#arma3_tools
1 messages · Page 7 of 1
Thanks, I've already tried it. In the current case I get some error messages that can't tell me exactly where the problem is. But at least I get error messages, not like the BIS tools.
Here the Error Log and config. Model is only a Cube in Geo and Res Lod.
pls show the dos screen with it's reason for failing
faurly confindent fo the cause but neeed the 'error' to not send you in the wrong direction.
ah yes.
memsphere us not a float. the p3d mentuned above is faulty. bis binarise hated it.
🤔
yiou could muck about with removing lods and propertoes until it 'works'
i'd meant that as a friendly reminder to update the tools to the latest version and try again 😉
👍
The Tools are from the November 7th 2024 , the aio Pack
so not updated
upps, my fault. i wil test it later with newer Version. Thx
anyone have issues with pboproject not selecting the p drive symlinked file and instead using its original path for windows 11, bc I did this on 10 and it was fine but I’m not sure if I’m missing something
nvm, i just had to go back through and redo the symlinks with MKLINK
So, packing Works. Now new Problem. In Editor its there and all looks good, but if i start mission preview , Arma3 freeze
hey I'm having a problem with my addon builder, it shows this error when I try to pack a folder that has p3d files in it and I have Binarize checked on, it doesn't happen when binarize is on and there no p3d-s, or when there are p3d-s but binarize is checked off. I don't think my files are a problem since I sent it to someone else and they had no problems with packing it, I did verify the integrity of files twice and even did a full reinstall of arma 3 tools and it's still broken. Any ideas what might be causing it ?
Maybe you're running it as admin or something 
Are they binarized P3d from somewhere else?
Ok sorry found an error, it apparently was problem a problem with a folder name in which I store my random projects since that one has polish characters in it's name and it seems it somehow was interfering with p3d binarization process (copied the mod files to a different folder and it worked without problem)
pboProject does not allow bis binarize to wander all over your P drive. Think about improving your tools.
Pretty sure that pboproject thing is some sort of malware, few months ago it bluescreened my pc each time I tried to use it, (so like 5 times) so I try to stay away from it
its not. but if the better tools dont wokr for you then you are stuck with the hard way
I am gonna take a shot in here.
Whenever I attempt to update my modpack for my unit. I keep geting a InvalidParameter and a steam error code 8? I had a look at other posts on reddit etc. someone said they only jus reuploaded it too fix it
Had same.
Searching , googling , it's some unknown issue.
Some has fixed with empty description and change log.
Or with another account (add to contributor).
I tried to search for it but is anyone familiar with pbo.tools? (That's their website link) I am having a hard time searching this discord for anyone else's experiences with it or if there's any caveats
Can't say rings bells. Why are you looking for them?
Someone else linked them to me with a question about them and somehow I've never even heard of it before
Ah it's that thing
https://github.com/PBO-Tools
They've got a github, and a website
They seem to offer a pbo obsfucator, both a free version and a paid version
Not certain what the point is, since the only stuff that can be effectively encrypted/obsfucated in Arma are the models
(sqf too I think, since it can be compiled to sqfc, not certain how reversible that is though)
Everything else can be gotten from config dumps as far as I know
my object builder has been stuck in this view for the longest time i can remember. How can i reset it to factory settings view?
You can just drag and drop these widgets (or windows or tools?) to your desired pos
they just make it even worse, i cannot extend the 3D view at all
now it looks like this
I am saying these widgets on your right
the widgets just distorts the other views, some widgets i cant move
i know I just moved some of them
You can even drop into an empty space of your screen, so it will become an independent window
@jovial elbow
Everything else can be gotten from config dumps as far as I know
My opinion is configs should be available to everyone to learn from. There's nothing in them that can be stolen. Not even a copy paste is usable.
I only give mild protection for sqf / script.c for that reason.
You have docked the toolboxes on right poorly. Undock all and arrange them properly
Object Builder is an absolute pain in this regard. Best to close all tool windows (using menu) and bring them back one by one around the main viewport.
