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Posts posted by silola
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Simply replace the wrong @inidbi folder with the right one (within the Arma 3 root folder).
But it's also possible to replace a single folder, for example the folder "Library_Pro".
If you want to import a single project file, then watch the tutorial part 20 at this point:
I've explaned the import of a favorite file, but it works in the same way with project files.
Silola
EDIT - Solved one problem. Found anotherHey everyone. This is my first time reaching out to the threads. So i was having the "Output Error" problem when saving projects. It turns out I was using the @inidbi that Playwith Six installed. I have directed Arma to the correct @inidbi folder in my root folder and everything works fine, kinda.
All of my saved projects were associated with the playwith Six @inidbi folder. Is there any way to get those save projects into the correct @inidbi folder? Really hoping I don't have to start over completely :butbut:
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I've never tried the make_file.dll somewhere else than Arma 3 root, but if it's working within @xCam ... nice.
I thought he had installed no "make_file.dll", because then he gets this error message.
Pretty sure make_file.dll works within inside of the @XCam folder as well. With ACE3, we had a discussion about it as well, and extension do get searched inside @mod folders as well, the only reason why it wouldn't work is maybe saving to @inidb folder, but I don't really see how. -
Hi God-Father,
u have to copy the "make_file.dll" into the Arma 3 root folder, otherwise it's not working.
Please note, the download from "PlayWithSix" is not working out of the box, so try the Armaholic download.
And please download the latest X-Cam update 1.05 from here:
https://de.owncube.com/public.php?service=files&t=56102ec0d6d9198daddf050327a52b39
Silola
Hi Silola,For some reason when i try and export to TB i get an error at then end of the process "Output Error" - i have checked the .rpt but no info there at all - and no file get created - have even set a new path to see if the default one was the issue but still no file.
Any idea's ?
Cheers
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Hi,
not all Arma 3 objects are editor placeable by default (trees and rocks for example), but if u want to have these object types saved within your mission,
then u need the xCam_EU.pbo or any other editor update that makes these object types available for missions.
Silola
Thanks for your answer... but this is not what i mentioned. I have a lot of original BIS stuff available but no rocks or trees. Only if i use your xCam objects, but therefor i need your xCam addon which i don`t want to use. -
If you have used objects from any of the "xcam" classes, all other players and the server will also require the xcam addon!Not the xcam.pbo but the xCam_EU.pbo ;)
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Hi Atom89,
if you have no experience with Arma 3 (mission editing, scripting, multiplayer sessions aso.), then it's not a good idea to use and work with the X-Cam,
because you need the basics of Arma 3, and if you want to run a dedicated server to play your own mp missions, then you need more than the basics.
Sorry, but there is no other way :(
Silola
Is there anyone who can explane me how to add my project to server. I do everything from xcam guide but still cant make it work. If i add @xcam then server wont start. Is there step by step guide to make it work? -
Hi RimBlock,
atm there is no other way of selection available, after u have deleted the selected object, but maybe u can tell me why u need the "no object selected" way?
Because I have no idea why this solution should be better than the current one.
So for example, if u have placed a wall around a structure and then, after the last object was saved you notice,
that the last 12 wall elements are missplaced. Then it's easy to delete these 12 wall elements ...
Press the [End] key to select the last saved object within the current selected project, and then press
the [Del] key as long as you have reached the last correct placed wall element and then u can start to create the objects again....that's easy.
It's not possible to sort the object list alphabetically, but I will think about it.
A simple solution could be, to create a filter, based on the different object types within your project.
Do you know the easiest way to create an object selection with exactly one object type of your choice, anyway how many other object types around?
First select one object and then press [Return], the big one, to start a frame selection.
The selected object type then works as a filter for the frame selection and now the X-Cam selects only this object type within the frame.
Silola
Hi Silola,Thanks for the reply.
Cool for 1,2 & 4.
For 3 I think a slight missunderstanding. After I delete an object I have selected the object I placed before the deleted one is automatically selected. Is there anyway to remove that selection so no object is selected after a deletion.
i.e.
I place objects 1,2,3,4,5
I select and delete object 4
X-Cam then selects object 3 after deleting object 4 and waits for my input
Is there any way to stop object 3 being auto selected after object 4 is deleted ?.
