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[IC]Wedge
Nov 11 2007, 16:38
I have now made 2 custom islands and on both i seem to have a problem with ladders.

Ladders just dont work, no options to climb up.

Any help on this one guys...what am i missing??

Wedge

Linker Split
Nov 11 2007, 18:02
I have now made 2 custom islands and on both i seem to have a problem with ladders.

Ladders just dont work, no options to climb up.

Any help on this one guys...what am i missing??

Wedge
if models are yours, then you should have configured the model not in the proper manner...

[IC]Wedge
Nov 11 2007, 20:22
negative...

im talkin about the buildings in game with ladders...ie

church
tank garage
factorys

etc

Anyone else had this problem or can help me??

fasad
Nov 11 2007, 21:16
I think this problem may be somehow caused by placed objects not correctly loading their config. It seems to be a problem on many custom islands/terrains.

Allie posted similar issues in this thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=77;t=69401).

I can confirm that buildings placed on my terrains appear not to load their config correctly - they are not buildings as far as the nearestBuilding command is concerned and ladders do not work. A church I placed seemed not to ring bells on the hour either, although I'm not sure that particular church should. However, paths and destruction mode appeared to work, and the buildings seem to correctly be of class "house".

KKB
Nov 15 2007, 08:27
You have to Binarize the wrp files. Pack the island with BinPBO from BIS and check the binarize box.
I tried it with binarized and unbinarized islands in game, and ladders didn't work unbinarized. It takes some time, binpbo seems to check all p3d files you use. It also creates a log file with errors, for wrp files it has a lot, most them refer to some files in a poseidon directory that is not part of p:, I guess you can ignore them, but the ones refering to your wrp and p3d files might be helpful to fix bugs you didn't where there in the first place http://forums.bistudio.com/oldsmileys/whistle.gif
Also make sure to add *.rvmat to the "List of files to copy directly" field in options (I know *.wrp is there also, but wrp files get binarized anyway).

If it works name your firstborns after me http://forums.bistudio.com/oldsmileys/wink_o.gif

Fitzee
Nov 15 2007, 21:48
The ladder on the watertower works without binarizing the island, funny that others dont.
I binarized an island with the first rc of the public tools, and the ingame map was bad, no buildings or objects were shown. Did they fix that?

KKB
Nov 15 2007, 23:35
The ladder on the watertower works without binarizing the island, funny that others dont.
I know. I tested with garaz_tank something, only worked binarized.


I binarized an island with the first rc of the public tools, and the ingame map was bad, no buildings or objects were shown. Did they fix that?
As far as I can tell they did, buildings show up on the map just like expected.

Fitzee
Nov 16 2007, 00:50
The objects not showing was my own fault. I was copying my islands folder to a different drive and removing all source files(satmap, heightmap,etc) to reduce size, so binpbo wasnt finding the p3d files http://forums.bistudio.com/oldsmileys/biggrin_o.gif
So now doing it on the default P: drive it found the p3d's so my ingame map is fine, however the ladders still didnt work. A quick look at the log file showed that theres no config class entries for any buildings on my map.
Unraped the config in ca/buildings, the entries are there, but still got same result. Do we need to put the entries in the islands config ?

KKB
Nov 16 2007, 07:00
I don't know, but I didn't add anything to the config with regards to the building

I unraped all config.bin files in p: (mainly to study how things were done)
i have a KKB directory in the p: root directory, and in KKB i have subfolders for the things i work on, the island is in kkbisland.
To binarize the island BinPBO is setup like that:
Addon Source Directory: p:\kkb\kkbisland
Clear Temp: yes
Binarize: yes
Options:
Files to copy directly:
*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;
*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat
Path to Project Folder: p:\kkb
Use Source Path: no
Addon Prefix automatically: yes

I got the message with config class entries in the logfile too, but only for buildings without ladders anyway.

Which building you try to use? I'll check if it works here.

Allie
Nov 16 2007, 17:25
I didnt have any results either yet, for example the watch tower called "hlaska.p3d" ladder wont work, whatever way i pack it.

Allie

KKB
Nov 17 2007, 05:45
Just tested hlaska.p3d, works for me (only binarized).

Does BinPBO give you an error regarding hlaska in the log file?

Try unRaping all config.bin files in the ca directory. A quick way is creating a bat file like that:


@<hidden> off
:getfile
if "%1"=="" goto end
echo Decoding %1
%~d1
cd %~p1
"C:\Programme\Bohemia Interactive\Tools\kegarmatools\unRap\unRap.exe" "%~n1%~x1" -s
shift
goto getfile
:end
echo All done
pause
Obviuosly you have to change the path to Kegetys unrap.exe so it works for you.
Put the unrap.bat on your desktop or somewhere easy to reach, search your whole p: drive for config.bin, then drag and drop all found files on the unrap.bat file. It will create *.cpp and *.hpp files in the right directorys. Try BinPBO again (I think it parses the config files for entrys regarding the p3d objects on your map and if it finds ladder entrys it works that into the wrp file. I'm guessing here, but this way ladders work for me, so give it a shot)

Allie
Nov 17 2007, 18:01
Well yes Hlaska gives me error, actually it gives me a shit load of errors.