Here is how I have mine arranged for a reference.
mine 😄
True,
At minimum classnames need to be changed for config, and usually more
And having them available to read just makes it easier for more people to make legitimate mods
(I quite like what the Aegis team has done, all of their share-alike licensed content is easily available through a github, rather than requiring unpacking and careful reading of licenses to determine what is what)
what models you mean? adjust how?
I have a clothing model but I don't know how to play it on arma3 through p3d
You would need to make it a mod.
You can study the Arma 3 samples on steam
And #arma3_model channel can be used to ask specific questions
This is a clothing mod that my friend authorized me, but I want to make changes to this mod
But I don't know how to do it on p3d
your friend must send you the UNbinarised version. You then make a modified p3d using Bis Object builder. You will eventually make a pbo using Addon Builder, Hemmtt, or pboProject.
Sorry my friend didn't send me the unbinarized version
how then do you expect to alter it?
Is it possible to re-modify or re-bind the version without unbinarization?
reverse engineering a p3d is illegal.
No there's nothing you can do
You need the original file.
And it can't be from some other game.
I bought these mods with money and have obtained all the authorizations
Mods can't be bought with money
You have been scammed
all you got for your money is Binarised p3ds then. which, are freely available via the @mod they came in.
And probably sold by someone who didn't even make the mod.
for sure
nope. blender is two steps behind the binarised p3d
We can not help with this
I am curious to know how you found the original author to get permission
And asking how to do it will get you banned from here
We have 0 tolerance on IP theft and ripping.
not just us. include Bis. and include many server owners.
No no no I didn't steal other people's mods
We can purchase mods through normal transactions
But what you want to do is just that.
No theft
You have been scammed and you can't use those models
I promise
irrelevant.
you fail to recognise that if you could, you would steal the p3d by reverse-engineering.
This transaction is protected by national law in our country.
again irrelevant. This conversation ends now.
Mods are not allowed to be sold
The tools and the game are non commercial
You buying the mod already is grounds to ban you
And the one who sold it
You can not use it.
any idea how to do the reds and blues for optimization on the model like this one
tiny picture, and what do you mean by reds and blues
I was asking about the normals and i got it, thanks guys!
you should not need to do anything with normals for optimization
Alrighty, thanks!
I'm using a .bat file to batch-build with addonBuilder. Does anyone know a way to emulate "binarize all textures" being off in the commandline?
textures=
but why you would want to do that escapes me.
Enough content that swapping it all over to hemtt would be like a month long project, so just optimizing my workflow until I either die or get the time to do a pause to do so
Niether pboProject nor hemmt have any relevance to the question.
In my world 'textures' are paa files. 'Binarised' from tga or paa source.
addon builder has an option to convert all png and tga in the folder
whereas it builds faster to not do that and have them pre-converted
Which is also a thing for pboProject
hi polpo
bis binarize is the core for all these tools and IF paa exists already it does not remake them (providing the datestamps are ok). The option in addon builder is pointless.
Hi, I'm trying to open FSM files, but it throws an error "No FSM inside this file" or something of that kind, I know these files are ok because in another computer it works, and opening them in notepad I can see the code, I think maybe it has to do with the compiler/decompiler, but don't know how to fix it, I'm using W7 and only have latest FSM editor in the PC where I have the error, no A3 tools, no Arma, would that be the problem?
hey everyone, do I need to register a OFPEC tag on the official website before I start? Looks like its down so I cant create an account to register one -https://www.ofpec.com/tags/
You don't need to worry about registering a tag, just use something unique to you and you'll be fine
@rough grove Thanks!
registering used to be cool thing to do though. but like Brett says the main thing is that your TAG_ is unique to your project
uniqiueness is the point behind ofpec tag by simply ensuring it is. perhaps bis should move it to their own website.
Hello. I have a strange problem with signing a PBO via console in Windows 11.
