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Everything posted by HorribleGoat
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Addonbuilder crashed and deleted my map project folder.
HorribleGoat posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
As said. After the patch Mikeros tools couldn't recognize Arma Tools Steam Install (no matter what I reinstalled) and I fired up the New and shiny Addon Builder. Packing up some vehicles worked thought it was painful to seek out mysterious errors that were not logged in any of the logfiles.. Then silly me in the morning hours thought to do some tweaks on my map.. Ran binarize once and Builder gave no errors.. The map just didn't show up in game. Ran the Builder second time AND BOOOOOM it crashed. AND deleted the whole map project folder!! >:C I usually don't complaint about bugs and whatever on a product thats still in development but this did make me angry.. And sad as I've hoped the tools would get better. The map folder was the only one I didn't make backup from due to the size... "Luckily" the map was quite early WIP and I have the source files.. but still really really reaaally frustrating. Hopefully no one else runs into this. (BI buy the tools from Mikero and save us the :C faces) Now that I got that out gotta get back to rebuilding the damned thing. It seems some of the files are recoverable from the temp folder. Reminder to all! Make copies from everything! -
Twin Cannon turret problem
HorribleGoat replied to x3kj's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Very VERY cool! Love the sound! :D -
Have you saved the .paa in texview with suffix _CA? _CO is for colormaps without alpha transparency and _CA is for color with alpha transparency.
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Thank you Mikero for this!
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-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Again more progress! This time we are proud to present first footage of HT-4002 hacking tool in action! The interface is command-line operated with very neat randomized folder and file structure for the hacker to comb through in search for the right files. Main idea is that the speed of the hacking is almost totally related to the players speed of typing and ability to spot the right files from the corrupt clutter. So it is not just press a button and wait for a progress bar to fill up, what you do and how well you do it matters. Check out the video here : LoDR on ModDB Oh and don't forget to support us at Make Arma Not War -
Just to let you know I run my comp with UAC turned off too so it should not be an issue as my tools work now.
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Something with Arma 3 and Arma 3 Tools registry keys must have been the problem. Today without any specific reason pboProject launched again. Thanks Mikero for all your input and help. One thing did happen yesterday though, Arma 3 ran first time setup after few launches on steam so it might have reapaired the needed keys. This is a whole day after full reinstall so can't tell if its really relevant. Hopefully others get theirs working.
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Thats what Im suspecting too. :C
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Yes the A3 tools are launched from steam, the checklist gives green on all entries, registry and such. Also DosTools are the latest version from DevHeaven. Everything worked a week ago.
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blazenchamber this is exactly what I have problem with now. I share your pain.
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Gotta post here too if someone has/ has had similar problem. PboProject stopped working after the latest tool patch on my machine and problem persist even after complete windows and tool reinstall. I've out of ideas on how to manage this. A3 Tools Addon Builder just isn't good enough to use.
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-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
A3 got an update which is great and along it the A3 tools also got an update which I have quite mixed feelings about.. It is great but it also broke Mikeros toolset for me and I had to rely on AddonPacker which proved to be complicated. For some reason I it first deleted all our map project folders and I had to rebuild them from source material. AddonPacker just can't pack it right and does not give out anything useful in the log to pinpoint whats wrong. Anyways got a new vehicle packed and running! (Pics on ModDB) This might affect our goal of Alpha release or at least the map will be one of more early WIPs. Hopefully the problem with the tools will be resolved soon! -
Community Tools Updater
HorribleGoat replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
This sounds really great! Trying it out right now. -
Might I inquire how did you get it to work again? I've ran into same trouble since the last tools update and Addon Builder just crashed and deleted my whole map folder. Don't really want to use it ever again.. :P (I can recover most from the temp folder...)
