View Full Version : 3D-Real time editor
Has anyone noticed that there some script commands refering to a 3d-editor?
E.g.
setEditorMode
getEditorCamera
Manzilla
Jun 8 2009, 21:48
I believe this is something that BIS used in development only. Somewhere I read that they use a similar 3D Editor as VBS when they make the missions. Could be wrong though. An eventual 3D Editor would kick ass.
VBS does have a RTE and ArmA seems to be built off it, but I would suspect that its been disabled, unless someone can show otherwise.
soldier9945
Jun 9 2009, 10:10
Wasn't this 3D Real-Time Editor announced to be activated/updates/added with a future patch? I remember I read something about this?! Don't ask where, I've been reading so much these days...
Press alt-e in the main menu of the game. You'll get the 3d editor, which starts in map mode first.
However it's very clunky at the moment, you may or may not want to use it.
Jantemplar
Jun 10 2009, 09:59
Yes very very chunky, still havent figured out how to go up in the air. But it has high potentials
Mr Fenix
Jun 10 2009, 10:09
Alt-E gives a new editor???
damn it really works.
http://img132.imageshack.us/img132/200/arma22009061012210882.th.png (http://img132.imageshack.us/my.php?image=arma22009061012210882.png) http://img44.imageshack.us/img44/8250/arma22009061012205799.th.png (http://img44.imageshack.us/my.php?image=arma22009061012205799.png) http://img37.imageshack.us/img37/2748/arma22009061012204894.th.png (http://img37.imageshack.us/my.php?image=arma22009061012204894.png)
http://img44.imageshack.us/img44/7827/arma22009061012202605.th.png (http://img44.imageshack.us/my.php?image=arma22009061012202605.png) http://img44.imageshack.us/img44/499/arma22009061012175128.th.png (http://img44.imageshack.us/my.php?image=arma22009061012175128.png)
Now we need some one which can use the system and improve it.
OMG... It does...
Probably a feature they forgot to block...
Rainbow
Jun 10 2009, 11:09
No comments :D
Lets hope inOinos :S if thats correct can make something out of it!
Do you guys know, where the missions will be saved?
---------- Post added at 11:15 AM ---------- Previous post was at 11:12 AM ----------
Ok, found it. Same folder as always. Can't load it in the normal editor though.
Schilly
Jun 10 2009, 11:27
I have also confirmed this works... However when playing around with it, it seems you cannot add normal units... IE the ones required to preview the mission. Perhaps I am doing something wrong however, can anyone else confirm this anomaly?
Interesting, though bugged. Does give hope.
MessiahUA
Jun 10 2009, 11:31
IE the ones required to preview the mission. Perhaps I am doing something wrong however, can anyone else confirm this anomaly?
First you need to create "center", then create group and only then you will be able to create units
Also there are pretty cool structure templates
Worldeater
Jun 10 2009, 12:02
Oh, a mission.sqf (http://www.ofpec.com/forum/index.php?topic=32994.0)... :)
Looks like the sqf contains the actual mission while the biedi file contains the meta data for the editor.
Schilly
Jun 10 2009, 12:04
Ah yes there we go... Very nice. Seems to work "okay", however it would seem that it would be quite teadious to create an entire mission with this. I have used the RTE for ARMA1, and it was quite efficient... However itself had many annoyning bugs. Hopefully BIS will take this and go with it and recreate the mission editor, or perhaps make an extension to it for 3d placement of objects if nothing else.
Commando84
Jun 10 2009, 12:12
omg you guys got to be kidding?? :D
3D editor already, aw man can't wait for Arma 2 :D
I've uploaded some more images.
Its a realtime Editor, because if you click on preview the scenario starts and if you go back to the 3D Editor it stops exactly at this point, as you see in the images.
To Preview:
create a Center.
create a group to the center and than you can create a unit.
Gallery:
http://img34.imageshack.us/gal.php?g=arma22009061013572667.png
or the images:
http://img34.imageshack.us/img34/8544/arma22009061013572667.png
http://img14.imageshack.us/img14/5746/arma22009061013554123.png
http://img192.imageshack.us/img192/5716/arma22009061013552133.png
http://img23.imageshack.us/img23/4746/arma22009061013545519.png
http://img44.imageshack.us/img44/5639/arma22009061013541701.png
http://img37.imageshack.us/img37/7258/arma22009061013534403.png
http://img196.imageshack.us/img196/8043/arma22009061013524913.png
http://img196.imageshack.us/img196/7686/arma22009061013522914.png
http://img32.imageshack.us/img32/3839/arma22009061013520344.png
http://img32.imageshack.us/img32/6875/arma22009061013511084.png
http://img14.imageshack.us/img14/3161/arma22009061013510096.png
http://img44.imageshack.us/img44/6010/arma22009061013505135.png
http://img15.imageshack.us/img15/6452/arma22009061013502632.png
http://img31.imageshack.us/img31/5881/arma22009061013500438.png
http://img37.imageshack.us/img37/9971/arma22009061013494106.png
http://img37.imageshack.us/img37/6936/arma22009061013480304.png
http://img188.imageshack.us/img188/773/arma22009061013455370.png
http://img37.imageshack.us/img37/1835/arma22009061013454908.png
http://img188.imageshack.us/img188/2012/arma22009061013445916.png
http://img7.imageshack.us/img7/2088/arma22009061013445347.png
Its nice but it need to improved (e.g. the waypoints need soem markers),
I also don't know to get the colors back ingame.
twisted
Jun 10 2009, 12:22
man this is interesting news. hoep BIS push it home and make this part very useful.
Worldeater
Jun 10 2009, 12:43
I have used the RTE for ARMA1, and it was quite efficient... However itself had many annoyning bugs.
