View Full Version : O2/BULLDOZER PROBLEMS
Major Blood
Sep 13 2007, 21:34
Hello All
Once and for all, and for the love of all noobs. Would someone please explain the correct way to have Oxygen2 installed with a working bulldozer and correct texture path.
I am currently using the german version of ArmA,
I have Oxygen installed to the C:\Program files\name....
My .Dll folder - C:\Program files\name.......
My texture path - P:\
My bulldozer currently either displays a game menu ( editor, multiplayer, ect), or it starts the game completely. I cant get this installed correctly.
Textures - I have tried everything to get the textures working, but only received the message as "null" in oxygen. (I am pretty sure my texture path is in correct, but I have tried everything.)
Also, I have "installed" the dll files from Oxygen1 and placed them into oxygen 2. I am still unable to import .paa files into oxygen. I have also tried converting the .paa files into .tga. The folder is recognized, but there is not any .tga file inside.
As, I write this, I realize I have multiple problems, but PLEASE for all of us who did not start using oxygen and bulldozer in ofp, help us get this set up, so we can create for the community.
Side note: I find it strange that BIS would release incomplete tools ( I do understand that this is only a release canidate) that require parts from other versions, and not document this. Also, does anyone else find it strange that in the entire read me and manual for these tools, there is not anything specific in regard to installation. I realize that I am new, but there is a lot of us out there that are willing to create for the community that need a helping hand to get started. ( Yes the forums are a great resource, along with the wiki and biki, ofp tuts, ect. but I have read everything that I can find and still no luck.) I will continue to cry in my beer another time.
Please help, this is ridiculos. I must create.
Master85
Sep 14 2007, 16:52
Check the path of the External Viewer in options of O2PE.
Should look like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">X:\...\ArmA.exe -window -buldozer -noland[/QUOTE]
Major Blood
Sep 14 2007, 21:13
Thanks for your response. I do appreciate it. You know, I have changed the path for that so many times I lost track of what it was suppost to be. I checked the forum and saw that most people had to try a variation of that exact line, but I willl give this a try for sure and thanks again for your response.
edit:
Ok I tried that line in the external viewer, but it didnt work. I then added the " " and got bulldozer working, but this starts the game and my model is shown on the opening screen, where you select multiplayer, options, campain, ect. It is pretty cool, but still not a working bulldozer.
edit:
Now I am receiving an error message:
Can not load texture date/wireframe.paa
Any ideas? Wtf
If your buldozer starts up and looks like an ARMA menu screen, you didn't correctly use the -buldozer switch in your External Viewer path (check spelling, one L only)
If you get an error about wireframe texture missing, it's because you have an option turned on in Oxygen's viewer menu (View > Viewers > Buldoser > Show Wireframe). Turn that option off. It is not true wireframe rendering, but uses a special texture to show what looks like wireframe. I guess your install is missing that texture file.
Major Blood
Sep 15 2007, 21:27
Hello Earl
LOL. How did I miss the spelling? LOL. Use only one "L". Wow, dont I feel dumb.
Yes!!!!!
Now bulldozer opens with no errors!!!!
But, new problem: My model shows with no textures applied.
Quote Earl:
"It is not true wireframe rendering, but uses a special texture to show what looks like wireframe. I guess your install is missing that texture file".
Do I need to re-insall the tools? I am not sure what texture file I am missing, or how to get it in there.
Man, I am such a noob, but I am SO close. Help me out PLEASE.
A reinstallation wont help since I think the texture was not included in the install. Instead of restoring the missing texture, it's better to just turn the option off. The only reason you see an error message now is because hte option is turned on. See my post above for instructions on turing off wireframe mode for buldozer.
Major Blood
Sep 17 2007, 16:20
Alright,
I now have a half-way working bulldozer.
My problem now is:
I texture my model in O2, but texutres do not show in bulldozer. There are no error messages, just no textures showing. My textures are .gif files. Is this causing the problem?
Also, my texture path in O2 is: P:\ and nothing else here.
Is this correct?
Please let me know. I appreciate your patience. Thank you for your help man.
P:\ is correct for texture path.
Use TGA instead of GIF and it should work fine.
Major Blood
Sep 17 2007, 18:47
Lol alright man, I will give this a try as soon as I get home. ( I am at work right now) I did want to say thank you for your assistance. I will not forget it.
edit:
Ok, I have now made the textures .tga files and still no luck. I dont get any errror in bulldozer, but the tga texture is showing as "null" in O2? Any ideas? Damn it, I thought I had this. I guess not. Wow the more I type the more noob I turn.
