#arma3_tools

1 messages · Page 6 of 1

jovial elbow
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Not entirely certain if this is the right place for this, but not certain where else it would fit

I made a python script to count kills in rating.log after a campaign I did with a small unit
I thought other people might find it useful
It needs an edited version of rating.log though,
Instructions are in the comments at the top of the file

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License is I don't care what you do with it,
If you like it or find it useful, enjoy and edit as you desired
Credits to me would be appreciated, but are unimportant for this file

limpid sky
sly skiff
#

the binmake stuff you dont have to worry about. the cfgconvertfile I've never seen

limpid sky
#

i did use that the CFGconvert file a couple of times today

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im going to try and verify files

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nope, still giving the errors

sly skiff
limpid sky
sly skiff
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well unless the cfgconvert is the culprit nothing useful in the log

limpid sky
#

thats a whole other different application though? how did that affect pboproject?

limpid sky
#

ok i realized that its going on with all my pbos

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so its deff something to do with pboproject

strong hinge
limpid sky
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i found the culprit, i just had to reinstall arma 3 tools, i think cfgconvert had a brain fart

dawn palm
#

The warning said binarize roported errors. you have the specific warning checkbox set to error in pboPoject.
Alternatively you could have looked thru the binlog to find "Error"

fresh jolt
#

When will this fix reach the free version?

dawn palm
#

there's no showstoppers so no frees have needed to be released. subs get the benefit until that happens.

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because of the new type75' p3ds, free version will be updated

dawn palm
#

shiny new updates for the free versions of tools

thick matrix
dawn palm
#

optional encryption

hybrid nest
kindred abyss
#

for the next 2 months until its cracked

hybrid nest
thick matrix
#

Will that p3d automatically be packed with that mode in the update you're making mikero? Or will we have to check a box or something when binerizing?

dense cove
#

If you mean pack binarize, yes

dawn palm
#

i don't intend to@thick matrix. encrypting is optional. binarizing p3ds is done by bis binarize. the latest bis toolset already produces UNencrypted type 75s

dense cove
#

Ah yes, I guess I misunderstood the context

thick matrix
#

Mikero I see that pboProject was updated on the 2nd of this month, was that to include the optional p3d encryption or is that yet to be updated yet?

thick matrix
karmic niche
#

Hmm... 🤔
You may actually be right. Let's see what Mikero says

dawn palm
#

at no point will pboProject provide encryption (or decryption). The new p3ds remain fully compatible with my tools if left unmolested.

Be carefull of what you wish for. The 1st thing parasites will do is use encryption to hide what they stole from you. Which btw is not like obfuscation because despite being scrambled when obfuscated, you can still recognise the unique footprint of your data.

strong hinge
glossy inlet
#

Its a link, that leads to slightly more info

hybrid nest
karmic niche
#

He said "slightly", ok? 😉

hybrid nest
#

😭

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I guess we’ll never know

karmic niche
#

What exactly do you want/need to know?

dawn palm
#

Exactly. I am a bit lost here what all the fuss is about. if bis encrypt their p3ds there's nothing further to add about it. It's like expecting them to supply a decrypt key.

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apart from that the damn thing is optional. so i wouldn't bother having heartburn about it.

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afaik it's only used on dlc content, not, your general mods. In the meantime, and many tnanks to the bis cevs, pboProject has no problem packing them.

hybrid nest
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like is it something I should use

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bc I thought binarizing was already encryption

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so is this like a double layer of encryption

dawn palm
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binarising anything is simply doing the work the engine would have to do if it wasn't done beforehand. It significanly reduces lag and load times.

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cpp tp bin, is a good example

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and yes, you are right, in the ear;ky days of flashpoint we too wrongly assumed compression and/or binarising was encrypting.

thick matrix
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Anyone else getting the "Entry Point Not Found" error with latest pboProject? I tried reparing visual studio redistrubatables and a couple other online solutions to no avail

vague shard
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usually means dll isnt in sync with the exe

hard locust
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@dawn palmArma3p doesn't replace the broken cursor. It says using opteryx's buldozer cursor fix because bis can't but seems to place it in P:\scripts. I still get the broken cursor unless I switch it around

bitter escarp
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Anyone else getting this since todays update when packing a pbo (using mikeros)?

data\prop_blur.p3d:validating...
ModelInfo.MemSphere is not a float

P:\temp\FA_EMB312\data\prop_blur.p3d DeP3d:Error
p3d error Error

P:\temp\FA_EMB312: DePbo:Pbo: p3d error
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
FA_EMB312.pbo not produced due to error(s)
failed```

Never saw it before, a quick search also didnt yield any helpful results...
Cleared the tempfiles already - no help.
sly skiff
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so could be related to that

bitter escarp
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I'm assuming so, hence me asking here

glossy inlet
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Make sure you are using latest mikeros tools.
You need latest version, to work with latest Arma 3 tools

bitter escarp
#

What the hell, that was indeed the issue.
Used an old version before without ever having any issue between updates so this one didnt come to mind right away.
Thanks!

scenic canopy
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because arma 3 tools update requires newer mikero tools 🙂

hybrid nest
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ok time to go use this new encryption and hope it doesn’t get broken in like a week SakuPray

latent dagger
#

I updated my arma 3 tools, launched them to accept the terms, etc. and then updated the Mikero tools, but I seem to still have the same error Luca had.

ModelInfo.MemSphere is not a float

P:\temp\Bro_Structures\Suburb\Bro_Suburb_3.p3d DeP3d:Error
p3d error Error

P:\temp\Bro_Structures: DePbo:Pbo: p3d error
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
Bro_Structures.pbo not produced due to error(s)
failed```

And here's the contents of the binlog. The only outstanding thing I see is the Subskeleton index warning, but this compiled last night fine before I updated. https://pastebin.com/WBxRcRpQ
glossy inlet
#

Update mikeros tools

latent dagger
#

Oh. It did not update the tools. cool I had to go into Custom Install and update it there, not the big ol update button.

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I cannot crunch now, but the tools are updated. Is there a changelog or more info on what's new, or what I'm missing? Is 'no exclude list for bis binarise' keeping me from packing?

thick matrix
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click on setup and make sure the defaults are set for the exclude files

latent dagger
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I did, no change though. I restarted pboProject and noticed my Mod Folder Output is now empty every time I launch it. Maybe something is missing from my end

latent dagger
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Reinstall fixed it shrug I guess maybe somehow it was failing to find exclude.lst but easy enough, it's working now.

dawn palm
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the exclude list is a registry setting done by steam tools when you 'play' them for the first tiime (after an update)

latent dagger
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I did that just in case, even ran addon builder and packed a PBO, but it didnt seem to change anything, even restarted my PC in that case. But the reinstall fixed it and was quick, no biggy

warped sigil
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Getting this error running arma3p:

failed to change buldozer paths to arma3.exe
Steam tools and Mikero tools WILL NOT WORK until you fix this error [K]?```
Just reinstalled Arma 3, Arma 3 Tools, and Mikero's tools today. Did I miss a step somewhere setting everything up?
sly skiff
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and are you mounting P drive from where?

warped sigil
warped sigil
sly skiff
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ah man of culture

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the message could indicate something wrong with the game install though if the registry paths are not present

warped sigil
#

Ah I just remember now mikeros told me to restart PC for tools to work properly maybe thats it 🤦‍♂️

sly skiff
#

worth a shot

warped sigil
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I will restart and run arma3p again

warped sigil
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Restart and rerun of arma3p did not work ☹️

sly skiff
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when you start the arma3 tools launcher does it open the eula splash screen and such?

warped sigil
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Nope

sly skiff
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could try verify arma 3 tools and then arma3 game

warped sigil
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Just verified A3, will do the tools now too

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Anyway you think I could check the error without running arma3p each time?

sly skiff
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sorry no. this might be something Mikero needs to chime in

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he has a dedicated discord for the toolset where his most active on these matters

warped sigil
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Gonna run arma3p again, if doesn't go well I shall inquire there
Thanks as always 🐐

neon flax
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@dawn palm can you accept my friend request for a DM please 🙏

dawn palm
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@warped sigilam assuming you are using the free tools? update them pls

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free & subscriber arma3p: updated for altered buldozer configs

dawn palm
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free & subscriber pboProject updated

hard locust
#

I always have to change path after running arma3p, since by default it uses arma_x64 which tends to desync for me.

floral pilot
#

is there a resolution limit to what a3tools can binarize in terms of textures?

having a number of 4k textures showing up white & blank despite them converting fine with texview

sly skiff
floral pilot
floral pilot
#

But if a3tools can handle it, reconverting them is an option, I’ll avoid doing that first if it’s not fact that a3tools can bin up to 8k though

hard locust
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@dawn palmDid you change eliteness? The old version I used, use to show cell size and texture layer etc for .wrp files. It doesn't seem to do that anymore 😕

sly skiff
dawn palm
#

@hard locust will test here. I do remember re arrainging the info in some way.

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@floral pilotand I'd rather not go back to hemtt
I don't understand the relevance. Do you mean it 'fails' with addon builder or pboProject? If I fail, i can check it. Bis have made some changes in how they handle files with their new update.

hard locust
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It use to look like this before

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also I just found info I wanted 😅 but would be nice to have it back, as I want to add page on wiki

dawn palm
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the lack of that info is a bug. thank you for detecting it, will be fixed asap.

dawn palm
#

sent you a new one via PM so you can test it

floral pilot
floral pilot
pastel isle
#

Anyone got any ideas why my licensed AIO is getting stuck here? Have uninstalled my old versions, restarted PC etc...

dawn palm
stuck wraith
#

is there a meaningful difference between mounting the p drive using the arma tools launcher and using the a3p batch file to do it?

dawn palm
#

probably not. except i think the bis version also creates an admin only verson of P: too. This is plain dangerous.