Are you sure you reported the bugs to i0n0s so he can fix them? Experience shows that bugs don't go away by sitting there and doing nothing. ;)
Schilly
Jun 10 2009, 12:46
Not a bug, it's my in-experience with this relatively new editor. Issue was resolved if you read back a few posts.
SaBrE_UK
Jun 10 2009, 12:46
This is some good stuff! Hope the modders can make use of it.
Dr_Eyeball
Jun 10 2009, 12:51
Awesome news. It wasn't a myth afterall. I don't think people will mind if it takes a little while longer to fix it up to it's full potential.
Took a little while to work out how to add a playable unit, in order to allow it to save and preview. The Object Composition templates are very good.
It would already be more useful for minor 3D positioning adjustments, if it would only save/load to a mission.sqm file instead, since that's easy enough to do, instead of the mission.sqf file.
hey do you know how to get that filter color used in the editor in game ? i like it this way
Hmm, i thought, you will find it sooner......
NoRailgunner
Jun 10 2009, 14:59
This "hidden" editor need some improvement and tuning. Guess thats the reason why BIS + petergames/morphicon didnt announce it. ;)
we expect that we will "open" it by some patch, its there, but need some tweeking
Sniper Pilot
Jun 10 2009, 15:17
Good news Ohara!
Don't you love those guys...
Ok, who managed to get UP or Down ?
middle mouse?
or Q,Y on Keyboard.
I do wonder if this feature is going to get expanded or not. Would be sweet if it would.
NodUnit
Jun 10 2009, 15:30
Why don't you try checking a page back Mehman.
Shit, missed that.
Good news.
Dwarden
Jun 10 2009, 15:42
ArmA 2 is full of gems ... isn't it ? ;)
HOPEnSPIRIT
Jun 10 2009, 15:42
You have foiled their secret marketing plans I bet they were going to wait until we get bored of the release content, and then Boom! 3D editor...
9 more days of Real Life to get through for us UK lot, keep up the information threads.
twisted
Jun 10 2009, 15:44
we expect that we will "open" it by some patch, its there, but need some tweeking
you guys have really some neat stuff here. :yay:
Schilly
Jun 10 2009, 15:46
The up and down is dealt with by the scroll wheel, and Q and Z keys for me... But could be different for others.
RunForrest
Jun 10 2009, 15:52
hey do you know how to get that filter color used in the editor in game ? i like it this way
i opened a thread for this specific topic:
http://forums.bistudio.com/showthread.php?p=1305947#post1305947
im sure arma2 will be the ultimate game after a few patches. hell it already IS the best ive ever experienced in gaming concerns. im looking forward to new surprises like the hidden 3d editor. thank u BIS :)
*edit
nm silly me
Camera controls control your camera movement. doh.
OMG!
Great news! Thank you! :)
The most difficult - to understand how to work in it.
])rStrangelove
Jun 10 2009, 16:11
Lol great find really! :D
Manzilla
Jun 10 2009, 16:11
we expect that we will "open" it by some patch, its there, but need some tweeking
Jesus I keep getting more and more amazed by the progress you guys made from ArmA to ArmA2. It stunning. This 3D Editor will sure make my life a helluva lot easier. Thanks fellas.
jamie_c
Jun 10 2009, 16:36
A lot of it looks like a direct copy from the VBS2 OME/RTE interface, everything operates pretty much the same except the need to place a centre then a group to go with it, that's definately not a VBS2 thing, at least not in the versions I've been exposed to.
On the whole glad it's in A2, I went back to using VBS2 today and sprinting felt like it was in slow motion (same with ArmA :\), and I couldn't reload while moving, so it looks like I'm only using VBS2 when I have to. Now if they fix the bugs there might be some forward progress on the horizon!
Jamie.
HAHAHA!!!! Oh, I'm siting here laughing my ass off. What a TREAT! Arma 2 is already fantastic, and seemingly just getting started! BIS you guys are the best! The reviewers NEED to know about this, how release is just the beginning with BIS.
Kegetys
Jun 10 2009, 16:50
I hope there will be a briefing editor implemented as well, and maybe some a script editor also.
Can you rotate objects in the 3D mode? I tried a lot of key-combinations.
MessiahUA
Jun 10 2009, 17:34
Can you rotate objects in the 3D mode? I tried a lot of key-combinations.
hold shift + left click on object and drag
ctrl - elevation
afair
i opened a thread for this specific topic:
http://forums.bistudio.com/showthread.php?p=1305947#post1305947
im sure arma2 will be the ultimate game after a few patches. hell it already IS the best ive ever experienced in gaming concerns. im looking forward to new surprises like the hidden 3d editor. thank u BIS :)
*edit
nm silly me
thank you
it would be more helpful if the editor would save your units in their last known position.
IE, I load the air craft carrier and put players and jets on it and save...everything goes back in the water.
The Object Composition templates are very good.
The Dynamic Object Compositions are not exclusive to the 3D editor. They are simply a module (DynO). There is a library of such templates. You can spawn any template, anywhere, on any angle. Or you can spawn a specific template. Or you can pass some tags like "usmc", "tent", "medium" and it will spawn a random template matching those tags. Or ... :) I've opened a BiKi page on it, now I just need to fill it.
twisted
Jun 10 2009, 20:23
The Dynamic Object Compositions are not exclusive to the 3D editor. They are simply a module (DynO). There is a library of such templates. You can spawn any template, anywhere, on any angle. Or you can spawn a specific template. Or you can pass some tags like "usmc", "tent", "medium" and it will spawn a random template matching those tags. Or ... :) I've opened a BiKi page on it, now I just need to fill it.
you know you guys have put so much new stuff in that almost no-one knows about.
Getting someone to add to the BIKI on all these damn good things would be useful. these added extras really add a shitload of value and hype to the game experience and that could add to Arma2's success.