EDIT:
YYYYYYYEEEEEESSSSS!!!!!!
http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/smile_o.gif
Problem solved.
I had already installed the .dll files from O2, so I changed all textures back to .paa files and it works.
Thank you for all of your help earl http://forums.bistudio.com/oldsmileys/notworthy.gif
http://forums.bistudio.com/oldsmileys/yay.gif
diversant92
Sep 22 2007, 05:07
My buldozer works fine, but if i close the program, shut down the PC for example, when i try to use the tools again, it says "Cannot load viewer" or "Cannot load worlds"
without any reason, cause it worked fine before.
Any ideas ?
My buldozer works fine, but if i close the program, shut down the PC for example, when i try to use the tools again, it says "Cannot load viewer" or "Cannot load worlds"
without any reason, cause it worked fine before.
Any ideas ?
At options do you have ArmA.exe -window -buldozer -noland in the buldozer directory?
DaSquade
Sep 23 2007, 16:15
I think it is more your virtual drive (P) that doens't gets auto loaded. Check after reboot if the P drive is made...or when you launch O2.
For me it still doesn't autoload.
Place a shortcut of the mapdisk.bat and run it before using O2 again.
diversant92
Sep 24 2007, 17:41
works guys, thanks.
But now, it won't load textures. I mean, what do i type in the textures path, and where do i put the textures?
it also won't load Paa or Pac, only TGA.
TGA just appears as white crap in the viewer. any ideas?http://forums.bistudio.com/oldsmileys/sad_o.gif
a pic of that bug:
http://img182.imageshack.us/img182/3857/crapkp7.jpg
[APS]Gnat
Sep 24 2007, 23:15
But now, it won't load textures. I mean, what do i type in the textures path, and where do i put the textures?
it also won't load Paa or Pac, only TGA.
Same problem for me, The normal "draw a box" and "load texture" for paa or pac just results in the box remaining blank.
I have to fool it with loading TGAs, "b" apply the texture and then rename the texture path so it says .paa or .pac
Weird .... anyone seen this before.
there are some .dll files missing in the O2 PE release version. To fix the .paa .tga .jpg viewing problems you can use the old O2 .dll files or download these (if you don't have the old O2) from our site and unpack them to your Oxygen 2 Personal Edition folder (NOT the ArmAWork folder).
O2_dll_files (http://www.armedassault.info/_hosted/bushwars/tuts/o2dll/o2dll.rar)
Then startup O2 reset the texture path in the options menu to P:\ if it is there already retype P:\ and save. Shut down and restart O2. There you have it, now you can see and load .paa and .pac textures.
Hope this helps http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Yano.t11
Oct 12 2007, 12:05
1. Function Break in UV editor doesnt work. Ive tried keyboard Pause/Break, button Break in editor also Break in menu and object in viewport doesnt break...
2. I cant create smooth object if is very small like head of a pin (flattened half sphere)
(see normals)
http://img522.imageshack.us/img522/6410/smoothpinuv7.jpg
SolidSnake-(SNK)
Nov 3 2007, 21:50
I cant get Buldozer to work, i get the error messages saying no viewer found and the no cfg world error. I have tryed everything and iam using the latest release of the tools.
So can someone pleace help a complete Noob here..
Thanx
[APS]Gnat
Nov 4 2007, 00:18
Well theres a shyt load of info you havent given but lets start with;
- What does you config say for Buldozer ?
- Where is your ArmA exe located on your computer?
SolidSnake-(SNK)
Nov 4 2007, 07:29
"E:\ArmA\Arma.exe" -window -buldozer -noland
for the external viewer
And arma exe is on
E:\Arma\ArmA.exe
SolidSnake-(SNK)
Nov 5 2007, 10:31
Someone PLEACE help me, i have tryed everything in these posts, but i only get the cfg worlds error or the External wiewer attach failed. no wiewer found error whathever i try.
What is pixel Dozer, it is another external viewer i can try?
Can somoene pleace write exactly what they did to get it to work. I must be misunderstanding something
OK,
I installed the tools suite RC3 into a custom directory on my D: which does not have the OS on it. Bulldozer did not work, as you might expect.
However I could double click on .p3d and O2 would open and show the model. I could also double click on a .paa or .pac and texview would open.