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the two P: drives it creates are independent of each other but there are no safety nets to stop you destroying the contents via a faulty app.

stuck wraith
#

I don't see a second P: drive in my file browser, is it hidden or something?

sly skiff
#

most of the time the tools like object builder and terrain builder dont work with the tools launcher mounted p drive

scenic canopy
dawn palm
#

each 'p' drive is associated with the user who invoked it. thus your useraname has one and so does a user called 'admin' neither of them necessarily, have the same content. (in the bis case they do)

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you can try it out yourself by opening a dos window AsAdmin and then use
subst P: some\where\else

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same rules apply to users peter and mary

dawn palm
#

free and subscriber dlls updated to fix 'undecodable'

hard locust
stuck wraith
#

that’s… unfortunate

hard locust
#

Loading Terrain Builder via the launcher can stop buldozer loading 😅

frozen meadow
#

maybe its a dumb question, but why p drive is needed? i mean, whats the logic behind it?

dawn palm
#

with the exception of #includes, references to any file in bis are hard addresses from the root of the drive they are on. pboProject relies on this to check the files wanted actually exist. The prefix if any pbo is also from that root. When p3ds are binarized, they too require the rvmats and textures are also available so they can be baked into the p3d.

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And simulalry when making maps or p3ds the files need to be specified.

sly skiff
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Yah P drive environment represents the games internal folder structure and the tools (Object Builder/TerrainBuilder) are build around that.

glossy inlet
#

references to any file in bis are hard addresses from the root of the drive they are on
Interesting. Internally we don't build vanilla game files like that. We certainly don't need it. We build in p:\temp\stage\. Any folder works really.

Atleast all our automated build tools. Maybe terrain builder could be an exception, because that doesn't run on a build server.
It needs to have everything in one folder, but it doesn't need to specifically be a drive.

sly skiff
glossy inlet
#

Binarize looks in working directory (or -binpath).
Exact same the Game does too, with filePatching.

sly skiff
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and the vanilla setup through arma3 tools creates P drive etc etc

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while it might be true that other folders can be used

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for default new modder that is super confusing and more often than not leads to mistakes

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P drive is easier to manage from helping/guiding standpoint too imo

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as it creates this "fixed environment"

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instead of I got my models in my desktop and configs on my external usb and now it dont work

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I think the tools for the older titles were more picky on it too. 🤔

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Terrain Builder Templates do require exact paths to P3Ds at least

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I dont think it can handle anything else

sly skiff
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a placeholder/proxy p3d can be used though

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as long as its bound dimensions and position in model space are same and it has things like autocenter and landcontact configured into it right

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as those are read by TB and used in template placement

dawn palm
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without a 'p' drive, there's a disconnect between where\the\file\is
and what you need to use in Object Builder (eg). Also a confusing story to #include "\some\thing" and the fixed OR relative address used in a mod.cpp (the only other bis file that can use relative addressing). mod.cpp could not be a mod.bin for this reason

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there are further issues with the -addon argument. only used when making maps. It is used to specify the location of the config.cpp which contains cfgWorlds. It seems strange to me that bis would over complicate this.

hard locust
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Good God it it would be a horror show explaining extra folders to newbies. A lot of them can't even navigate their pc

scenic canopy
#

”I don’t see any P drive or folders on my iPad, do I need an app for that?”

dawn palm
#

use ChatGPT for the answers

sand hound
# dawn palm use ChatGPT for the answers

Slight rant: this might be the one good thing that came out of this generative AI boom if you're one of the creative/technical one in your circle you know the type that has the idea of a century or the one that needs a "quick sketch"
Most if not all just disappeared, its bliss
Rant over

vague shard
#

is there a tool or way to check if a wrp has an appId set?

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context: we have reports of a non CDLC terrain not letting players join - stating its Normandy from SPE

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trying to determine why its happening

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the mission itself is a basic Zeus template missions

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has no reference in the sqm to "Normandy" whatsoever

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dlcs[] = {"SPE","Mark"}; shouldnt cause it AFAIK

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ok nvm its almost certainly due to:

class Mission
{
    appId = 1175380;
    assetType = "Free";```
brave flame
#

<MakePbo...>
ayywweh20_fly.p3d:validating...
ModelInfo.MemSphere is not a float

P:\temp\launcher\ayyash250_fly.p3d DeP3d:Error
p3d error Error

P:\temp\launcher: DePbo:Pbo: p3d error
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>

sly skiff
#

so blobdoggoshruggoogly

brave flame
sly skiff
brave flame
#

Arma3P version 1.68
///////////////////////////////////////////////////////////////////
Mikero's Arma3 to "Pdrive". Credit to: Lappihuan, Opteryx, Stack and Dahlgren
///////////////////////////////////////////////////////////////////
searching for mikero tools...
C:\Program Files (x86)\Mikero\DePboTools\bin
derap.exe is not installed
failed
Steam tools and Mikero tools WILL NOT WORK until you fix this error [K]?

sly skiff
#

probably good idea to install mikero tools again

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with the all in one installer

brave flame
#

Thanks @sly skiff

brave flame
brave flame
# brave flame

It works fine in bulldozer, but not with pboProject 4.13 !!

sly skiff
# brave flame

unpaired bones suggests your model.cfg is not made right

dawn palm
#

"one",Twp"
"three" nothing @brave flame

frozen meadow
#

its posible to use the webbrowser in the 2.18?( not by CT_WEBBROWSER)
ive compiled the .dll, but i dont know if is posible to use it to have the webBrowser feature in current build

glossy inlet
#

The DirectX UI control in extensions, is not in 2.18
In 2.18 you could render full screen overlays. But not ui controls

frozen meadow
#

it has potential

tawdry ermine
#

Not sure how to do this, but how does one opt-out of the p3d encryption.

hard locust
#

Don't think there is any official way to debinarize p3d's...

tawdry ermine
#

Point stands, says there's an opt-in option. But I can't find anything, anywhere.

sly skiff
#

default is opt out

thick matrix
tawdry ermine
#

As now opening a binarized p3d with text its OLODK instead of OLODI, which was how it was prior to update of a3tools

hard locust
#

last update changed it

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also breaks terrain builder, if you try and use those models in it

tawdry ermine
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Is there any way to go back to an older version?

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One pre these updates?

sly skiff
tawdry ermine
sly skiff
#

why...

tawdry ermine
#

Is there a way or not?

sly skiff
#

no

tawdry ermine
#

Thanks

neon flax
#

yes, you can use legacy branch of the tools, old binarize will produce v74 ODOL, current is v75

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the new p3d is not encrypted, it's just newer format introduced to support new features

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like animated buoyancy

tawdry ermine
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Yeah seen those bits in the changelogs

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Alright, so its either latest, dev or legacy for tools so?

neon flax
#

Arma3ToolsLegacy216

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why do you need old ODOLs?

neon flax
#

Not keeping unbinned p3ds is plain stupid

tawdry ermine
glossy inlet
neon flax
#

thanks, don't reply now. gto to enjoy the music ;P

tawdry ermine
#

Was able to get prev. version via

Arma3ToolsLegacy1038

neon flax
#

yeah that's the correct for previous, was just gonna post

tawdry ermine
#

Well, anyhow, its a good time to make myself a better work ethic and retain those files lol

tawdry ermine
rough grove
dawn palm
#

subscriber dll updated to fx damage tex[] 'bunch of 3'

empty needle
#

anyone can help what happen with this?

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i've been 3 Times change the key and re sign

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and its still error

sly skiff
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preferably the original maker should sign it

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and the keys need to be in right place on the server

empty needle
#

i did verify/Check signature and it says no error

torpid valve
#

You probably have duplicate keys or signatures. (Or if you're the server, you didn't use the right keys as HG said)
If the former, check the mod folder yourself and delete the old keys/sigs
If you don't know which is old and which is new delete all keys and signatures and verify the mod again

empty needle
final falcon
#

Can someone maybe assist me how to install the new Version of PBOManager, I installed the certificate with a Powershell Command to the folder, but It still not accepts the msix.

final falcon
#

Console Information

...........M.
</end scan>
<using Dayz\binarize.exe" for wrp, p3d or rtms>
removing stale files in temp (if any)
<copying/crunching to temp>
\Bloodrage\BR_Weapons\config.bin
1 Datei(en) kopiert
\Bloodrage\BR_Weapons\BR_Weapons_Attachments\BR_Buttstocks\config.bin
1 Datei(en) kopiert
</end copy/crunch>
preprocessing took 279secs
binarize start
"G:\SteamLibrary\steamapps\common\DayZ Tools\bin\binarize\binarize.exe" -targetBonesInterval=56 -textures=P:\temp -binPath=P:\ -maxProcesses=32 "P:\Bloodrage\BR_Weapons" "P:\temp\Bloodrage\BR_Weapons"
binarize.exe took 1 seconds to complete
stripping P:\temp\BR_Weapons.bin.log...
Binarise warnings
binarize end
binarise took 1secs

Weapons bin Log

stripping ""P:\temp\BR_Weapons.bin.log"" 
FileServer MaxCacheSize = 35765 MB
BINARIZE rev.154613
"G:\SteamLibrary\steamapps\common\DayZ Tools\bin\binarize\binarize.exe"  -targetBonesInterval=56 -textures=P:\temp -binPath=P:\ -maxProcesses=32 "P:\Bloodrage\BR_Weapons" "P:\temp\Bloodrage\BR_Weapons" 
Binarize started
Note: 'Inventory_Base' is declared, but definition was not found. Creating empty class (source: P:\Bloodrage\BR_Weapons\BR_Weapons_Attachments\BR_Buttstocks\config.bin)
Warning: Terrain grid 12.5 will be too slow, should use 30.0
Warning: Terrain grid 0.5 will be too slow, should use 30.0

Packing Bin Log

Processing \Bloodrage\BR_Weapons...
verifying model.cfgs(if any)...
<scanning files to pack (and verifying mlods if any)>