SaBrE_UK
Jun 10 2009, 20:37
This all sounds great. How can someone review the game without having found out you can do all this? This game is huge, and reviewers don't even scratch the surface.
Snake Man
Jun 10 2009, 21:42
You should rename this topic as it is 3D Editor and not a real time editor.
Curious
Jun 10 2009, 22:24
Shift = Rotate
Alt = Up and Down
ISVRaDa
Jun 10 2009, 22:30
Amazing again Bohemia! :yay:
This game is huge, and reviewers don't even scratch the surface.
:D The fucking reality
CarlGustaffa
Jun 10 2009, 22:46
I just knew there were something fishy about all those comref commands (section: map iirc) that was not included among the biki commands... :) Great news.
Control List so far ive found:
Selected Object:
Hold left mouse to move object
Hold Alt (Move UP/DOWN)
Hold Shift (Rotate Unit)
CTRL+C to copy selected, CTRL+V to paste.
View:
Move camera up and down: Middlemouse scroll or Q and Z
Move camera: Hold right mouse button or WASD
Slow down camera movement speed: Hold CTRL + WASD
Controll like FPS at current level: HOLD Right mouse button + WASD
Note! When rotating your object it will snap to the closest surface, at least this is my experience. Say you want to place 2 containers up on eachother. Copy or make a new container put it on top of the first one as close as you can get then hold shift to rotate and it should snap to a nice height ontop of the other.
Probably more but here some of it is in one post.
BTW thanks BIS this 3d editor is awesome. Its so simple to use to :D
Curious
Jun 10 2009, 23:44
Is there a way to incorporate the attachto command without guessing the x,y,z variable (or whatever)....
just found a bug : Screen turn very turqiuse blue and 3d keeps going down to ground. :S
Hm exactlly what i said all along - reviewers are many time big dorks wich doesnt test out the full potential of a game.
ARMA2 has such depth noone can test a preview version for a few days and then know how good or bad it is. It takes some time to fully have experienced all aspects of ARMA.
And on the matter of a 3D Editor: WOOOOT!!!! WHAT? YES!!! :) BIS you guys gave us what we wanted this time. :) Cant wait to get my hands on it arrgh 9 more days. Super work BIS, just super. ;)
Greets
Alex
pravania
Jun 11 2009, 05:14
How do you bring the saved map/mission from the 3d editor into the normal map/mission editor? I tried to just load it and it says "read only file". So i go to un tick the read only box on the actual file but it just stays on.
Maddmatt
Jun 11 2009, 05:49
How do you bring the saved map/mission from the 3d editor into the normal map/mission editor? I tried to just load it and it says "read only file". So i go to un tick the read only box on the actual file but it just stays on.
The file format is different, I don't think you can.
The 3D editor is more than just a 3D interface. It's a whole new mission system. It is very powerful.
Missions are saved as scripts. So you could have one mission launch while another is running.
It is also moddable by the way. Look at editor.pbo in the addons folder if you want to look at it. And then the script commands on the biki.
At the moment I would say it's best for beginners to stick with the 2D editor. The 3D editor is a bit complicated but once it has all the functionality of the 2D editor it should be just as easy.
I don't know what BIS plans with it, but I'm looking forward to seeing what happens :)
The 3D editor doesnt make a mission file, it just creates a spawn scripts for everything youve placed in the map.
I suggest making your units, waypoints and some other stuff in the 3d editor then open the folder and check your saved mission. It contains a mission.sqf file. This is the spawn script for all youve done in the 3D Editor.
Now open up regular 2D editor and save the map, place the SQF from the 3D editor in there and run that SQF from the init file.
Now I suggest deleting the player code from that sqf and place a new one in the 2D editor part of your mission. Now when you run a preview it will spawn everything you made in the 3D editor in the 2D editor.
If you check the campaign missions thats the way BIS has done it for their missions. Might sound complicated but its really easy and it adds so much to mission design making this thing pure gold.
GOOD LUCK! :D
pravania
Jun 11 2009, 06:31
The 3D editor doesnt make a mission file, it just creates a spawn scripts for everything youve placed in the map.
I suggest making your units, waypoints and some other stuff in the 3d editor then open the folder and check your saved mission. It contains a mission.sqf file. This is the spawn script for all youve done in the 3D Editor.
Now open up regular 2D editor and save the map, place the SQF from the 3D editor in there and run that SQF from the init file.
Now I suggest deleting the player code from that sqf and place a new one in the 2D editor part of your mission. Now when you run a preview it will spawn everything you made in the 3D editor in the 2D editor.
If you check the campaign missions thats the way BIS has done it for their missions. Might sound complicated but its really easy and it adds so much to mission design making this thing pure gold.
GOOD LUCK! :D
Yup it works a charm cheers.
twisted
Jun 11 2009, 13:46
suggestion for BIS. make the 3d editor easy to get started with like the 2d editor (less centre and establish group kind of hassles at first) but leave the options in for those who can make full use of such functionality.
The Masta
Jun 11 2009, 14:24
How do I place infantry there?
3D Editor work fine - ArmA1 to ArmA2
http://s8b.directupload.net/images/090611/9vtrzf7o.jpg
3D Editor work fine - ArmA1 to ArmA2
[IMG]http://s8b.directupload.net/images/090611/9vtrzf7o.jpg[IMG]
what edits did you do? doesnt work here!?
Could someone provide a converter so you can convert it into normal editor format? Or perhaps BIS could just make it so it saves as per normal as I can't load up other missions into the editor because its done in a special format. Unsure why thought
Cato Larsen
Jun 11 2009, 21:26
I am lost when it comes to init.sqf or sqm...
Anyway, Could someone please put up what I need to use as code to launch the things created in 3d editor????