In order to fix bulldozer I removed everything and reinstalled in the deault directory that the installer gave me. Bulldozer works fine and there is full functionality EXCEPT that I cannot open a .p3d .paa or .pac by double clicking.
If I try to load a model by double clicking, I get the message "Unable to load file, load error." However if I then navigate to the same file using O2 file browser it opens fine.
If I try to load a texture by double clicking, I get the message "Error loading file {D:\Games\Armed Armed}" if the paa is in a mod folder in my ArmA or "Error loading file {C:\Documents}" if the texture is in my ArmA work folder.
A reinstall did not fix this.
SolidSnake-(SNK)
Nov 8 2007, 00:30
I reinstalled it to the default directory the installer gave me , but i still get the same error and iam using RC3, this is so FRUSTRATING!
What is pixel dozer it is a another viewer i can download from somewhere?
smellyjelly
Nov 8 2007, 00:58
I'm having a huge problem texturing my model. I'm following this (http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson1/lesson1_a.htm) tutorial, but everytime I try to texture the door, I press "B" and I message comes up saying "No texture loaded...". I don't know what I'm doing wrong because I follow those instructions correctly.
The textures are in .pac format, and I guess as said earlier, the new Oxygen has trouble opening them. I tried simply adding them to my Oxygen 2 Personal Edition folder, but that didn't make any difference.
Can anyone help me? http://forums.bistudio.com/oldsmileys/sad_o.gif
Chris Young
Nov 8 2007, 06:25
What is your Oxygen version ? RC2 or RC3 ?
smellyjelly
Nov 8 2007, 22:24
I'm not sure, I used the old one, but then installed the new one over it.
Anyways, I think I fixed it. Thanks to JB™ from the other topic, I guess my address was wrong in the options and it wasn't loading the new files.
Although, for some reason, it keeps on crashing. I'm not sure what's causing it, but it seems to happen mostly when I'm trying to add a texture. I message comes up, but very little of it is in English.
Fixed my problem by removing problem related entries in registry and reinstalling.
wolfbite
Nov 20 2007, 00:36
Im getting an "External viewer:unable to create viewer " message.
I have correct file path (C:\Program files\Bohemia Interactive\ArmA\ArmA.exe -window -buldozer -noland)
Any ideas anyone?
Hi, after uninstall the O2PE i've reinstalled it again, it opens the.pbo's
ever that you open 1St the O2PE and then navigate through the
HD to find the .p3d that you want to edit; the thing is that now...
it refuses to accept to be asociated with .p3d files, it don't shows
up in the programs list even if you choose that browse *.* files.
How could i fix this?. Let's C ya
i have a big problem , i cant load TGA files in O2pe anymore
get a error (unable to convert texture,pac2pal error)
is that a .dll file messing it up ?
Try this.........
Go to File menu........Options
Find 'Autoconvert GIF & TGA textures
If it is checked, uncheck it.
If it is not checked, sorry......no idea, apart from making sure all dependent programs are installed.
Planck
Jack-UK
Dec 26 2007, 20:30
EDIT: Removed thanks to discovering my idiocy!
Jack-UK
Dec 27 2007, 16:07
Someone PLEACE help me, i have tryed everything in these posts, but i only get the cfg worlds error or the External wiewer attach failed. no wiewer found error whathever i try.
I have EXACTLY the same problem. It was working fine for a while, i right clicked buldozer in taskbar to close, and it did. and now it wont restart. I get
"No Entry .cfgworlds"
then some error message about Pixel shader or something
then
"Cannot attach viewer"
:| What the hell is wrong ? I havent changed anything all i did was close the program and it refuses to restart! I've tried a complete uninstall and no luck http://forums.bistudio.com/oldsmileys/sad_o.gif
Please help someone! http://forums.bistudio.com/oldsmileys/smile_o.gif
If ur using 1.09 i had the same problem
Then i unpbo the "X:\Program files\Bohemia Interactive\ArmA\Dta\bin.pbo to update the shader files in "P:\bin"
greets http://forums.bistudio.com/oldsmileys/wink_o.gif
Jack-UK
Dec 27 2007, 16:21
Many thanks for the speedy response Sgt. Ace! Much appreciated http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I'll give it a try now http://forums.bistudio.com/oldsmileys/smile_o.gif
Cheers
EDIT: Didnt work http://forums.bistudio.com/oldsmileys/sad_o.gif I can boot up ArmA without the buldozer switch, but when i put in the buldozer switch i get the errors in my above post http://forums.bistudio.com/oldsmileys/sad_o.gif Any more help anyone?