</end scan>
<using Dayz\binarize.exe" for wrp, p3d or rtms>
removing stale files in temp (if any)
<copying/crunching to temp>
</end copy/crunch>
preprocessing took 279secs
binarize start
"G:\SteamLibrary\steamapps\common\DayZ Tools\bin\binarize\binarize.exe" -targetBonesInterval=56 -textures=P:\temp -binPath=P:\ -maxProcesses=32 "P:\Bloodrage\BR_Weapons" "P:\temp\Bloodrage\BR_Weapons"binarize.exe took 1 seconds to complete
stripping P:\temp\BR_Weapons.bin.log...Binarise warningsbinarize end
binarise took 1secs

Trying to pack a PBO
Any ideas why this happens ?

sour hedge
#
class New: Existing 
{
    changes go here
};```
final falcon
# sour hedge ```Note: 'Inventory_Base' is declared, but definition was not found. Creating em...
class cfgVehicles
{
    class Inventory_Base;
    class BR_Buttstock_Base: Inventory_Base
    {
    };
        class BR_Buttstock_AR_Base: BR_Buttstock_Base
    {
    };
    class BR_Buttstock_AR_Carbine: BR_Buttstock_AR_Base
    {
        scope=2;
        model="Bloodrage\BR_Weapons\BR_Weapons_Attachments\BR_Buttstocks\BR_Buttstocks_AR_Platform\BR_Buttstock_AR_Carbine\BR_Buttstock_AR_Carbine.p3d";
        debug_ItemCategory=3;
        inventorySlot[]=
        {
            "weaponMuzzle"
        };
        itemSize[]={2,2};
        isMeleeWeapon=1;
    };
};
sour hedge
#

Do you have a CfgPatches?

final falcon
#
class CfgPatches
{
    class BR_Weapons_Handguards
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "DZ_Data"
        };
    };
};

class CfgSlots
{
    class Slot_BR_M4_Handguard
    {
        name="BR_M4_Handguard";
        displayName="#STR_BR_M4_Handguard";
        ghostIcon="";
    };
};

class cfgVehicles
{
    class Inventory_Base;
    class BR_Buttstock_Base: Inventory_Base
    {
    };
        class BR_Buttstock_AR_Base: BR_Buttstock_Base
    {
    };
    class BR_Buttstock_AR_Carbine: BR_Buttstock_AR_Base
    {
        scope=2;
        model="Bloodrage\BR_Weapons\BR_Weapons_Attachments\BR_Buttstocks\BR_Buttstocks_AR_Platform\BR_Buttstock_AR_Carbine\BR_Buttstock_AR_Carbine.p3d";
        debug_ItemCategory=3;
        inventorySlot[]=
        {
            "weaponMuzzle"
        };
        itemSize[]={2,2};
        isMeleeWeapon=1;
    };
};

#

damn

#

im stupid

#

I guess

sour hedge
#

And are you 100% sure that there is a pbo called "DZ_Data" containing a class Inventory_Base?

final falcon
#

i need to check but it worked with pboManager when I used it - it worked, but i switched to Mikero since it has a lot more features. Let me check 🙂

sour hedge
#

"it worked" just means pboManager packed your mod with any errors it contained - doesn't mean it will work in game.
Mikero's tools will generally stop you from packing a broken mod until you fix it, which is a much better solution.

final falcon
#

but I liked the view feature to just quick check of PBOmanager

#

@sour hedge do I need to search for something special ?

sour hedge
#

"worked in game" - probably was throwing rpt errors and causing hidden problems

final falcon
sour hedge
#

"Inventory_Base" is a horrible class name. All classes created by mods should have a prefix tag (eg dz_inventory_base).
One way to check is to load up the game with the required addon mod, then use the in-game config viewer to find out where that class originates from.

final falcon
sour hedge
#

If you are creating classes in your mod, then add a unique prefix too... something like "merc_barrel_colorbase"

final falcon
sour hedge
final falcon
#

i mean I made some useless bases which dont have changes

#

but is that really a issue for mikeros to pack ? thinkRotate

sour hedge
#

When you declare a class for inheritance, you also need to put in CfgPatches where that class comes from (requiredAddons).

final falcon
#
class Inventory_Base: Static
    {
        scope = 0;
        displayName = "";
        model = "";
        descriptionShort = "...";
        simulation = "inventoryItem";
        physLayer = "item_small";
        storageCategory = 1;
        weight = 1000;
        weightPerQuantityUnit = 1.0;
        displayWeight = 1;
        heavyItem = 0;
        itemSize[] = {1,1};
        attachments[] = {};
        repairableWithKits[] = {0};
        repairCosts[] = {0.0};
        ragQuantity = 0;
        fragility = 0.1;
        inventoryCondition = "true";
        inventorySlot[] = {""};
        cargoClass = "";
        targetCategory = "";
        itemInfo[] = {};
        absorbency = 0;
        heatIsolation = 0;
        class EnvironmentWetnessIncrements
        {
            class Soaking
            {
                parentWithLiquid = 1.0;
                wetParent = 0.005;
            };
            class Drying
            {
                player = 0.00029;
                ground = 0.00011;
                playerHeatSource = 0.0035;
                groundHeatSource = 0.0018;
            };
        };
#

not sure if DZ_Data then is correct since I see it in every mod

#

do i have a spelling error

#

nah

sour hedge
#

Oh, it's DayZ? This is the Arma discord.

final falcon
#

RIP - I hope I am not getting booted out now

#

I thought since its mikeros it doesnt matter

sour hedge
#

It might be fine, but I can't help further as you're asking specifically DayZ questions, and I don't even have the game, so can't check what files it installs. I can tell you that Inventory_Base does not exist in Arma 3.

final falcon
sour hedge
#

I mean, the error message is pretty clear though.
Your parent class doesn't appear to exist, or doesn't exist in the requiredAddon you've said it does.
And I've explained how you can check that (in game config viewer - if DayZ has one of those).

sly skiff
final falcon
sly skiff
#

its sunday

#

and star are aligned so that youll get second chance

#

but like I said, keep dayZ stuff in dayZ places

iron quartz
#

Does anyone here uses typesqf and knows what could be a cause for it not launching? It worked for me for years and recently it just stopped launching. I tried using admin priviliges, added exception to firewall, reinstalled, changed installation path, even upgraded to damn win11 xD, but it just does not launch and I literally did nothing, it just sopped working out of blue.

edit: no matter, found out VSCode got SQF plugins so ...

#

Like there is a process in taskmanager for split second and it dissappears

final falcon
sly skiff
#

thanks

rough grove
nocturne basin
#

so ... what are the edge specs of an EBO

#

got some potential EBO here in front of me and wondering as some files seem to be not encrypted

#

and the rest just looks like somebody replaced half of the actual content with gibberish

#

whilst the majority is still readable

glossy inlet
#

EBO is fully encrypted from start to finish no readable parts

nocturne basin
#

ok ... then this stuff makes absolutly zero sense in my eyes

#

some files seem to have some sort of encryption on em

#

the description.ext contains an include PPD to some gibberishified config file

odd talon
#

Anyone started getting errors with PBOProject?

#

<adding entries:...>
basicDefines_A3.hpp :excluded
bunker_main.p3d :validating...p3d error Generic error or premature EOF

Pbo: p3d error

#

Changed some textures and im now getting this error on p3d's that haven't changed and previously packed fine

scenic canopy
#

did you update mikero tools after updating to latest arma 3 tools? the p3d version has changed

odd talon
#

That was it, sorry rookie mistake

dawn palm
#

subscriber dll (9.77) updated with improved p3d rvmat decoding

rancid lake
#

Does anyone have a script to activate Arma Object Property and set a LOD to all selected objects using Blender and Arma 3 Toolbox ? I'm pretty tired to having to do it one by one for hundreds objects

dawn palm
#

dep3d.exe allows you to add/delet/change properties

robust vessel
rancid lake
#

I prefer artemoz solution, i can do it directly in Blender

manic crag
#

what about a tool to map a players 'vest' loadout with a inventory-style gui, that would show or hide pouches/etc on the vest in all the different places on the player model

dawn palm
#

subscriber AND free tools updated. fixed memsphere and pboProject model.cfg. rtm and mod.cpp

kindred abyss
sly skiff
thick matrix
sly skiff
thick matrix
kindred abyss
sly skiff
#

warning 🔨

kindred abyss
#

whats wrong with setobjecttexture

#

its the best command

sly skiff
#

Transparency overhead

kindred abyss
#

wait until you find out how we hide every single pouch 🫣

sly skiff
#

It's not hiding. It's making them transparent

kindred abyss
#

i know 🙂

#

better than 20 trillion p3ds tho

sly skiff
kindred abyss
#

no such thing

#

<- was definitely not about to push 400k facewear variants to main on the usp repo just before we released bc siege wanted beards

sly skiff
limpid sky
#

how can i open .ebo?

sly skiff
limpid sky
#

shucks

#

i want to check out how that switching between FFV and mounted turret works

#

any resources?

sly skiff
#

no.

#

but you can ask the maker

limpid sky
#

maybe a similar mod that has the same feature?

glossy inlet
#

If you want a file, you can also just ask

sly skiff
#

config stuff can be seen in in game config viewer too or via a All in on config dump

limpid sky
#

thats true, its just a bit difficult to navigate in

sly skiff
sour hedge
scarlet burrow
#

Hello. I formatted my computer. I reinstalled arma 3 tools but it does not pack properly. After packing, the game does not read the rwmat extension. How can I solve this? I try almost everything

glossy inlet
#

How do you know that it doesn't read it?

scarlet burrow
#

It gives errors in in-game tests. and rawmat does not work in textures.

#

I check from pbo. There are rawmt files in it.