I create an Init.sqs file inside my mission folder. I got that right I guess.
Then I have added the mission.sqf created by the 3d editor.
Now... could someone please provide me with the text I need inside my Init????
So I can copy&paste for later guidence.
Thanks in advance.
EDIT:
Just to say this.
I have tried using the code
execVM "mission.sqf"
in the init.sqs, but the game crashes when trying to preview or load it. I assume it is because I buggered it up somehow.
what edits did you do? doesnt work here!?
Put all ArmA 1 addons (v1.0) from DVD to .....\Bohemia Interactive\ArmA 2\@<hidden>
Make new exe
.......\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@<hidden>
Start ArmA2
1x Error Press Enter
ArmA2 loading
2x Error ---> Press Enter and go :D "work"
http://www.ofp2-arma2.com/slide2.swf
Go Editor (work) ;)
Press F10
Enter
Press F2
Enter
Press F1
and 3D View
sparks50
Jun 11 2009, 22:27
ArmA 2 is full of gems ... isn't it ? ;)
You have to dig in some dirt to find it though:)
Frankyman
Jun 11 2009, 23:06
I am lost when it comes to init.sqf or sqm...
Anyway, Could someone please put up what I need to use as code to launch the things created in 3d editor????
I create an Init.sqs file inside my mission folder. I got that right I guess.
Then I have added the mission.sqf created by the 3d editor.
Now... could someone please provide me with the text I need inside my Init????
So I can copy&paste for later guidence.
Thanks in advance.
EDIT:
Just to say this.
I have tried using the code
execVM "mission.sqf"
in the init.sqs, but the game crashes when trying to preview or load it. I assume it is because I buggered it up somehow.
In your Mission.sqf it looks like here??
activateAddons [];
activateAddons [];
initAmbientLife;
_this = createCenter east;
_center_1 = _this;
_group_0 = createGroup _center_1;
_group_1 = createGroup _center_1;
_unit_29 = objNull;
if (true) then
{
_this = _group_0 createUnit ["RU_Soldier_Officer", [673.64905, 13946.498], [], 0, "CAN_COLLIDE"];
_unit_29 = _this;
_this setUnitAbility 0.60000002;
if (true) then {_group_0 selectLeader _this;};
};
then try this here
_center_1 = East;
_group_0 = createGroup _center_1;
_group_1 = createGroup _center_1;
_unit_29 = objNull;
if (true) then
{
_this = _group_0 createUnit ["RU_Soldier_Officer", [673.64905, 13946.498], [], 0, "CAN_COLLIDE"];
_unit_29 = _this;
_this setUnitAbility 0.60000002;
if (true) then {_group_0 selectLeader _this;};
};
It works pretty good in sp and as Host But...
how do i get it into a Mp mission on a didicate Server?????????
plz help
in your init.sqf
if (isserver) then {execVM "3DEdScript.sqf";};
in your init.sqs (if you decide to have one)
? isserver : call compile preprocessfile "3DEdScript.sqs"
Cato Larsen
Jun 12 2009, 05:36
Soooo.
If I get this correct, I take some txt out of the original script that 3d editor makes and make it look like this
_center_1 = East;
_group_0 = createGroup _center_1;
_group_1 = createGroup _center_1;
_unit_29 = objNull;
if (true) then
{
_this = _group_0 createUnit ["RU_Soldier_Officer", [673.64905, 13946.498], [], 0, "CAN_COLLIDE"];
_unit_29 = _this;
_this setUnitAbility 0.60000002;
if (true) then {_group_0 selectLeader _this;};
Then I make an Init.sqf and have nothing else inside it (providing I have no other scripts to start up) but this.
execVM "whatevername.sqf"
and if I wanna have the mission when finished, on a dedicated, I type this
if (isserver) then {execVM "whatevername.sqf";};
Have I understood the coding and all correctly now????
If so thanks a lot for your help.
If I have understood it wrong, then again thanks for your help, I will now go in the corner of shame and think about what I have done.
Well actually the file that 3d editor saves is allready a sqf file. All you need to do is make a init.sqf containing
if (isserver) then {execVM "3DEditorScript.sqf";};
// Now "if" you werent aware of this allready, if (isserver) then {} means that the code thats run inside {} is only run by the server and all other clients do not. So it doesnt matter if its singleplayer or multiplayer. That line of code ensures that the script is only run on the server. This avoids silly events of things spawning multiple times because without it you might end up having all connected clients running the spawn scripts and you would have script * clients crashing your server.
and thats it, now when you run your 2d editor mission with that init file it will spawn everything you created in the 3D Editor.
Worldeater
Jun 12 2009, 07:02
That's a pretty bad idea.
The mission.sqf calls runInitScript which runs init.sqf (which runs mission.sqf, which runs init.sqf, which runs mission.sqf, and so on...).
So you better remove the runInitScript command from the mission.sqf before running it from init.sqf.
Frankyman
Jun 12 2009, 07:29
i have run it with a trigger.
But if the mission is startet and the trigger ist aktivated, it does not on work.
how is it possible that I can run the server skript and then get the units to the client's
That's a pretty bad idea.
The mission.sqf calls runInitScript which runs init.sqf (which runs mission.sqf, which runs init.sqf, which runs mission.sqf, and so on...).
So you better remove the runInitScript command from the mission.sqf before running it from init.sqf.
Thats true, I had this happen to me before and I checked it out. As long as you remove the fishy shit in the bottom its the best method for me at least. Its also a really good feature to create custom spawns at any time during a mission.
Cato Larsen
Jun 12 2009, 17:05
Well, I move some of those lines in 3dscript, and did as you guys said, and it works very good, in 2d editor for preview anyways, I have not yet tested as MP, as I mostly aim for MP missions, but I must say though that I find the 3d editor to be superb for templates, and then I do the rest in 2d editor(the normal one)
When the features for the 3d editor becomes more clear and out in the open I am sure it will be a lot more GOOD missions for ArmA 2 then ArmA 1 ever provided...