Quote[/b] ]Parse: 15 ms
Singular mapping: #(argb,8,8,3)color(0,0,1,1), u 3529.48 x v 2544.33, AoT 1600
Unknown flag Road
Unknown flag Road
ca&#92;buildings&#92;dum_istan3.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class missing
ca&#92;buildings&#92;misc&#92;nasypka.p3d: house, config class missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class missing
ca&#92;buildings&#92;hlaska.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class missing
ca&#92;buildings&#92;fuelstation_army.p3d: vehicle, config class missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class missing
ca&#92;buildings&#92;misc&#92;vo_stara1.p3d: streetlamp, config class missing
ca&#92;buildings&#92;hlaska.p3d: house, config class missing
ca&#92;buildings&#92;hlidac_budka.p3d: house, config class missing
ca&#92;buildings&#92;misc&#92;vo_stara1.p3d: streetlamp, config class missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class missing
ca&#92;buildings&#92;benzina_schnell.p3d: vehicle, config class missing
ca&#92;buildings&#92;misc&#92;pumpa.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan3.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class missing
ca&#92;buildings&#92;watertower1.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class missing
ca&#92;buildings&#92;dum_olez_istan2_maly2.p3d: house, config class missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class missing
ca&#92;buildings&#92;army_hut3_long.p3d: house, config class missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class missing
ca&#92;buildings&#92;hut04.p3d: house, config class missing
ca&#92;buildings&#92;castle&#92;helfenburk.p3d: house, config class missing
ca&#92;buildings&#92;tovarna2.p3d: house, config class missing
ca&#92;buildings&#92;army_hut3_long.p3d: house, config class missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class missing
ca&#92;buildings&#92;castle&#92;helfenburk.p3d: house, config class missing
ca&#92;buildings&#92;budova5.p3d: house, config class missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class missing
ca&#92;buildings&#92;strazni_vez.p3d: house, config class missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class missing
ca&#92;buildings&#92;telek1.p3d: house, config class missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class missing
ca&#92;buildings&#92;castle&#92;helfenburk.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan3.p3d: house, config class missing
ca&#92;buildings&#92;dum_olez_istan2_maly2.p3d: house, config class missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class missing
ca&#92;buildings&#92;majak.p3d: house, config class missing
ca&#92;buildings&#92;majaklight360.p3d: house, config class missing
ca&#92;buildings&#92;majak.p3d: house, config class missing
ca&#92;buildings&#92;majaklight360.p3d: house, config class missing
No entry &#39;d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgWorlds.tola&#39;.
No entry &#39;d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgWorlds.tola&#39;.
ca&#92;buildings&#92;majak.p3d: house, config class &#39;Land_majak&#39; missing
ca&#92;buildings&#92;majaklight360.p3d: house, config class &#39;Land_majaklight360&#39; missing
ca&#92;buildings&#92;budova5.p3d: house, config class &#39;Land_budova5&#39; missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class &#39;Land_ss_hangard&#39; missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class &#39;Land_ss_hangard&#39; missing
ca&#92;buildings&#92;telek1.p3d: house, config class &#39;Land_telek1&#39; missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class &#39;Land_ss_hangard&#39; missing
ca&#92;buildings&#92;ss_hangard.p3d: house, config class &#39;Land_ss_hangard&#39; missing
ca&#92;buildings&#92;strazni_vez.p3d: house, config class &#39;Land_strazni_vez&#39; missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class &#39;Land_vysilac_fm2&#39; missing
ca&#92;buildings&#92;watertower1.p3d: house, config class &#39;Land_watertower1&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class &#39;Land_podesta_1_mid_cornp&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class &#39;Land_podesta_1_mid_cornl&#39; missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class &#39;Land_podesta_1_stairs&#39; missing
ca&#92;buildings&#92;army_hut3_long.p3d: house, config class &#39;Land_army_hut3_long&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class &#39;Land_podesta_1_mid_cornp&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class &#39;Land_podesta_1_mid_cornl&#39; missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class &#39;Land_podesta_1_stairs&#39; missing
ca&#92;buildings&#92;dum_olez_istan2_maly2.p3d: house, config class &#39;Land_dum_olez_istan2_maly2&#39; missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class &#39;Land_army_hut2_int&#39; missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class &#39;Land_dum_istan2&#39; missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class &#39;Land_dum_istan2b&#39; missing
ca&#92;buildings&#92;dum_istan3.p3d: house, config class &#39;Land_dum_istan3&#39; missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class &#39;Land_army_hut2_int&#39; missing
ca&#92;buildings&#92;dum_olez_istan2_maly2.p3d: house, config class &#39;Land_dum_olez_istan2_maly2&#39; missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class &#39;Land_dum_istan2&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class &#39;Land_podesta_1_mid_cornp&#39; missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class &#39;Land_vysilac_fm2&#39; missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class &#39;Land_podesta_1_stairs&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class &#39;Land_podesta_1_mid_cornl&#39; missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class &#39;Land_dum_istan2b&#39; missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class &#39;Land_army_hut2_int&#39; missing
ca&#92;buildings&#92;hlaska.p3d: house, config class &#39;Land_hlaska&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornp.p3d: house, config class &#39;Land_podesta_1_mid_cornp&#39; missing
ca&#92;buildings&#92;podesta_1_mid_cornl.p3d: house, config class &#39;Land_podesta_1_mid_cornl&#39; missing
ca&#92;buildings&#92;fuelstation_army.p3d: vehicle, config class &#39;Land_fuelstation_army&#39; missing
ca&#92;buildings&#92;podesta_1_stairs.p3d: house, config class &#39;Land_podesta_1_stairs&#39; missing
ca&#92;buildings&#92;hlaska.p3d: house, config class &#39;Land_hlaska&#39; missing
ca&#92;buildings&#92;hlidac_budka.p3d: house, config class &#39;Land_hlidac_budka&#39; missing
ca&#92;buildings&#92;benzina_schnell.p3d: vehicle, config class &#39;Land_benzina_schnell&#39; missing
ca&#92;buildings&#92;dum_istan3.p3d: house, config class &#39;Land_dum_istan3&#39; missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class &#39;Land_dum_istan2b&#39; missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class &#39;Land_dum_istan2&#39; missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class &#39;Land_vysilac_fm2&#39; missing
ca&#92;buildings&#92;misc&#92;pumpa.p3d: house, config class &#39;Land_pumpa&#39; missing
ca&#92;buildings&#92;castle&#92;helfenburk.p3d: house, config class &#39;Land_helfenburk&#39; missing
ca&#92;buildings&#92;hut04.p3d: house, config class &#39;Land_hut04&#39; missing
ca&#92;buildings&#92;vysilac_fm2.p3d: tower, config class &#39;Land_vysilac_fm2&#39; missing
ca&#92;buildings&#92;dum_istan3.p3d: house, config class &#39;Land_dum_istan3&#39; missing
ca&#92;buildings&#92;dum_istan2b.p3d: house, config class &#39;Land_dum_istan2b&#39; missing
ca&#92;buildings&#92;dum_istan2.p3d: house, config class &#39;Land_dum_istan2&#39; missing
ca&#92;buildings&#92;misc&#92;nasypka.p3d: house, config class &#39;Land_nasyd:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
d:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;CfgConvertFileChng&#92;CfgConvertFileChng.exe returned error 1
Convert world p:&#92;tolafarush&#92;tola.wrp -> C:&#92;Documents and Settings&#92;allie&#92;Desktop&#92;mapper&#92;tolafarush&#92;tola.wrp
pka&#39; missing
ca&#92;buildings&#92;castle&#92;helfenburk.p3d: house, config class &#39;Land_helfenburk&#39; missing
ca&#92;buildings&#92;castle&#92;helfenburk.p3d: house, config class &#39;Land_helfenburk&#39; missing
ca&#92;buildings&#92;tovarna2.p3d: house, config class &#39;Land_tovarna2&#39; missing
ca&#92;buildings&#92;army_hut3_long.p3d: house, config class &#39;Land_army_hut3_long&#39; missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class &#39;Land_army_hut2_int&#39; missing
ca&#92;buildings&#92;army_hut2_int.p3d: house, config class &#39;Land_army_hut2_int&#39; missing
ca&#92;buildings&#92;majak.p3d: house, config class &#39;Land_majak&#39; missing
ca&#92;buildings&#92;majaklight360.p3d: house, config class &#39;Land_majaklight360&#39; missing