I am using dsSignFile and running the command in CMD:
C:\Users\BaxPC>cd C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\DSSignFile
C:\Program Files (x86)\Steam Files (x86)\Steamapps\common\Arma 3 Tools\DSSignFile> dsSignFile C:\SEMODS\Key\SHIELD_Main_v0.0.5.biprivatekey C:\SEMODS\Mods\SE_Card.pbo
At the first execution everything works - the file is signed.
But if I repeat the command (even if it's completely the same), the signing doesn't work.
Sometimes rebooting the PC helps, but not always.
I also tried to execute the same command through the Visual Studio Code console,
but there I immediately got an error with error code 1.
Any ideas why this is happening?
i will test this 'theory' with pboProject because it's not what i'd expect.
works fine here. So, my guess is the first instance of DSSignFile.exe has not exited for reasons unknown.
Apart from ffmpeg (which makes the video very choppy/glitchy regardless of the settings I use) - What are the tools/software/services used by the community to convert mp4 -> ogv format? (I used convertio but they have a 100mb free limit per file)
I use VLC
same
for entirely different reasons you might be intersted in deWss exe, It will convert wav/wss/ogg to any of the others (together with playback). for wss it will comvert compression from/to byte, nyble, or none.
I just launcher pboProject after some longer period of inactivity, and Windows Security suddenly finds a virus in the installation... anyone had similar experience ? Is that a false positive ?
false positive ime
but since its been a while, updating can still be good
Yeah, removed the old and reinstalling now, I'm not comfortable with allowing a potential trojan, even though it's likely a false positive
If it were a real trojan, it wouldn't detect it 😄
Or hemtt, which does this in CLI or it's vscode extension, and supports converting from mp3 too
and is free and open source
Could you share your method? I tried following a youtube tutorial and it ended up being as lossy / glitchy as the ffmpeg conversion.
Not really any method to it, select ogv output and thats it I think
I've also utilized Handbreak which I find it good so far (I've only converted a singluar video to ogv using this)
Here brief guide for exporting ogv vids:
**FFmpeg - **
https://community.bistudio.com/wiki/OGV_File_Format
- download ffmpeg 4.02 or 4.01 (I personally tested 4.01)
- Go to folder with extracted ffmpeg.exe (bin/ffmpeg.exe) and open CMD (https://youtu.be/MPV7JXTWPWI?t=244)
- via CMD use .\ffmpeg -i intro.mp4 -c:v libtheora -q:v 10 -c:a libvorbis -q:a 10 intro.ogv command to export ogv from source file
- this code works when source mp4 file is in the folder where ffmpeg.exe is. (bin/ffmpeg.exe) If you keep source file elsewhere you need to add pathinfo for theora and vorbis libs:
http://trac.ffmpeg.org/wiki/TheoraVorbisEncodingGuideIn case someone would find better export setting for Theora and Vorbis, please let me know
**Any video converter free - **
Optional export tool would be: https://www.anvsoft.com/any-video-converter-free.htmllibtheora bitrate 8000 frame rate 30
vorbis bitrate 320 sample rate 44100
BI forum had a couple of threads on it
Yea problem with ffmpeg for me is the constant glitchy / lossy video though it works fine for others. Using the same version as you. Don't know why it is the way for me.
Update: Handbrake conversion does not work ingame.
Hello! I just created in Alive Editor my custom OPFOR faction but it doesn't work in Dynamic Combat OPS missions. It's visible in the faction selection menu but instead of selected faction it spawns only the CSAT units from basic game. In the Dynamic Civil War works normally. How to make this work? Of course I've googled for Solution but unfortuantelty BI forums are closed due to the maintenance. I'm completly new in making mods so reply shouldn't be complicated for the more experienced modder.
hi guys one question, Eliteness let you see the model?
What do you mean by "see?"
no, it shows all the internal data (such as components or properties)
one example?
map=house
it also treats binarised (odol) or unbinarised (mlod) as born equal. Most of the data is the same.
If I make an insignia or a faction how do I upload it to steam as a mod or play with the mods with friends?
With the publisher tool
Alr thanks
hi guys, there is a tool to make the miniatures for the editor?
miniatures?
