usedragon
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Everything posted by usedragon
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So, basically when I load up in game, the whole map is white and saying it cannot load texture \lakeside\data\layers\s_000_000_lco even though its in there paa/png file. I am using Lakeside map (starting over from scratch). Sat/mask images are 10240x10240 png files Config http://pastebin.com/PDk5x71D CfgSurfaces.h layers.cfg
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X-Cam 1.0 for Arma 3 released
usedragon replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am also having this issue -
Have you tried changing character = "Empty"; in your concrete2_Surface and remove USN_concrete2_Character from cfgSurfaceCharacters? a possibility
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Australia Map has to be "purchased" now
usedragon replied to Auss's topic in ARMA 3 - TROUBLESHOOTING
Notice some Arma 3 Assets has switch too Apex. Changelog 1.62 has not mention anything being switch over to apex Is it possible bi have changed objects used to be Arma 3 assets now apex? -
I have now happily say I have found the problem :) Everything is find with everything within TerrainBuilder/P drive until I got into pboProject. Looking and decided to hit Restore Defaults in the setup and notice .paa was part of the exclude from pbo. So now the textures is showing up (never touch this since i have downloaded pboProject. Thanks for everyone who tried to help me
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Did not work unfortunately
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This is in game (Editor) which doesn't have any textures, however buldozer is fine for me.
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Tried the 4 and 6 material per cell used Replace Text program to convert .png > .paa images When I used replace Text program to replace few lines inside the .rvmat files (.png to .paa), i'll get the same error cannot load texture s_000_000_lco.paa or s_000_000_lco.png save. export WRP (overwriting existing/delete and make a new one -- doesn't matter) Deleting temp folder right before using PBOproject
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mask images
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I had this issue before. Uninstall all Mikero tools then reinstall
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Yeah the pbo is named lakeside however I am not using any of the Jackson_County source files as im doing it from scratch (except for L3DT files). So I did the suggestion of doing 1 color and still does it. Also, when I looked at how the generating layers when on the surfaces; all the mask png/paa are black instead of green (when it should be?)
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update http://i65.tinypic.com/fk8pr4.png-- sat texture shows up in buldozer no error http://tinypic.com/r/sd337s/9-- load up editor gets the cannot load texture s_000_000_lco pboPoject came up no errors cruching Is this causing the cfgSurfaces/layers.cfg not reading correctly? Been trying to get this bug squashed and not haven't given up just yet. sorry for double-posting
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sat texture shows up in buldozer(no error) but once in game everything is white Edit: updated first post Edit: I verify arma 3 tools and 3 files were reacquired but didn't help
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I gave those a shot Redid them by making new document and saving the approperiate names redid data/textures images by taking map_data textures to png > paa with new name saving (maybe renaming wasn't working) used a different config changed mask colors and did repeated steps above. I'm out of options :(
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Tried before and after generating texturing, clearing temp folders still no vail :(
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problem with #define macro in uniforms
usedragon replied to usedragon's topic in ARMA 3 - TROUBLESHOOTING
Trying to learn this #define functionality but its kicking my butt. Are there any documentations about #defines? However, when I tried the #defines Quote, the texture name came in but still errors. Warning Message: Cannot load texture (\use_police\data\##u_b_cadet_co##.paa) -- VA Unrecognized texture type '.paa)': '(\use_police\data\##u_b_cadet_co##.paa)' -- .RPT So i assume I need to define the quote with the type of texture that it needs to pass? Other than that I am clueless but using #defines really simplying everything. Edit Some testing still getting the warning and Unrecognized texture type. #define QUOTE(var) #(var.paa) hiddenSelectionsTextures[] = {QUOTE(\use_police\data\##TEX##)}; \ Edit 2: commy2, on 24 May 2016 - 20:09, said: Ah Thank you commy2 for pointing towards the right direction. After figuring out how to adjust the Quote define and I have managed to get it working by using this #define QUOTE(var type paa) #(var.paa) hiddenSelectionsTextures[] = {QUOTE(\use_police\data\##TEX##)}; \ :) Learned something new lol added https://feedback.bistudio.com/T116728to help resolved this issue for future people who wanted to start using the #defines route for uniform config -