But i&#39;ll try your batch file thingy and see what will happen then.

Later,
Allie

Allie
Nov 17 2007, 18:26
ok no result, you remove the old binarized cfg files when unrapped to cpp's and hpp's ??

My error log complete same, i must be doing some else wrong ??

What about this error ??

No entry 'd:\Program Files\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds.tola'.

Dont get it .

Later,
Allie

KKB
Nov 17 2007, 21:02
ok no result, you remove the old binarized cfg files when unrapped to cpp's and hpp's ??No I didn't.


d:\Program Files\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 1
I get this one too (about as much as you), but the others don't happen here. Do you use the RC3 version of all tools? (thats the only thing I can think of before we start to compare our p: drives file for file... :crazy_o: )

The tola thing doesn't happen here either. Besides some useful info I get a solid 1.5MB of logfile with only these two (but that doesn't seem to be important):

W:\c\Poseidon\Lib\font.cpp(120) : Assertion failed 'w <= 127'
W:\c\Poseidon\Lib\font.cpp(121) : Assertion failed 'h <= 127'
Maybe someone 'official' has a clue?

Allie
Nov 17 2007, 21:51
Yes using latest tools.

My log file is as big as u see there, thats it.

P drive is bit diff then you, i have my working folder straight on P so P:/tolafarush, you have again folder in there from where you work, i dont think thats a problem tho.

One thing i wonder about is if it is necessary for the WRP file to be named the same as the folder name ?

I dont know, but one thing i know is that i get sick and tyred of this, each time i think i can finalize my island i run into new problems.

Later,
Allie

KKB
Nov 18 2007, 00:13
Quote[/b] ]
Yes using latest tools.
P drive is bit diff then you, i have my working folder straight on P so P:/tolafarush, you have again folder in there from where you work, i dont think thats a problem tho.
I don&#39;t think so either.

Quote[/b] ]
One thing i wonder about is if it is necessary for the WRP file to be named the same as the folder name ?
Mine is. But I don&#39;t think it should matter.

Quote[/b] ]
I dont know, but one thing i know is that i get sick and tyred of this, each time i think i can finalize my island i run into new problems.
I feel your pain. Would you send me your stuff over, maybe I can find the problem?

Allie
Nov 18 2007, 18:52
I sure wanne send, but its maybe 400 Mb bIg.

I can make it downloadable, wont be best downloadspeed for you, maybe 100Kb, gonne be some download time.

later,
Allie

KKB
Nov 18 2007, 19:37
Let&#39;s do it then.

Fitzee
Nov 19 2007, 00:32
Thanks, mine seems to be working now. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
p.s. You also need to add *.sqm to the &#39;list of files to copy directly&#39; so it dosent break island intro anims.

Allie
Nov 20 2007, 07:25
Thanks man,

I&#39;ll try tonight and do the things you suggested.
I dont know why but it had some to do with errors before, thats why i moved my working folder straight on P, but i&#39;ll move it back to CA.
No biggy, i know i have to reimport sat and mask, no problem.
Its more work to change all paths again in all files without forgeting one http://forums.bistudio.com/oldsmileys/wink_o.gif

Will keep u guys posted.

Later,
Allie

Allie
Nov 20 2007, 17:57
Great, thanks alot mate, indeed result.

One more error to go and i&#39;ll release this one and start at last at a serioux big desert project.

Thanks again mate.
Allie

Allie
Nov 20 2007, 18:53
I&#39;m giving it up again, run into next problems.

