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Thread: Tatawin config for release

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  1. #1

    Tatawin config for release

    Hi all,

    this is my problem:
    in the first version of tatawin there is some config problems.
    On of them is the impossibility to use ladders.

    I think it is due to a mistake in the organisation of the folders when in pck it:

    I ve packed it with the folder "tatawin" in p: and not in the "p:floosy/" so i haven't got the ca config in.

    Now i try to resolve this mistake and
    -put tatawin in p:floosy/ (in floosy i ve got the folder ca with all the config of the objects).
    -I modified my reference of the wrp in the config.

    But when i pack, the ladders doesn't work anymore.

    So do you have suggestions?
    Plus tu pédale moins vite, moins tu avance plus doucement.....

    Quesh-kibrul island topic

  2. #2
    Staff Sergeant
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    this is what i ve done

  3. #3
    Buildings from bis that you use must be in
    p\CA\buildings = p3ds model.cfg and config.cpp
    island = P\CA\floosy = pew(especially when working in visitor and wrp when finished). data etc etc

    config.cpp for floosy must have Required addon { whatever you have used from CA folder CAData CABuildings etc.}

    PBO prefix for floosy Island must be CA\floosy.

    Any building that is used that is not from BIS must either placed in CA folder like and its PBO prefix CA\name of folder (this is done auto by Binpbo btw).

    this must also be included in floosy island config requires addons = ( name of the non bis addons).
    the only time you work outside the Ca folder is when you are not using any BIS material.

  4. #4
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    Hi try the both solutions,

    but nothing good. I know that is the good solution because in "isla del jonas" it works. But here no.

    Do you think something must be change in the pew? reference of objetcs or other?

  5. #5
    Quote Originally Posted by oneoff View Post
    island = P\CA\floosy = pew(especially when
    PBO prefix for floosy Island must be CA\floosy.
    Never ever use CA namespace, its BIS namespace so leave it be. Use your own.
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  6. #6
    Quote Originally Posted by Snake Man View Post
    Never ever use CA namespace, its BIS namespace so leave it be. Use your own.
    Hi , whilst i understand there are many reasons for this, i have yet to see answer other than re config all buildings of Bis in own island config to get both addons from CA and own from P\.
    when we set up visitor we are asked to set parameters.

    texture folder and objects folder .
    in order to get ladders working it is necessary to say folder of objects = CA\
    but once we do this and then we want to add our custom building ,we click tools \artificial objects \ then model oustide CA . we then get error this is not a valid path it is not in CA .

    without this CA in the folder objects , its not possible to get 100% ladders doors etc.

    Now i know there is 100 ways that people use and eventually people can get 80% working without using CA pbo prefix , but only 100 % working if they are not using BIS buildings at all.
    Unless they are re config in island cpp.
    cfgvehicles { redo config for buildings}.

    I would be very pleased because you seem very admant not to use CA namespace at all, if you can post here this method as it would save myself alot of time too.

    Synides method is very good for using either own or bis but not both. for both i have only ever suceeded with map custom addons inside ca along with all bis configs in ca\ relevantfolder.

    thanks.

  7. #7
    I never place any projects in the 'ca\' namespace, this is the place only for BI's original material.

    Your project folder should be in p:\ along with the ca folder, they should both be in p:\ root.

    You can then reference in your project those models and textures you need from ca without a problem provided you have set everything correctly.

    In order to get ladders and other objects working, the classname in the config for the model must begin 'Land_', the rest of the classname being the modelname.

    For example you have a model that is called superhotel.p3d, which maybe has ladders and other effects like opening doors, then the classname in the config would be 'Land_superhotel'.

    The reason the models in the ca folder already do this is because they invariably have the 'Land_' prefix already applied for you in their configs.

    In my projects in Visitor, I have Folder - Textures set as P:\myProjectfolder\data

    In my projects in Visitor, I have Folder - Objects set as P:\

    So whatever project I am working on will reference objects from any folder in P:\ and will use textures I put in the projects data folder.


    Planck

  8. #8

  9. #9
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    thanks snake man, but i did that.

  10. #10
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    other suggestions? doesn't work at all

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