#

.sqf;.sqs;.bikb;.fsm;.wss;.ogg;.wav;.paa;.jpg;.jpeg;.png;.tga;.rvmat;.p3d;.shp;.wrp;.fsm;.txt;.xml;.csv;.html;.lip;.sqm;.cpp;.hpp;.ext;.bin;.cfg;.mat;.pac;.rtm;.lip;.dbf;.shx;.hpp;.tmr;.bisurf;.vsh;.psh;.mcfg;.vsi;.vsm;.vsd;.csv;.h;.hpp

scarlet burrow
glossy inlet
#

open the pbo in notepad++, and look at the first couple lines.
Is there a prefix ?

sly skiff
scarlet burrow
glossy inlet
# scarlet burrow

That is PBO manager (a bad tool that should not be used to pack mod pbo's).
Not the Notepad++ I asked for

glossy inlet
#

but your filepaths say it should be tmt\tmt_faces

scarlet burrow
#

Ah now the problem is solved. Thank you

scenic canopy
#

I see someone dared to touch terrain builder 🏅

rancid lake
#

I'm trying to use pboProject to compile a p3d but i get an error of missing p3d which is inside a proxy. How do i prevent pboProject from trying to extract p3d from proxies ?

sly skiff
#

the reason being you dont wonder why dis dont work when you get it in game

rancid lake
sly skiff
#

well thats not pboProjects fault

#

BI moved the bysta p3d to another folder

#

repath it to its new location

#

or name the proxy just bysta

#

the name is the important part

#

p3d is irrelevant

#

p3d is just for visual representation in buldozer

rancid lake
#

Hmm i see, let's me try this

#

Indeed it worked well

#

Thank you very much 🙂

#

And an update on A3 samples would be appreciated ^^

sly skiff
#

😄

#

it would

rancid lake
#

Now pboProject says ```P:\temp\IARTS_Military_Uniforms\military_sport_uniform.p3d DeP3d:Error
p3d error Error

P:\temp\IARTS_Military_Uniforms: DePbo:Pbo: p3d error
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
IARTS_Military_Uniforms.pbo not produced due to error(s)
failed``` but there is nothing in the log. What can cause this ?

#

It also says ModelInfo.MemSphere is not a float What is ModelInfo.MemShere ?

#

Well, i couldn't figure out what was pboproject's problem so i used Addon Builder and everything went well

dawn palm
#

check u are on latest mikero tools

rancid lake
sly skiff
#

the all in one installer sorts it out pretty easily

stark cypress
latent dagger
#

Is there any tool that can skim through my addon's folders recursively and find unused textures or assets not used in any config or p3d?

#

I was using mikero's MoveFolder and figured something that can sort through things and rename them like that would be very useful for finding unused data after but I don't think there's anything of the sort currently

dawn palm
#

you can use moveobject twice by putting folder back to original location which will remove rhe unused stuff.

rough grove
#

Preview of a feature being worked on for HEMTT!

Generate all your picture and editorPreview images!

hybrid nest
#

maybe i do need to learn hemtt

robust vessel
#

sounds.... awfully familiar 🤣

hybrid nest
#

(ill never actually learn it ill just keep saying im going to)

#

the gui of mikeros just makes it too easy to not use

#

like i want to but the commandline is just rough

rough grove
#

The command line is really not bad, and people have .bat files if they want to avoid it. You just run a single command, or double click a file

kindred abyss
#

scout likes copium

hybrid nest
scarlet laurel
#

Hey, idk if this would be the right channel to ask, so i apologize if it's not, but I'm having trouble with Mikero's AIO tools because of my own stupidity. I was wondering if anyone would be able to help or give some insight on my screw up.

I'm pretty sure it's a license problem, or rather the lack there of. I was just trying to get the free version not the paid, but I was tired and messed up because I wasn't thinking.

I didn't set up the license or something during the last parts of the install last night. I was super tired and wasn't thinking straight.

I got error saying "you aren't authorized to use this branch." With an option to close or to switch branches.

Switching branches takes me to a "downloading update" screen for version 1.0.1.0 but it soon says "Could not connect to remote CDN server. (404 / AIO update).

Hitting ok on that still has me at the downloading update screen, which I think isn't gonna do anything. I tried to remove Mikero's AOI from my PC and reinstall but I have the same issue.

Does anyone have any ideas how I can fix this?

sly skiff
scarlet laurel
#

I was also considering using my Dad's PC to download Mikero's AIO tools to a flash drive and then moving the file over to my PC, but idk if that would work

sly skiff
#

link sent.

dawn palm
#

@scarlet laurelask for stickie in our discord channel

scarlet laurel
empty kindle
#

Is it ok to publish WSS mux/demux for ffmpeg?

empty kindle
glossy inlet
#

I don't know if WSS actually stands for something.
I can check that next year

empty kindle
#

Isn't that "wave stream source"?

dawn palm
#

This has nothing to do wuth the wss format as applied by bis. wss IS a wav file with all editing removed. the url above is nonsense and applies to wav,

glossy inlet
dawn palm
#

very

empty kindle
dawn palm
#

it has no releavane at at all. it's a wav content you are describing.

empty kindle
#

WSS? Indeed, but you need to parse header envelope first to be able to read the PCM part properly.

#

so mux/demux is quite simple, just parse header and continue as PCM

#

I have mux/demux done.

dawn palm
#

as stated. wss IS the wav file with all irrrelevanicies removed. In addition, the pcm data itcan be pure. byte or nibble comrpressed.

empty kindle
#

all clear

dawn palm
#

who cares?

empty kindle
#

I'm not sure what are you discussing than @dawn palm.

empty kindle
dawn palm
#

Is it ok to publish WSS mux/demux for ffmpeg?
it seemed an entirely irrekevant question.

thin turtle
#

@karmic niche do you happen to know if you have to query each server individually for the mission name?
IGameServersService/GetServerList only returns the server name and some other server info

{
    "response": {
        "servers": [
            {
                "addr": "165.165.157.43:2403",
                "gameport": 2402,
                "steamid": "90219789769128971",
                "name": "Derelict Malden Server (PVP from 17:00 Only)",
                "appid": 107410,
                "gamedir": "Arma3",
                "version": "2.18.152239",
                "product": "Arma3",
                "region": -1,
                "players": 2,
                "max_players": 20,
                "bots": 0,
                "map": "Malden",
                "secure": false,
                "dedicated": true,
                "os": "w",
                "gametype": "bf,r218,n0,s7,i1,mf,lf,vt,dt,tsurvive,g65545,h1e5db0ea,f0,c-2147483648--2147483648,pw,e15,j0,k0,"
            }
        ]
    }
}
karmic niche
#

So instead of querying the valve master server for a server with given parameters, you HAVE to get ALL the available servers' IPs and then query them one by one

#

Hint/spoiler: your home router probably can't handle more than 1000 active UDP "connections" at the same time (so that it knows to which computer in your home to rely the packets coming back from the server) and will start dropping new UDP "connections"

#

And a totally unrelated "fun" fact: there are usually ~6000 servers to query at a given time. Have fun 🙃

thin turtle
#

I just ignore all the empty servers

thin turtle
karmic niche
#

If you want more information about a server, you have to query that server for "rules" (A2S_RULES packet) and then decode that using SeverBrowserProtocolv3

karmic niche
karmic niche
#

(with only 5 servers being actually populated, from what i can see 🤔 )

scenic canopy
#

it's a good map, really nice for TvT

thin turtle
karmic niche
thin turtle
karmic niche
#

Yeah, it all make sense now. I first thought that this was the number of servers with maps (and not by players) so I was surprised that this was the second map being played

thin turtle
#

also not entirely accurate since self hosted servers don't report a map when queried using the steam api

#

nvm doesn't seem to be based on dedicated true/false
seems like some servers just dont report map

karmic niche
#

Do you mean that you can't query them because they are behind NAT or do they literally not report them and have some bogus infor there?

thin turtle
#

it must be servers where a mission hasn't been selected yet?

#

that would make sense

karmic niche
#

They may not report maps because none was selected yet

thin turtle
#
            {
                "addr": "193.135.10.135:20290",
                "gameport": 20289,
                "steamid": "90219545324768257",
                "name": "Rattenspielplatz",
                "appid": 107410,
                "gamedir": "Arma3",
                "version": "2.18.152405",
                "product": "Arma3",
                "region": -1,
                "players": 0,
                "max_players": 20,
                "bots": 0,
                "secure": false,
                "dedicated": true,
                "os": "w",
                "gametype": "bt,r218,n0,s1,i1,mf,lf,vt,dt,g65545,h8db2bbe9,f0,c-2147483648--2147483648,pw,e0,j3.40282e+38,k3.40282e+38,"
            }
#

this one for example

#

map just doesn't exist

karmic niche
#

Check the server state. I can see most of the servers in the "selecting mission" state

#

(the ones that don't report a map)

#

Although I don't remember where that state was stored, whether it was in the rules or in A2S_INFO 🤔

thin turtle
#
    if 'map' in server and server['map']:
        maps_players[server['map']] += server['players']
        maps[server['map']] += 1

I was slightly confused the first time without the if and it threw and error bc map didn't exist lol

#

but it makes sense now

thin turtle
#

over 1000 servers on mission select, thats quite a bit

karmic niche
#

Btw @vague shard 👆

#

There's someone who does statistics on available Arma servers 🙂

#

(and they do it in Python 😁 )

#

Sorry this is probably in wrong place but didnt find better one. My question is, is it ok to create extension for arma 3 that registers hosted games to a web site to create a list of hosted missions so people can see the games running?
@glossy stratus for what it's worth, we did something like that in EMM (Enhanced Multiplayer Menu) that's available in the Prairie Fire and Spearhead CDLCs

opal mist
thin turtle
glossy stratus
thin turtle
karmic niche
thin turtle
#
import requests

# Example API URL
url = 'https://api.steampowered.com/IGameServersService/GetServerList/v1/'
# Add key limit and filter parameters
url += '?key=API KEY'
url += '&limit=10000'
#url += r'&filter=\appid\107410\empty\1'
url += r'&filter=\appid\107410'
response = requests.get(url)

# Check if the response is OK (status code 200)
if response.status_code != 200:
    print('Failed to get data:', response.status_code)
    exit()