One other suggestion. Any possibility to be able to sort the placed object list alphabetically ?.
I have close to 300 objects in the current project. I may want to select a small water barrel of which I have 10 scattered in the list of 300 objects and have to scroll up and down the list trying each one of the water barrel until I find the right one. The doubleclick and drag select is great for a group of objects (thanks so much for adding it) but not so good for a single object in a complex scene. It is sometimes pretty hard to find just the right spot which allows you to select an item. The list is, in this case, the easiest way to get the object selected but it could be easier if I could group the objects by class name rather than by placement order.
Thanks again.
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Hi RimBlock,
sorry for late response.
1. Atm there is no possibility to remap any key. Sorry.
2. You can use the user-defined working height:
Not the best solution, but maybe it helps a bit.
3. You don't need to select an object to delete it. Simply set the focus to any object u want to delete (if no object is selected) and then press the [Del] key.
4. As t-800a already said, press [E] to set the selected object (or all objects within an selection) back to the last known position,
or press [shift] + [E] to set the selected object (or all objects within an selection) back to the last saved position.
Thank so much for this fantastic tool. I am currently building an area on a new map and this is so much easier to use than anything else.I do have a few questions / suggestions if you would be so kind. I have watched a number of the tutorial videos but not all so please forgive me if it is covered there.
1. Is it possible to remap the keys ?.
I am especially finding the [space Bar] functionality to be quite counter intuitive. I create an object, manipulate it in to position with mouse and the left [CTRL] and [ALT] keys and then want to place it. Naturally I am finding I want to hit the [space Bar] rather than taking my hand off the mouse to press the [insert] key with the result of the painstakingly placed object vanishing. Personally I would rather have the [space Bar] and [insert] keys swapped. I there a way I can swap them myself please ?.
2. Is there a way I can stop the camera defaulting to going to a set position above the landscape after every placement ?.
I am building a docks and after I place each item the camera moves to something like 1 meter above the terrain which is under the floor of the docs. I have to constantly zoom out after each placement. Ideally after placement I would like the camera to not change position until I move it.
3. Is it possible to turn off the 'autoselect last placed item' after I delete something. The number of times I have deleted something and then moved the mouse only to find another carefully place object has just been shifted position is quite high. Ideally no select may be better based on how I use it.
4. Any chance of an undo option ( [CTRL] + [Z] mapped to would be good). Unless I save the project after every move there is no way to undo a mistake currently. Just one step backward would be fantastic and save so much time fixing the stupid self inflicted errors.
Again, fantastic tool and so generous of you to provide it to the community after the masses of time you must have spent on it.
If the answers are in the tutorial vids and I may have missed it then if someone would be kind enough to just point me to the correct one then I will just go back and have a look.
---------- Post added at 23:36 ---------- Previous post was at 23:27 ----------
Hi Buliwyf, of course it's possible to use the original Arma 3 objects. The best way is to clear the whole X-Cam object library first.
So, please delete all files within this folder (but don't delete the folder): @inidbi\db\xCam\Library_Obj
After this action u will see again the very first dialog, after u restart the X-Cam. Then double-left-click all object classes u want to use with the X-Cam,
but don't select the xcam_* classes ... and press the [start] button to create the new library.
Hi Silola,is there a way to work with the original BIS objects, like rocks, trees and so on? I want to modify some places on Altis and if i use your xCam objects, i need additional addons for the players which are joining the server. Or is there any other trick?
thx
---------- Post added at 23:45 ---------- Previous post was at 23:36 ----------
Hi HuxFluxD,
thanks for the hint. That's the second mistake by PlayWithSix ... not good :(
So in the future download the X-Cam installation pack from Armaholic.
Silola
Dear Silola,your xCam addon is the only reason why i started to dig in on how to create terrains, maps and missions for ARMA 3.
Sure, this will take massive time, but your tool is so inspiring as it provides endless possibilities. Thanks for this!
P.S.: Maybe it's just me, but I ran into serious issues getting xCam to work with the PlayWithSix version. It simply did not build
initial object library like in your videos. No matter what I was trying. I then just renamed the modfolder from @x-cam to @xCam
like in the manual download. Now xCam did build the object library without any problems.
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Ok, then u have to go this way (simple example):
Copy the exported sqf file into your mission folder.