Dont understand it, suddenly my custom defining of dust, roughness and soundenv. settings not working any more.

It did worked but it just stopped working, I&#39;m out of here,
Fck it all

Fitzee
Nov 20 2007, 19:17
When you change directories make sure you double check all paths. I think I had to triple check before I got them all.

KKB
Nov 21 2007, 06:11
Dont understand it, suddenly my custom defining of dust, roughness and soundenv. settings not working any more.
I&#39;m having the same problem. And it does work to a degree, the clutter settings work, but the roughness/dust/soundenv don&#39;t. I have no clue why.

ofp2
Nov 21 2007, 16:46
Quote[/b] ]I&#39;m having the same problem. And it does work to a degree, the clutter settings work, but the roughness/dust/soundenv don&#39;t. I have no clue why.
Because the tools are incomplete , maybe Bis frightened you wll make arma2 ,Before them ? same for anims and laddders etc in binpbo , simply cannot get to work.

fasad
Nov 21 2007, 20:15
Because the tools are incomplete , maybe Bis frightened you wll make arma2 ,Before them ? same for anims and laddders etc in binpbo , simply cannot get to work.
Please keep this random negative spam out of this forum area http://forums.bistudio.com/oldsmileys/sad_o.gif


Quote[/b] ]Dont understand it, suddenly my custom defining of dust, roughness and soundenv. settings not working any more.

My test island was created outside of the CA folder/prefix and uses working custom surface properties. It might be caused by changing working folder part way through the project, or a missed setting somewhere, I dunno? There are so many files and settings that need to be updated to refer to your new working folder... Try creating a new project and keeping to the same working folder. You can import your work quite easily with the scripts if need be.

class CfgSurfaces {
class Default {};
class MySurface : Default {
access = ReadOnly;
files = "uravajih*";
rough = 0.9;
dust = 0.9;
soundEnviron = "mud";
character = "Empty";
};
};

Fitzee
Nov 21 2007, 21:23
same for anims and laddders etc in binpbo , simply cannot get to work.
Actually, if you read the thread they do work, as long as everything is done right.

KKB
Nov 21 2007, 22:22
My test island was created outside of the CA folder/prefix and uses working custom surface properties.
Well, looks like they only work outside the ca directory structure. My custom surfaces don&#39;t work, but i must have done something right, I can turn clutter on and of, but the rough, dust, and soundenv settings don&#39;t work, and that has nothing to do with a wrong path IMO, since the soundenv for instance is set without specifying any path. Any idea why it doesn&#39;t work?

I&#39;d also like to know if your Island goes through BinPBO with binarize turned on without errors in the logfile regarding buildings from the ca directory (I was only able to achieve this with my island in the ca directory), and do ladders from those buildings work?
At this point I think it&#39;s the tools, not me, but i&#39;d love to be corrected.

fasad
Nov 22 2007, 04:14
Okay, I just reconstructed a test island in the root directory and tested it binPBO&#39;d vs kegetys cpbo.
Custom surfaces and ladders for "kostel.p3d" worked in both cases.
ladders for "hlaska.p3d" and "water_tank.p3d" did not work in either case.

I&#39;ll see if I can figure it out...

Fitzee
Nov 22 2007, 21:46
ladders for "hlaska.p3d" and "water_tank.p3d" did not work in either case.
They work fine on my map, but binarized with the maps folder in the ca directory.
I havent tried defining a custom surface yet.

Allie
Nov 23 2007, 17:24
I dont wanne talk about it anymore, but i have to say i had my custom surface settings working whatever way, they now just dont work any more, same for some really strange bug which has placed some dirt road parts on my island which i cant remove anymore, dont talk about all kinds of solutions because i have tryed them all.
I&#39;m really given up on it and reinstalled all my OFP stuff, theres more people still working on that then on Arma, its really unfair of "them" to release half a game and expect the community to figure out the bugs and create new ideas for "them" to steal.

Have fun, good luck

ofp2
Nov 23 2007, 20:48
same for anims and laddders etc in binpbo , simply cannot get to work.
Actually, if you read the thread they do work, as long as everything is done right.
I would never embaress a person ,but you asked for it http://forums.bistudio.com/oldsmileys/smile_o.gif
i made the first ever island for arma , i made 16 for ofp and however much your faith tells you that BIS want you to be able to mod arma like you could ofp ,my knowledge and common sense tells me different http://forums.bistudio.com/oldsmileys/wink_o.gif.
there is a big difference between , wow it hasnt crashed and no errors in arma .rpt when your playing on a dedicated server.

Fitzee
Nov 23 2007, 23:37
I would never embaress a person ,but you asked for it http://forums.bistudio.com/oldsmileys/smile_o.gif
i made the first ever island for arma , i made 16 for ofp and however much your faith tells you that BIS want you to be able to mod arma like you could ofp ,my knowledge and common sense tells me different http://forums.bistudio.com/oldsmileys/wink_o.gif.
No worries. You pulling your own chain dosent embarass me at all. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I&#39;ve made islands/environments for ofp and other games too. Though I dont see how any of this has anything to do with your false statement "anims and laddders etc in binpbo , simply cannot get to work".

[IC]Wedge
Nov 28 2007, 09:19
Hi Again

Sorry for starting a thread and then not being involved...ive been away :-)

i am still having probs with BinPBO

I tried following all instructions posted here

My Setup is as follows

In the P drive i have a CA folder,
In this folder i have all of the unpbo&#39;d files (buildings,plants etc),
Within these i have unbinned all the configs,
also within the CA folder i have my island (ict_isle).