Ah the days of OFP and FDF WW2 mod..... I miss them :)
Thanks for all you help guys, superb.
HeliJunkie
Jun 13 2009, 08:09
Hi all!
I released a little "BI3DE Update" wich removes minor errors (i only say "disableSerialization").
On the other hand, it "really" enables the "DynO Grabber".
After you work with this update, the "DynO Grabber" writes the collected data to "Arma2.rpt".
You can read more about it and download it from here:
@<hidden> Upate 0.1 (http://www.armaholic.com/page.php?id=5942)
Have fun !
i have problems editing the mission i created in the 3d editor.
whenever i try to open it in 2d editor it says the file is write protected.... but it isnt. at least not the file itself.
i have made an init.sqf and it should work (mission works as is) but cant open it in the editor
i have problems editing the mission i created in the 3d editor.
whenever i try to open it in 2d editor it says the file is write protected.... but it isnt. at least not the file itself.
i have made an init.sqf and it should work (mission works as is) but cant open it in the editor
You should read the previous posts a little more carefully, it clearly states that the sqf file that is generated from the 3D editor is a spawn script of everything youve made. It doesn't create a mission file.
Here is a quick step by step, for more information look at previous posts in this topic.
1. Open 3D Editor
2. Do your thing in 3D Editor
3. Save your stuff in 3D Editor
4. Open regular 2D Editor
5. Save 2D Editor Mission
6. Go to the folder with your 3D Editor save name
7. Copy mission.sqf to your 2D Editor mission folder
8. Rename mission sqf to whatever you want
9. Create init sqf in 2D Editor saved mission
10. Put in if (isserver) then {execVM "3deditorcopy_of_mission.sqf";};
11. Open 3deditorcopy_of_mission.sqf and delete bottom 3 initiation lines.
12. Preview the mission from 2D Editor.
Voila all your saved stuff from the 3D editor should now spawn in your mission.
Worldeater
Jun 13 2009, 16:05
Please note that there is no need for a mission to have a SQM file. Having a mission.sqf is enough (here's an example for ArmA (http://www.ofpec.com/forum/index.php?topic=32994#msg227458)).
The problem with the 3D editor is that if you export the mission the resulting PBO contains an empty mission.sqf (and A2 will crash when you try to play it).
So you add the content of the SQM in the end of the SQF or? Sorry but im kinda a noob when it comes to what your talking about and to top it off i dont have ARMA2 yet lol. But im trying to gather loads of info and put it down so im ready when i buy it 6 days from now.
Any easier clarification on this would be very appreciated. :)
Thanks.
Alex
yea, i had some comprehension problems :D
but i got my head around it now :D
MugAben
Jun 14 2009, 17:22
Hmm.. Ok, i got it working, but when i got in preview in 2D editor, the game just freezes just as the game fully loads and enters first person view in your player. I can just barely see the weapon and such, and just.. Freeze. Any ideas? Game runs fine otherwise on my rig.
I needed to delete the beginning of the SQF file. The "addons" stuff.
DiRaven
Jun 17 2009, 07:14
Did anyone try to place guerilla on the map using 3D editor? For me all other forces (East and West) work fine. But guerillas just disappear in the 3D view mode. How can I avoid this problem?
GunsForSale
Jul 1 2009, 20:23
The 3D editor doesnt make a mission file, it just creates a spawn scripts for everything youve placed in the map.
I suggest making your units, waypoints and some other stuff in the 3d editor then open the folder and check your saved mission. It contains a mission.sqf file. This is the spawn script for all youve done in the 3D Editor.
Now open up regular 2D editor and save the map, place the SQF from the 3D editor in there and run that SQF from the init file.
Now I suggest deleting the player code from that sqf and place a new one in the 2D editor part of your mission. Now when you run a preview it will spawn everything you made in the 3D editor in the 2D editor.
If you check the campaign missions thats the way BIS has done it for their missions. Might sound complicated but its really easy and it adds so much to mission design making this thing pure gold.
GOOD LUCK! :D
I guess i'm doing something wrong or i don't understand what your saying. Anyway i did what i had to do in the 3d mission editor.
I go to the folder with "mission" made in the 3d editor..it has a mission.sqf file and a mission.biedi file.
Now what do i need to do so it will run in the 2d editor and i can actually play it?
supergruntsb78
Jul 1 2009, 20:46
i read somewhere (some official anouncement about it) they are going to improve the usefulness of the 3-d editor in a later stage
Man I hope so...this is really neat stuff !!
Cadmium77
Jul 19 2009, 01:04
damn it really works.
http://img132.imageshack.us/img132/200/arma22009061012210882.th.png (http://img132.imageshack.us/my.php?image=arma22009061012210882.png) http://img44.imageshack.us/img44/8250/arma22009061012205799.th.png (http://img44.imageshack.us/my.php?image=arma22009061012205799.png) http://img37.imageshack.us/img37/2748/arma22009061012204894.th.png (http://img37.imageshack.us/my.php?image=arma22009061012204894.png)
http://img44.imageshack.us/img44/7827/arma22009061012202605.th.png (http://img44.imageshack.us/my.php?image=arma22009061012202605.png) http://img44.imageshack.us/img44/499/arma22009061012175128.th.png (http://img44.imageshack.us/my.php?image=arma22009061012175128.png)
Now we need some one which can use the system and improve it.
I take it ALT-E doesn't work in Arma 2
I take it ALT-E doesn't work in Arma 2
Try again, it works.
Cadmium77
Jul 19 2009, 15:03
Try again, it works.
