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Pilinir

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Everything posted by Pilinir

  1. Hello all, I have built myself a custom terrain file and I would like to add my custom buildings into the map. I can load and place the buildings in the Visitor 3 editor, and can even preview them in buldozer; however, when I load the map in the in-game editor and try to preview the world I receive the following crash: Bad version 50 in p3d file 'myProject\warehouse\warehouse.p3d' I have my warehouse.pbo and testMap.pbo in the same addon directory. Is there some step I am missing? I am also having a problem with creating my models, could they be related somehow? I can load my map without the custom buildings successfully so I know I am screwing something up, just no idea what lol. Thanks in advance for the help!
  2. 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!
  3. 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.
  4. 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.
  5. 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"; }; };
  6. 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?
  7. Hello all, I am new to arma modding and because I am a sadist have decided to build my own custom island and populate it with some custom models. No better way to learn then to sink or swim right? Anyway, I have the island built and it loads into the game without any problems. However, I cannot get my test model (a low poly wall) to load into the game. I have used BinPBO to turn the p3d, config.cpp, and my paa texture into a pbo and it does not throw any errors and creates the pbo file as expected. BinPBO then dumps the finished file into the @wall\Addons directory I have made and when loading the game it detects the @wall directory which I have enabled. Unless I am greatly misunderstanding the tutorials I have done, I should be able to add my custom wall through the editor but the wall object is nowhere to be found. Is there some step I am missing? I will need to eventually add the model into my map on visitor, but am assuming I need to get the pbo of the model loading correctly first? My config.cpp Thanks in advance for the help!
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. 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
  14. 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
  15. I appreciate the attempt SmokeDog, whatever is causing my problems is probably one for the record books lol
  16. 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
  17. tried both ways, doesn't make a difference
  18. I have a project directory where I try to keep all my work: p:\myProject\testMap\all my visitor stuff p:\myProject\warehouse\warehouse.p3d p:\myProject\Wall\Wall.p3d etc... Is there some kind of config I need to set to tell the terrain where to get the models? the faces for the warehouse are 7,739. I can load the model into the game and place it using the editor, but only if I set the model path in the config to be p:\myProject\warehouse\warehouse.p3d. If I try to give it a relative path or try to binarize the model from anywhere other then this exact path I encounter the same problems I am having in my other post. Do these toolsets have problems with windows 7? Is there a newer toolset then 2.5.1?
  19. So I tried reinstalling binPBO, and it did not fix the problem; however, the log file has changed: My model exists in P:\Wall\Wall.p3d the "Error: 2 Cannot run BinMake.exe" error is new, any idea what is causing it? I still receive the missing bmp.p3d error Now let me make this even more confusing, if I place the model inside: p:\myProject\Wall\Wall.p3d I still recieve the bmp.p3d error and the log still shows the "Error: 2 Cannot run BinMake.exe" error, but there is some 100 extra lines in the log that start with "updating base class -> ". On top of the extra stuff in the log it takes nearly 3 times as long for binPBO to finish the binarization process.
  20. Any thoughts on this or has this become unsolvable?
  21. Yeah I have always kept the "clear temp folder" checked. I manually deleted everything in the temp folder and re-ran binPBO this morning, I still recieve the "cannot open object bmp.p3d" message but at least the log looks correct:
  22. I gave that a try, it still brings up the message "cannot open object bmp.p3d". Any idea what this bmp.p3d is? Here is the log file: My binPBO settings: I based the settings off the mondkalb's addon tutorial.
  23. So, unfortunately that did not seem to completely work. It did seem to get rid of the model 50 error but when I load into the game after placing the model in the editor it brings up an error window that says "cannot open object bmp.p3d", after clicking OK it loads me into the world but no wall is visible. There is no bmp.p3d associated with this model in the config, the folder, or inside the wall.p3d itself so I have no idea why it is looking for it. The other weird thing is binPBO finishes really quick, like in just a few seconds, I know the model is pretty small but I cant imagine the entire binarize process to be nearly instant. It still creates a pbo and I see no errors in the log, although it is incredibly short:
  24. Thanks for looking at this! Its strange that it was looking for it on my desktop, it was sitting in my p\drive when I zipped it up to load onto mediafire, well more specifically p:\myProject\wall. I cant believe I messed up the texture size that badly, I should have checked that! Thanks for posting the fixed version, I will give this a try first chance I get, may not be until tomorrow but if this works you will have ended a very irritating headache lol.
  25. Huh thats interesting, I have no idea what its supposed to binarize them as but I am using the most recent binPBO. I have the Operation Arrowhead content installed, not sure if that would change that number. Have you tried binarizing the file I uploaded? I am thinking the error 50 is coming from something I am doing wrong in that process.
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