BinPBO Is setup like so

Addon Source Dir - P:&#92;CA&#92;ict_isle
Destination Dir - :&#92;CA
Clear temp folder - yes
Binarize - yes

options

Create log - yes
Path to temp folder - P:&#92;CA&#92;temp
Path to project folder - p:&#92;CA
use source path - no
Addon Prefix - auto

When i packed it it took a lot longer than before so assumed it was working properly. Once i stuck it in the game it did not show in the list. This confused me as i know that the config is working properly.When i PBOd using Kegs tool no probs apart from the ladders.

When i checked the log file there was a shed load of these


Quote[/b] ]No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/House.scope&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/House.model&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/House.simulation&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.scope&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.model&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.simulation&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.accuracy&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.camouflage&#39;.
&#39;/&#39; is not a value

and


Quote[/b] ]Cannot evaluate &#39;&#39; - no file
[]: &#39;/&#39; not an array

any help would be great as i would like to get this island released

Cheers

Wedge

Planck
Nov 28 2007, 13:11
It appears that the game cannot find class House defined in your config.

You should have something like:

class House; <----- inherits from standard class House
Class MyHouse: House
{
...
...
...
};


Planck

fasad
Nov 28 2007, 23:24
I think the issue is getting BI objects to work on custom island, there is no MyHouse.

Or are you saying we need to inherit the standard classes into our island&#39;s config if it uses an object of that class?

Planck
Nov 29 2007, 14:19
Well, I can&#39;t see his config so I made up a house addon called MyHouse for example purposes.

As I cannot really see the config I can only really guess the problem, the game has obviously read his config which must mention class House in it somewhere, but the rpt message is definitely saying "I see no definition of class House, therefore I will complain".


Planck

Fitzee
Nov 29 2007, 23:33
Wedge @<hidden> Nov. 28 2007,05:19)]This confused me as i know that the config is working properly.When i PBOd using Kegs tool no probs apart from the ladders.

When i checked the log file there was a shed load of these


Quote[/b] ]No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/House.scope&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/House.model&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/House.simulation&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.scope&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.model&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.simulation&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.accuracy&#39;.
&#39;/&#39; is not a value
No entry &#39;C:&#92;Program Files&#92;Bohemia Interactive&#92;Tools&#92;BinMake&#92;Binarize&#92;bin&#92;config.cpp/CfgVehicles/HouseBase.camouflage&#39;.
&#39;/&#39; is not a value
My binmake config dosent have those entries either. But I didnt get the errors and everything seems fine(ladders work, I can direct ai to the various locations inside buildings).
Sounds like binpbo cant find the proper configs, when you unraped them, did you generate seperate files for root classes?

[IC]Wedge
Nov 30 2007, 20:40
Quote[/b] ]Sounds like binpbo cant find the proper configs, when you unraped them, did you generate seperate files for root classes?

Sorry mate im a bit of a tool when it comes to alot of this....i should stick to 3d max..hehe.

I unPBOd the addons and put them in my CA folder in the P drive.

I then used Unrap to decode the BIN files....thats it&#33;

Let me know if im doing something wrong.

On a side note does anyone have the time to take a quick look at it for me. I feel it would be an awesome benefit if somebody could write a very VERY basic config to at least get an island in game. As my knowledge is pretty minimal i am using the rahmadi config slightly tweaked. But its still got the 3 palm icons and a random airfeild in the middle of nowhere...i think this would help alot of peoples understanding.

Let me know if you can take a look and get it goin for me.

Thanks Guys

Wedge

Ike_fin
Feb 4 2008, 13:42
So is there a way to get all ladders workin? I used keg&#39;s pbo tool and some ladders doesn&#39;t work, eg. panelak1, tovarna2, hlaska...
Doesn&#39;t give any errors to arma.rpt when testing map.

Fitzee
Feb 4 2008, 22:33
your 3 example ladders work for me when using BI&#39;s tools and binarizing the island.

Opteryx
Feb 4 2008, 22:41
I have no idea how much of this code is needed to get ladders working cause I&#39;m an idiot when it comes to code, but this is what I figured out and added to my config:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgVehicles
{
class Thing;
class Building;
class Strategic;
class NonStrategic &#58; Building
{
class DestructionEffects;
};
class HouseBase;
class House &#58; HouseBase
{
class DestructionEffects;
};
class Ruins;
class Land_Hut06 &#58; House
{
scope = 1;
model = &#34;&#92;ca&#92;buildings&#92;hut06.p3d&#34;;
armor = 200;
destrType = &#34;DestructBuilding&#34;;
transportAmmo = 0;
transportRepair = 0;
transportFuel = 0;
class DestructionEffects &#58; DestructionEffects
{
class Ruin1
{
simulation = &#34;ruin&#34;;
type = &#34;&#92;ca&#92;buildings&#92;hut06_ruins.p3d&#34;;
position = &#34;&#34;;
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
};

class Land_ladder &#58; House
{
model = &#34;&#92;ca&#92;desert2&#92;build&#92;ladder.p3d&#34;;
};
class Land_ladder_half &#58; House
{
model = &#34;&#92;ca&#92;desert2&#92;build&#92;ladder_half.p3d&#34;;
};
class Land_hotel &#58; House
{
model = &#34;&#92;ca&#92;buildings&#92;hotel.p3d&#34;;
};
class Land_vysilac &#58; House
{
model = &#34;dbe1&#92;models_dbe1&#92;vysilac&#92;vysilac_budov.p3d&#34;;
};
class leseni2x &#58; House
{
model = &#34;ca&#92;buildings&#92;misc&#92;leseni2x.p3d&#34;;
};
class leseni4x &#58; House
{
model = &#34;ca&#92;buildings&#92;misc&#92;leseni4x.p3d&#34;;
};
class tovarna2 &#58; House
{
model = &#34;ca&#92;buildings&#92;tovarna2.p3d&#34;;
};
class tovarna1 &#58; House
{
model = &#34;ca&#92;buildings&#92;tovarna1.p3d&#34;;
};
class sc9_adpolice &#58; House
{
model = &#34;sc9_adarab&#92;sc9_adpolice.p3d&#34;;
};

};
[/QUOTE]
The classes at the bottom are of course what you need to add for each object/structure/ladder type.

