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It’s been a couple of months since Work Drive has been introduced into Arma 3 Tools. This seems like an appropriate moment to give you some fresh information. Project Space, huh?! Don’t panic, you know this since the beginning (ages for the veterans): it’s the “P driveâ€. Like I explained in a previous personal blog, the P drive is a concept. In short, it’s the file structure for the game from the game perspective. To give an example, the file data_f_mark.pbo is physically located in \Mark\Addons in the file tree however, once loaded, the game will set its mounting point to \A3\data_f_mark, which corresponds to the prefix of the PBO file. To sum up, P:\ is a representation of the working directory of the game, from the perspective of the game. What the heck is Work Drive? What’s new here? It is a tool designed to replace the previously scripted systems in order to provide a more reliable way to manage the work drive (P) and its content. Its first iteration was only able to manage the well-known P drive and to install Buldozer. This it did from any location (source/destination). In the recent update, it received the ability to manage any substitute drive, meaning it can mount or dismount any drive from any letter and its core code was also consolidated to prepare for the future… Speaking of future, here we are! With version 0.983.2 of the tools, Work Drive can now extract the entire data of the game to the Project Space, similar to FuturaToP but more efficient. The usage is simple, execute workdrive.exe /extractGameData. By default, Work Drive will select the main install of the game as source and the destination directory will be the same as your project space, as defined from the launcher of the tools (Preferences->Settings (CTRL+E)). However, note that it will deny any attempt to extract the game data directory into the install directory of the tools to avoid any potential conflict with the updates of the tools. But, you can use it as you want or need: Command line: WorkDrive.exe /extractGameData <Source> <Destination> Source: A valid install directory of Arma 3 Destination: An existing folder Command line: WorkDrive.exe /extractGameData <Source> Source: A valid install directory of Arma 3 Destination: Will be the default project space Command line: WorkDrive.exe /extractGameData <Destination> Source: Will be the default install of the game Destination: An existing folder The extracted data can be purged by using the startup parameter /purgeGameData. You can also target a specific project space by adding its path after purgeGameData. The purge is based on the TXT file created during the extraction process, meaning that you can save a folder from the purge by removing the corresponding TXT file. In example, removing someName.txt will save the directory someName from the purge. Finally, you can also combine both parameters to refresh your game data by using work drive as follow. Note: The arguments of the parameter /extractGameData remain as described above. Command line: WorkDrive.exe /purgeGameData /extractGameData Random facts: It takes around 4 minutes to extract the game data from and to a SSD (~12 minutes with a HDD). Work Drive runs multiple tasks in parallel. The faster your hard drive, the faster the process will be. In case of an update of the game, it takes usually between 1 and 2 minutes to update the extracted data. Work Drive won’t update a folder which already is up to date. Reminder: Please carefully observe the licenses of any work you extract before using it elsewhere!
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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
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- Buldozer Arma 3
- Arma 3
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Addonbuilder deletes config files for vehicles
AveryTheKitty posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Addonbuilder keeps deleting my vehicle's config files during the PBO process. It still adds the model and textures however, with the exception of the .RVMATs. -
BIS should release old models and textures unbinarized
AveryTheKitty posted a topic in ARMA 3 - GENERAL
I posted this on Reddit and felt that I should also post it here. I apologize if it's not in the right area. I'd imagine with the team working primarily on Apex and Nexus, there isn't much of a chance of us seeing old content such as the AMOS Marshall and KSG Shotgun. I think Bohemia Interactive should release older content with complimentary textures, unbinarized models, and config if possible, allowing the community to examine or add them in themselves. I really think BIS should consider this, and could possibly release it with the Arma 3 Samples. What do you guys think?- 5 replies