Thanks anyway though Sgt Ace http://forums.bistudio.com/oldsmileys/thumbs-up.gif
EDIT2: Bleh, i know why, im an idiot. Again. lol i dePBOed the 1.08 Bin file and not the 1.09 one! I'll try again http://forums.bistudio.com/oldsmileys/smile_o.gif
EDIT3: Nope, still no luck. What the hell kinda tools are these? They break when you close them? :|
And what is if u replace the files in "P:\Dta" with the 1.09 ones?
Jack-UK
Dec 27 2007, 17:09
Didnt work. But i fixed it. I had to uninstall delete all registries with 'Oxygen' and then reinstall and its working again http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks for your help though Sgt. Ace, much appreciated http://forums.bistudio.com/oldsmileys/inlove.gif
Ok good to know anyway http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Jack-UK
Dec 27 2007, 17:39
Bloody hell whats wrong with this program? Everytime i close O2 Buldozer refuses to open and i have to manually uninstall and delete all registry entries. This is pathetic. What the hell is wrong with it??? http://forums.bistudio.com/oldsmileys/sad_o.gif
EDIT: I've got a feeling that the problem lies with those OFP DLLs... when i add them to my Oxygen folder I can then add textures, but i cant open Buldozer.
Can't BIS provide us with these missing DLLs and make sure they are compatible with Oxygen2?
EDIT 2: Confirmed the problem, it was my fault. I set the wrong texture path (MUST be P:\ i was using the tutorial and set it to P:\crate and it caused it to crash.) http://forums.bistudio.com/oldsmileys/smile_o.gif Im happy! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Can't BIS provide us with these missing DLLs and make sure they are compatible with Oxygen2?
There are no missing .dlls... it's a general misconception brandied about that one needs to plaster dll's from previous incarnations of tools into O2PE/TexView2 folders to get them to work properly.
Jack-UK
Dec 28 2007, 12:48
Can't BIS provide us with these missing DLLs and make sure they are compatible with Oxygen2?
There are no missing .dlls... it's a general misconception brandied about that one needs to plaster dll's from previous incarnations of tools into O2PE/TexView2 folders to get them to work properly.
Well could you please provide us the solution without those dlls please? http://forums.bistudio.com/oldsmileys/smile_o.gif
Im still having trouble with texturing, i have to use .tga textures (Paa/Pac textures do not load and texture stays NULL) apply them, then convert .tga to .paa and change the path to .paa. And it still doesnt show the textures in buldozer. (But once i PBO it the textures appear in game).
Cheers
[APS]Gnat
Dec 28 2007, 14:09
I can't load paa's into O2 either but it turns out I don't need to with the setup. O2/Buldozer does it all for you if you just provide TGA's .....
Well, here goes an guide and explaination that may help.
O2 directory contents and location;
http://members.iinet.net.au/~nrspence/ArmA/O2_6.jpg
O2 Working Directory setup
You computer should run a small BAT file every time you start it, this creates P:
http://members.iinet.net.au/~nrspence/ArmA/O2_7.jpg
This is O2's own options, note the Buldozer start.
http://members.iinet.net.au/~nrspence/ArmA/O2_8.jpg
This is the buldozer config file, located in the main ArmA game directory;
Quote[/b] ]
language="English";
adapter=-1;
3D_Performance=8772.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;
winX=16;
winY=32;
winW=800;
winH=600;
winDefW=800;
winDefH=600;
FSAA=2;
HDRPrecision=8;
lastDeviceId="4318,403,69275870";
localVRAM=657637376;
nonlocalVRAM=258998271;
As an Example
- in a addon GNT_Test directory I have just 1 TGA called Main
- STart O2
- NOTE: I have not started the Viewer yet.
- I create a CUBE in O2
- I highlight the cube, press A
- I drag a box over the cube
- I right click in the box, select Load Texture
- The dialog is expecting a "TGA" file, I select the Main.TGA
- I press B to map
- I right click and select Unload Testure.
- I press A again
- (I add a GEO, Land Contact and a Memory LOD)
- I save the p3d file
- The viewer is not running, only to watch the next step happen for the test.