Ike_fin
Feb 5 2008, 13:27
Hmm, i wonder why BinPBO tries to include all building models to pbo when i try to binarize --&#62; gives shitload of errors.
"Cannot open object ca&#92;buildings&#92;hut03.p3d"

Could someone tell me how i setup paths correctly for binpbo?

bravo 6
Apr 29 2008, 21:31
i just added the code that Opteryx gave and still does not work for my map.

Does not work for any original arma model i used

Linker Split
Apr 29 2008, 21:55
to have ladders working on a model placed in visitor:

1)in the Geometry LOD, add:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class house &#40;or tower&#41;
map house &#40;or whatever you want&#41;
dammage no &#40;or whatever you want&#41;
sbSource shadowVolume
canocclude 0[/QUOTE]

Now, create the model.cfg:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels
{
class Default;
class nameofyourmodel&#58; Default{};
};[/QUOTE]

and the config.cpp:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches
{
class LKS_objects
{
units&#91;&#93; = {&#34;Land_my_ladder_model&#34;}; //put always LAND_*
weapons&#91;&#93; = {};
worlds&#91;&#93; = {&#34;&#34;};
requiredVersion = 0.1;
requiredAddons&#91;&#93; = {};
};
};
class CfgVehicles
{
class Thing;
class Building;
class Strategic;
class NonStrategic &#58; Building
{
class DestructionEffects;
};
class HouseBase;
class Land_VASICore;
class House &#58; HouseBase
{
class DestructionEffects;
};
class Land_my_ladder_model&#58; House
{
scope = public;
Armor = 100000;
model = &#34;&#92;path&#92;model.p3d&#34;;
displayName = &#34;my own ladder model&#34;;
destrType=&#34;DestructNo&#34;;
ladders&#91;&#93;={{&#34;start&#34;,&#34;end&#34;}};
};
};[/QUOTE]
binarize the model, then pack everything, and see if it works

Nicholas Bell
Apr 29 2008, 23:27
What and where is the Geometry LOD, Linker Split? Right over my head, you know. http://forums.bistudio.com/oldsmileys/smile_o.gif

Linker Split
Apr 29 2008, 23:48
Geometry LOD is a LOD to add in your model p3d:
http://img253.imageshack.us/img253/3898/geojc0.jpg

And the memory LOD, in which you define the start-end points of your ladder:
http://img253.imageshack.us/img253/4064/memoryuq7.jpg

bravo 6
Apr 30 2008, 00:39
but what if i want to use the existing original models?


the model i want to use is this: " P:&#92;ca&#92;misc&#92;ladder_half.p3d "

[IC]Wedge
Apr 30 2008, 08:42
lol Yeah i still cant get my ladders working even after following everything here.

Linker Split
Apr 30 2008, 23:26
http://img291.imageshack.us/img291/2972/ladderyx6.jpg

I got that ladder working.

When configuring the model in the config.cpp, keep in mind to use the prefix LAND_, so:

class Land_half_ladder
{
bablabla
};

bravo 6
May 1 2008, 00:12
can you please tell me where are the textures of the ladder?
i a noob on O2, but i think i created a "block" that looks like the top image in O2 but when i put it in Visitor i cant see anything.. (but i can see the arrow above it)


Edit:

another thing.. Are you testing the ladder in Sahrani or ramadih?
Or on your own island? I ask this because that island is familiar to me.

Linker Split
May 1 2008, 23:38
I tested the ladder on every islands http://forums.bistudio.com/oldsmileys/biggrin_o.gif even in my own one...

if you are using the original BI ladder (ladder_half.p3d), you have only to binarize it, then make the config, configuring the model as house (keep in mind to put the LAND_ prefix in the class name of the ladder), and specifying the memory point for the start and the end of the ladder

bravo 6
May 2 2008, 02:15
sorry for my ignorance..

but how i binarize it?
what i need to do?

edit: typo

Fitzee
May 3 2008, 14:03
Hi.
That ladder works fine for me without making a new config or adding it to my islands config.
I just place it on my map and binarize the island while packing with binpbo.

bravo 6
May 3 2008, 15:15
i ask again how do you binarize the island?

is that option "text or binarize" when you transfer textures?

I just dont know how you guys binarize.. i missed something. Thanks why its not working.

Linker Split
May 3 2008, 15:24
download binPBO, then open the program, mess up with it, and pack the island http://forums.bistudio.com/oldsmileys/smile_o.gif

Lester
May 5 2008, 07:12
It does also not work when binarized with usermade Islands.
(exept some Objects like water towers ?&#33; http://forums.bistudio.com/oldsmileys/wow_o.gif )
Schmalfelden and many others got this problem too.

Of cause we only talk about unchanged BIS Standard Models like
the Kbud, the Factory buildings, Ladders and the most other objects with user actions.

I hope some BIS official can clear this problematic.

(Maybe it could be a problem of the Binarize or Visitor Version ?&#33; http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif)

bravo 6
May 5 2008, 08:43
It does also not work when binarized with usermade Islands.
(exept some Objects like water towers ?&#33; http://forums.bistudio.com/oldsmileys/wow_o.gif )
Schmalfelden and many others got this problem too.

Of cause we only talk about unchanged BIS Standard Models like
the Kbud, the Factory buildings, Ladders and the most other objects with user actions.

I hope some BIS official can clear this problematic.