# Assuming the response is JSON and can be parsed as a dictionary
data = response.json()
karmic niche
#

We're querying the master server The Old Way, without any API_KEY 🥲

thin turtle
#

no thanks I'm good KEK
i'll stick to using my api key

karmic niche
#

Link needs PERSONAL STEAM API KEY to be worky 😉

glossy stratus
#

aah 🙂

thin turtle
karmic niche
#

also send help

thin turtle
#

I'm assuming you had to use that way since everyone with the cdlc has to be able to query it?
so you couldn't include your own and you can't get people's api key to use

karmic niche
#

Technically, we could, because we built a crawling backend that crawls and aggregates current data every minute, that game clients then query, but I remember we started working on that uhh... somewhere around literally 5 years ago and I don't even remember what was available to people back then

#

All python solutions that I found back then were using custom requests, and besides, we had to roll our own anyway, as we wanted to query all the servers every minute and the solutions available on github wouldn't be able to do that on time

#

...or at least that's how it looked like. I don't remember the details anymore, as that was years ago

#

There could have also been things that were available at the time, but that I missed, because there were lots of other things to implement on time, too 🤷‍♂️

glossy stratus
#

well json and server IP & name I assume

#

but can this be used to accurately get only certain games, like Life or KOTH (As example)?

karmic niche
glossy stratus
#

oh yes i forgot the gametype thing. it maybe still worth making own system which would be faster and accurate

karmic niche
#

But for some reason, it's missing here: #arma3_tools message
Maybe that field is optional and the mission maker didn't set any type for their mission 🤷‍♂️

#

It should look like something,t<name>,somethingelse in the gametype entry, AFAIR

#

I don't think that Life has a separate gametype (at least not officially)
Maybe they are using RPG, as I see there is such a type available. You'd have to check it yourself

glossy stratus
#

no prob. im actually doing CTI mission but that alone isnt good enough filter

thin turtle
#

@glossy stratus this is the example response

glossy stratus
karmic niche
# thin turtle

That's interesting because I also have a "game" entry for that server that says "Exile" 🤔

opal mist
karmic niche
#

Name string Name of the server.
(...)
Game string Full name of the game.

I would have expected both to be present in the response

opal mist
#

It would be weird for new players (I believe) if they actually had the "LIFE" as type, as it's informational value is 0 for newbs

thin turtle
karmic niche
glossy inlet
karmic niche
glossy inlet
#

Different id think

#

But maybe that's a arbitrary enum filled from different sources, that just happens to be mostly the same

karmic niche
#

Don't say that! I'm now going to spend half of the night searching where I found these values because of you 😅

glossy inlet
#

Sending mission is also weird.

There is "receiving mission" client state.
A "sending mission" server state doesn't exist

karmic niche
#

I couldn't find it on the Biki, so I'm taking a guess that I found it in one of the projects on github and just assumed someone else clearly knew what they were doing (:

glossy inlet
#

Sus

karmic niche
#

@spiral forge

glossy inlet
#

I shall maybe research that someday

spiral forge
frozen meadow
#

this remember me when i tryed to extract what mods the servers are using, but failed epically to decode it :/

empty kindle
vivid bloom
opal mist
karmic niche
opal mist
karmic niche
#

Btw, in my case, the actual number of connections was around 950 - probably 1024 minus anything else that was going on in the house, which forced me to use the lowest value of... 500/min if I wanted to make sure I don't miss any server 😔

#

That's what you get when you're forced to use the box your ISP gave you :[

stark cobalt
#

Not sure if this is the right channel to ask - i wonder if it is possible to rename a .pbo without it messing its config and model paths inside

glossy inlet
#

If the pbo is properly built and has a prefix, then the filename doesn't matter

#

Open pbo in notepad, and see if you see a "prefix" at the start

stark cobalt
#

should be "pboprefix" correct?

stark cobalt
#

nvm, found it, thanks for the help dedmen!

dawn palm
#

pboProject allows you to rename the pbo during crunch time

topaz grove
#

Anyone available to help me debug my errors? I've never ran into this issue before.

dense cove
#

...And where is your error

topaz grove
#
7:54:26: No entry 'P:\bin\config.cpp.CfgVehicles'
17:54:26: No entry 'P:\bin\config.cpp.CfgAmmo'
17:54:26: No entry 'P:\bin\config.cpp.CfgNonAIVehicles'
17:54:26: No entry 'P:\bin\config.cpp.CfgInGameUI'
17:54:26: No entry '.DebugFont'
17:54:26: No entry '.font'
17:54:26: '/' is not a value
17:54:27: No entry 'P:\bin\config.cpp.CfgFonts'
17:54:27: No entry 'P:\bin\config.cpp.CfgFontFamilies'
17:54:27: Calling ' >> ""' (empty parameter name)
17:54:27: !!! UNREGISTERED STRING
17:54:27: No entry '.size'
17:54:27: '/' is not a value
17:54:27: No entry 'P:\bin\config.cpp.CfgSurfaces'
17:54:27: No entry 'P:\bin\config.cpp.CfgDefaultSettings'
17:54:27: No entry '.defaultVisibility'
17:54:27: '/' is not a value
#

I have never noticed if this is normal or not, found it in my binlog. I'm running my old mod that binarized fine a year ago, now I'm a little lost.

dense cove
#

Do you mean your config you used to pack, is no longer packable, and that error is somewhat logged?

dawn palm
#

my guess is he hasn;t extracted the game and there is no bin\config.bin or cpp

topaz grove
#

That is probably what is happening. I was confused since I have the a3 folder inside my P drive. I'll look through the documentation and see what the resolution is.

craggy coral
#

Hello, I'm trying to create a road map for myself of what's involved to work with and/or make mods on a mac. I started out on the mac branch and got some useful feedback but kind of felt like that might be more player oriented. Thought I'd try here as well...

So far I have PBO viewer running to unpack PBOs (and hopefully repack as well), and I've found the online paa converter tool for those files.

It kind of sounded like p3ds will be my biggest headache. I read Blender can work with them and is available on a mac, but was told it still requires the windows arma tools. Maybe that means it's a no go, but I would like to understand more.

Are p3ds the actual working file format that can be edited or another container? And what part of that process requires the arma tools to do what?

Thanks in advance for guidance and suggestions.

dawn palm
#

p3ds are the final, binarised object such as a tree, building, soldier, tank.... they appear in game and were created by bis binarise. a tool that only runs under windoze.

The UN binarised p3d is created by object builder using blender (as an eg) to import. some lixux users create their models with gimp. ultimately they all rely on the windows-only object builder.

I produce a suite of tools to exrtract/pack a pbo. de/binarise configs , create bis sound files, add animations,blah blah blah. ALL of the commaandline verssions of these toosls work on Lixux. Dos. mac os. and Arm risc cpus.

sly skiff
#

just in case you didnt know already, you can not edit anyone elses p3ds (from base game or mods)

#

repacking pbos is also not a thing

#

if you make something you dont repack others stuff

#

you pack your own things

craggy coral
craggy coral
sly skiff
#

reverse engineering is not needed either

#

there are arma3 samples on steam

#

and you dont want to learn any bad development habits mods might contain anyway

craggy coral
#

I just found the guides area on Steam 🤣

Looks like there's a lot of info there, so I'll try and flush out my road map for a typical project there first. Thanks for bearing with me.

craggy coral
# sly skiff both

Maybe it's not repacking technically but to better understand your point I tried unpacking a PBO, editing a file within it, and then creating a new PBO with all the files that I unpacked from the original. That definitely seems to work.

sly skiff
#

to not pick up anyones bad habits

#

the samples do have some flaws in them since they have not been updated with all latest changes/additions

#

but I believe thats still better starting point

craggy coral
sly skiff
craggy coral
sly skiff
#

dont know

#

but also dont know why it would not just install

thin steppe
#

Warning: memory usage limited by a page file. Current limit 7266 MB, wanted 10513 MB.

#

Try to build Car in Addon builder

sly skiff
#

pick 1 channel

thin steppe
grand matrix
#

Hello this is an issue that I am unable to resolve when trying to update my arma 3 mod on the workshop. Its driving me nuts and I dont know what to do. Anyone dealt with this issue before? Havnt been able to find a solution with arma 3 tools

dawn palm
#

is workshop necessary?

#

(I just use the cmdline to load a mod or two)

latent dagger
#

Publisher still seems to crash when uploading a mod with Visibility: as anything other than Public

#

I remember seeing a changelog a while back fixing it but idk if maybe it reverted

grand matrix
#

Still havnt been able to resolve it

#

to expand on my issue

#

checked logs and got this

#

2024-12-31 16:58:33,084 [ERROR] 1 (:0): Publisher.PublishProgressViewModel.<PublishItemExecute>b89_1 - Publisher.SteamAsyncOperationFailedException: Steam error code: 8, Error code: 1, Error message: STEAM_API_DLL TODO

compact matrix
#

Could we get Arma 3 Tools and Samples for MacOS? i want to work on my mods on the go and CrossOver sadly does not support the tools.

I could use Parallels but ill have to buy a license for that to test it out there 😄

orchid shadow
glossy inlet
compact matrix
#

No, its not available for Download

glossy inlet
#

Well you couldn't open most of the files in there anyway as the tools don't exist on mac, so probably not worth making it downloadable

dawn palm
#

what an inane , pointless, conversation. As mentioned, some tools are already available but you've not even bothered checking them out. You would have noticed that the a3 sample configs are crunchab;e on the mac.@compact matrix gp away and do your homework.

sly skiff
#

Best to just write down the actual question and if people know answers they'll reply when they can.

We do also have #arma3_terrain channel for talking specifically about terrain making.

raw helm
#

Hi, i search a tool to check my mod perfomances, i developped some and i've long loading, and i don't know where it's bad.

glossy inlet
empty sleet
#

I am having problems trying to migrate to now making my mod with a P Drive and Mikeros' tools.