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- models
- old content
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Status of server development/improvements: http://forums.bistudio.com/showthread.php?148288-Dedicated-server-status Performance / Profiling branch feedback http://forums.bistudio.com/showthread.php?169944-Arma-3-STABLE-server-1-38-quot-performance-binary-quot-feedback Stress test http://forums.bistudio.com/showthread.php?187697-Arma-3-(release-candidate)-1-38-128916-stress-test-MP-(MultiPlayer) RC test How-To setup/run arma 3 dedicated server http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-on-a-dedicated-server How-To debug server issues http://forums.bistudio.com/showthread.php?182955-TUTORIAL-DEBUGGING-Server-issues-(e-g-not-loading-correctly) Linux server feedback http://forums.bistudio.com/showthread.php?169926-Linux-Dedicated-Server-feedback Headless client http://forums.bistudio.com/showthread.php?149412-Arma-3-Headless-Client Headless client development feedback http://forums.bistudio.com/showthread.php?183918-Dedicated-Client-Headless-Client-feedback-(dev-branch) BattlEye feature news, detailed information http://forums.bistudio.com/showthread.php?167504-Regular-Expression-(Regex)-Support-for-BE-Filters http://forums.bistudio.com/showthread.php?166050-New-BattlEye-Feature-Mission-specific-Script-Event-Filters http://forums.bistudio.com/showthread.php?145530-Globally-banned-by-BattlEye-See-this * still needs better manual for bonus BE features Discussions/contacts (Skype/Irc etc.) this http://forums.bistudio.com/showthread.php?152378-Admins-communication-channels was merged into http://forums.bistudio.com/showthread.php?131825-Skype-groups-amp-other-contact-groups Tools: Tophe's tool , server configuration http://forums.bistudio.com/showthread.php?104991-Tophe-s-Arma-Dedicated-Server-Tool-(TADST) EPM RCON , advanced remote control via BattlEye' RCON http://forums.bistudio.com/showthread.php?160118-EPM-RCon-Tool-(Beta)-Changelog-and-Information BASIX , opensource anti-hack tool/mod - http://forums.bistudio.com/showthread.php?175855-BASIX-Serverside-Anti-Hack-Administration-Mod ALIVE , AI offloading improvements and performance monitoring http://forums.bistudio.com/showthread.php?169350-ALiVE-Advanced-Light-Infantry-Virtual-Environment B.E.C. (no-longer developed) http://forums.bistudio.com/showthread.php?180125-B-E-C-quot-Battleye-Extended-Controls-quot-Admin-tool-for-dedicated-servers ASM (no-longer developed): http://forums.bistudio.com/showthread.php?155881-Arma-Server-Monitor-(very-small-but-useful) BattleWarden RCON, one of first RCON tools for Arma serie, https://forums.bistudio.com/topic/132652-battlewardennet-rcon-for-arma-dayz/page-4#entry2928783 How change branches of Arma 3 on STEAM client http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client ---------- Post added at 19:00 ---------- Previous post was at 18:40 ---------- reserved
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Dear Devs, Hi there - is there any way we can get textures for the lovely objects that have come with the Heli DLC? Just discovered most can be re-textured with the setObjectTexture command! :D I know the PBOs are encrypted - but might the textures become available on Arma 3 Tools at some point, perhaps?
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Buldozer displays the model correctly, but ARMA spoils UV map of my model in game... http://www.youtube.com/watch?v=k2t6K7PVNbU All rvmat's uses standart *_Mask - "A3\structures_f\DATA\universal_mask.paa" I don't know what could be the cause of this problem
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Hi, I want to buy ArmA 2 in the BI Store for 6€. I don't know whether I should buy the steam version or non steam version? Maybe I want to try out the DayZ mod for arma 2 as well as the one for Arma 3 which requires Arma 2. Will there be any problems concerning one of the versions? Which one would you buy? Thanks
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To support the lensmen among us, our Senior Designer Karel Moricky wrote a handy guide about the new tools for screenshot-taking in Arma 3! [ATTACH=CONFIG]191[/ATTACH] "] [ATTACH=CONFIG]191[/ATTACH] Introducing the Splendid Cam, alongside some of the other Debug Console features he implemented, Karel walks us by a few of the basic settings and shares a couple of tips on how to make the ultimate screenshot. We're also grabbing the opportunity to launch our '2013 World Arma Photo' contest, where the 3 best virtual photographers will be awarded with honor and Bohemia Interactive games![/center]