Having a problem with error popping up even though the texture is showing anyways cannot load texture use_police\data\##TEX##.paa #define UNIFORM(NAME,DLC,DN,TEX,SOLDIER,LOAD,WEIGHT) \ class ##NAME##: Uniform_Base \ { \ author = "$STR_USE_Author"; \ DLC = ##DLC##; \ scope = 2; \ displayName = ##DN##; \ picture = "\A3\characters_f\data\ui\icon_U_C_miller_ca.paa"; \ model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \ hiddenSelections[] = {"camo"}; \ hiddenSelectionsTextures[] = {"\use_police\data\##TEX##.paa"}; \ \ class ItemInfo: UniformItem \ { \ uniformModel = "-"; \ uniformClass = ##SOLDIER##; \ containerClass = Supply##LOAD##; \ mass = ##WEIGHT##; \ }; \ }; UNIFORM(U_Police_Cadet,UE_Mod,"$STR_USE_police_cadet0",u_b_cadet_co,use_Police_Cadet_F,20,40); UNIFORM(U_Police_Officer,UE_Mod,"$STR_USE_police_officer0",u_b_officer_co,use_Police_Officer_F,20,40); UNIFORM(U_Police_Corporal,UE_Mod,"$STR_USE_police_corporal0",u_b_patrol_co,use_Police_Corporal_F,20,40); UNIFORM(U_Police_Sergeant,UE_Mod,"$STR_USE_police_sergeant0",u_b_sergeant_co,use_Police_Sergeant_F,20,40); UNIFORM(U_Police_Lieutenant,UE_Mod,"$STR_USE_police_lieutenant0",u_b_lieutenant_co,use_Police_Lieutenant_F,20,40); UNIFORM(U_Police_Captain,UE_Mod,"$STR_USE_police_captain0",u_b_captain_co,use_Police_Captain_F,20,40); UNIFORM(U_Police_Chief,UE_Mod,"$STR_USE_police_chief0",u_b_chief_co,use_Police_Chief_F,20,40); UNIFORM(U_Police_Commissioner,UE_Mod,"$STR_USE_police_commissioner0",u_b_commissioner_co,use_Police_Commissioner_F,20,40); I don't see much results about #define macros and wondering if other people uses this instead of doing the full out uniform for each one.
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problem with #define macro in uniforms
usedragon replied to usedragon's topic in ARMA 3 - TROUBLESHOOTING
I've tried both and came up error when launching arma. File use_police\uniforms.hpp, line 2:Config '+' encountered instead of ',' I did tried a comma after "\use_police\data\"(,) and the texture came up with an error cannot load texture \use_police\data\.paa -
Trying to make a simple FIA/NATO mission but kind of annoying but meh. When trying to place a FIA Site module (Base, Obversation, Firebase, etc) on the map, they will attack any NATO forces despite being a Faction of NATO When trying to place individual unit as a FIA person will not attack any NATO people on the map. So, my question would be is there any way to adjust the module so they won't attack NATO? If not, I could just manually place every FIA on the map for my liking. But wanted to use module for little bit faster doing.
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cannot load texture p:\femal3-head-only\data\face_wht\mason_new\fem_ti_ca.paa However, the texture loads up correctly in the game. Just an error sowing up. This comes up if I choose like mason and below. If i exit out of editor and preview again, the error doesn't show up until I change to a different person.
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Thanks Larrow! God! That's a lot of work to do for something that should have been in the editor in the first place lol. I will try that and see how it goes for my end. I will also quote your message on the tracker and hopefully BIS will somewhat acknowledge it. Edit: Once again Larrow, Thanks! @silentghoust I did try too look for FIA scripts out there, there were some scripts but I kept getting errors when loading in the game (maybe it was outdated, found one like 2011/12). idk LOL maybe it was me trying to put everything together.
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@L3TUC3 In the editor for me, FIA is considered NATO fraction @LOzan I have them set friendly too NATO. Also included a tracker http://feedback.arma3.com/view.php?id=20218 FIA Site Module is considered NATO enemy, but friendly too OPFOR However, FIA individual soliders is considered friendly each other but enemy too OPFOR.
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I am also having that problem with the AI constant in combat when patrolling. When I delete all OPFOR from the map, it will worked fine. As soon as I put 1 bluefor person on the map doesn't matter where at. The AI will change to combat/weapons up while hes running.