ikerdo
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Everything posted by ikerdo
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I am trying to do a pump shotgun, but I don´t know how to make it reload after every shot, like bolt sniper rifles. And another problem is how to add the ammo cartidges fall after shooting.
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buldozer may not work: Missing file bin\config.bin
ikerdo posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I have updated my a3 folder in p drive with arma3p, but when it tries to export buldozer and its dll it gives me an "acces denied" error. It creates config.cpp but not the cofig.bin in the bin folder. So when I launch Object builder or terrain builder I get the message: "buldozer may not work: Missing file bin\config.bin". Then, when I open buldozer, it works but it always shows the message :"No entry 'config.bin/CfgDifficulties/Recruit/Flags.ExtendedInfoType'." By the way, buldozer works like that if I use buldozer.exe located in arma tools folder. if I use the Arma3.exe renamed to buldozer, no Flags.ExtendedInfoType message shows but if any missing texture or p3d message is shown inside buldozer I can´t close it. The close button is not selectable. Before updating with Arma3p,everything was ok. I tried updating Arma3p, Derap, ExtracPbo and DePbo, but the Access Denied error still appears.- 1 reply
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buldozer may not work: Missing file bin\config.bin
ikerdo replied to ikerdo's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Ok, I fixed it. I had to run devp.bat to regenerate the config.bin file, and use the arma3.exe renamed to buldozer. About the problem of not beeing able to close the error message window, the only way to close it I found is to use the "Up arrow" button in the keyboard to be able to select the close button.- 1 reply
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I have updated my p drive but now when I try to load a map in buldozer, it gets stucked and I get this error in the log file. Root "scripts" folder no longer supported, 'scripts\editor.sqs' ignored If I run buldozer with streamed option roads show but only a limited number of objects are shown. I have to change the camera position in TB to update the screen.
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I have just updated the tools and I can´t make my p drive. Yesterday everything was ok, so.... What should I do? Is there any way to download the last version?
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export shapes to image in terrain builder
ikerdo posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I am trying to export the roadshapes to an image to put them in the sat image, but terrain builder only exports a plain image, no shapes on it. Am I missing something?? And by the way, how can I put buildings on my sat image?? -
I am trying to open buldozer in my second monitor, but I can't do it. I tried changing the forcedAdapterId parameter, but buldozer always starts in the primary monitor. The .cfg is working properly because I can change the size, and position of the window, but I can´t make it start on the second monitor. EDIT: I found that if I disable SLI it opens on second monitor, Is there anyway to make itwork with SLI?
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I was having the same problem, and the only solution I found was to change the desired overlap(px) to 0 and regenerating layers just after doing that, because if I close the mapframe properties window, TB will change it back to 16. The problem is that playing I can see a line in the texture,where it should overlap.
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Publisher keeps crashing
ikerdo replied to Undeceived's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I have the same problem, as soon as I click "publish" it crashes. -
Packing tools causing problems with .rtm
ikerdo replied to alleycat's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
I think I have the same problem as you.I can´t make my rtm work. This is how it looks with it -
That did it!! Thanks a lot
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Thank you, but it is not working for me. Sould I do a clean install of P drive? I copied the mapdisk file to armatools folder, restarted the tools, mounted p drive but it doesn't show up
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I am trying to make a rotating door, but I dont know how to loop the animation. In model.cfg I have setup sourceAddress="loop"; so in buldozer it is ok. But I don´t know how to setup the config.cpp to make it work. I need it to loop without any user action.
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Ok.Thanks a lot!!! that worked !