HEMTT can generate them using hemtt photoshoot, if your project uses HEMTT
Object builder crashes when i open buldozer on a model
any ideas where the logs goes?
it probably wont say why in logs
is it very complex?
yea
hmm its weigs 200mb, so... is quite complex
then thats the problem
i can hide some part of the model? or something?
Id guess Id recommend making it properly for game ready state 😅
i mean, im only modifying some stuff in it, ill ask who made this model was able to open buldozer
the model is already in the game, with some errors... but yea..
is it 200mb for 1 lod?
no, its a complete model
with all the lods and stuff
262mb actually lol
before it crashes its says something about "compiling error data"
Anyone familiar with ALiVE able to tell me why all of my infantry and (some) of the vehicles I put together with the ORBAT creator created side-swapped versions of their original factions instead of going into my created faction?
How to make my created custom ALiVE OPFOR faction to work with DRO missions? It works with Dynamic Civil War and Dynamic Combat Ops but not with Recon Ops. It only spawns the CSAT from vanilla game.
New Release of the Arma Toolbox
This one requires Blender 4.2 or later.
Updated to the new extension scheme
https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/v4.2.2
HEMTT VSCode Extension Update
Adds a P3D viewer
Hi I don't know if its the right channel for that so feel free to redirect me where it's appropriate. Yesterday I setup my p drive for the first time using arma 3 tools, today I start my computer and my P drive is nowhere to be found. i don't want to reuse the P drive setup tool in the object builder because apparently it erase everything in the P drive. Is there a way to recover it ?
You can reassign
You mean I can reassign my partition ?
Yes. Unpack is only mandatory first time
ok thank you very much !
P drive is usually not auto mounted on startup, you have to mount the drive again
Hi, could you please point me at the best current tutorials for addons making? I am a bit lost between all of these videos...
You’ll have to be more specific as that is a very broad field. There are dedicated channels for the different steps like modelling, texturing, config making etc
This page provides some structure information, but not all the possibles settings into mod.cpp and so on.
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon#Scripts
I can look at local mods I have subscribded, but sometimes there is an 'addons' folder, sometimes no.....
Is there any ultimate guide about addon files content?
I am looking for customizing the A3 home page and get links to my servers. I have seen the Spotlight customization here https://community.bistudio.com/wiki/Arma_3:_Main_Menu
and wonder if I can create more than one link to my numerous servers.
If there is no addons folder with pbos then the game won’t consider it as a mod folder
https://github.com/code34/mainmenu a bit old but should point you in the right direction
Thanks a lot!
does anyone know how to resolve the issue with arma tools not opening when you try to open it?
Try verify the tools install on steam
Anybody unable to use publisher tool, just doesn’t show any of my mods after starting , same thing on the pc of another modder I checked with to confirm it wasn’t just me ?
nvm, its back..?
already did that
I assume the older versions of the Blender tool box are not getting updated?
I never moved past 3.6.10 Blender as I absolutely can´t stand the new shading mechanics, but at the very least on this version of toolbox vertex groups assigned to a proxy will not carry over together with the proxy when copying it other LODs except for -all-proxies and @@armaproxy.X.
I have to manually assign the other vertex groups to each copied proxy. Not a big issue, but still. Not sure if it was reported.
most likely right
does the thing tool allow the user to do 3d retexturing of tank/plane/uniform from mods like RHS?
You need a paint program for that, this is for exporting 3d models from Blender
And… do you know any guide, video, or discord conversations on how to do 3D retexturing you can point me to?
If you mean something like Substance Painter where you paint directly on the model, you will need the actual model for that. But that is usually not available, and I am quite sure that neither RHS nor most other mods will give them out. So I don't really see much chance of that working out.
Hey Alwarren, idm putting in a bug report if its not a user error thing, but for some reason my geometry lod keeps reverting to fire geometry every time the blend file is closed and re-opened? I'm saving in-between but its just being odd
can someone tell me why blender wont let me install arma 3 tools
i keep getting a circular error
@severe lava
I've heard this one before, I have no idea why it does that. It certainly doesn't happen for me. I'll take a look at it tonight
Does your Geometry use a LOD distance?
