

woods825
Member-
Content Count
38 -
Joined
-
Last visited
-
Medals
Everything posted by woods825
-
MakePbo stops responding when packing terrain
woods825 posted a topic in ARMA 3 - COMMUNITY MADE UTILITIES
Figured this belonged here as it's a problem I'm having with a community made utility and not an actual terrain issue. So after 3 days, I'm admitting defeat. Hopefully someone can point out what I missed and why Mikero's MakePbo stops responding when I try to pack my terrain. It was working fine a few days ago, I even tried packing all my old versions of the terrain that packed fine last time I packed them, but all resulted in MakePbo not responding. I hadn't installed any new programs, no windows updates, even worked after the most recent A3 and A3 Tools updates so I'm fairly certain it's a configuration issue in PboProject that I screwed up and didn't realize it or I need to re-install windows. :confused: To be clear, the terrain has worked in-game. My latest change was ONLY shifting a few points on some roads that angled too hard. Nothing else was touched. I tried packing another mod I have and I get the same issue there as well, MakePbo stops responding. Here's the DOS Window: scanning for jobs to do.... Processing woods\woods_woods_remington_pointe scanning wrp for binarised p3d's Creating texture headers file... Failed adding texture woods\woods_remington_pointe\data\remp_concrente_nopx.paa to texture header manager. 5576 texture headers saved to file "woods\woods_remington_pointe\texHeaders.bin" using binarise.exe copying/crunching to temp... Bis Binarise... </end bis binarise> stripping the binlog MakePbo x32UnicodeVersion 1.88, Dll 4.91 "woods_remington_pointe" makepbo failed Here's the Output: rapify x32UnicodeVersion 1.75, Dll 4.91 "config.cpp" scanning cfgPatches...ok (altered) No Error(s) Output is to config.bin rapify x32UnicodeVersion 1.75, Dll 4.91 "RoadsLib.cfg" No Error(s) woods\woods_remington_pointe\texHeaders.bin 1 File(s) copied 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. 1 file(s) copied. Building entries:... cfgClutter.hpp cfgSurfaces.hpp config.bin M_000_000_lca.paa ----REMOVED DUE TO FORUM CHARACTER LIMIT---- S_042_042_lco.paa remp_beach.rvmat remp_beach_co.paa remp_beach_nopx.paa remp_concrete.rvmat remp_concrete_co.paa remp_concrete_nopx.paa remp_dirt_1.rvmat remp_dirt_1_co.paa remp_dirt_1_nopx.paa And here's the Binlog: Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\lucidaconsoleb8-01.paa" "p:\temp\core\data\fonts\lucidaconsoleb8-01.paa" Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\lucidaconsoleb11-01.paa" "p:\temp\core\data\fonts\lucidaconsoleb11-01.paa" Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\tahomab16-01.paa" "p:\temp\core\data\fonts\tahomab16-01.paa" Creating process: "D:\Programs\Steam\steamapps\common\Arma 3 Tools\BinMake\binMake.exe" -C P:\ "core\data\fonts\tahomab16-02.paa" "p:\temp\core\data\fonts\tahomab16-02.paa" When it reaches that point, I get a window that says "MakePbo has stopped responding". I've checked all my tools and even updated the few that had updates on 01/28/2015 (PboProject, DePbo and ExtractPbo), all of the tools are up-to-date. Here's my PboProject settings: Outpout Mod Folder: D:\Programs\Steam\steamapps\common\Arma 3\@Remington_Pointe Source Folder: P:\woods\woods_remington_pointe Noisy Output: Unchecked Strip Log: Checked Sign Pbos: Checked Full Build: Unchecked Check all file references: Checked Mission pbos are?: SP Engine: Arma 3 Use DateStamps in pbo: Checked Workspace: P:\ Use this Private Key: D:\Arma Stuff\Woods\Signing\Woods.biprivatekey Used only when building islands: P:\a3 (I've tried "P:\" and a few dozen other paths but I can't imagine its the issue as it binarises fine) And finally, here's what comes up when I select "View problem details" in the stopped responding window: Problem Event Name: APPCRASH Application Name: MakePbo.exe Application Version: 1.88.4.58 Application Timestamp: 53fd63d8 Fault Module Name: DePbo.dll Fault Module Version: 4.91.0.1 Fault Module Timestamp: 54c80285 Anyone encounter something similar or have any ideas to solve it?- 1 reply
-
- arma
- monetization
-
(and 1 more)
Tagged with:
-
ACE3 - A collaborative merger between AGM, CSE, and ACE
woods825 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
https://github.com/acemod/ACE3/milestones Goal for initial release is still by April 30, 2015 -
ACE3 - A collaborative merger between AGM, CSE, and ACE
woods825 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Fully modular, it's just as modular as AGM if not more. It's only 60MB unzipped... It's far easier for communities to play together if everyone already has the entire mod and its as simple as toggling something on or off in the editor. But to answer your question, removing individual pbos works as long as the core is kept. -
X-Cam 1.0 for Arma 3 released
woods825 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've got a question regarding the road tiles that are place-able in X-Cam. I've always found it a bit difficult to place roads in TB as you can't always tell exactly how far apart they actually are and you sometimes get gaps where roads meet. If you placed all of the roads for a map using X-Cam exclusively, would the AI have trouble following the road or would they detect there is a road there and follow it for driving? -