If u have already an init.sqf file within your mission folder, then u can start the script there with:
if(isServer) then {execVM "NameOfTheScript.sqf"};
or another solution:
Insert a game logic unit and add this into the initialization field:
fun=if(isServer) then {execVM "NameOfTheScript.sqf"};
Silola
If i save file in sqf format same as m3editor do it.How can i add it to my mission?
I have Bornholm server and i want to add my project to my server.
Dont understand how to run sqf file. Not working if i do same as m3editor sqf file work.
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Many thanks mate :)
Hi Silola,Just wanted to say that the new area selection, and especially the new export by object type are amazingly helpful features! Thanks again for a top quality tool!
---------- Post added at 16:56 ---------- Previous post was at 16:53 ----------
I'm sorry Atom89, I have absolutely no idea what you mean :(
I just have to add I built objects to the map of Bornholm on my server in another editor, I threw objects through the ACF file and everything worked, the objects were on the map, all was well at home and fences it was. But here it is impossible to generate an error that the file is not found. Chose your editor because there is a lot more opportunities, but here's how to make that the objects were always on the map, not the mission that appear on time. -
Hi Atom89,
I'm not sure what you mean. Do you want to create content for a MP mission, or do you want to work together with the X-Cam in MP?
Silola
Thank you for this very good editor ! Made the project retained as shown in the video tutorial â„–20. But not know how to throw it on my server ? which files , where to register ? please tell me , I think not alone in facing this problem since even a novice in this matter. I am Russian with English not so good writing through an interpreter. I would be very grateful if you show the problem on video or in pictures. Thanks in advance for your help. -
Many thanks Foxhound :)
Thanks for informing us about the updated version :cool:Release frontpaged on the Armaholic homepage.
================================================
We have also "connected" these pages to your account on Armaholic.
This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.
When you have any questions already feel free to PM or email me!
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Hi,
I've released the first X-Cam update.
xCam Version 1.05
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New: Alternate methode to start a frame selection
New: Terrain visualisation incl. some settings
New: Option to invert 4 different camera control functions
New: Split a Terrain Builder export file into different export files (object types)
New: Restricted start option (player name)
New: Option to search within the X-Cam object library only
New: One-step processing of multiple projects (incl. export)
New: Additional save option, if objects copied from different projects
Fixed: Press [Alt] during the secondary movement methode is active
Fixed: The export option > enablesimulation 'false' < saves wrong values
Fixed: Ghost objects after pressing the [ESC] key
xCam optional content
======================
Two object packages have been updated:
xCam_Metal (v098b)
xCam_Woodworks (v09b)
Many thanks to poolpunk for this incredible work !!!
For download and more infos goto page one.
Thanks
Silola
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Hi,
Can you reveal what is in the update or is it a surprise??
Also I'm curious about the DAC functions inside XCam.. .I see you can create zones, etc.. is this documented anywhere or still a work in progress?
The release of the update is tomorrow. And yes, all about units, vehicles, weapons and DAC is WIP.
I see many posts focused on ex/importing to terrain builder with X-cam but how likely is it that this powerful tool could be used as a [much needed] 3d editor for mission makers?I think the "new" Bohemia editor will do that job. We all hope for a new "modern" 3D mission editor, but who knows what we get.
When I opened x-cam for the first time, it didnt give me any menu about libraries or anything.. so i have no way to load the ones i wantIt's important to have the @inidbi folder installed within the Arma 3 root folder.
Make sure you have copied the "make_file.dll" into the Arma 3 root folder.
Delete all files within this folder: "@inidbi\db\xCam\Library_Obj", but don't delete this folder.
Silola
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Hello Silola,first, thx for this tool.
is it possible to import terrain builder object file to xcam ? (i found how to export but not for import)
Best regards
Havena
Sorry, that's not possible.
But why exactly, do you need such a function?
Silola
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You are right, the download link is not working anymore. Don't know why.
Please try this link:
http://www.armaholic.com/page.php?id=28507&highlight=X-CAM
Silola
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Thanks for the awesome tool. I'm having a lot of fun making stuff with it.
LOL ... you are crazy.
