFP those config names are appearing when the models are binarized, if i remember correctly. Share this post Link to post Share on other sites
bushlurker 46 Posted June 4, 2010 Hi Shezan... Yeah - I was in on that discussion... Unfortunately I'd already laid about 30% of my road network prior to that thread - and prior to Homers road tool too! - so quite a lot of my road network was done using the BIS integrated road tool, and using the provided junctions... The AI seem happy enough with the junctions, and they look OK in-game, apart from the missing map graphic, so I was really only interested in the cosmetic aspect... it should be possible to patch it... I'll experiment a little and post if I have any success..... B Share this post Link to post Share on other sites
icewindo 29 Posted June 4, 2010 In OFP those config names are appearing when the models are binarized, if i remember correctly. Hmm, my stuff is all binarized. Will try some other things. Share this post Link to post Share on other sites
-martin- 10 Posted June 4, 2010 Hmm, my stuff is all binarized. Will try some other things. This is actually very interesting because now I noticed that I have the same problem on my island :biggrin: But the objects dont have a config on my island so maybe you defined something wrong in the config, but it looks ok. Share this post Link to post Share on other sites
oldbear 390 Posted June 5, 2010 This thread is showing just in time ;) I was wondering how to get Tropica Huts on ingame map just I get them in Visitor ... Tropica map is nearing release ^^ Share this post Link to post Share on other sites
ProfTournesol 956 Posted June 5, 2010 This is actually very interesting because now I noticed that I have the same problem on my island :biggrin: But the objects dont have a config on my island so maybe you defined something wrong in the config, but it looks ok. Yes, p3d must be binarized with their config in the same folder. Share this post Link to post Share on other sites
oldbear 390 Posted June 8, 2010 (edited) Too bad ... it seems we are unable to get the icon displayed on in-game map despite the suggested .p3d modifications. If we get the icons ...we get also a missing config .rpt full If the .rpt is clean we have no icon on the in-game map ... and what the most astonishing is that once while we tested various .cfg options it seems we get all the things working, we get the icons on the map and no error message in .rpt. But after I had rebinarized the map with the updated addon ... no more icons showing on the in-game map ! So we are missing something but unable to get it ... the map is quite ready for Beta release ... but I will like to have the huts icons showing in-game before releasing. It's quite frustrating ! Edited June 8, 2010 by Old Bear Share this post Link to post Share on other sites
-martin- 10 Posted June 8, 2010 Too bad ... it seems we are unable to get the icon displayed on in-game map despite the suggested .p3d modifications. Try to delete the named properties and add them again, this sometimes helps, also make sure that the named propertes are ONLY in the Geometry LOD and also that the model has a working geometry with some mass. Also save with the latest Oxygen 2 for ArmA 2 :smile: You could send me a model of one of the huts by PM and I will give it a look for you, maybe I can get it to work. Share this post Link to post Share on other sites