I have installed the tools, set up a P Drive and copied my mod files to it. I've also ran ArmA3P.cmd

The problem I have is that now I'm trying to use pboProject I can no longer successfully build any pbos. I've been publishing factions on Steam for about six months, am pretty comfortable working with cpp files and have previously published them using Addon Builder.

When I try and crunch the same folders using pboProject I get this message:

"prefix ignored in \JBM\addons\jbm_b_katanga$PBOPREFIX$.txt
\JBM\addons\jbm_b_katanga$PBOPREFIX$.txt :excluded"

It then fails to find any of the referenced files and so the build fails.

Note that all the files are present and the pbos work in game.

My local file structure is:

JBM > addons > jbm_b_katanga > data > preview > jbm_b_katanga_jeep.jpg

(all the above is copied over to P )

Each pbo in my mod contains a $pboprefix$ file with a prefix like this:

x\jbm\addons\katanga

In my cpp file I reference a preview or texture like this

editorPreview = \x\jbm\addons\katanga\data\preview\jbm_b_katanga_jeep.jpg;

Ugh. What am I missing? Hoping there is a simple solution!

peak nova
#

excellent! fix for a very strange error.

scenic canopy
empty sleet
scenic canopy
#

since cdlc files are encrypted and can't be extracted you'll have to add a dummy file to those paths

jovial elbow
#

You can find the internal filepaths using config browser

dawn palm
#

+Your config.cpp is in jbm\addons but your preview paas are in x\jbm\addons. They won't be packed into a pbo.

+It is a bad idea (and rude) to use up addressiing space belonging to someone else. In this case, X\ is "owned' by ace\cba and almost exlusively. constains sqf script. No one sane would ever scribble into it. You wouls not use A3\ for the same reasons.The my_tag\ system was invented by Ofpec to avoid collisions in game between their\elephant and your\elephant. Purely a suggestion: use p:\rvn as the beginning of all mods you make. eg:

rvn\buildings
\rvn\vehicles```
*of lesser importance using my_tag\addons is redundant. it  confuses people because addons\ contain pbos. eg mods, A mod (can) contain dozens of pbos. It serves no useful purpose for you to have that\thst\extra folder name.
worldly ginkgo
#

@rigid phoenix i think u'd be interested

empty sleet
#

Thanks guys, useful advice. I'm certainly not trying to be rude and insane.

  • I'll remove the x\ references, think that was a habit I gained from reverse engineering from various examples when I first started
  • remove redundant 'addons' folder
  • add a dummy file to cdlc texture references? Not sure on this, will have a play

Thanks again

neon flax
#

addons in pboprefix is also pretty standard for any mod following CBA project style structure.

empty sleet
#

Yeah it was CBA project structures and examples that I first based it on

dawn palm
#

still best to stay out of the x folder. use a my_tag. this won't be your last pbo and you don't want to clutter up the root of your 'p' drive (or x) with noise.

empty sleet
#

I've now reserved JBM with OFPEC. I'm already up to 14 pbos actually. 11 for faction pbos, and 3 for common elements for them (weapons, uniforms, flags)

They all now build with PboProject with one exception, my uniform mod. Ironically it was a problem with that that led me to converting to P drive and your tools and its now still the problematic one 😪

dawn palm
#

haaaaaaaaaaaaaa

#

(nicely done tho from what you mention above. fair less hair tearing)

wooden bridge
#

There are too many guides with different style.. What could be a best reference for new mod makers?...

#

Especially file managing..

wooden bridge
#

Thank you! I'll look at it

wooden bridge
#

Does addon builder use $PBOPREFIX$?
As the pictures, the file doesn't seem to be working.

2. Then in the `$PBOPREFIX$`, put some arbitrary input for test.
3. After packing, the pbo file use default prefix.```
If I'm using addon builder, should `$PBOPREFIX$` be used only to work with `-filepatching`?
neon flax
#

Addon builder needs manual prefix specification.

wooden bridge
neon flax
#

Use hemtt

#

addon builder is trash

wooden bridge
#

What about the arma 3 itself?

#

I want to test some functions with filepatching

neon flax
#

what about arma 3?

#

you need correct symlinks matching your prefixes for filepatching to work

#

hemtt can do this for you automatically.

#

hemtt launch will build the addon, do the symlinks and launch the game with correct parameters.

wooden bridge
#

When you're using hemtt, where should I put my test mod folder? at P drive or at arma 3 x folder?

neon flax
#

outside arma, does not matter, wherever you keep your projects.

#

hemtt does not use pdrive

#

when you're using the launch param it will create symbolic links to your addon in arma folder.

#

So filepatching works automatically.

wooden bridge
#

Ok.. actually i'm not friendly with cli env

#

First i'll have to install winget

neon flax
#

it's bundled in newer windows installs.

wooden bridge
#

So I have to clone the mod template and then..