(Maybe it could be a problem of the Binarize or Visitor Version ?&#33; http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif)
yes, i also noticed it...

And yes, maybe a Official BIS DEV should help on this tinny "huge" problem.

Fitzee
May 6 2008, 22:46
Hi.
As ive said they work fine on my island.
If you read the thread from the beginning it shows how to do it.
You have to start your island with same directory structure as bi&#39;s islands(i.e.Your islands root folder needs to be in the ca folder, the one where you put the default bi model folders like roads, etc. You need to unrap all the config files in the model folders as well).
Then follow the directions in this thread for using binpbo.

Lester
May 7 2008, 10:58
Note that we don&#39;t mean ladders and Animations of objects like:
- most Radio an Watchtowers
- some others


If you get a working island version (except the original islands of cause &#33http://forums.bistudio.com/oldsmileys/wink_o.gif with the following objects:
Dooractionproblems:
- Dum_mesto2 (with 4 Dooranims) (the modelname could be a bit different  http://forums.bistudio.com/oldsmileys/whistle.gif )
- Kbud (1 Dooranim)

Ladderactionproblems
- Ladder or Ladderhalf
- Ladders of both Factory buildings traverna1 & 2 (the modelname could be a bit different  http://forums.bistudio.com/oldsmileys/whistle.gif )
- a lot of others




Oh ... after reading your Post once again ... some text burned in my eyes ...
in  


Quote[/b] ]Your islands root folder needs to be in the ca folder, ...That could be a important point &#33;

Have to try it  http://forums.bistudio.com/oldsmileys/wow_o.gif


Overall it would be nice if you could build a minimalism Island with the examples and upload it somewhere &#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Nicholas Bell
May 7 2008, 18:19
Quote[/b] ]You have to start your island with same directory structure as bi&#39;s islands(i.e.Your islands root folder needs to be in the ca folder

That may fix one problem, but cause others. Peruse this forum and you will see the solution to many other problems is keeping your island folder outside the CA folder.

bravo 6
May 7 2008, 23:00
actually im using my island name out side P:&#92;ca&#92;

is that the reason is not working?

i have it in P:&#92;MyIslandName&#92;

Lester
May 8 2008, 05:32
Maybe it must be in there for Binarize ... otherwise as Nicholas Bell sayed it causes other problems. http://forums.bistudio.com/oldsmileys/banghead.gif

I can observe that the wrp file size changed a bunch of bytes when it in here for binarize process &#33;


Still testing and/or wait for an official can clear this problematic http://forums.bistudio.com/oldsmileys/huh.gif

bravo 6
May 8 2008, 09:50
Still testing and/or wait for an official can clear this problematic  http://forums.bistudio.com/oldsmileys/huh.gif
By the way this is going i think alot of people (map makers) will die ignorant in this subject.

Its sad.

Fitzee
May 10 2008, 01:25
That may fix one problem, but cause others.  Peruse this forum and you will see the solution to many other problems is keeping your island folder outside the CA folder.
Hi.
Maybe. But I havent had problems since doing it this way. All my problems happened when I was making the island outside of the ca folder.
Ive been reading mostly everything in here since the tools came out but cant remember what problems your talking about. Well I havent paid much attention to the tutorial threads(those seem to make islands that arent fully functional).

bravo 6
May 15 2008, 09:16
Ive been reading mostly everything in here since the tools came out but cant remember what problems your talking about. Well I havent paid much attention to the tutorial threads(those seem to make islands that arent fully functional).
Well the problems that we refered were:

when place ladders they dont work as they should, ie, there is no menu option to climb or get down.

Also when we build roads in "road network" AI&#39;s do not use them as they should, ie, they don&#39;t follow the roads normally. They go on "S&#39;s".


Can you please confirm if you have these errors using the P:&#92;ca&#92;MyMap instead of P:&#92;MyMap ?



edit: I must ask this, those who use the P:&#92;ca&#92;MyMap

also used this settings?


Quote[/b] ]i am still having probs with BinPBO

I tried following all instructions posted here

My Setup is as follows

In the P drive i have a CA folder,
In this folder i have all of the unpbo&#39;d files (buildings,plants etc),
Within these i have unbinned all the configs,
also within the CA folder i have my island (ict_isle).

BinPBO Is setup like so

Addon Source Dir - P:&#92;CA&#92;ict_isle
Destination Dir - :&#92;CA
Clear temp folder - yes
Binarize - yes

options

Create log - yes
Path to temp folder - P:&#92;CA&#92;temp
Path to project folder - p:&#92;CA
use source path - no
Addon Prefix - auto


Looks like these setting configurations are very important for all refered models to work as they should in Custom Maps.
Can some one Help clarefy and confirm it?

I am whiling to test for both situations, ie, P:&#92;MyMap and P:&#92;ca&#92;MyMap.
infact i already tryed for P:&#92;ca&#92;MyMap, when i load the textures with Buldozer it works fine but when i export to game i cant load the textures (yes, changed all rvmat path). I believe it as something to do with these seetings i ask for confirmation.

General Barron
May 16 2008, 02:39
when place ladders they dont work as they should, ie, there is no menu option to climb or get down.
I haven&#39;t read thru the whole thread, so I don&#39;t know if this has been solved already or not, but here goes...


------------------------------


To give a config to a visitor-placed object, you need to configure the object with a special classname. The classname of the object MUST be:

land_modelname

Example:

model name: genb_myHouse.p3d
class name: land_genb_myHouse

You MUST use this classname convention, it is the only way to tell the engine what config is used by your visitor placed model.

Using this classname, you would then configure it as you would configure any other house / ladder / whatever. There should be examples all over the forum, else look at BIS stuff.

Also, your model must have the named property "class = building" or "class = house" in one of the LODS (not sure which, might as well put it everywhere though). If you have some other class property (like fence, tree, etc), then the engine will ignore your config.