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Hi,
if you want to build up the whole X-Cam library from the scratch, then simply delete "all files" within this folder:
@inidbi\db\xCam\Library_Obj (but don't delete the folder)
then you will see the very first dialoge again (after u restart the X-Cam) to select all the object classes you want to use with the X-Cam
and then to re-build the whole X-Cam library.
PS: First X-Cam update is araound the corner.
Silola
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rafal007111, again very interesting pictures :)
You are working on a mission or is it simply to get some experience with the X-Cam?
Maybe u can save the whole construction as a prefab? ;)
Silola
Some more Metro :)http://cloud-4.steamusercontent.com/ugc/32991157708431663/0850778326490B872D98ADE6FC83A93F91D29C15/
http://cloud-4.steamusercontent.com/ugc/32991157708431318/233F5155B1C1937F32EA0C1617789B29A9EDF395/
http://cloud-4.steamusercontent.com/ugc/32991157708432017/8D917729C0F0140A8A3FE741E9C3C2BF1FAE30FD/
http://cloud-4.steamusercontent.com/ugc/32991157708509685/7E0A25923146A7EDBFD9699F419993FB5C127EF2/
http://cloud-4.steamusercontent.com/ugc/32991157708510185/B06A3932AE0EA803B5E00B55E2767B55831C6BB4/
http://cloud-4.steamusercontent.com/ugc/32991157708510597/FED0F0E6301553DDE04DBAB8F891D58DA909753B/
http://cloud-4.steamusercontent.com/ugc/32991157708511185/95725F43A9E2D16FD1BACE1483EBBE75E25E2E9B/
http://cloud-4.steamusercontent.com/ugc/32991157708511594/21ABD205B935A4BEA091F07763DF18297637E66F/
http://cloud-4.steamusercontent.com/ugc/32991157708431005/73FFE4983E4916D03CB2F9661C089E41C338F5A0/
Thanks Silola without X-Cam this cannot be possible.
...and yes i know this need more detals

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heya, I'm having trouble exporting my xcam project. when exporting as a mission.sqm file it gives me the option to disable simulation, but once I open the mission, simulation is still enabled (stays "true" even if I specified it should be "false" at exporting). no big deal, since I can simply replace all true with false, but still... wondering, if it's something I did or a bugone other thing: I can't open doors on objects I place in xcam. again, is it me or is that how it works? even after exporting and enabling simulation I still can't interact with doors
Hi,
about the "simulation" ... go one page back and have a look at my post (Apr 7 2015, 23:16)
about the "doors":
Guys ... as t-800a said before ... all the xCam_* objects are designed for terrain builder import and all these objects have only a simple config.
That means ... if u want to place houses, containers, whatever, and u want to export a mission or script file from your project,
then please use the original A3 objects.
To activate the respective object classes, please watch this part of the "installation'" video:
https://www.youtube.com/watch?featur...CQxwqKwE#t=303
For example, if u want to use the original A3 houses, then activate these object classes:
Structures (Village)
Structures (Town)
Structures (Commercial)
Thanks
Silola
I think this should help :)
Silola
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Some pics from my wip mission:http://cloud-4.steamusercontent.com/ugc/32990079117092943/7948D1F9DF5C162106167966EEE450BC927313E1/
http://cloud-4.steamusercontent.com/ugc/32990079117091420/45791C0FB6ED85A8FD8EA571092509B55BCCB64E/
http://cloud-4.steamusercontent.com/ugc/32990079117090283/B0A781EBECB28D9D9A6BBB75B767006F046B0B59/
http://cloud-4.steamusercontent.com/ugc/32990079113424663/6AB212A2789ED6C4CD75DBBF68B2A0F1F8F5FFDD/
Thank you Silola! :D
WOW, realy cool pictures. Thanks for sharing :)
Silola
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I can confirm this issue, I have already been pretty disappointed, after 3 hours of building, an then all the small items were placed incorrectly =(Ok, found that bug. Sorry.
So, until the update is released, there are two solutions available:
1. edit the exported file (sqm or sqf)
search for this enableSimulation true; and replace with this enableSimulation false;
2. Select all objects for which you want to disable the simulation (within the X-Cam).
open the object info page and press the button to unlock the object data.