- Note in O2 it says the texture is "main.tga"
- I start the Viewer, Buldozer, and what happens next is Automatic
- Buldozer starts and says something about converting
- A DOS window pops up and says the TGA is being converted to a PAA
http://members.iinet.net.au/~nrspence/ArmA/O2_9.jpg
This next step doesn't make a lot of logic considering O2 still refers to the texture as a TGA, but it works.
- In the addon directory I now see a PAA file
- I delete the TGA file !
http://members.iinet.net.au/~nrspence/ArmA/O2_A.jpg
- I then PBO the whole directory (with a basic config)
- And Bingo it still works in ArmA !
http://members.iinet.net.au/~nrspence/ArmA/O2_B.jpg
In some ways this is similar to how Visitor works to make Addons ..... start with TGAs, BMPs or PNGs, and it does the rest for you. This may have been the original intent of the tools .... but I would still love the $#%#$$ option to load $%##$@<hidden>$# PAAs direct http://forums.bistudio.com/oldsmileys/crazy_o.gif
HTH ....
Jack-UK
Dec 28 2007, 14:32
Gnat @<hidden> Dec. 28 2007,16:09)]<SNIP>
Thanks a lot for the explanation Gnat http://forums.bistudio.com/oldsmileys/smile_o.gif http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Good luck with your ships addon too http://forums.bistudio.com/oldsmileys/smile_o.gif
lol, yeah it's pretty much as Gnat describes...
If one sits and thinks about it all for a minute or 2 one can imagine the following senario.
There is a demarcation point between 'development content' and 'game content'.
'Game content' requires paa/pac format.
'Development Content' requires tga format.
BIS don't need to spend valuable man hours on making a editing tool for paa/pac files. All, they need to do is provide a means to convert the development content to a format for use when one needs to 'view' the output in the Game or in Buldozer.
Given this assumption - they have made the content development tool, principally O2PE work perfectly well with what they deem to be 'development image file formats' ie. tga.
Ask, yourself this - why provide the functionality to work with/display paa files when they don't provide a means for you to edit them - and why would they - it's additional stuff they just don't need to do.
So, if one makes the rule of thumb that one should be working entirely with tga's on the 'development' side of things then one can see that the tools that BIS have provided are entirely sufficient for the purpose at hand.
And, whatyaknow - given this assumption - one does not need to have 'extra' .dlls present from 'older' tools in the new O2PE folder - and guess what, they haven't put them in there - so yet another reinforcement that one is meant to be working with tga's on the development side. Also, if one looks at the .exe itself (using specialized tools) one can 'see' that there is no dependancy on pal2pac.dll etc, etc.
Just because they 'accidently' have left paa/pac on the list of files that one can choose when one hits 'Load Texture' from the context menu - doesn't mean they intended for you to use that file format.
So, save yourselves a lot of work and just reference .tga's on faces in O2PE and in rvmat files. Don't concern yourself with renaming things from tga to paa with the Mass Texture Renaming tool - 'cause you don't need too.
When Buldozer runs it gets asked to present the model you are working on... if it finds that the texture on a face is a tga it will convert it to paa for you in the same directory. If there is already a paa in the folder it checks if the current tga is 'newer' (great english, huh) than the current paa. If the tga is 'newer' it will convert it overwriting the current paa. This is so you are always looking at the most up-to-date version of the 'development texture'.
You don't need to go around deleting all the tga's either 'cause when you use BinPBO to squash your folder it doesn't bother copying across the tga's into the output, only the paa's (if your setup does copy them across - then set it up to exclude tga's) - and if there is a tga present in the development folder and no current paa for it - then Binarize will make one.
When you do your final release pbo and you've stop work on altering your tga's then you can remove the tga's from your work folder - if you believe they are taking up too much room.
So, to summarize - you don't need 'gifload.dll', 'jpgload.dll', 'pacload.dll', 'pal2pac.dll' in the new O2PE folder - 'cause O2PE doesn't need them as you are meant to be working with tga's etc. in your models. And the .exe doesn't have any physical dependancy on them anyway. You just need what's installed when you install the BIS tools - that's all.
Also, you need to have TexView2 associated with paa, tga, pac - at the very least so that you can open them from the 'Resource Library' dialog in O2PE.
At least that's the way I see it... I know you know this Gnat, but others may not...
Chris Young
Jan 19 2008, 18:27
I have the message "Converting Resources, ..." but the new file is not created, and I see nothing neither in Buldozer nor in ArmA. http://forums.bistudio.com/oldsmileys/crazy_o.gif
EDIT : Solved by creating the paa file manually, of course...
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