OK, you've got to run that from the Main Menu then it works...
r3volution
Jul 19 2009, 15:44
Wow this thing actually seems to even work with the old Arma1 islands and map addons as well. Its obviously not quite finished, but even as a work in progress this thing seems to be amazingly powerful. I can understand why they didn't want to advertise it in this unfinished and unrefined state, but even so it seems to have pretty impressive potential, just a bummer the need to do the switch to 2d ordinary editor and have to script it into the mission.sqf, but hey, its work in progress.
*edit* Okay been fiddling around trying to replicate Provac's instructions, but can't get it working. I'm assuming its something I've done wrong with the init.sqf file, but not sure what.
if (isServer) then
{
execVM "mission1.sqf";
};
That's what the sum total of my init.sqf looks like, I'm assuming I'm doing something wrong there but not sure what.
Cadmium77
Jul 19 2009, 21:20
The thing is, how to you get units and groups to put into the 3d editor map? Do you just have to know the names or is there a way to bring up the menu of their names in the editor to select from?
And will somebody please describe to me what Dyno Grabber is and does?
http://farm4.static.flickr.com/3491/3736688572_4bbeb607de_o.jpg
I just dont get it...
I have a mission.sqf from the 3D editor:
activateAddons [
];
activateAddons [];
initAmbientLife;
_this = createCenter west;
_center_0 = _this;
_group_0 = createGroup _center_0;
_unit_0 = objNull;
if (true) then
{
_this = _group_0 createUnit ["FR_TL", [3613.6836, 3598.5005], [], 0, "CAN_COLLIDE"];
_unit_0 = _this;
_this setUnitAbility 0.60000002;
if (true) then {_group_0 selectLeader _this;};
if (true) then {selectPlayer _this;};
};
_vehicle_1 = objNull;
if (true) then
{
_this = createVehicle ["EvKobalt", [3572.2268, 3642.4854, 9.8174973], [], 0, "CAN_COLLIDE"];
_vehicle_1 = _this;
_this setDir -233.54526;
_this setVehicleVarName "evi1";
evi1 = _this;
_this setVehicleInit "this addaction [""Beweis einsammeln"", ""collect.sqf""];";
};
_vehicle_2 = objNull;
if (true) then
{
_this = createVehicle ["EvMap", [3571.4373, 3642.2744, 9.8118429], [], 0, "CAN_COLLIDE"];
_vehicle_2 = _this;
_this setDir -184.6682;
};
_vehicle_5 = objNull;
if (true) then
{
_this = createVehicle ["SatPhone", [3567.9758, 3644.4797, 9.7982769], [], 0, "CAN_COLLIDE"];
_vehicle_5 = _this;
_this setDir -76.225792;
};
processInitCommands;
runInitScript;
finishMissionInit;
Now i have a player in the 2D editor already. I just want the "vehicle" stuff in my Mission.
What do i have to delete, what to copy into my 2D Mission Folder and what comes into the init.sqf ?
Ok, i see my problem is something different.
I place the Objects in the 3D Editor (on a table in a house) and save the file. then i load it and...the objects are somewhere else but not where i placed them.
Have i to do something special ?
will556
Jul 31 2009, 20:24
my 3d editor looks nothing like that is it because im in england?
---------- Post added at 09:24 PM ---------- Previous post was at 09:23 PM ----------
im talking about cadmium77 first screenshots
warghost20
Aug 15 2009, 13:15
I am still stuck with this.
I made a mission in the 3D editor and called it mission3.sqf
Then i made a mission in the 2D editor and called it mission.sqm
Then i copied the mission3.sqf file to the folder containing the mission from the 2D editor ''Mission.sqm''
Then i made a file named init.sqf with these lines :
execVM "mission3.sqf"
if (isserver) then {execVM "mission3.sqf";};
Then i opened mission3.sqf and removed the last 3 lines.
Then i started Arma 2 and started the 2D editor. I loaded the mission named test2 (name of the folder containing both 2D en 3D mission files)
It loads and when i am 1 sec in the mission the game chrashes.
Anyone Knows What I Am Doing Wrong?
You have to delete a few unused lines of code at the beginning of the script. atm cannot remember what they are.
**edit**
in the script delete these
processInitCommands;
runInitScript;
finishMissionInit;
Schilly
Aug 15 2009, 18:45
processInitCommands;
Is needed if you have anything in the init lines of the objects you place in the 3dE
warghost20
Aug 15 2009, 19:31
You have to delete a few unused lines of code at the beginning of the script. atm cannot remember what they are.
**edit**
in the script delete these
processInitCommands;
runInitScript;
finishMissionInit;
i have already removed these lines, like i sad in my first post
Man I cant wait for a patch to make this more userfriendly! :D BIS just keep on truckin'! :D
it would be more helpful if the editor would save your units in their last known position.
IE, I load the air craft carrier and put players and jets on it and save...everything goes back in the water.
If u add this to the init file it will spawn it on the carrier.
"this setPosASL [getposASL this select 0, getposASL this select 1, 15.9];"
Also i had to do some frequent saves to get the editor to remember where i put stuff etc.....
As for swapping between the 3D editor and the 2D editor....
Cant for the life of me get this to work with the 2D editor....
Am following this thread and still no joy!
I have made up a mission with all the static objects and presets from the 3D editor where i want them.
Now i want to transfer the mission to the 2D editor to add the enemy etc...(As the routines and waypoints etc... seem to be easier to understand and control in the 2D editor)...Donk!
It crashes...
Now i know on a previous post they said it creates a 'bad' pbo so i can use the "used saved" folder and create a pbo with Eliteness. That runs the game but nobody can actually play it...let alone edit it :(
Any ideas?
Sorry for bringing this thread up, but i tried to figure out how to save and add the 3D edited things into missions.
