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Found 34 results

  1. Hi there, I am having some trouble with my roads. I can no longer See them in buldozer (Yes I am using editor.sqs in 'scripts' folder) and I can't see them in Arma 3 either. I do not know what has happend but yesterday I could see my roads in Buldozer perfectly fine however now (the day after) For some reason they just don't Appear? Here is my Roads.lib: /* 1 - Main Road 2 - City Road 3 - Dirt Road 4 - Highway 5 - Path 6 - City Road 7 - E76 Highway 8 - sentiero 9 - pista */ class RoadTypesLibrary { class Road0001 { width = 12; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; map = "road"; order=1; }; class Road0002 { width = 8; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "road"; AIpathOffset = 2.5; order=2; }; class Road0003 { width = 8; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 0; order=3; }; class Road0004 { width = 12; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; order=4; }; class Road0005 { width = 5; mainStrTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 0; order=5; }; class Road0006 { width = 10; mainStrTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; order=6; }; class Road0007 { width = 12; mainStrTex = "a3\roads2\Data\asf1_dashedline_ca.paa"; // lowercase! mainTerTex = "a3\roads2\Data\asf1_dashedline_ca.paa"; mainMat = "a3\roads2\Data\asf1_dashedline.rvmat"; map = "road"; AIpathOffset = 2.5; order=7; }; }; Here are some Screenshots (In case you need to check something) https://gyazo.com/5a5da79580fac72f4e8d1a8768558231 - My Terrain Builder with Project Loaded https://gyazo.com/0a12c500f0a49751fcc175545f2f71b0 - My P: Drive Directory https://gyazo.com/deed7472caece8da14f2da91520e7582 - My Project Folder Please Let me know if there is any other files / Information that you need! Thank you very much!
  2. Hey guys, I'm fairly new to the arma 3 editing/modding community. I've just started my first map but when I try to preview it in Buldozer its showing nothing. Does anyone happens to know how to fix this? Thanks!
  3. Hello, I´ve installed the tools again yesterday and set up everythings Properly (P was set and A3p ran through fine). But as soon as I want to run Buldozer I get this f****** Errormessage that absolutely makes no sense. As from what I understand is that the error must rest somewhere in the command line, but it doesnt matter whether I leave the startup Parameters by default (as they come right after installation) or if I remove everythings. The errormessage is always the same (except for the removed entries from the Startup Parameters Commandline. Only one thing always remains the same. It´s this part of the errormessage quoted below. This part always stays the same, anyways what I do. So what the hell is that errormessage supposed to mean and why doesnt any attempt to fix it do absolutely nothings. - changed the Buldozer path as suggested after A3P ran through - I ran A3P meanwhile a couple of times - I changed the Buldozer.cfg that I´ve recieved from someone where it works absolutely fine - I changed P - reinstalled ArmA3 tools - ran integrity check for the steam tools and for ArmA3 - I ran Buldozer with an absolutely clean Commandline It´d be great if someone knows whats causing this issue. I never ever ran into this in all those years before. May be it´s a simple solution, but I cant see it at the moment. Thanks and regards Memphis
  4. Make sure to use the new version called Buldozer Tools Improved editor.sqs This is an Improved version of the editor.sqs which can be used to execute code within buldozer. You can load and reload roads.shp while being in buldozer, additionaly it removes rain and sets the time to midday. This means, no more buldozer restarting for road adjustments and for the addicts no more rain and night. The key to execute the script is * on the NUMPAD, you can change the DIK in the script by editing the key variable. 