#

use powershell with it

wooden bridge
#
  • in project.toml
name = "PRC-96K_Custom_Radio_Mod"
author = "Sakyamoney"
prefix = "SAKY_PRC96K"
mainprefix = "z"
  • in pboprefix
z\SAKY_PRC96K\addons\prc96k
  • PRC96K.p3d is in root addon folder(prc96k)
"P:\@PRC96K_Custom_Radio\addons\prc96k\ui"
"P:\@PRC96K_Custom_Radio\addons\prc96k\$PBOPREFIX$"
"P:\@PRC96K_Custom_Radio\addons\prc96k\config.cpp"
"P:\@PRC96K_Custom_Radio\addons\prc96k\model.cfg"
"P:\@PRC96K_Custom_Radio\addons\prc96k\PRC96K.p3d"
"P:\@PRC96K_Custom_Radio\addons\prc96k\PRC96K.rvmat"
"P:\@PRC96K_Custom_Radio\addons\prc96k\PRC96K_CO.paa"```
* in config file,
```model="SAKY_PRC96K\PRC96K.p3d";```
`hemtt launch` gives me no model... What am I doing wrong?..
I think I tried every combination..
#
model="SAKY_PRC96K\PRC96K.p3d";
model="\SAKY_PRC96K\PRC96K.p3d";
model="prc96k\PRC96K.p3d";
model="\prc96k\PRC96K.p3d";
model="\PRC96K.p3d";
model="PRC96K.p3d";
etc...
scenic canopy
#

z\SAKY_PRC96K\addons\prc96k\PRC96K.p3d

ruby meadow
#

Damn I'm too slow

scenic canopy
#

pboprefix is the start of your pbo path

wooden bridge
#

I'm using hemtt tool so I followed as its guide.

#

the addon folder is in
P:\@PRC96K_Custom_Radio\addons\prc96k

#

But hemtt book says to set it as z\{prefix}\addons\main

wooden bridge
rough grove
#

yeah HEMTT launch requires you to be two folders deep. It should be {mainprefix}/{prefix}/..., that's where some mods use x\{mod name}, or {tag}\{mod_name}, like \CUP\Weapons

#

you're only using SAKY_PRC96K, no main prefix, and you can't just add the x without that actually being the path you used for your models

#

HEMTT will build a mod with only a single prefix like you have, but it won't let you use hemtt launch

wooden bridge
#
author = "Sakyamoney"
prefix = "SAKY_PRC96K"
mainprefix = "z"```
#

So.. for now when i'm doing it with hemtt launch, it loads the mod in z...

#

But what about if I pack the mod and publish?

#

It should be in arma3 root folder as something like @PRC96K Mod

#

but my config still use z\SAKY_PRC96K\addons\prc96k\PRC96K.p3d

rough grove
#

If your models have paths to textures and materials in them, they'll no longer point correctly if you add \z\ to your prefix

wooden bridge
#

What should be the proper setting?

rough grove
#

to use a main prefix in HEMTT, just pick one, like \saky\prc96k\addons\..., or use \x\, but the models need to be updated to use the new path

wooden bridge
#

I'm really confused about workflow cus this is my first time working with mod with p3d. :)...

wooden bridge
rough grove
#

yeah, the main prefix isn't unique, but the mainprefix and prefix combination should be, so you could then use \saky\my_other_mod\ for another mod you make

#

then with hemtt launch, there'd be a saky folder in your Arma 3 installation, with symlinks inside to each mod

wooden bridge
#

And... back to $pboprefix$...
It will be included in pbo file meta data and arma 3 will refer that address when I'm using -filepatching?

rough grove
#

yes, so if the pboprefix is \x\y\ and you use -filePatching, Arma will check for folders x\y within the Arma 3 installation folder

wooden bridge
#

If that's the case I belive it should contain P:// address to my unpacked addon folder, not like z/ or saky/ .
(my dev folder is in P)

rough grove
#

no, this is within Arma 3's virtual file system

#

you can create a symlink that points from the Arma 3 folder to your dev folder, which is what hemtt launch does for you

wooden bridge
#

You mean I can change value in P drive, and see the change on the fly if I use hemtt launch?

rough grove
#

Only for certain things, primarily scripts can be recompiled

#

your config or model changes won't reload on the fly

wooden bridge
#

Yes that's my main concern

#

It was too complicated but you helped me a lot. I'll try

rough grove
#

were you already building your mod with HEMTT, or using something else?

wooden bridge
#

This is first time and tried addon builder only

#

now I'm using hemtt

rough grove
#

ok, I would recommened using HEMTT or Mikero tools instead for sure

#

if you don't want to start using a mainprefix, which will require changes to your model, you can just create the symlink yourself

wooden bridge
#

How can I check my symlink?

rough grove
#
mklink /D "{Arma 3 Game Folder}\SAKY_PRC96K" "{Path to your mod source}"
#

then in hemtt config you leave out mainprefix and just use the prefix of SAKY_PRC96K still

#

that won't let you use hemtt launch, but you can just add the folder to the Arma 3 launcher and launch yourself after using hemtt build

wooden bridge
#

🫠

rough grove
#

If you can edit the models to use different paths, I would go that way

#

with something like \saky\prc_96k\ as a prefix

#

that'll be easier in the long run once you do the edits

wooden bridge
#

You mean change paa and rvmat in object builder?

rough grove
#

yes, instead of the paths starting with \SAKY_PRC96K\, change it to \saky\prc96k\

#

then when you use HEMTT with a mainprefix, everything will line up and work

wooden bridge
#

should it start with ?

#

\

rough grove
#

I'm not too familiar with object builder, I am not sure if it should or not

wooden bridge
#

I'll try

wooden bridge
rough grove
#

in your P drive, also change the folders to \saky\prc96k, then it'll be fixed there too

wooden bridge
#

I actually ran hemtt right outside the addon folder.

#

you mean (my mod developping folder)\addon\saky\prc96k like this?

rough grove
#

no

#

just P:\saky\prc96k

wooden bridge
#

By the way, I thought @ is recommended for mods. but now it seems theres is no @ in arma 3 folder but it contains as saky\prc96k\addons\... When do I set @ in front of the folder name?

#

Or is it hemtt not adding @ like CBA or ACE?

wooden bridge
rough grove
#

you don't need to worry about @ here

#

that's just what ends up when the launcher pulls it from the workshop

wooden bridge
#

Thank you for large help. now i'm suffering from new bug though... meaningless cannot open object bug lol

#

its 5am here

dawn palm
#

@ is used to indicate the OUTPUT folder, not the source files to build p:\saky\prc96k eg

nimble island
#

Small question about Compositions.
The context: one of the tools to ease TvT mission makers life, the goal is to create the mission PBO as fast as possible (for TvT only). Here it is a tool to manage mostly units loadouts from the outside.
I am adding a feature to generate compositions in one command from YAML files (to put the dozens of playable units at once):

#

For example, greenfor will generated a composition like that:

#

all good but 2 small questions:

#

✅ units are not in "Independent" but inside a dedicated "rebels_greenfor folder (the name of my compo). Is there a way to change this? (I would like the tool to be as seamlessly as much as possible)

#

Next point: it does not keep the callsign of the groups, even if the composition.sqe contains the definition.... it does not work with compo made into the editor too.

#

the:

        {
            class Attribute0
            {
                property="groupID";
                expression="                            if (isNil 'CBA_fnc_setCallsign') then {                                _this setGroupID [_value];                            } else {                                [_this, _value] call CBA_fnc_setCallsign;                            };";
                class Value
                {
                    class data
                    {
                        singleType="STRING";
                        value="Rebel Group";
                    };
                };
            };
            nAttributes=1;
        };

Is it a known bug? Any workaround? (doing the setCallsign in the init I guess, but I would like to have it in the editor....)

junior beacon
#

units are not in "Independent" but inside a dedicated "rebels_greenfor folder (the name of my compo). Is there a way to change this? (I would like the tool to be as seamlessly as much as possible)
There is a preference setting for that IIRC

nimble island
#

checking...

#

Excellent! You won.... thank you dude 🍻

junior beacon
#

The group ID attribute is bugged

nimble island
#

yep

junior beacon
#

Even setting it in the init seems to not work reliably

nimble island
#

I can put "callsign" as a string into the init field, then the mission maker moves it to the callsign field, but another task to do manually...

junior beacon
#

I see. The callsign value doesn't even get loaded from the composition

#

But even setting the callsign to something doesn't carry over to the mission in preview

#

Never mind. It does.

nimble island
#

yes, no issue while setting it manually.

junior beacon
#

You could provide a script that automatically reads the callsign from the init and adds it to the attribute.

nimble island
#

you are right.

#

since I am processing the SQM to empty and refill VHL cargos and so on, I can browse the groups init/callsign too.

#

will go with it. Thanks a lot!

topaz grove
#
Cannot read registry key HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake

How to fix this? I've verified the integrity of A3 Tools, no luck.

dawn palm
#

pboProject updated appID for free and subscriber.

whem appID=1234;

is placed in a mod.cpp it causes all pbos (and consequently all p3d) to be set with the value. This is a bonus for those teams managing more than one dlc, or simply even 'forgetting' to set/clear
the appid for different mods.

glossy inlet
dawn palm
#

yep you need to 'play' them (once)

#

most folks then use shortcuts

nimble island
#

Hi all, small question.... if somebody has an idea....vehicles are defined as "dataType="Object" into the SQM, do you see anything discriminant enough inside the definition to ensure that it is a vehicle and not any random ammobox or whatever?

#

(my vhl are empty most of the time)

dawn palm
#

use isKindOf

nimble island
#

?

#

how? I am parsing the SQM text file out of the game....

dawn palm
#

no idea then

nimble island
#

yep, no solution from my researches, depending on the mods, you may have meaningfull CustomAttributes or not.

dawn palm
#

misread sqm as sqf🥸

nimble island
#

Not a big deal, I am setting the cargos on the vhl classes that I know, and just empty the cargo for others if any.

glossy inlet
sly skiff
#

house is a static vehicle

#

(also no wheels or engine)

nimble island
#

yeah, not an easy implem for 3dr-party tools!

#

Crossing finger to have A4 missions format in something standard like YAML or JSON at least, lost half a day to fix my sqm2json lib.

dawn palm
#

at the very top of the p3d is header info. one of the properties you can code for and read is class = building.

nimble island
#

yes, but I don't have access to p3d header in my context.

dawn palm
#

well you're using a pretty blunt instrument then.

nimble island
#

I just browse objects defined into any SQM, and set automatically the units loadouts and vhl cargos from external YAML config files. This process is done outside A3.

dawn palm
#

how do you expect to figire out what type of object you're looking at without looking at it's properties?

nimble island
#

I don't need it. For units, I have my own "unit classes catalog" so looking at the type field is enough.

#

For VHL, I empty any cargo if I don't know the type, (so it will be harmless for flag poles ^^) , and stuff it based on my own catalog too for the classes I know.

nimble island
#

Fun time..... just to access VHL cargos

#

it is -for real- an ammobox 😆

queen crest
#

dont know if this is the right spot to ask but is anyone familiar with the compiling of Arma 3 Arsenal Extension?

#

to basically Group the same guns/gear together to clean up the arsenal

nimble island
#

dunno this mod sry

queen crest
#

Arsenal Extension sry

nimble island
#

neither ^^

queen crest
#

dang ^^

dense cove
#

What? What's wrong with it?

jovial elbow
queen crest
#

yes thats the ACE arsenal version

#

Its just ... very complicated for someone who doesnt know how to code or isnt familiar with some of the terms used

queen crest
#

oh yea that one

#

The mod that groups up the "Similar" items

dense cove
#

And? What's your issue?

queen crest
#

With the normal mod? none
works perfectly

dense cove
#

?

queen crest
#

It groups all the mods up nicely

but the Version with the ace arsenal is not

dense cove
#

So do you mean some issue that is not related with my Mod?

queen crest
#

No i dont think so

#

The Ace version of it

jovial elbow
#

The ACE arsenal extended is dependent on the compat mods with it,
And the quality of the sorting is entirely dependent on how it was sorted by the person who made the compat mod

queen crest
#

okay
then i need to find out how to make my own compat mods

dense cove
#

And not even related to Arsenal Extension, my Mod

queen crest
#

Thought they were related to eachother

dense cove
#

Nope

queen crest
#

they do the same thing
Almost same name

dense cove
#

My Mod is not even designed to do anything with ACE

#

So, what is your issue? You don't know how to make your Mods compatible with ACE Arsenal Extended?

queen crest
#

exactly

dense cove