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I was havving that problem, I had my arma 3 tools installed in a secondary drive. Installing in c drive, in default steam directory resolved all my problems with p drive. Now here is my problem. I have been trying to add roads to my maps for months, but I don´t know how to do it. And I´m starting to get crazy!!!! I can see the map ingame but I can´t figure out how to see the roads. I followed these steps, but no matter what I do, the won´t show ingame,but they are visible in buldozer. http://tactical.nekromantix.com/wiki/doku.php?id=arma3:terrain:making-roads-in-terrain-builder there are some errors in the roadslib.cgf posted in that page. For example: class Road0001 { width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_roa d_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_roa d_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_roa d.rvmat"; map = "road"; order=1; }; I solved it. It was a binarizing problem. In addonbuilder,in the list of files to copy directly; it was taking "*.dbf" as "*.d-bf", so it was missing in the pbo. Now they finally show ingame
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Everytime I try to generate layers in the builder, I get this error. 23:58:53: Can't load image from file 'P:\': file does not exist. 23:58:53: Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\" ) Unable to open the image file. 23:58:53: Layers generation - Unable to load the file "P:\". I tried creating the project in an other drive but it keeps giving that error.
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Is there any way to only take objects from inventory without being able to put anything on it?
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Yeah!! THat was it. I didn't even know about named properties.Thx!!!:)
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I am using the sample model.cfg, but I have a problem with the muzzleflash rotation. In 02 it is ok, but ingame It won´t rotate on its axis. It is rotating in a circle. I´ve tried to add a custom axis, but it doesn´t work. class CfgSkeletons { class Test_Weapon { pivotsModel=""; isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "trigger", "", /// not in this model, but good to use "bolt", "", "bolt_catch", "", "magazine", "", "safety", "", "muzzleFlash", "", "OP", "", "ForeSight", "", "BackSight", "" }; }; }; class CfgModels { class Default; class Optic: Default { sections[]= { "zasleh" }; }; class Weapon: Default { sections[]= { "zasleh" }; htMin = 1; // Minimum half-cooling time (in seconds) htMax = 600; // Maximum half-cooling time (in seconds) afMax = 0; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 100; // Metabolism temperature of the model (in celsius) skeletonName="Weapon"; class Animations { class zaslehROT { type="rotation"; source="clockMinute"; sourceAddress="loop"; selection="zasleh"; begin="usti hlavne"; end="konec hlavne"; memory=1; minValue=0.0166665; maxValue=0.016666666666666666666666666666667; angle0="rad 0"; angle1="rad 360"; }; class magazine_hide { type="hide"; source="reloadMagazine"; sourceAddress="mirror"; selection="magazine"; minValue=0.0; maxValue=0.4; hideValue=0.5; }; class reload_ammobelt_hide: magazine_hide { selection="ammo_belt"; }; class reload_ammobelt_bottom_hide: magazine_hide { selection="ammo_belt_bottom"; }; class ammobelt_hide: magazine_hide { source="isEmpty"; selection="ammo_belt"; minValue=0.000000; maxValue=1.000000; hideValue=1.000000; }; class ammobelt_bottom_hide: ammobelt_hide { selection="ammo_belt_bottom"; }; /// Hiding of magazine if weapon has none class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; }; }; class Rifle: Weapon { skeletonName="Rifle"; class Animations: Animations { class magazine_hide:magazine_hide { sourceAddress="mirror"; minValue=0.0; maxValue=0.56; hideValue=0.36; }; class bolt_empty { type="translation"; source="isEmpty"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.500000; offset0=0; offset1=0.5; }; class bullet_cover { type="rotation"; source="reload"; sourceAddress="mirror"; selection="bullet_cover"; axis="bullet_cover_axis"; memory=1; minValue=0.0; maxValue=0.5; angle0=0; angle1=-0.4; }; class bolt_fire_begin { type="translation"; source="reload"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.000000; maxValue=0.300000; offset0=0; offset1=0.5; }; class bolt_fire_end:bolt_fire_begin { minValue=0.500000; maxValue=1.000000; offset0=0; offset1=-0.5; }; class bolt_reload_begin { type="translation"; source="reloadMagazine"; selection="bolt"; axis="bolt_axis"; memory=1; minValue=0.1; maxValue=0.15; offset0=0; offset1=0.5; }; class