freakjoe
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freakjoe started following Pirate Pete
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This is so awesome! Do you plan on creating more battleships?
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I hate to be that guy but am I the only one whose ArmA 3 Tools haven't yet asked to be updated on Steam? Please ignore, I confused Thursday with Tuesday. *facepalm*
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No, there isn't any way to keep your PBO from being saved on the client's computer. And there isn't any way to "lock" it either, from what I know.
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There is a problem with the System.Data.SQLite.dll you're using. You're likely using a version that isn't compatible with this plugin. (from what I can understand, at least, French is not my first language) I've figured it out, I simply spelled the database name all lowercase in the databases.txt file, because I didn't expect that to cause any problems. Turns out it does cause problems, capitalizing the characters in question fixed it.
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32x32km Real Life Map Project: call for inspiration and aid
freakjoe replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
Great choice, in my opinion. The area seems definitely seems interesting and has a lot of potential. Good luck with your project. -
Hi, First of all I'd like to thank you, firefly, for sharing this great plugin. Now, I'm currently experiencing some problems with the plugin and I hope I can receive some help in this thread. After reinstalling ArmA 3 (and obviously reinstalling the plugin, too) any query suddenly returns false instead of what it used to return. The database definitely isn't the problem and there are no errors. The weird thing is, there's not even an actual ArmA2NetMySQL log, just an ArmA2Net log, it seems like the ArmA2NetMySQL plugin didn't even register my query. Here is my ArmA2Net log file : As I've said, contrarily to what you'd expect, there is no log in the ArmA2NetMySQL folder. Thanks in advance for your help.
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RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
I mainly wanted to use it to make sure my P: drive doesn't get too cluttered, so I guess not being able to use it isn't that big of a loss. -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
We've decided to just stop using the namespace method and it appears that that was the cause of our problems. (It's pretty weird, after all BI is using the namespace method seemingly without problems) Thanks for all the help I've received. I guess this thread can be locked. -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
Yes, I do. -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
Hmm. I just tried using pboproject and it did indeed give me an error when trying to pack. Problem is I that it doesn't give you ANY idea of what you need to fix. -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
Hmm, I think I may indeed be misunderstanding something. The addon source directory is "p:\wclp\wclp_vehicles\fj_f150", now, shouldn't the project path be the same? I currently just have the "Use source path" option ticked and always assumed that was the correct way. By the way the addon prefix I'm currently using is "wclp\wclp_vehicles\fj_f150". Again, thanks a lot for taking the time to help me with this. -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
Thanks again for your response but my goal is not to pack the entire wclp\wclp_vehicles directory so I don't see your suggestion leading anywhere, even if it DOES work. If everything else fails, I'll try this (as I'd have to adjust all the paths within the model). -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
The paths are fine. It does work when not binarised. Your other suggestion didn't work either. Thanks for the advice anyway :) -
RVMats not functioning properly after binarising
freakjoe replied to freakjoe's topic in ARMA 3 - MODELLING - (O2)
The log doesn't give much information at all. Cannot load material file wclp\wclp_vehicles\fj_crown_vic\rvmats\chromeblack.rvmat. Cannot load material file wclp\wclp_vehicles\fj_crown_vic\rvmats\chromeblack.rvmat Cannot load material file wclp\wclp_vehicles\fj_crown_vic\rvmats\skin.rvmat. Cannot load material file wclp\wclp_vehicles\fj_crown_vic\rvmats\skin.rvmat Cannot load material file wclp\wclp_vehicles\fj_crown_vic\rvmats\windows.rvmat. Cannot load material file wclp\wclp_vehicles\fj_crown_vic\rvmats\windows.rvmat -
RVMats not functioning properly after binarising
freakjoe posted a topic in ARMA 3 - MODELLING - (O2)
Hey there. The title basically describes my current issue perfectly. When I pack a model without binarising, everything works as intended and the RVmats look the way they're supposed to. Now, as soon as I try to binarise the model when packing, the RVmats stop functioning properly. The glass for example just turns black instead of being well, transparent and glassy. As it's probably easier to describe the issue through images I will post the links to four images showing the difference below. Without binarising : http://i1158.photobucket.com/albums/p610/FelixSmith111/before1_zps4941a7ce.png http://i1158.photobucket.com/albums/p610/FelixSmith111/before2_zps8a42b851.png and with binarszing : http://i1158.photobucket.com/albums/p610/FelixSmith111/after1_zps65f509a6.png http://i1158.photobucket.com/albums/p610/FelixSmith111/after2_zps7e63a823.png Thanks in advance for any advice I may receive, FreakJoe