X-Cam 1.0 for Arma 3 released
woods825 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Silola, this is absolutely fantastic work! I spent about 10 hours creating a small town using the BI tools before, I just remade it with far more detail in about 30 minutes with this. You've given the terrain building community more than we can thank you for, this is simply the most outstanding tool for designing terrains. Thank you so much for your efforts, hopefully seeing some great terrains built using X-Cam will give you the satisfaction you've given us. -
FatTrack - GPS positioning system
woods825 replied to fett_li's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Latest version does not seem to allow users to change "group size" or "icon". Tried on both Dedicated and in Editor using PDA and Tablet. -
Authentic Gameplay Modification
woods825 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I wonder if the way MCC can daisy-chain IEDs to go off simultaneously could be utilized. Maybe an additional button in the explosives menu that you can shift+click a few explosives and "link" them so when any of them is detonated they all go off since they're chained together? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
woods825 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Shay & Spirit, I hope you guys don't let the complaints from anyone get to you. This mod is absolutely a must have and has allowed our unit and many others give mission making capabilities to members new to the game. Its great when anyone with an idea for a mission can quickly bring it to life on our server without having to learn how to navigate the default 2D editor or understand scripting. While we don't currently use a lot of the newer features you've implemented, the option to enable them at any point has had us flipping some on for specific missions giving us a unique experience or giving us the functionality needed when we need it. Thank you for all you've done because your work truly makes this community great. One thing I've been wondering, though I'm sure its a longshot just for complexity alone; have you looked into improving the weather system to have the sandstorms and blizzards have a scaling feature that would allow the mission maker to have a light snow increase to a full blizzard over an hour or something? I know the default 2D editor has ability to set something similar with rain. Would love to hear if it's even possible with the weather from MCC or if the way its implemented makes it impossible. -
Hey Turtle, do you plan on making it so the Osprey can be spawned by Zeus?
-
If it says "You must load an intro/world/mission to view/change", then I'd suggest doing as it says. As long as you have CBA and TFAR running, launch a mission, jump in the editor and preview, join a server, etc... anything that allows you to play as a character, then go ahead and follow the ESC > Controls > Configure Addons. It's worked for me since they implemented the menu.
-
ESC > Controls > Configure Addons (bottom right of the pane) You'll find TFAR under the drop down menu and all the keybindings.
-
SFP Multiplayer Map Editor - Atlas
woods825 replied to granQ's topic in ARMA 3 - TERRAIN - (BUILDER)
Don't let a lack of responses fool you, we'd all love to see this! I think a lot of people have become hesitant about mods with lofty goals as we've seen a lot of them recently become abandoned, some without ever getting a first release. -
I've been a long time ArmA player and finally after years of admiring the work this community has created, I decided to finally put together something to add to the community. This mod came about from my group searching for a uniform mod we liked. We liked some uniforms we found, but most didn't quite have everything we were looking for. As a result I made some based on the US4CES camo pattern by ADS Inc. & Guy Cramer. We've been very pleased with them since implementing them 2 months ago. Included are 4 variants: Arid, OCIE, Woodland and Black. The black variant is a gray scale version of the Arid pattern I made for those covert/night operations. No addons are required Screenshots MediaFire Download AVERS US4CES Uniforms v1.0 I made a second mod which is radio backpacks for TFAR. The backpacks use the models from the C-L-F backpack radios for TFAR as their model. I made this a separate addon so the uniforms wouldn't require any other addons in case anybody likes the uniforms but doesn't use TFAR. Included are the same 4 variants as the uniform addon. Required Addons: TFAR & C-L-F Radios Screenshots MediaFire Download AVERS US4CES Backpack Radio Mod v1.0 Changelog
-
[WIP]F-16C Fighting Falcon Standalone
woods825 replied to firewill's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That is one gorgeous aircraft, well done firewill! Can't wait to call this for some airstrikes. As was mentioned earlier, it'd be great if you could get the service menu John_Spartan and Saul made for customizing the loadout for specific mission needs. Not needed, but would certainly compliment this beautiful model you made. Keep up the great work! -
Would it be possible to use the road .paa files and repaint them to look like railways? Then you'd use the same procedure for polylines and just define the railway .paa files isntead of the road ones. Really not sure if that'd work at all though.