#

The documentation is there in the workshop page. Also #arma3_config for config question

queen crest
#

its just difficult to understand

dense cove
#

Hence the channel to help you

compact matrix
nimble island
#

Does someone know the logic behind "which item goes where" for an ammoBox CustomAttribute?

#

I am talking about the SQM definition on the cargo that looks like:

  [
    [[],[]],
    [[""rhs_mag_30Rnd_556x45_M855A1_PMAG_Tan""],[8]],
    [[""ACE_WaterBottle"",""ACE_MRE_CreamTomatoSoup"",""ACE_MRE_ChickenHerbDumplings"",""ACE_packingBandage"",""ACE_elasticBandage"",""ACE_morphine"",""ACE_epinephrine""],[5,4,4,3,5,8,6]],
    [[],[]]
  ],
  false
]
#

There are 4 "containers " with items class + amount, but.....

sly skiff
robust vessel
#

weapons/magazines/items/backpacks iirc

#

"\a3\3den\functions\fn_initammobox.sqf" lists them in that order as well blobdoggoshruggoogly

nimble island
#

thanks a lot.

#

Medikit is a weapon...

proven mica
#

Hello everyone, I’m coming to you to see if anyone has a solution to my problem.
I have changed computer and so I had to reinstall arma 3 tools (since I make arma 3 mods) however I have a problem when I apply the textures in Object Builder, they are not visible as i the path was wrong while everything is good.
It’s also impossible to have my mods in game the model does not show yet I tried even with an old mod that worked before. If someone could help me I’m a go. Thanks

sly skiff
#

so it can supplement the game usable path that has no P:\ in it

#

you should also use multimaterial for building walls

proven mica
#

This is already the case in OB options

#

It’s the first thing I thought

proven mica
sly skiff
sly skiff
#

if you have mounted P from arma tools launcher that usually happens

proven mica
#

I usually put rvmat no problem but even with it does not work

#

I have already reinstalled my P drive 2 times

#

Should I mount from where in this case?

#

now I have this error when I open buldozer

sly skiff
#

I think mikeros tools install contains a simple bat file for mounting P drive from any folder you like too

#

but also PMC wiki has simple steps how to make such bat

#

terrain channel has link to there at least

#

if we didnt put it up anyhwere else

dawn palm
#

@proven micaPLAY bis tools once, to set registries

ocean cloud
#

Howdy folks, quick question as a shot in the dark (more or less). Does anyone know which sounds.pbo file includes the sound of an approaching missile/rocket?

torn coyote
rough grove
#

winget install hemtt

#

Run that on a Windows computer, then you're done

torn coyote
#

Ok i go try

rough grove
#

It's only useful though if you are making a mod that is compatible with HEMTT, which will take some configuration

torn coyote
#

And if I only want to use HEMTT for previews of equipment and clothing, is that possible ?

rough grove
#

with the minimal configuration, yes

#

it is still an experimental feature though

torn coyote
#

ok i see

rough grove
nimble island
#

Question: I need to put something into the init field of some units and vehicles to flag them, like "skip=true" for my exeternal tool, so that when I process the SQM file, I know that I have to skip these particular objects.
I tried adding a CustomAttribute manually, but it will be deleted when saving again the mission from the editor. I hoped that any mod could add his custom attributes with no schema declaration, but it looks wrong.
My first idea is putting into init:
localNamespace setVariable["ArmATvTUnitsSkip", true];

it remains valid and harmless if the pbo is created with my 'flag' inside some init fileds. But the shorter the better. Do you see any better script? Or implem?

rancid lake
#

Is there any reason pboproject doesn't detect P drive when i mount it using a bat file instead of arma 3 Tools ?

sly skiff
#

not the other way around

#

how does "not detect P drive" manifest in this case

rancid lake
#

And weirdly pboproject doesn't detect p drive

#

i'm forced to use arma 3 tools to have it detected

sly skiff
#

Id suppose thats more a windows problem

#

have you tried restarting?

#

could be explorer bugging

rancid lake
sly skiff
#

then never again

#

as like I've mentioned it typically does not work right

#

you could try running your bat file as admin

#

to see if that does any difference

#

it is possible it does not like the folder being in the C user files

#

for example

#

win 10 is known to be more protective of system drive in some cases

#

you could also try if it works form some other drive

#

and from folder with no spaces in the name

rancid lake
scenic canopy
#

Are you running any of the tools as admin?

#

Mounted folders won’t be shared across desktop sessions

rancid lake
scenic canopy
#

don't 😛

#

that's why it can't find your P drive

rancid lake
#

I don't even remember why i decided to launch it as admin

dawn palm
#

pboProject will not run asAdmiin due to the mortal danger of bis binarize scribbling where it shouldn't. (pboPro could too but file access is strictly controlled in the code.)

oak steeple
#

need help dont know why this is popping up everytime i load optre mods like the regular one just wanna play it and i cant 😦

dawn palm
#

the msg says it all an optre,rtm file is corrupt.

oak steeple
#

yea but i dont know how to like get to it

dawn palm
#

contact the authors of course

sly skiff
scenic canopy
#

Also make sure your game install is fully updated

odd talon
#

quick q ive been able to pack very quickly with mikeros pbo project. Ive now added an object that uses multimaterials and it takes much longer to pack. Is this an expected behaviour? or is something going wrong

stark cypress
#

Hey, this is a mikero type question, does pboProject have the ability to use multiple threads for a faster packing?
I.E: Maps take a long time to be processed

sly skiff
#

and thats the part that takes time

dawn palm
#

@stark cypress@scenic canopy can answer that

#

if you have not split your project into seeparate pbos including multiple ;layers, 100kb or less. there's your answer.

scenic canopy
dawn palm
#

grrrrrrrrr

#

dewrp (gui) 2.10 works here.

#

there is no code in the gui to disable it.

wise mantle
#

is there any reason im getting graped by this error message seemingly out of nowhere?

stark cypress
#

But overall, is there a switch or something to enable multithreading?

stark cypress
dawn palm
#

@wise mantleyour model.cfg is broken use pboproject to tell you why

wise mantle
dawn palm
#

pack

wise mantle
#

got it

#

ty

#

luckily i had a backup model.cfg but i went ahead and got the tools anyway incase it happens again ❤️

#

just wanted to verify that that was actually da problem

opaque furnace
#

If my friend faints in multiplayer mode, does anyone know how I can revive him?

opaque furnace
sly skiff
#

I recall PMCwiki tutorial mentions it.

#

Thats said, if terrain is split into multiple pbos,

  1. Layers, 2. wrp+simple config, 3. Full config and data\ you can separate the largest pack processes so you pack only what you actually need to pack.
scenic canopy
lucid kernel
#

Can a p3d file be binarized? If so, how

sly skiff
#

p3d included

lucid kernel
sly skiff
#

no

#

making pbo

#

with addon builder etc

lucid kernel
#

Mmm

#

okok

sly skiff
#

you might have use of pboProject as it has more error checking

lucid kernel
#

Is there a difference when using the pbo manager?

sly skiff
#

yes

#

thats wrong program

lucid kernel
#

Oh

#

this?

sly skiff
#

yes thats wrong program for mod making

lucid kernel
#

It would be to hit the binarize button then nothing more

sly skiff
#

its a start

lucid kernel
#

oh

sly skiff
#

you may have problems in your setup.

lucid kernel
#

Mmm ok?

sly skiff
#

like no P drive and stuff like that

lucid kernel
#

oh no, calm down, that's it

#

No idea what it could be

lucid kernel
#

It already lets me pass it but when I check the binarize option it tells me task failed

sly skiff
#

means you have some other mistake there.

#

Id simplify whatever you got and get it to pack with just simple empty config

lucid kernel
dawn palm
#

your UNbinarised p3d is faulty.

#

It's a mystery to me why Bis even have that checkbox.

lucid kernel
#

I have already solved it

dawn palm
#

This is not a one way street, It's helpful to others to explain how you fixed jt.

lucid kernel
#

I had to debinarize everything and binarize it including the configuration

silent trellis
#

@orchid shadow swifty is getting flagged by AVs

dawn palm
#

that makes sense. bis binarize always crashes if you tell it toe binarize an already binarized p3d. On the other hand, pboProject has no problems with mixtures.

lucid kernel
#

Dpbo64.dll

dawn palm
#

probably

lucid kernel
#

but there won't be any solution?

#

I wrote it precisely to know if there is a solution xd

sly skiff
#

easiest to use the "all in one installer"

lucid kernel
#

this?

#

or which

dawn palm
#

@lucid kernelcan't help you if you don't say what the error is !!!

lucid kernel
#

@dawn palm I want to send you a photo but it is in Spanish, but it says that

dawn palm
#

pls use the AIO installer.

lucid kernel
#

ready

dawn palm
#

should work now.

lucid kernel
#

Thanks

#

Is there a difference compared to the addon builder?

#

out of curiosity

dawn palm
#

addon builder does not look for errors and reports none.

scenic berry
vestal jacinth
# dawn palm should work now.

hey! Im trying to use yours tools to build a pbo as im looking to buy your paid tool and obuscate my work. But using the free tools to test packing the PBO im getting errors saying that the rvmats and paa from the p3d cant be found. Building the mod works fine in PBO manager or addon builder, but your packer complains about the locations of those files listed in the p3d 😦

jovial elbow
#

Your issue might be related to your working files being buried inside the OneDrive folder, rather than in P:/ drive
I had a similar issue once where the texture paths weren't set right in the model and .rvmat

vestal jacinth
#

thanks

jovial elbow
#

Models were a bit more particular about paths in my experience
Config and texture only mods I had no issues with

vestal jacinth
jovial elbow
#

The sound with A3 filepath might stop being an issue if you unpack A3 data with Arma3p (also useful for looking at vanilla content for referencing)

lucid kernel
#

Can I debinary a tex file?

sly skiff
lucid kernel
sly skiff
#

you dont need to

#

its generated by the binarizing process

#

you dont touch it

dawn palm
#

use my tool. detex.exe if you want to look inside a texheaders.bin. fyi, it's a lookup table into every paa to rapidly 'see' the mipmaps

lucid kernel
#

Does this work?

sly skiff
#

😅

#

what is it you try to do

lucid kernel
#

a

#

the translator

#

Nothing that works basically

sly skiff
#

Im not sure what you try to say

lucid kernel
#

Elitnesss

#

Use that program

#

To review the tex

sly skiff
lucid kernel
# sly skiff why?

I'll explain to you, there are weapons that do not have the cfg model because they use dependencies on other mods, for example Niarms.

#

That comes out in the texhead or something like that

sly skiff
#

nooo

#

texheader has nothing to do with model.cfg

lucid kernel
#

I just saw it and yes

#

In fact everything comes out of the skeleton

sly skiff
#

Im so confused

#

I cant understand what you try to do

lucid kernel
#

Summary: No cfg model

#

There are no animations created per se because they already exist and are in dependencies, such as Niarms.

#

That's why some weapons don't come with the model cfg file.

sly skiff
#

binarization writes model.cfg into the p3d

orchid shadow
#

@silent trellis i know. :)

dawn palm
#

IF there's one to begin wiith.

#

instead of confuisng ppl with does it work? He should have said 'why is there no model.cfg?

true crescent
#

Sorry guys...was writing too quickly...wrong channel, my mistake !

rancid lake
#

Is there any reason pboproject can't find a texture that exists ?

#

yet the texture does exist

rancid lake
sour hedge
rancid lake
cinder plaza
#

Hello, I can't update the Arma 3 mod. I'm trying to publish it, and I get an error as a result. Do I want to understand this locally or for everyone?
Because I'm seeing problems with Arma Reforge and Arma3 (Units)
I decided to clarify if there was a problem with publisher arma 3 as well.

thick sage
cinder plaza
#

thanks, otherwise I thought I was the only one 🙂

thick sage
#

Yeah, I mean we still might be the only two ones, but I'm hoping it's related to the DDoS attack 🤣

cinder plaza
#

hahahahahmmyes

#

Then we're waiting for someone else to write about it.

dense cove
#

It actually seems something between you and Steam Workshop is having an issue. I've seen same error somewhere else, only few minutes apart

cinder plaza
cinder plaza
dense cove
#

It still doesn't mean you have no issue today

fallen prism
haughty gate
#

Question: has anything changed in the Addon Builder? When packing, the RVMATS are no longer packed and copied to the PBO. On November 7, 2024 I packed an addon and everything worked. Today I packed the same folder and all RVMATS are missing in the PBO.