You should definitely uninstall the old toolbox before installing the new one, but I have heard it would happen also on a fresh install. As I said, I have no idea why this happens, I need to look into it.
first time i got toolbox man
Just making a cuppa and I’ll give it a test
sorry didnt read all the way through
No worries. As I said, I'll look into it after work.
thanks man
if i change it to custom its distance is 1
also what do the colours on the lods mean?
fire geo is green, res is normal/grey/transparent and geometry is orange
There shouldn't be any colors.
Unless you assign them via Material colors
Hehe happens 😄
Cheers fella, I must've misclicked it at some point
Yep, seems to have fixed the resetting issue as well
😄
Woah that was so unexpected issue but thinking back that is the only way to cause value to reset like that.
Yeah it makes sense logically, cause the anim phase was set to have it as fire geo at 0 and i had 1 selected (timeline wise) so whenever i changed it without adding a new keyframe it reverted
If you had not mentioned the property colors this might have been unsolvable
Always good to overshare info on an issue tbf, nothing worse than finding someone on stackoverflow or something describing the exact issue you have and then replies with "fixed it" with no further context haha
Someone said this on the ticket on github:
"To fix this issue i extracted the ArmaToolBox and changed the MDLexporter.py to MDLExporter.py it needed a capital "E" but can confirm this worked for me and works great!"
I'll fix it tonight, but if you want to give it a go immediately try to change that.
someone know how to fix that u cant move in bulldozer
could be something messing with the key binds
maybe launch parameters are wrong
It’s the parameters from pmcwiki
Try the updated archive from github
Thanks bro
@severe lava managed to active it but whenever i import a p3d it gives me a 'wrong mdl version' error
That happens when you try to import a binarized models. The toolbox doesn't support that
binarized?
If you unpac a PBO, the models are binarized.
how do i unbinarize them
You don't. You need to ask for permission from the original author
and what if i cant
Then it's "tough luck"
mad
¯_(ツ)_/¯
this is also whats called stealing
and we dont support that here
its not though
well you can have your own opinion on that. But ripping is not tolerated here
it is though. you alter someone else's creation is called theft
but i havent altered anything
you are not allowed to touch other peoples models
you can use the mods
but that is all
alright so what is it you try to do?
simply look at the models for inspiration cause idk how to make them in blender
you can also use eliteness to inspect them.
also there are tons of video and written tutorials on "how to model things" online
those are the sources for answers on "how to make stuff"
you learn how to modle first
theres is no tutorial on how to specifically make all possible things
you would learn how modeling is done, you would collect reference images, study them and their shapes and start forming that in 3D
you start from the basics
I am currently dealing with an issue where I can't seem to open addon builder. I was using it just fine and then my pc seemed to crash, now it is unable to be opened. I tried uninstalling and reinstalling. I've tried doing this with steam. I checked for system updates. It just WILL NOT open. Any ideas or similar experiences?
does it throw any error?
No error comes up on screen, just opens and immediately closes
did you try restarting your computer?
Yes I did, also all the other a3 tools programs run fine, just addon builder crashes
Is there a way to find a crash report to see if it gives one?
would be in the addon builders install folder I think
Not seeing anything
I also get an error when trying to open a pbo with pbo manager
After literal hours of testing. I found that if I put a3 tools on a different drive the applications open up fine. Pbo manager I reinstalled and works fine. However if I try to use a3 tools on the other drive it doesn't allow me to open addon builder. I assume it's being restricted by some file in that drive.
that is a weird one
pboManager is an excellent, intuitive, gui for missions. It is not suitable for addons.