------------------------------


Notice that the config of the objects has nothing to do with the visitor process. They are separate processes, so the locations of the building models vs the location of the map are irrelevant.

I could make some building models and release them as an addon, and you could place those buildings on your maps without needing the configs or the unbinarized building models. As long as the end user has both addons installed, and as long as the buildings are configured as mentioned above, then the buildings will work fine.

Later on, you could change the config of the buildings, and you&#39;d see the changes in-game, without repacking the map. They are separate processes.

---------

Also notice that this means model names must be unique, otherwise configs could get overwritten&#33; For example, lets say BIS has a 4-door house, with a model name "housebig.p3d". Now, say you create a 5-door house, and call the model "housebig.p3d". Now your config is in conflict with BIS&#39;s config, so one or the other house will not function correctly when both addons are installed.

For this reason, its best to use OFPEC tags for all of your p3d model names that you will place on a map.

Lester
May 16 2008, 09:04
@<hidden> Barron
That not the point ... the problematic is when using existing BIS models on usermade islands. http://forums.bistudio.com/oldsmileys/banghead.gif
(of cause with correct definitions, otherwise sara & co must have also the same problem, but that&#39;s not fact &#33http://forums.bistudio.com/oldsmileys/wink_o.gif


I have a bad feeling that MLOD models including configs etc. have to be in there in the binarize process,
to build some sort of special data for that type of object in this island.

Overall i can&#39;t see how that type of technic be of avail, but that would clarify a lot of things. http://forums.bistudio.com/oldsmileys/huh.gif

Fitzee
May 16 2008, 12:21
Hi.
If everything is done in the ca folder, your map is packed and binarized with binpbo, and you use stock bis models then you dont have to write configs.
Ladders and anims simply work.

Planck
May 16 2008, 12:51
If you use the mlod files BI provided in your ca folder they also include the configs and model.cfg files, so everything should work fine with Visitor and indeed Binarize.


Planck

KKB
May 16 2008, 13:06
I&#39;m pretty sure that a lot of the problems are caused by pathnames, I&#39;ve yet to figure out when and where case sensitive pathnames are required, BIS pathnames are not consistent (grep the unpacked config files for &#39;ca&#92;&#39;, you&#39;ll find &#39;ca&#92;&#39;, Ca&#92; and CA&#92;) so I guess it doesn&#39;t matter all the time. I haven&#39;t figured it out yet, but when I tried to solve the mysterious ladder issue last year that was the point where the plot thickened, BIS buildings work in &#39;ca&#39; rooted islands because the pathnames work.

[IC]Wedge
May 18 2008, 10:24
Holy Sh*t burgers my ladders are working.

Before now on my custom island the Tank buildings and church buildings definatly did not work.

I followed this thread THIS THREAD (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=77;t=73503) with my own island and Used Bin PBO as specified and boom these buildings now work.

My only problem is that when i use BinPBO i am getting a texture error with the RVmats and cannot see any textures on my island... aaaaarrrgfh

[IC]Wedge
May 18 2008, 17:41
Ok i have tested all buildings in my island...these include

Factory
hotel
church
tank garage

all the ladders worked as they should

My island WAS in the P:&#92;CA folder and binarized with Binpbo and works 100%.

bravo 6
May 19 2008, 00:57
SOLUTION: How to make ladders work http://forums.bistudio.com/oldsmileys/smile_o.gif

This info might help a Lot of People&#33;


Quote[/b] ]1-Copy the Schmalfelden folder in CA. EDIT-make sure you have a backup, Id hate to make you lose this..its probally the best looking map in arma.
2-Delete the wrp file and the layers folder.
3-Change all paths in rvmat files in data folder(i.e. change Schmalfelden&#92;Data&#92;fieldtravajih_detail_nohq.paa" to ca&#92;Schmalfelden&#92;Data&#92;fieldtravajih_detail_nohq.paa")
4-Change all paths in layers.cfg like above.
5-change path to world in config from worldName = "&#92;Schmalfelden&#92;Schmalfelden.wrp" to worldName = "&#92;ca&#92;Schmalfelden&#92;Schmalfelden.wrp"
6-open the new location in visitor. Go to project preferences and change the texture path from schmalfelden&#92;data to ca&#92;schmalfelden&#92;data.
7- Save to pew file.
8- Import your sat and layer mask.
9- Export a new wrp file.

phew..sounds like a lot but its fast.

You need to have all the bis model configs unraped in their respective folders.

Now for binpbo settings.
"addon source directory" - p:&#92;ca&#92;schmalfelden
"destination directory" - your choice (I use my G:&#92; drive)
check "clear temp folder"
check "binarize"
hit the options tab
EDIT- Add *.rvmat to the "list of files to copy directly"
I also add *.sqm to the "list of files to copy directly" But since you didnt include an island anim it isnt needed.
Check "create log file" (its good for seeing any errors, I had a lot of trees out of grid references with your map)
"path to project folder" - p:&#92;ca
"addon prefix" - I have automatically checked
Hit "ok" Then hit "pack"

Worked fine for me.

edit: Its important that you use the BinPBO program instead the cpbo. I was using the cpbo and ladders wouldn&#39;t work. Ladders work because all paths are correct and because we use the BinPBO program&#33;

bravo 6
Jun 2 2008, 01:44
can you guys make the ladders work in the new models from 1.14 after placing them in Visitor3? (not editor)

i tried this in my config.cpp bit it didn't work for me.


class Land_cti_heliport: House
{ model = "\ca\cti_buildings\cti_heliport.p3d";
};
My required addons list in config.cpp are

requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"};
Also tried to add "CActi_buildings" but doesn't work aswell.