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memphisbelle

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Everything posted by memphisbelle

  1. Check the Temp folder, whether it contains the whole needed files, such as the Data file, the wrp file, the wrp.dep file and the texteaders. Your whole textures weren´t converted and packed within the pbo at all. How does your Addonfolder structure looks like, is there anythings else in the source or data folder than the textures and the usual sourcefiles? This pretty much looks like a mix of a config issue and some things that wont let binpbo pack the island properly as your wrp file is mentioned but not converted, so the Island wont show up as she simply doesn't exist. What is the bin_temp folder? Is that your temporary folder you have assigned with binpbo?
  2. memphisbelle

    A3 Launcher

    works all fine for me, great Idea buddy, thanks for sharing
  3. memphisbelle

    Sat Map and L3DT Pro (How)

    I am using L3DT Pro a lot as well, so according to your first question, there are some other things you want to do in order to generate the Texturemap. I dont know whether you did so, so if yes...simply ignore this here: after you finished working on your highfield, work down all the operations, beginning from the - Watermap (which also generates the Sanity map), - the Lightmap (which will bring the shadow map), - the Terrain Normal map, - then the Atributes map (which will tell the texturemap where to paint what) - and at the End the Texturemap. So once the texturemap is finished and you switch to the 3D Editor, you can also edit the texturemap by directly painting parts of the map as you want to. You can detail out certain beach areas and paint them in a specific beach color afterwards, or you can create forest areas or paint mountain areas. After you finished working in 3D make sure to always refresh the texturemap or even close and reload it again to become the new painted parts shown up. According to your Highfield question: The Highfield actually dont need the satmap size. I dont know I might be wrong, but I always load the 4096x4096 sized highfield into visitor.
  4. I can confirm this as I have put some AF trees on my testmap...it works great
  5. memphisbelle

    How to Unpack PBOs?

    It´s quite simple, follow the first stepps of this tutorial, after this you´ll be able to unpack pbo´s just by doubleclick them.
  6. memphisbelle

    road shapefile making guide

    hey great M1lkm8n, I just wanted to search for a good explanation of how to make such a shapefile, thanks for your effort, very appreciated!! EDIT: I managed to import my sat_lco map as I dont have an real existing world. For those who dont know how to do this: simply open GM and directly browse to your sat_lco.png from the menubar in GM. An info box will pop up that says that this "map" does not correspond with real existing datas bla bla ...at the end by clicking "no", you tell GM to create fake coordinates to at least view the map, this is all you want :). Zoom into the map and continue as M1lkm8n has provided above... very awesome dude, thanks for sharing
  7. Nope..:p I rather watched it and that clarified my confusion... I was a little confused about the part of your description, where you say "switch to 3D Editor"...all the rest was pretty much clear and well explained...but now I understand what this was supposed to mean...again, an awesome thing and quite handy...
  8. I think this is the only hint...to go to 3D Editor...but how to go there? This is not explained, I havent tested the whole thing yet, but wanted to give it a try today when I am back home. So how exactly do I switch to 3D as Alt+E or Ctrl + E seems no more working. Thanks
  9. memphisbelle