double-left-click the list entry "SI: 1" (simulation is on)

Change the value from 1 to 0 and press [Ok]

export your project with the option "enablesimulation 'true' for each object"

Then it works correctly :)
Silola
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http://i.imgur.com/UWRcCIs.jpg (365 kB)http://i.imgur.com/euZICGb.jpg (305 kB)
I think is failing variable enablesimulation false;
Thanks!!
Ok, will try to reproduce. Thanks for reporting incl. pictures.
Silola
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Hey Silola,I'm running in a small issue here, i placed a handgun on a table, but for some reason i can't interact with the handgun. I can't take it in my inventory nor equip it per say. Simulation on / off doesn't seem to do anything.
If you covered that in one of your video, my bad. I'm still at the part 13.
Hi Dorak,
weapons, vehicles and units not supported atm, because it's not a mission editor ;)
Silola
---------- Post added at 19:12 ---------- Previous post was at 18:21 ----------
Really loving the tool so far!http://i.imgur.com/srJzGPm.jpg (537 kB)
Having lots of fun developing the map thanks to the ridiculous amount of features.
Encountered a couple isolated bugs (pretty much all of which I've managed to solve or find workarounds for) but there's one bug that seems persistent no matter what I do.
http://i.imgur.com/sbJhvJL.jpg (607 kB)
(This happens as soon as I load X-cam, before even pressing a single button. Note the interface on the left as well as the "Error: No vehicle" on the map. I also can't use the "insert" key to place my player anymore so I presume it's having trouble hooking to my client properly).
I've attempted reloading my game (use to fix but won't any more for some reason), removing all the inidbi config files and replacing them with the originals (fixed it once, hasn't fixed it since).
One thing to note is that I'm working on a server and believe it may be related. I don't have the issue as much when in the singleplayer editor.
That's the only bug that's really causing any issues... the others are just minor things such as attempting to use smooth-movement (alt) when in the secondary selection mode (the one where the camera isn't centred on the object).
I'd also request the ability to modify the pitch/roll/yaw values on an object, if at all possible. The cliffs you see in the image above could be made a lot nicer and more varied if I could tilt some of the rocks on their side :)
All in all though, fantastic work Silola. I really appreciate everything you've done here and I applaud you greatly.
Hi Igirisujin,
I had the same problem, but only for one time, and atm I have no idea what the reason is.
So some questions:
where you have downloaded the X-Cam installation pack?
do u have the marker name "No vehicle..." also if you start a single player X-Cam session?
is your server a dedicated server?
do you have any things defined within the "description.ext" file? if not please try it:
onLoadIntroTime=false;
onLoadMissionTime=false;
disabledAI=1;
debriefing=1;
showGPS=1;
Respawn = 2;
RespawnDelay = 5;
RespawnDialog = 0;
enableDebugConsole = 2;
loadScreen = "";
author = Silola;
onLoadName = X-Cam session;
onLoadMission = "";
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 5;
};
The smooth-movement mode is not available if you use the secondary selection mode,
because the movement is then depending on mouse cursor positions.
Silola
---------- Post added at 19:15 ---------- Previous post was at 19:12 ----------
Pitch / roll / yaw would be really nice. I can understand your thinking because of the bugs with TerrainBuilder, but there is much more possibilitys as just that (wanna place a barrel laying on the side?) mission placement? ;-)I want to add this functionality within a later update, but not within the next update, because it's a little bit work to interate it in a propper way.
Silola

X-Cam 1.0 for Arma 3 released
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Hi RimBlock,
as I said before...if u don't want that the X-Cam selects automaticly the next object, after u have deleted any object,
then u have to go this way:
Make sure that no object is selected (press spacebar), then simply move the mouse cursor over the object u want to delete
until u can see the bounding box of this obect. In this situation press the [Del] key to delete this object and the X-Cam will not change the position
because no object was selected....that's realy simple and usefull. An other solution is to use the delete brush by pressing [L].
If u want to set an object back to the last known position press the [E] key. That's also a very helpfull function :)
To better know if any object is selected, open the object info page.
If this page is showing some data then any object is selected or an object selection is activ.
If this object info page is empty, then no object is selected.
An other hint of an selected object is, if any list entry within the object list (the lower one) is selected, then any saved object is selected.
If the empty list entry (the first one) is selected, then no object or a temporary object is selected.
Silola