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Thread: Custom Buildings not appearing on ingamemap

  1. #1
    Master Sergeant Icewindo's Avatar
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    Custom Buildings not appearing on ingamemap

    Hi,
    I have some issues with custom buildings on my map. Plainly they don't appear at the map (the black/white ingame map) like BIS buildings do (little boxes).

    Is there something I have to add to the config of the units to make them appear? I tried to base my buildings config on ArmA2 buildings, but that didn't seem to help either.

    Any thoughts appreciated .

    Config for my buildings:
    Code:
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSidUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7
    
    
    #define true 1
    #define false 0
    
    
    #define private 0
    #define protected 1
    #define public 2
    
    class CfgPatches
    {
    	class ice_egypt_struct_patch
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 1.00;
    	};
    };
    
    
    class cfgVehicleClasses
    {
    	class ice_egypt_struct_class
    	{
    		displayName = "Egyptian Objects";
    	};
    };
    
    class CfgVehicles
    {
    	class All{};
    	class Static:All{};
    	class building: Static{};
    	class Strategic: building{};
    	class NonStrategic: building{};
    	class HouseBase : NonStrategic{};
    	class House : HouseBase{};
    	
    	
    	class ice_obelisk: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Obelisk (Large)";
    		model="\ice_egypt_structure\obelisk_large.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_obelisk2: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Obelisk (Small)";
    		model="\ice_egypt_structure\obelisk_small.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_lion: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Lion Statue";
    		model="\ice_egypt_structure\lion.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_house: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="House 1";
    		model="\ice_egypt_structure\house.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_templelarge: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Temple";
    		model="\ice_egypt_structure\temple_large.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruins: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruins";
    		model="\ice_egypt_structure\ruins.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruinsWall: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruins - Wall";
    		model="\ice_egypt_structure\ruin_wall.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruinsColumn: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruins - Column";
    		model="\ice_egypt_structure\ruin_column.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruinsPodest: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Podest";
    		model="\ice_egypt_structure\podest.p3d";
    		destrType="DestructNo";
    	};
    	class ice_ruinsTower: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruin - Tower";
    		model="\ice_egypt_structure\ruin_tower.p3d";
    		destrType="DestructNo";
    	};
    	
    	
    		class ice_ruinsGate: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruin - Gate";
    		model="\ice_egypt_structure\ruins_gate.p3d";
    		destrType="DestructNo";
    	};
    
    
    };
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  2. #2
    Master Gunnery Sergeant
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    If I understand correctly try
    icon = "\ca\data\data\Unknown_object"; choose or create your own to suit
    mapSize = 8; how many meters in base size
    I am not stuck in the 60's and 70's. I choose to live there." Bring back the MICRO and the MINI

  3. #3
    Lance Corporal
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    I think it´s controlled by the named properties.

    I added this to my geometry-LOD and it shows up on the map.

    Property Name: map
    Value: building

    At the biki you find more values about this.

  4. #4
    Master Gunnery Sergeant -Martin-'s Avatar
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    Quote Originally Posted by Icewindo View Post
    Hi,
    I have some issues with custom buildings on my map. Plainly they don't appear at the map (the black/white ingame map) like BIS buildings do (little boxes).

    Is there something I have to add to the config of the units to make them appear? I tried to base my buildings config on ArmA2 buildings, but that didn't seem to help either.

    Any thoughts appreciated .

    Config for my buildings:
    Code:
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSidUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7
    
    
    #define true 1
    #define false 0
    
    
    #define private 0
    #define protected 1
    #define public 2
    
    class CfgPatches
    {
    	class ice_egypt_struct_patch
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 1.00;
    	};
    };
    
    
    class cfgVehicleClasses
    {
    	class ice_egypt_struct_class
    	{
    		displayName = "Egyptian Objects";
    	};
    };
    
    class CfgVehicles
    {
    	class All{};
    	class Static:All{};
    	class building: Static{};
    	class Strategic: building{};
    	class NonStrategic: building{};
    	class HouseBase : NonStrategic{};
    	class House : HouseBase{};
    	
    	
    	class ice_obelisk: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Obelisk (Large)";
    		model="\ice_egypt_structure\obelisk_large.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_obelisk2: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Obelisk (Small)";
    		model="\ice_egypt_structure\obelisk_small.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_lion: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Lion Statue";
    		model="\ice_egypt_structure\lion.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_house: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="House 1";
    		model="\ice_egypt_structure\house.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_templelarge: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Temple";
    		model="\ice_egypt_structure\temple_large.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruins: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruins";
    		model="\ice_egypt_structure\ruins.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruinsWall: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruins - Wall";
    		model="\ice_egypt_structure\ruin_wall.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruinsColumn: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruins - Column";
    		model="\ice_egypt_structure\ruin_column.p3d";
    		destrType="DestructNo";
    	};
    	