    Can only place certain objects

    Hey Fromz, are you using ArmA2 as an Addon for ArmA3 then? I was using the African foliage for ArmA2 and wondered why the Objects wouldnt show up ingame...lol...how can they as I havent loaded this as an Addon within ArmA3?
  10. Yep, indeed...great work ZeroG and thanks a lot
  11. sorry for the inconvenience guys, I have not expected to have such troubles when I started with the first steps of my project. I have a perfect working Island for ArmA2. The Island in ArmA3 is working...at least that I can put her ingame. The textures that I use are working as well...although only ArmA2 textures seem to run...at least for me :j: But I always get the Bad version 58 Error message for the Clutters in the Logfile and while I am on the Island there's a clear nice day without even a sky, clouds or a horizon. I know that BIS has spitted his Island and I also noted that necessary files such as the horizon.p3d and so on are defined in different configs/folders. May be this is the trick, but how to split the project as every sub folder provides the same path...I don't get it. May be someone can explain how to split the Island..or if someone would be so kind to show me where I have to paste the missing Config parts in order to get the stuff displayed properly...This is my config. I am running BIN2 tools 2.5.1 I am running Windows 8 64Bit EDIT: This is an updated version of my config. The Horizon is now working but not yet the clutters and the Sky/clouds The changes within the config are from line 1804 - 1964
  12. Great stuff M1lkm8n, the config works great...thanks. @Jakerod, that at least would make sense...have to play around with this
  13. Hey M1lkm8n, I´ve tested you config and it works for the clutter, thanks for this. I try to figure the difference between my one ond yours. The crazy thing is that I used the stratis config but changed all related paths, strange why it wont work on my Island The most important thing is, that I finally can make some tests now . But I think that most of the issues are related to the yet missing tools. I really hope that BIS wont keep us waiting too long ---------- Post added at 13:57 ---------- Previous post was at 12:48 ---------- Doesnt the 8!=5 thing represent the max amount of different clutter types per texture? So if there are max 5 allowed and 3 or 7 defined though it wont mat´ch the allowed numer and by this is causing this entry in the logfile!? I yet have to check the RPT as well
  14. Yes, I know and tried to remove some clutters from the given list. I also know this errormessage from my ArmA2 Projects, they appear there sometime as well, but wont have an bad effect on the apprearence of clutter at all, thanks for checking the Logfile...any Ideas according the Sky/Clouds thing? The last 2 days were a bit busy..kid has had birthday yesterday and today I am in the office again, but I´ll give it a shot when I am back home and will report the result whether it worked for me or not, thanks again for your reply
  15. I get this error message any time I run binpbo, no matter how often I do this...it is really frustrating because it makes no sense. If I would run the old BIS2 tools, it would...but as I am using 2.5.1...strange I tried this and it tells me this: File p:\mem\mem_rook_island\config.cpp, line 2249: .CfgVehicles: Member already defined. I checked and it was defined nearly to the end of the config. I nonetheless will paste it where you highlighted and see what happens...thanks so far ;) ---------- Post added at 19:30 ---------- Previous post was at 19:25 ---------- EDIT: I checked it and it still dont work... This is my logfile, may be this helps to figure what went wrong...I am out of Ideas...at least I can get onto the Island ingame...
  16. wow, thanks Mr Burns...this is a great resource, haven't known this so far...will give it a try
  17. I assume... The config itself seems nothings to have in common with the Clutter issue that I have, since I have a separated cfgClutter.hpp that I am importing via this command: class Clutter { #include "cfgClutter.hpp" }; That worked well out in ArmA2. My Problem is not the config (according to the clutter), its binPBO that seems to be wrong or something, since I get a Bad version error, that usually refers to an outdated version of any program or tool. But I might be wrong in this case, thats why I am asking here. Did you updated your BIS tool recently from a ressource I dont know other than Biki?
  18. memphisbelle

    got my a2 islands working in a3

    I am good with this ;)
  19. memphisbelle

    got my a2 islands working in a3

    :butbut: :butbut: :butbut:....oh my god...this is so freaking awesome... You know what?..In your case I would start own thread, this work deserves a better knowledge from everyone interested... and also better feedback...your Islands wont be recognized as they should be, hidden in this thread...
  20. memphisbelle

    Good idea to wait?

    Yes for the config file, it took a while to set all the new paths, I did that with Notepad++ and checked every single path individually for typing erros, but there weren't any. May be this was because of the new setup of filetypes to copy directly as Atsche has posted them above...
  21. memphisbelle

    Using ArmA 3 Ground textures

    I think my question fits most in here: I get this errormessge in the logfile while running bipbo: Bad version 58 in p3d file 'a3\plants_f\clutter\c_strgrassgreen_group.p3d' this is for all defined clutters in my cfgClutter.hpp. Is this error due to the still no available BIStools? I found this thread with a similar error so I suppose its caused by a Version number of the tools, am I right?
  22. memphisbelle

    Good idea to wait?

    @ZeroG It seems that I figured my issue...and I think that it wasnt my configs fault that it didnt worked... I stored all the things like the skytextures and certain 3d objects seperatedly in an additional folder called "env"... and adjusted the pathes in the config. so that a path for maybe a skytexture looked like this: ../../Data/env/#.paa The rvmats and the texture files were stored regukary in the proper data folder. so everytime when I then was running binpbo it didnt converted my wrp file... but as soon as I removed this additional folder and used the default pathes it worked again...has anybody an explanation for this? I figured this only cause of your config file...so thanks again... no kisses this time :D haha
  23. memphisbelle

    Good idea to wait?

    ZeroG, I could kiss you :D...it works now, thank you so much!! Now I finally can keep editing, thanks again
  24. memphisbelle

    Good idea to wait?

    thanks M1lkm8n I really hope that this will solve the issue.
  25. memphisbelle

    Good idea to wait?

    Would it be possible that someone of you could send me a config example, please? I have an Island model (xyz) that works great in ArmA2, but for ArmA3 I dont get to work as the wrp file wont be packed, while running binpbo. I tried everythings and figured that it must be the config as the whole thing works as it should by using the A2 config. If anyone could help please, that would be awesome
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