hello! Is there a way to speed up the uploading process with the Publisher tool? Right now every update of my mod takes many hours because each time I'm hit with this message:
Not that I know of
It's Steam's automatic description checker as far as I know
Don't think it's capable of actually checking mod content in Arma 3, don't know if it does for any games
On my mods it mostly took less than 1h, usually less than 15min
so you're saying this is because I added my Discord and Github links to the description? 😭
Could be
I don't know exactly how it works or if it crawls connected links or just checks against known malicious links
It seems to be faster when there's no changes or minimal changes to the description
ok thank you for the info, I´ll leave setting the description for last going forward
It is not Publiaher but Workshop's feature
Has anyone ever had an issue that publisher couldn't find a file in the temp folder, a file it created itself? I have a feeling it has to do with the path lengths
C:\Users\xxxx\AppData\Local\Temp!Publisher_3den+Enhanced_1d88a82d-7372-402e-bb07-3960bdd8151a\optionals@enh_remove_mission_missionendingcasualties\addons\enh_remove_mission_missionendingcasualties.pbo.enh_8.3.0_enh_remove_mission_missionendingcasualties.bisign
I'm not really expecting this to work, but you may try this: https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation?tabs=registry#enable-long-paths-in-windows-10-version-1607-and-later
Sadly you were right. Didn't work.
8151a\optionals@enh_r
But I also noticed it's missing a backslash after the optional folder.
Haha! I was right! 🥳
...oh wait
We just need the temp folder name to be unique.
Whoever did it previously just threw a GUID onto it 1d88a82d-7372-402e-bb07-3960bdd8151a
that's a bit too much wasted space.. I shortened it down to 8 characters, now that example fits.
Also the missing backslashes are discord formatting
Hey alwarren, do you think this vertex group visualiser ive cobbled together would be useful for the main arma toolbox for blender?
Idk if theres some other way ive completely skipped to do this, but just wanted a way to see where I had assigned vertex groups so I don't overlap them
Gets abit laggy when rendering them for groups for say doors, hidden selections etc. haha
Cause it does it for each point, but useful for paths at least
that will be nice for the hemtt VS code extension
https://community.bistudio.com/wiki/PBO_File_Format
See last section: "Open Source PBO Libraries"
ALL my dos tools work in the penguin
I guess maybe right place,but I recently reextracted game data with arma 3 tools, is there a reason why stuff like a3\data_f\proxies\mbt_01\driver.p3d doesnt get extracted?
does it even exist? Did it even exist?
Yes arma tools extract does not extract everything
Use mikeros arma3p maybe?
oh okay, could also not exist aswell maybe I am just using a bad path
Don't know for sure but there are lot of proxies in there
Hi, so im trying to get into Arma 3 modding and ive discovered the wiki. Specifically the Page: "Creating an Addon". Im really having issues understanding the explanations. Ive gotten so far and installed Arma 3 tools and ive extracted the Game data. And ive created a folder containing an empty config.ccp. What are my next steps? I just want to play a sound after somebody interacts with an object.
@sharp jayThe problem with most extractors is that they don't extract to immediately usable data. config.bin, not config.cpp, and binarised rvmats are examples.
I actually think your intention here is unrelated to a Mod that you need to set up evevrything. What are you really wanted to do? What exactly should happen?
A players goes up to a laptop, interacts with it via scrollwheel and selects an Alarm. After selecting that a sound gets played that is heard in a range of 30 Meters in the same volume
So is this a mission thing?
yeah for example would be cool to have it like a blueprint to use it on other missions, is that possible?
This does not belong to a Mod creation but something in Eden Editor. Yes it is possible but you are trying something very unrelated
oh ok thank you very much
You only need to extract game data for model/terrain mods. Not for just script mods.
Script mods are alot simpler
You'll need CfgFunctions (see its wiki page) to set up your script functions that will be added to the laptop.
the addAction script command to add the action.
Not sure how you want to do the alarm selection, you could probably just do multiple addActions.
You can do all this in a mission first, CfgFunctions goes into description.ext file next to the mission.sqm
Figure out the basic config and scripting for the functions first.