    	class ice_ruinsPodest: NonStrategic
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Podest";
    		model="\ice_egypt_structure\podest.p3d";
    		destrType="DestructNo";
    	};
    	class ice_ruinsTower: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruin - Tower";
    		model="\ice_egypt_structure\ruin_tower.p3d";
    		destrType="DestructNo";
    	};
    	
    	
    		class ice_ruinsGate: House
    	{
    		scope = 1;
    		vehicleclass="ice_egypt_struct_class";
    		displayName="Ruin - Gate";
    		model="\ice_egypt_structure\ruins_gate.p3d";
    		destrType="DestructNo";
    	};
    
    
    };
    If you mean when you put the building in vistor, save the project as a .wrp and then load it in game and the little gray boxes dont show up on the map then this has nothing to do with the config.

    You have to add named properties to the model in oxygen.


    to do this you have to bring up the named properties window by going to Window > Named Properties. This will bring up the window.

    Now double click the Geometry LOD

    Now right click on the white space inside the window and click new.



    Another window will open.

    Under Name: type Class and under Value: type House. Then click OK.



    Now again right click in the white space and select New. Under Name: type Map and under Value: type House, then click OK.

    If you did everything correctly it should look like this:



    Now save the model and try it in game.

    For more classes look here:

    Geometry (model) named property

    Properties that affect whole model are written in Geometry LOD.

    class for all models that get placed in Visitor.

    Code:
    vehicle
    house
    church  // clock
    streetLamp  //light
    road
    treeHard (Hard mean less affected by wind than soft, so hard sways very little compared to soft)
    treeSoft
    bushHard
    bushSoft
    forest
    man
    Map icon definition
    Code:
    building
    fence
    house
    tree
    small tree
    bush
    forest square
    forest border
    forest triangle
    fortress
    hide
    fuelstation
    view-tower
    hospital
    church
    cross
    fountain
    chapel
    lighthouse
    rock
    busstop
    quay
    Source: http://community.bistudio.com/wiki/O...med_Selections

  5. #5
    Master Sergeant Icewindo's Avatar
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    Author of the Thread
    Thanks alot guys and thanks for the detailed answer Martin, that helped alot .

  6. #6
    CWR² Developer Bushlurker's Avatar
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    Yeah! Great info Martin!

    I'm thinking that, armed with this info and a sneakily placed cfgPatches entry it might be possible to fix the "missing map graphic" for the T-junctions and other road pieces that show up blank on the map currently...
    I'll have to take a look at that I guess - I have a lot of junctions, dammit!


    B
    Last edited by Bushlurker; Jun 4 2010 at 15:03.

  7. #7
    Master Gunnery Sergeant -Martin-'s Avatar
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    Quote Originally Posted by Icewindo View Post
    Thanks alot guys and thanks for the detailed answer Martin, that helped alot .
    Glad to help did you manage to get it to work?

    I'm thinking that, armed with this info and a sneakily placed cfgPatches entry it might be possible to fix the "missing map graphic" for the T-junctions and other road pieces that show up blank on the map currently...
    I'll have to take a look at that I guess - I have a lot of junctions, dammit!
    Damn I have the same problem with T-junctions I hope you can find someway to fix this

  8. #8
    CWR² Developer shezan74's Avatar
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    Quote Originally Posted by Bushlurker View Post
    Yeah! Great info Martin!

    I'm thinking that, armed with this info and a sneakily placed cfgPatches entry it might be possible to fix the "missing map graphic" for the T-junctions and other road pieces that show up blank on the map currently...
    I'll have to take a look at that I guess - I have a lot of junctions, dammit!

    B
    We already discussed about junctions on maps.
    Many junctions are not working at all, and in a old thread we agreed that there was a lot of troubles using junctions.

    A small analisys on the existing official maps (Chernarus and Utes) evidence that neither BIS used junctions in their maps.

    If you zoom in a official map (such as chernarus itself) you can see that road junctions are NOT realized with T objects but only making crossing roads

    Here a thread that explains our considerations on this problem, supported by some good map makers opinions.

    http://forums.bistudio.com/showthread.php?t=97612

  9. #9
    Master Sergeant Icewindo's Avatar
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    Author of the Thread
    Quote Originally Posted by -Martin- View Post
    Glad to help did you manage to get it to work?
    Yep it worked:




    Only one issue left now, in the BI maps when I hover over their buildings, a name appears, like this:


    This name allows you to set waypoints for AI to enter buildings etc., but no name appears for my buildings, if I hover around with the mouse nothing happens.

    Since I added roadway and AI paths to my models I would like to check out if the AI can use them properly.

  10. #10
    In OFP those config names are appearing when the models are binarized, if i remember correctly.

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