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#momo#

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Posts posted by #momo#


  1. Sorry in advance if this is answered in another post, but I spent the last 2 days reading manuals and forum posts and my head feels like it's gonna explode soon.

    Edit: Ok I definitly need some sleep, same question here: http://forums.bistudio.com/showthread.php?180943-No-Token

    What I want to do:

    I want to port my Arma2-Map called Napf to Arma3, as an addon independent of A3MP or AiA. (In the long run, the goal of this is to use A3-Assets like Military Structures and other stuff for the map).

    What is working so far:

    Terrain Builder is loading the map, the Sat etc. This is all fine. Also, I managed to get all Trees and Bushes from Arma2 in a seperate Addon, thanks to MoveFolder from Mikero, with the method that is described by Bushlurker in this thread:http://forums.bistudio.com/showthread.php?176020-Missing-objects-on-map-by-using-different-Binarizers

    What is not working:

    After I got the Vegetation from Arma2 to Arma3, I again wanted to use MoveFolder for the Arma2-Building. This worked for example for the TV-Tower (P:\ca\structures\A_TVTower) and the Tower is showing in-game in A3.

    However: MoveFolder gives me an error for a lot of structures and just refuses to work.

    Example:

    - I take P:\ca\structures\A_MunicipalOffice,

    - copy the unbinarized p3ds in my new Addon-Folder P:\Momo\A2Objects\Structures_Cherna\A_MunicipalOffice,

    - use MoveFolder, "Move CA/A3", "Crunch from P3d content",

    - then I use MoveFolder, "Move CA/A3", "Crunch from config" with "P:\ca\structures\A_MunicipalOffice\config.cpp" as SourceConfig,

    - which results in the error message "File P:\ca\structures\A_MunicipalOffice\config.cpp: Line 79 No Token".

    Now this is a config from bi! Line 79 is a "};", the part above reads like this:

    mat[]={

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_Multi2.rvmat)

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_Multi3.rvmat)

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_windows.rvmat)

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_windows_balkon.rvmat)

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_metal_roof01.rvmat)

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_metal_roof02.rvmat)

    DAMAGE_MAT(Ca\Structures\A_MunicipalOffice\data\,A_MunicipalOffice_Multi1.rvmat)

    };

    I tried to change all "\data\,A_Municipal" to "\Data\A_Municipal" but then MoveFolder gives me the error "Line 72: not enough parms in define expansion".

    Now the technical stuff behind Arma is not my strong suit anyway and just a necessary evil to be able to create my own world, and I am at the end of my abilities here. I get the "No Token" error for a lot of buidlings.

    The question is, can other people reproduce this error, or is the problem on my side, and in both cases, how can it be fixed?


  2. Sorry for waking up an old thread, but I have the opposite problem. I actually WANT the Sat to tint the ground textures. I dont like it when you play the game as infantry and you think the ground has the same colour as your uniform, but from far away, it has a different colour and you are visible for anyone.

    However, not every ground texture seems to be tinted by the Sat. For example, if I am not mistaken, the asfalt Texture of Chernarus is tinted by the Sat, while the Asfalt Texture of Takistan seems to get not tinted. Also, when I changed the texture grid in Visitor from 20m to 40m, even the Chernarus Asfalt-Texture was not tinted by the Sat anymore.

    Has anyone any insight on when the ground texture is tinted and when not? I really have no clue at all (I suspected it might have something to do with the texture.nopx, but this does not explain why things changed when I switched the texture grid).


  3. Just a small info: I am working on the Northwest right now and I think I will release a Beta3 before the final version, depending on how fast I progress. No ETA yet.

    Northwest looks like this on the ingame map:

    aa8b.th.jpg

    Also, I was able to fix the roads. AI is using the roads as they should now.


  4. Thanks for the kind words and the links. And of course, for the video, I think I will include it in the first post.

    Also, feel free to post any bugs. I know some, but I am not sure which of them are only obvious to me and which of them get obvious while just playing the map.

    Of course there may be bugs I am unable to fix...


  5. Binarization was weird for me too. I had a similar problem to yours (island not showing up in the 'select map menu').

    In my case, it helped to delete all unnecessary models and configs in the p:\ca folder and in the p:\myProjects folder, like A10, Soldier models, etc. No idea why, but my guess is, it was because my c: drive was almost full and BinPbo needs to process and move a lot of data?

    Maybe the professionals on this board can help you if you post the Logfile BinPbo creates (you find it in the same folder as the pbo). There should be an entry <world = "p:\MyProject\MyIsland\Island.wrp"> and towards the end, there is an entry </world>. I noticed that every time my map was not loaded by the game, the entry </world> was missing.


  6. Some update: Progress is somehow slow right now, but I finished the capital city and some neighbouring towns, also finished some small villages in the mountains. I think I can release a Beta2 near the end of January or the end of February.

    Ingame-Map of the Capital City:

    beta2wip.th.jpg

    And how it looks right now:

    beta2wip2.th.jpg

    The Capital City is almost merging with its neighbour, a City called Emmen:

    beta2wip4.th.jpg

    beta2wip3.th.jpg


  7. Hello all

    I experience some strange behaviour of the ai when driving on the roads of my map, like the ai trying to leave the road, then get back on it, then leave it again, etc. It is not like they ignore the roads completly, but something is definitly strange.

    Now, I had something like a small accident that leads me to the question of this thread. When I first installed the bi-tools, I used an outdated version. So I installed the outdated version, then I used Mikeros Arma2P, and later I installed the new bi-tools, and then I started to work on my map.

    This week I had to re-run Arma2P. After this, all my roads in Visitor disappeared. I figured out it was because Arma2P was replacing the ca\roads2 that bi-tools installed with the one Arma2P extracs out of my Arma2 directory. So i re-installed the bi-tools and everything worked again.

    Out of curiosity: Does anyone know what the difference between the ca\roads2 of the bi-tools and the ca\roads2 of Arma2P is? May this be the cause of ai using my roads in a strange way? With which road set do you work, the pre-installed by bi-tools or the one Arma2P extracs?

    If I knew that rebuidling all my roads (about 40 roads, lot of work even with export-road) would fix the ai-issues, I would take the time, but I dont have the motivation to do all this work just out of a guess.


  8. A friend of mine has offered me some help in my island project, namely by building some villages or forests for me. While I appreciate the offer, I am wondering how this will work. He can work on my wrp and then export his work for me to import, but then all scale is lost and there may be trees growing inside a house etc. Also, he can not touch the elevation grid in order to make room for houses.

    So the questions are:

    - Is there a way so save the relative size of objects?

    - How do you propose to work on the same pew-file as a team? Any tips or experiences? Or does team work only make sence if one guy places objects and the other guy draws the sat map?

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