The last thing i read here is that Warghost20 didnt get his to work. So how do i get the 3D edited things into a mission? Im thick so simple explanation would be great. :)
EDIT: Did a base in 3D edit and saved. Even though i named it "3Dbase" the saved file was named "mission.sqf". Opened the 2D editor and added only a player in there. Saved it and moved the 3D editor mission.sqf to the new mission folder made by the 2D editor. I also opened the mission.sqf and removed the 3 files:
processInitCommands;
runInitScript;
finishMissionInit;
And finally i made an init.sqf where i added the lines:
execVM "mission.sqf"
if (isserver) then {execVM "mission.sqf";};
On start of the mission it crashes ARMA totally. Argh. What am i missing/doing wrong?
Alex
Sorry for bumping, but i have a base i want to get into a mission and wondering now if this is impossible or is there a solution to this?
Check post above.
And sorry for double post. The thread dropped fast im thinking that no one has made it because it doesnt work yet?
12sandewil
Sep 13 2009, 09:55
Can anyone make a video tutorial to show us all how to change file from the 3D to 2D editor or if there is already one can someone tell me where cuz i am completly lost but really enjoy using the 3D editor ...:D
Manzilla
Sep 13 2009, 13:12
Sorry for bumping, but i have a base i want to get into a mission and wondering now if this is impossible or is there a solution to this?
Check post above.
And sorry for double post. The thread dropped fast im thinking that no one has made it because it doesnt work yet?
Alex72,
I've been wondering the same thing. There's gotta be someone around here that knows. Maybe Cadmium77, he made a bunch of 3DE tutorial videos. If you figure it out please let me know, I'll do the same.
Sure will mate. Been following ideas and tips but the best result let me see what ive built *almost* just before ARMA crashes.
Really hope BIS gets this editor done some day.
EDIT: Wish i knew german (mapfact forum 3D topic - link bottom), and im not in the mood of using any translator atm (8 in the morning here and serious time for bed lol).
But:
Some tool to convert that other file the 3D editor creates. Converts from that to SQM.
Link: mission.biedi to mission.sqm converter (http://armed-assault.de/downloads/converter-biedi--sqm.html)
Link: Mapfact Forum 3Deditor Thread (http://www.mapfact.net/forum_arma/viewtopic.php?f=4&t=1903)
Will investigate more when i wake up again. Ta ta.
Anyone got that converter working?
i dragged the mission.biedi to same folder as 3de_conv.exe.
clicked exe and "ERROR: No file for converting!" wierd.
i havent still found any way to transfer the 3D editor files into MP mission.
if i just run the script file, it will lag the hell out of the server (most likely objects created for every player), if i set it to run on server, JIP players wont see them.
Any suggestions?
You should read the previous posts a little more carefully, it clearly states that the sqf file that is generated from the 3D editor is a spawn script of everything youve made. It doesn't create a mission file.
Here is a quick step by step, for more information look at previous posts in this topic.
1. Open 3D Editor
2. Do your thing in 3D Editor
3. Save your stuff in 3D Editor
4. Open regular 2D Editor
5. Save 2D Editor Mission
6. Go to the folder with your 3D Editor save name
7. Copy mission.sqf to your 2D Editor mission folder
8. Rename mission sqf to whatever you want
9. Create init sqf in 2D Editor saved mission
10. Put in if (isserver) then {execVM "3deditorcopy_of_mission.sqf";};
11. Open 3deditorcopy_of_mission.sqf and delete bottom 3 initiation lines.
12. Preview the mission from 2D Editor.
Voila all your saved stuff from the 3D editor should now spawn in your mission.
I have followed these instructions directly and if i try to preview a game it just dumps to desktop...:mad:
So after a bit of head scratching i found out you have to delete the player in the 3deditorcopy_of_mission.sqf
these lines..
if (true) then {selectPlayer _this;};
};
Then it seems to work fine :yay:
Hey all!
Anyone knows an existing solution for this error message, while using the "3de_conv.exe" converter?
//----------------------------------------------------
// Program: 3de_conv
// Version: 1.00.10
// Start time: 9.11.2009 10:5:16
//----------------------------------------------------
Mode: 1
Converting from 3d to 2d editor...
DynO config file: D:\Documents\ArmA 2 Other Profiles\AkeR\missions\hit-and-run_raid.utes\DynO.cpp
Cannot open DynO config file!
Path: D:\Documents\ArmA 2 Other Profiles\AkeR\missions\hit-and-run_raid.utes\DynO.cpp It's every time comes up, when I'm trying to convert a mission that contains a prefabricated composition, like a tent camp.
Thank You!
MessiahUA
Jan 14 2010, 17:03
Is it possible to somehow start this editor via scripts?
I'm just wondering, can i somehow place objects, like sandbags, barracs etc. when using this editor?
EDIT: Problem solved...
He||razør
Feb 4 2010, 08:20
I have followed these instructions directly and if i try to preview a game it just dumps to desktop...:mad:
So after a bit of head scratching i found out you have to delete the player in the 3deditorcopy_of_mission.sqf
these lines..
if (true) then {selectPlayer _this;};
};
Then it seems to work fine :yay:
Now to figure out to do the exact opposite and take your existing mission.sqm and get them into the 3d editor, so you don't place objects on top of one another if in close proximity. This method did work however.
Evil_Echo
Mar 21 2010, 18:56
I tried creating a mission with the 3d editor, adding in description.ext, init.sqf, briefing.sqf, etc. It works - no need for mission.sqm at all.
The 3d editor does not generate the pbo file for multiplayer correctly, but it's easy enough to roll up your own by other means.
There are still some eccentricities, no doubt the scripts need just a few more commands to be fully correct. But the proof of principle is there.