1. Paste the code in your P:\scripts\editor.sqs 2. Make sure to set your path to your roads directory correctly 3. Make sure your road files are in the respective directory 4. Load up your buldozer and wait until you see your map 5. Press * [NUM], the reload should be quick but can get longer with extremely big and complex road networks P:\scripts\editor.sqs ; editor.sqs by Lappihuan and Sumrak ; due to sqs syntax the single line must be kept! https://community.bistudio.com/wiki/SQS_syntax ; key to execute the script is * [NUM] ; roadpath: is the path to your roads directory in your project. ; dateArray: https://community.bistudio.com/wiki/setDate ; key: https://resources.bisimulations.com/wiki/DIK_KeyCodes roadpath = "P:/mytag/mymap/data/roads/"; dateArray = [2001, 06, 22, 12, 0]; key = 55; _bulKeybinds = [] spawn {keyBind = (findDisplay -1) displayAddEventHandler['KeyDown','if(_this select 1 == key)then{result = buldozer_LoadNewRoads roadpath;setDate dateArray;0 setRain 0;0 setOvercast 0;}']}; You are free to use and edit this script how you like. If you have any bugs, suggestions or improvements please post them here. If you have or are about to make a tutorial, feel free to include the script in the source data. Thanks to Sumrak for pointing me out that display event handlers work in buldozer and providing a example code. I'm happy to see what you guys can come up with. Kind regards, Lappihuan
  5. http://imgur.com/EV1VXZa So I have recently installed arma 3 tools because I wanted to work on a map but I have followed videos to get it all to work but everytime I get this happen to me which just takes the piss. If anyone has any ideas pls help when you can. http://imgur.com/KaJ5gRn This is another error I get. Thank you Ill re upload the images to somewhere working once I can
  6. Hey there, I´ve recently run into a problem with my new terrain. It was working fine and I was able to preview and place objects using Buldozer. But when I´m placing the forest I run into a problem. When I´m placing 8000+ objects Buldozer will freeze. Its loading fine for the first couple of seconds but when its loading the objects, it will just return to an empty white terrain and freeze. So the problem is related to loading lots of objects, but I´ve not had this problem a couple of months ago. Has anyone else encountered this problem or knows how to fix it?
  7. I'm following The Atlas - A Guide to ArmA 3 Terrain Making (v1.0), and I'm running into an interesting problem. My P:\ drive maps to "C:\Users\myname\Documents\ArmA3 - addon work" I set it up using arma3p.bat by Mikero When starting Buldozer, it tries to run ImageToPAA from o:\Arma3CommunityTools, instead of the normal steamapps directory. When I create an o:\Arma3CommunityTools with ImageToPAA in it, buldozer is functioning without errors. But I would like to to run without requiring the O: drive... What I tried: - Tried updating Buldozer through the Arma3Tools --> DevP --> update Buldozer - Going through the Terrainbuilder config, and found no reference to O: nor to Arma3CommunityTools - Going through the Buldozer config, and found no reference to O: nor to Arma3CommunityTools - Searched the registry, and found no reference to O: nor to Arma3CommunityTools - Tried creating a clean P:\ (remove all files, use DevP to set it up again) Update: - Tried running Ccleaner, cleaning all caches, and cleaning the registry until no issues appear. - Tried deleting buldozer.exe and replacing it with the retail arma.exe - Tried searching buldozer.exe and arma.exe for the string "O:\" -- both executables contain only a reference to O:\Arma3\Arma3Retail_DX11.pdb, but no reference to O:\ArmaCommunityTools Update 2: - Uninstalled Arma3 tools - Deleted Arma3 Tools directory - Reinstalled Arma3 Tools - Configured Arma3 Tools / P: drive Problem resolved, unable to reproduce the problem.
  8. TLUGaming

    1.63 patch

    Hello so the 163 patch for arma 2 OA breaks a lot of things on the missions and the TXT file only shows Fixes so i was wondering if there is a change log so we can start fixing ready for the update Thankyou
  9. First of all: don't link me to this tutorial. Been there, done that. Doesn't work and someone should tell the author that infos and screenies are outdated. Well, here we go then. What works? - P: drive is working - Object builder itself is working Problem starts when trying to preview in buldozer: - ObjectBuilder throws error: "External viewer: Attach failed, No viewer found." - Buldozer opens, model not showing, error: "Cannot load texture a3\data_f\halfa.paa." Please take note that the loaded model doesn't make use of the above mentioned texture, not on the model nor in the rvmat. What do i have on the P: drive: - bin.pbo de-pboed - core.pbo de-pboed - a3\data_f.pbo de-pboed - arma3.exe renamed to buldozer.exe - Physx3_x86.dll - Physx3Common_x86.dll - Physx3Cooking_x86.dll - Physx3Gpu_x86.dll - steam_api.dll - steam_appid.txt - steamclient.dll So, if someone has a idea what is wrong here, please let me know. Sidenote: I miss the good old days: downloaded installer, run it, works. *sigh* I hate it to get old.
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