Once you got it going in a mission, you can start transferring it into a mod
There is no downside to have it
subst /d p:
Comes back when I refresh
Refresh what
sorry
subst P: /d
Still same issue
Hello, I have a small problem: the latest time, my construction tool won't launch the preview mode. I'm searching on the internet or on the Bohemia wiki, but I couldn't find a solution. Do you have a solution?
you have set up P drive with the Arma tools devp and that unfortunately rarely works these days
Oh, nice and you know why it doesn't work anymore? And do you also know how to fix it or is there another way to proceed?
windows issues
Thanks but with the links you passed me I can't figure out how to use object bulder and buldozer for 3D ?
with this setup arma3p should set up buldozer to run thorugh arma3 exe
instead of the renamed copy of buldozer exe
this typically works better in win10+ environment
If you still can't get the viewer to work, you can use this for the options for the external viewer path
(from mine, so the path won't match what you have, but the launch options are still good, this is the result of arma3p and mikeros tools setup process)
E:\games\SteamLibrary E\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
With the path to arma3_x64.exe replaced with whatever the path to your arma 3 installation is
hey thanks I tried your method and it worked I was able to visualize my creations
I haven't tried playing with the launch options, but you should be able to have it load a world for background if that's what you want
I have the instructions for that pinned in #arma3_model I think
Looking for guidance - I recently changed my ARMA3 location from my C: drive to an external SSD (labeled E: drive) because I was running out of space when mounting the P: drive. Now when i run PBOProject I get an error message "file cannot have hard drive:\ specifier.
I've built terrains in the past and had no issues with PBOProject but obviously I have done something wrong
Paste a screen shot of the gui's main panel pls.
Apologies for the delayed response. The problem has corrected itself.
so P Drive is irrelevent today or just needs a bit of tweaking?
So P Drive is no longer a viable tool or does it just need tweaking in Windows 11?
Whether p drive is relevant depends on what you're doing
I am going to dive back into modding. Actually picking up where I left off years ago on a sound mod, you know, one of the many now. Its cause I just read someone was having an issue with the P Drive
bis replaced the use of a 'p' drive with an %appdata% folder.
pboProject forces bis binarise to use the old method.
A appdata folder? What are you talking about?
What appdata folder? This is the first I hear of that
Probably %localappdata%\Temp, which can be changed in the settings
As far as I know, it's just used for the temp files during packing of pbos
pboProject has a similar setting, but the default location is on the p drive if you are packing mods with a p drive
the 'temp' folder is also used by binarize.exe to:
+bake binarized p3ds into a wrp.
+bake proxy p3d info into the owner p3d.
the above is the reason why tools like arma3p (and indeed extractPbo) are necessary.
The major reason for the unfairly called 'temp' folder is to retrieve this data when using your own buildings. It is most certainly not temporary.
There's nothing illegal, immoral, or dumb usimg %appdata% but extraction tools will be difficult and prone to errors.
Trying to make sense of this. Having transitioned (fairly recently) to using mikeros tools and P drive is anything in the above discussion likely to impact on my modmaking?
using p: is something everyone understands
it's just one small part of the steep learning curve you need, to be a sucessful modder.
tried opening viewer in addon builder. any solutions??? anyone?
addon builder makes pbos
if u meant object builder, set your path correctly to the arma3 exe in File->Options->External Viewer
thx
Ladies and gents. I am currently using the Splendid Camera in the editor, and something I was curious about, was whether or not there was any mods around for a more intense camera. POLPOX has some decent features, but I have seen nothing around for exact lenses, only the general zoom option.
Does anyone know of any mods or tools that can be used in this way?
What "intense"
Anyone ever have issues with Addon Builder where it will not open regardless of what you do? It is the only function of A3 tools I cant access anymore
Is there anything I can share to help ya'll get an idea of whats wrong? Do I need to get a crash report from somewhere?
that sounds to me like you re-installed onto a different drive.
Yes I did, however this is after it was crashing on the previous drive. I have since deleted all files (that I know of) pertaining to A3 tools and it still does not open on a fresh install
Is deleting the A3 tools folder on this path not enough? Am I missing files somewhere?