Is there already a Ticket in the Community-Issue-Tracker for this? I mean a feature-ticket with the wish to finish the 3D Editor?
Evil Echo: Have you managed to create something in the 3D editor and then open it in the 2D?
Argh hope this will be made available in a nicer way such as make your base in 3D - push button - open in 2D: base is there - continue with AI etc. Would be nice.
Evil_Echo
Mar 22 2010, 10:48
I did not attempt to make my mission work with 2d editor. Baisically trying to create a "pure" 3d-editor mission.
Ok I haven't had time to really go through this until now I would really like to get this working but I am having more problems then anyone else I am reading here.
First Error I get when starting is the DLL Injection error and after that I am told that
Addon "ION_RTEV Requires addon Warfare_Buildings_Twice_Static
The game changes screen as I hit ok and moves to another screen still not fully into the game and I get
Variable ION_DSM2_CM_CurCtrl does not support serialization and should not be stored in a mission namespace.
We hit ok and go one more screen in
No Entry bin\configbin\Ion_RTE_Editor\controls object list_liste.scrollbar
And I am like WTF this is crazy!!!
I remove the RTE and I have no errors at all.
So any Ideas? I have downloaded the most recent version from the blog 1.54
I am running windows 7 64 bit o/s
Game Runs fairly well settings run at almost 30 frames per/sec on high settings
I'm not new to setting up mods I mean I'm comfortable with most setups and yet I am feeling quite lost
Whiteraven
Dec 7 2010, 12:08
That's unreal! I had no idea the 3d editor exsisted...... :)
Is there anything else Arma2 features?
killenger
Dec 15 2010, 09:52
Well i got my 3D version to work in the 2D editor as a script, i just got rid of the......................
activateAddons [
];
activateAddons [];
initAmbientLife;
from the beginning then at the end just the
runInitScript;
finishMissionInit;
What also worked well was adding
setAccTime 0.0; at the start
and
setAccTime 1; at the end of the script, works great
longskater
Dec 30 2010, 02:43
Originally Posted by Provac View Post
You should read the previous posts a little more carefully, it clearly states that the sqf file that is generated from the 3D editor is a spawn script of everything youve made. It doesn't create a mission file.
Here is a quick step by step, for more information look at previous posts in this topic.
1. Open 3D Editor
2. Do your thing in 3D Editor
3. Save your stuff in 3D Editor
4. Open regular 2D Editor
5. Save 2D Editor Mission
6. Go to the folder with your 3D Editor save name
7. Copy mission.sqf to your 2D Editor mission folder
8. Rename mission sqf to whatever you want
9. Create init sqf in 2D Editor saved mission
10. Put in if (isserver) then {execVM "3deditorcopy_of_mission.sqf";};
11. Open 3deditorcopy_of_mission.sqf and delete bottom 3 initiation lines.
12. Preview the mission from 2D Editor.
Voila all your saved stuff from the 3D editor should now spawn in your mission.
You rock dude and so do everyone else that got us to this point I have a massive air base on Fallujah v1.0 and in the editor 2D there is nothing apart from one man then when i preview everything that i placed in 3D editior is there this is awsome break through Kudis for who ever work this out first
I am Running
ArmA2 + OA + BAF + PMC and they are all there for me to place in the 3D editor.
I am going to make a Video and upload it to you tube with in a week or 2 just let me work it out a bit better so the video will actually teach those who have not got it working to at least get to the stage I am at wich is not very far at mo just geting object placed at ground level not i need to learn how to place them on a different level like a roof top or something. Ill keep this post updated again many thanks
killenger
Jan 27 2011, 01:26
Now can anyone find a solution to this problem im having now.
When i play single player the mission.sqf (3d editor file) runs fine.
I tried playing the same mission with a friend and it loads fine but it seems to double every placed unit in the 3d editor file.
So i placed one guy gaurding an area, there will be 2 of them inside eachover.
How can i execute the file multiplayer wise?
I`m using 3D editor very rarely, because for now 2D is nuch more comfortable. But every time I have to use it, the result script makes me laugh very much :)
_unit_0 = ...;
_this = _group_0 .....;
_unit_0 = _this;
_this set ...; and all other
_this = .....;
_var= _this; constructions :D.
That`s a nice one too :)
if (false) then {
I don`t saying about tons of if (true) then {, double empty commands, and setting a bot skill with a 1/100000000 accuracy (it isn`t exaggeration :) ), because then the post would be endless :D
Is it somehow possible to use the 3D Real time editor to make custom compositions that can be loaded relative to any position on any map?
I noticed that when using the "objectGrabber.sqf" script to make custom compositions it did not catch all objects.
/KC
Bumping this thread...
Tried the alternative RTE and thats capable to create custom compositions (called templates there) but the downside is that it requires RTE installed to load them.
So no one knows if it's possible to do it in BIS 3D-Real time editor or is the "objectGrabber.sqf" the way to go, wonder what BIS used to create there nice compositions?
Edit: I just realised that the "objectGrabber.sqf" way maybe could be run in the 3D Editor as well, will try when I get back home...
/KC
Bumping the thread again:
I've read around that Left ALT usually changes the altitude for a object in the editor, I'm left handed so I created a new profile to use in the editor with the default keys, but still, ALT and CTRL do nothing to me, only shift. Is there a specific key that needs to be binded in order for the altitude changer to work ?
I've been trying to change some control another key see if it would fix and noticed that I cannot bind anything to Left Alt, this might be the source of the problem;
Tried to change all left alt and left control to right alt and right control but no effect;
Bumping the thread: is in 3D editor a feature to PAUSE THE GAME? I tried with setacctime to give orders in a more relaxed way but it isn't the same.. I own VBS2, and in VBS2 3d Real time editor you can stop or accelerate the game within the RT editor..
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