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-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Couple of new pictures up on ModDB! I've been fixated on the Dragon model for a few days now and it was quite refreshing to whip up these Alpha assets and actually get something done. It is not easy to build a convincing and at least semi functional looking & nearly 1km long monster of a battleship. Everything is so huge. You could have a family living in the missile tubes or a small village in the engine blocks. It will be "fun" to work out the interior when the outer shell is complete.. :D For real it will be awesome though also really challenging. But gotta prioritize and work on the stuff we still need for the Alpha.. It would be awesome to show the Dragon in all its glory, but we'll get there eventually if not this time. If I haven't yet said the first alpha will be a singleplayer tutorial mission to just test out the hacking and maybe try out the Warrior but we do intend to release a multiplayer playground mission with all kinds fun ways to try our features and assets in a multiplayer enviroment. There will be gun range, hacking competitions, racing and whatever fun we come up with. For testing purposes of course.. ;D The real Treasure Hunt gamemode mission will then follow soon after and will be built and expanded along the playground when features and assets reach state where they can be released for testing. -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Thanks Anthariel! Looking forward to hear your opinion! -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Wrote up on ModDB about our plan to release first Lost Dragons alpha by the end of the month. ModDB News As stated we aim to build a sort of an singleplayer tutorial to showcase current features and assets to let you guys see where we are going with the mod. Playable multiplayer mission to actually test the gamemode is on the way and we hope to release alpha on that soon after the showcase. -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Thank you! Your support is much appreciated. -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
After Bushlurker said the map is looking great so far I felt a bit of pride for the little hatchling that is slowly breaking out of her shell, still something was missing. Then a day or two passed and I saw a picture of an epic real life location and thought "that is IT" and set out to rework quite a bit of the original plan. I Finally had figured the unique landscape element that might just bring the map from great to epic. :D Fingers crossed I can make it happen. You'll know when you see it finished. As said freetime on past week has been mostly spent on mapping and working around the kinks of the Terrain Builder and the silly typos in the configs. Theres been a couple of moments when hope has seemed lost, but like a phoenix rising from the ashes, our map has finally started to come together. I did know from previous experience that the amount of work is enormous but because of that when something fall through and succeeds its so much more rewarding too. Couple of new pictures for you all to see on the first post -
Some objects placed corrupt and can't be deleted - corrupts the map
HorribleGoat posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Terrain Builder I've run into an issue where some objects placed on the map somehow corrupt. They are visible but do not exactly exist They seem count negatively on the object count number and can effectively deleted only by delete+erase from hdd the object layer and seem to completely mess up the map. It happens to like 1 in 1000 objects placed. When selecting all the same type objects that are placed on the same layer and trying to delete them the corrupted objects cause this error message: Error: Selection error - Created selection has objects from more than one layer! Corrupted objects can be selected one by one, but delete does not seem to properly remove them and only erasing the layer seems to work although sometimes the layer erase crashes TB. For example I now have -2 trees on the map, all old object layers are erased and I might have to rebuild the whole map. --Edit Actually I have to rebuild the map as I can't delete the corrupt object template.. Help debugging this would be much appreciated Phew, restarting the crashed TB now allowed me to recreate the template libraries.. http://feedback.arma3.com/view.php?id=20016 Tracker created and updated with my findings. -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Thank you Bush!! Means a coming from a veteran mapper such as yourself! Indeed! Although realism aspect of Arma series has always been fantastic, theres been lack of alternative content. We hope to add a little to the mix. -
Two muzzles in one weapon
HorribleGoat replied to blackpixxel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Off the top of my head I think it goes like this. The underbarrel grenade launcher has a separate class: class UGL for example and in a weapon class that has said grenade launcher there would be a line in the class config muzzles[] = {this, UGL} and by this the weapon has "this" muzzle which is the classes own muzzle and then the UGL muzzle that has its own parameters You could have a class shotgun_main and class shotgun_secondary with the different magazine types and have the "muzzles[]" in the class shotgun_main as muzzles[] = {this, shotgun_secondary} -
Addon Weapons got no sound?
HorribleGoat replied to Yuval's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You need to update your addon config! Heres the wiki page with new example relating to muzzle accessories and how their sound system is remade https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Muzzle_accessories There are new classes class StandardSound and class SilencedSound that determine the gun sounds that have to be added to addon weapon configs. class BaseSoundModeType is optional but its content has to be in both standard and silenced class either by inheriting or by copying. -
Helmet and vest appear between legs
HorribleGoat replied to SGT Fuller's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Also there has to be a class for each helmet and vest in the model.cfg that inherit from class ArmaMan just as a any custom character. Without the model.cfg they wont relate to the skeleton. Also both must have geometry LOD (just as in the examples) and have named property autocenter with value 0, so they retain their position. Model.cfg in the character samples is great example so I suggest you look there! It goes something like this: class ArmaMan { class skeleton and whatever goes here }; class mysoldier : ArmaMan {}; class myVest : ArmaMan{}; class myHelmet : ArmaMan{}; -
-Lost Dragons-
HorribleGoat replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
The walker system has been tested out and it works! Great news right? This will definitely open new areas in Arma modding. (Walkers that are not just walker looking tanks.. -> stepping over things, nice hill climbing, walking, running, etc.) Then the bad news.. So far animating the damned thing has proven a great challenge and has already taken quite a few days without much progress and there are more important assets and features to work upon so I will come back to the animations again on a later date when theres more time.