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Pilinir

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About Pilinir

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    Lance Corporal
  1. Heh well... looks like I have a lot to learn yet, at least I think I have the basics down now. I was just about to ask for clarification on the "Land_" prefix, thanks for clearing that up for me, its one of those things that looks like its easily missed, but is critical for success. I obviously still have lots of questions but it looks like most, if not all of them can be answered by breaking down these sample models. Thank you all for the help getting started on this, now its time for the fun part!
  2. Thanks man! This will be extremely useful, these sample models alone will keep me busy for quite awhile. I have been avoiding doors...animations in general for that matter, will be good to have some resources on that as well as the configs. I appreciate all the help, I would have been totally lost otherwise lol.
  3. For some reason I made the assumption that those files were encrypted but we all know what happens when you assume things. Wouldn't hurt to look at these anyways to help refine my configs lol.
  4. For most of the models I want this to display on, the "house" class would be fine. It sounds like you got it to work for stuff classed as house, it does not work for me though, is there something I am missing in the config? Snippet from my warehouse config: class cfgVehicles { class HouseBase; class House : HouseBase{}; class Warehouse : House { displayName = "Armory"; icon = "\ca\misc2\data\Icons\guardshed_ca.paa"; mapSize = 10; model = "\Warehouse\Warehouse.p3d"; scope = public; vehicleClass = "Warehouse"; }; };
  5. Sorry about the delayed response, was out of town all weekend. That works perfectly, thanks for the help Bushlurker! Is there a way to get the displayName of the model to show up when I mouse over the objects that are created from that map named property? Or will I need to label each of the buildings in the in game editor?
  6. So, after finding out that the permissions for my P:\ were messed up somehow I was able to finally load my custom models without a problem and with a relative path. This also fixed the problem I was having loading them into my custom map. I can finally load my map with my models, huzzah! One final problem seems to remain though, I can walk around and interact with my models, but if I open up the in-game map none of my models are displayed. Is there some setting I need to change to get these to show up on the game's map?
  7. So this got me to start inspecting my P:\ drive more closely over the weekend. What I found is that somehow all the drive's permissions were set to deny. I dont really understand how BinPBO was able to read some stuff from the drive but not the p3d info...very odd. I know that the very first time I installed the tools UAC was still enabled, and while I re-installed with UAC turned off, maybe some settings did not get removed when I uninstalled that first time a few months ago. Not sure what else would have caused this. Anyway after fixing those permissions everything seems to work correctly, I can now load my models with a relative path and no longer have that crash. Thank you all for your help! I apologize for this being such an anticlimactic solution to the problem but hopefully this will be resource to help those in the future who may encounter these problems.
  8. Ok, that's what I was doing initially. So am I right in assuming then that visitor tells my map where to find the models I am using when I add them through the artificial objects browser? In other games I have modded you had to add the objects to an asset list for the game to read from when it loaded the map. It seems to me the problems I am having described in that other post are probably effecting me here. This would make sense considering the only way I can get the model to work currently is to give it an absolute path, which means when the map tries to load the model it cant find it even though the pbo is in the correct place. I also know its not the map itself, as I can load it without any of my custom models without an issue, and I can load it with all the default ArmA models.
  9. I am ashamed to admit I am not entirely sure what you mean. I disabled windows UAC as I read it can cause problems with the install, I tried running the tools in administrator mode anyways and it didn't seem to make any difference. How would I schedule a new subst operation? I dont believe thats something I have ever done before.
  10. So, per your suggestion, I directed vis to p:\wall\wall.p3d. This looks like it fixed the bad version 50 crash; however, I now receive the message: cannot open object wall\wall.p3d Do I need the pbo version of the wall available when I package my terrain? Or is a pbo of the model made when I package the terrain? And if so, where do you put the .pbo versions of your addons? currently I put them in my \Bohemia Interactive\ArmA2\@myProject\Addons directory. should I put them in the same place I am directing vis3 to? like: p:\wall\wall.p3d p:\wall\wall.pbo
  11. I only have the one wall.p3d. I cleaned out the bin_temp folder and deleted the wall.pbo in my addons folder. The crash still happens, but when I look into the log for the pbo at the end of the file it says: Error:2 Cannot run BinMake.exe I found the binMake.exe so I know its on my system, any idea why it cant run it? Could that be causing my issue? ---------- Post added at 07:02 ---------- Previous post was at 06:45 ---------- I re-installed binmake, and the "Error:2 Cannot run BinMake.exe" error no longer shows up in the log, I still have the bad version 50 crash though
  12. So I just removed all the tools, and the P drive and re installed everything. That made the weird missing bmp.p3d error go away. However, I am still getting the crash with the error: Bad version 50 in p3d file '\wall\wall.p3d' Here is the config I am using: This is based off what SmokeDog gave me after looking at my model, its certainly possible I screwed this up somehow and should have re-posted earlier for verification. I removed the destruction effect code and changed the displayName. config.cpp: this file is located at: P:\wall\config.cpp along with my model: P:\wall\wall.p3d If I change the line in my config: model = "\wall\wall.p3d"; to model = "P:\wall\wall.p3d"; there is no bad version 50 crash, no idea why it works if I give it an absolute path. and here is what my binPbo is configured to: http://www.mediafire.com/view/?w261y913l915l6e
  13. I appreciate the attempt SmokeDog, whatever is causing my problems is probably one for the record books lol
  14. So when I add a model in visitor I go to tools->artificial objects... In that window I click on the add/browse button and select the p3d I want to use. The warehouse model for example sits in p:\myProject\warehouse\warehouse.p3d. Should this instead be placed in the CA folder I made? When I binarize my map it goes into: C:\Program Files\Bohemia Interactive\ArmA2\@myProject\Addons I also have all my model PBOs placed in \@myProject\Addons as well So the inside of @myProject\addons looks like: testMap.pbo warehouse.pbo wall.pbo
  15. tried both ways, doesn't make a difference
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