bolt_reload_end:bolt_reload_begin { minValue=0.980000; maxValue=1.000000; offset0=0; offset1=-0.5; }; }; }; class Test_WeaponBase: Rifle { skeletonName = "Test_Weapon"; sectionsInherit = ""; sections[] = {"muzzleFlash","Camo"}; class Animations { class trigger /// not in this model, but good to use { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "trigger"; axis = "trigger_axis"; minValue = 0; maxValue = "1"; angle0 = "0"; angle1 = "rad -30"; }; class bolt { type = "translation"; source = "reload"; sourceAddress = clamp; selection = "bolt"; axis = "bolt_axis"; minValue = 0.5; maxValue = 1; offset0 = 0; offset1 = 0.3; }; class bolt_2: bolt { minValue = 0; maxValue = 0.5; offset0 = 0; offset1 = 0.7; }; class bolt_empty: bolt{ source = "isEmptyNoReload"; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 1; }; class bolt_reload_move_1: bolt_empty { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0; maxValue=0.00001; }; class bolt_reload_move_2: bolt_reload_move_1 { source="reloadMagazine"; // z: should work like that only if weapon is empty minValue=0.78; maxValue=0.80; offset1 = -1; }; class bolt_catch: bolt { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_2: bolt_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_empty: bolt_empty { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_1: bolt_reload_move_1 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class bolt_catch_reload_move_2: bolt_reload_move_2 { selection = "bolt_catch"; axis = "bolt_catch_axis"; }; class magazine_hide { type="hide"; source="reloadMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.188; unhideValue = 0.550; }; class no_magazine { type="hide"; source="hasMagazine"; selection="magazine"; minValue=0.000000; maxValue=1.00000; hideValue=0.5; unhideValue = -1.0; }; class magazine_reload_move_1 { type = "translation"; source = "reloadMagazine"; selection = "magazine"; axis = "magazine_axis"; minValue = 0.145; maxValue = 0.170; offset0 = 0.0; offset1 = 0.5; }; class magazine_reload_move_2: magazine_reload_move_1 { minValue = 0.573; maxValue = 0.602; offset0 = 0.0; offset1 = -0.5; }; class muzzleFlashROT { type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="muzzleFlash"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 0"; angle1="rad 360"; }; class OP_ROT { type="rotation"; source="zeroing2"; // use second muzzle zeroing for rotation sourceAddress="loop"; // loop when phase out of bounds selection="OP"; // selection we want to rotate axis="OP_axis"; // has its own axis minValue=0; maxValue=3; angle0="rad 0"; angle1="rad 65"; }; class BackSight_optic { type="rotation"; source="hasOptics"; selection="BackSight"; axis="BackSight_axis"; memory=1; minValue=0.0000000; maxValue=1.0000000; angle0=0.000000; angle1=(rad 90); }; class ForeSight_optic: BackSight_optic { selection="ForeSight"; axis="ForeSight_axis"; angle1=(rad 90); }; // Rotation of fire mode switch class safety_mode_rot { type = rotation; source = weaponMode; selection = "safety"; axis = "safety_axis"; memory = 1; minValue = 0; maxValue = 0.25; angle0 = 0; angle1 = (rad -52); }; }; }; class Test_weapon_01_F: Test_WeaponBase {}; };
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Ok, now it is working because I hit "center all" in O2, but the weapon is nearly in the floor. But if I move it, it will fail again. ---------- Post added at 19:59 ---------- Previous post was at 19:22 ---------- This is how it looks now. How can I edit the centering point?
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this is the problem. As u can see I have the same problem with the barrels,. Sould I edit something in the .cpp?
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thx, I was getting so mad that I didn´t see the samples directory. Thanks again
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Hi, Could someone post an mlod of an arma 3 car please. I watched Gnat666x´s O2 tutorials but there are lots of things I dont understand. Mainly, I don´t know in which lod dampers should be. Im lost with memory lod, geometry lod, and geometry phys lod. Without the phys lod, the car will move, but it will float above the ground. When adding the phys lod, if I don't add components to it, it will not float, but won´t move either. Thx in advance
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I just created the geometry phys lod,wheels are ok, but the car won't move
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I have a similar problem, I have been able to make the wheels work, but no matter what I do, they are floating above the ground. With the model.cfg posted here they are +- 10cm above the ground.