-
Paint textures onto map in Terrain Builder?
woods825 replied to woods825's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks! That's almost exactly what I was thinking was possible with the polygon idea I was attempting. Not as easy as a brush tool to paint them in buldozer but certainly easier than the alternatives. -
I've gone through the numerous tutorials (Monkalb, Jakerod, Bushlurker, etc...), I've got a working map and all that. However I've encountered an issue that I couldn't find info on. Is there a way to "paint" a texture onto the terrain in buldozer or TB? My cities have no concrete which just looks odd and since I don't have the roads on my sat or mask images to reference, it's very difficult to figure out where the towns are. If not, is there an alternative to reopening the mask in Photoshop and guessing where I need to change textures? If there's a way to export the roads on an image with the sat image? That would at least get me in the right area when painting in PS but still requires a lot of time to tweak. One other thing I thought might but possible but didn't seem to have any way to do it, was making a polygon and setting it to display a certain texture. Anyways, if anyone has any tips on how I can make it a little easier to change the textures, feel free to share. :)
-
Thanks Shultzit, that worked perfectly!
-
I'm having the exact opposite issue of Ice9. My roads work in-game perfectly, but they don't show up in Buldozer which makes placing objects right next to the roads rather frustrating. Is there a button or option you're supposed to click somewhere in TB that activates the roads? I clicked the option on the TB toolbar that says "Show Roads" but that has had no effect on Buldozer.
-
The Echo Dragons strive to attain the highest levels of maturity, organization and gameplay. This is done through a thoroughly thought out system the gives a clear indication of where every member stands. We aim to attract those who want to be part of something greater, to contribute and want to see a thriving community of members all wanting to participate. Every action taken is carefully considered whether that be the mod pack that we distribute to the missions and drills that we facilitate. Our training program takes care of those with military experience down to those who have little to no Arma experience. We provide the education and facilities that are used in the missions and gameplay that we conduct. Facilities We provide a huge variety of content that ensures that members are engaged with the unit. This is all available to our members. If a members wishes to make a suggestion on the content that we provide then it will be considered and introduced if it is deemed to better the experience that we can provide. The knowledge and technology is possessed to implement more or less anything, with the only limitation being the imagination of our members. Structure The structure that is implemented ensures that we conduct ourselves in a professional and fair manner. Members will progress through the ranks when they participate in activities within the unit. These happen very regularly and will provide the ability to progress as fast as you want. The system also provides the opportunity to learn new skills and implement them whether that be leadership or becoming part of the supporting battalions. Organization We take huge pride in the organization and reliability that we provide. We ensure that anything that is available is of the highest quality whether that be the training and education to the co-operative and team vs team missions that are run. The implementation of Chain of Command means that situations are dealt with swiftly whether that be in game or not. Members We aim to make sure that our members want to be part of the unit, not that they have to be. Our aim is to create an environment that welcomes members new and old and that provides stable and enjoyable gaming while implementing tactics that are appropriate to ArmA. http://www.echodragons.com/ TeamSpeak Address: ts3.echodragons.com Feel free to hop on and ask us for more details about our structure or play-style and we'll be happy to share!
-
Another successful operation for us on Saturday! We had 5 Fire-Teams operating in the AO and CAS assets providing precision support in targeting and eliminating an HVT making a run for the border. Thanks to our excellent FTLs we managed to ambush the HVT's convoy, confirm the kill and extract from the AO within the 45 minute time-frame with minimal losses! Looking to get in on the excitement of our missions? Hop in our TeamSpeak and chat with any of our guys for more info on how we operate and we'll have you running operations with us as soon as you've downloaded the mods! Did I mention we have operations running daily? From small 4 man missions all the way up to full unit coordinated assaults on enemy bases!
-
We're always ready to accept new members that show the maturity and respect we look for! We focus on infantry first, but our current growth rate is allowing us to add in more openings for non-infantry roles quickly! Hop in our TeamSpeak and get started today!
-
Echo Dragons are a member of the North Atlantic Command community Over the past few months, several groups including ourselves have joined together to form a community for our groups to communicate and cooperate through. The community serves the role of providing a ground on which we can all meet and game together while keeping each of our groups separate and maintaining our own identities. Some groups share the same TeamSpeak in order to facilitate open communications among the players from both groups thus allowing for TvT and coop missions involving multiple units to occur far faster than if each had their own TS3 server. We're eager to continue this strong community as we've had successful TvT matches with 2-3 clans on each side in epic battles as well as joint coop missions allowing our units to create friends with members of other great units in the ArmA family. If you'd like to join the Echo Dragons to participate in these great events, check out our wep-page and TeamSpeak; and while you're at it, check out the North Atlantic Command page to see the upcoming events with our excellent ally groups! http://www.echodragons.com/ TS3: ts3.echodragons.com http://www.north-atlantic-command.com/
-
ARMA 3 Addon Request Thread
woods825 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Won't be possible to do it on the Hunter as they'd need the unbinarized model from BI which won't happen. Someone already asked BI since they wanted to do the Hunter with a traditional .50 Cal. Other option is to remodel from scratch but that's a lot of effort for a vehicle most people would rather replace with a traditional Humvee. -
I accidentally deleted a letter before I packed it guys, sorry about that. MediaFire Link is updated with fixed pbo for the Uniforms.