C:\Program Files (x86)\Steam\steamapps\common
Can I talk to a dev or something? I will literally pay for the time it takes them to troubleshoot with me.
This is unlikely to happen. Especially on weekend.
When you reinstall the Arma Tools, does it open up a splash screen with checkmarks? At that stage it should write the tools registry entries.
I don't remember if there is any registry fix tool in there.
But kinda sounds like for some reason the registry don't get written on install
Or there's old registry that points to wrong place maybe
Which does not update
the fix for above is to 'play' steam tools once, which updates the registry and ini files.
@tardy kettleyou're lucky to have got any response, when you failed to mention the chsnges which caused the issue.
I haven't gotten any screen like that to come up.
I had it first installed on my C drive. My PC hard crashed and I had to use the power button to shut it down. Once I got the system back on my entire A3 Launcher says it gets corrupted and reinstalls all the mods. A3 Tools also says that it is corrupted. When I open A3 tools every program still opens up without issue. The only one that does not is AB. It just flashes on screen and then closes again. The only fix I found at the time was switch A3 tools to a diff drive. The issue now is that I have crashed multiple times and now none of my drives open AB.
@sly skiff
@dawn palm I have just cleared all the A3 tools files from my pc, I deleted all the folders in steam apps path. Please guide me through what I need to do here. I will do it however you recommend.
this kinda feels like your windows is broken
you might need a full windows reinstall
since things just dont seem to work right at all
these are very rare issues and typically problem is in the users system
Its only AB that does this though?
In cfg for pbo or somethink smashed with arms tools ? Because I can't build anything even if I check something I was built before and I use it.
What I would try first would be to uninstall the A3 tools, if you haven't already done so. Not via Steam, but via the control panel. Then maybe delete the folder
C:\Program Files (X86)\Steam\steamapp\common\arma 3 tools
manually so that any files that have not been removed are deleted. Then reinstall the tools and hope for the best. Mikero takes a while to reply as he is far away from “our time zone”, so don't despair if he doesn't answer.
Deleting any windows temp folders might be a good idea as well using the integrated clean up tool.
@tardy kettlethere are alternatives to Addon Builder. Both Hemtt and PboProject have good reputations and good support when things go bang.
I will give this a shot and if not I guess AB is cooked
I have an issue with pboProject. I installed in my C: drive but am getting the following error message - "The procedure entry point ?pbo_can_obfuscate@DePbo@@QEAAHXZ could not be located in the dynamic link library C:\Program Files (x86)\Mikero\DePboTools\bin\pboProject.exe." Not sure what step I may have overlooked.
you are using mis matched tools. use the aio installer to solve this.
Understood - thank you
This did not work, I dont know what to do at this point.
This seems to have fixed it. My AB loads fine now. The downside is all of my setting and such need to be fixed. I'm hoping this issue doesn't arise again. Thank you to everyone who helped recommend things. I'll be back in a month when it messes up again
lets hope you get to ask different questions next time 🙏
Like a more advanced camera. With different lense measurements as a basic part of it.
Not sure what you really need
I am getting the following error when packing my project - configuring with P:\temp\GKR\Kartif$PBOPREFIX$
warning:$prefix$ comtains a different prefix over-ride
was GKR\Kartif, override= GKR\kartif\
OK - I thought $PBOPREFIX$ was required when pacing your projects.
Thank you for the assistance
Anyone have good tutorials for how the arma3tool box for blender functions, like a run down of the features and what they do
Tweaked: Some data has been repacked using binarization with new features (see an upcoming SITREP for more Intel) <- from yesterday's Dev Branch log
Any more info on that?
I know the P3D version is now 70 (previously 68) but not sure what changed
Are there any artificial intelligence-related systems that completely create the script for you? files, script initialization, and so on
no
its all garbage
But I don't think it would be a bad thing to actually do it. An AI that creates a script, edits or corrects all errors from .rpt
yes it would
if you dont know whats good code you cant evaluate if AIs work is ok
Oh, I think it might be geometric occlusion, would make sense if it's a change in the p3d format
They had the sections for that in version 68 though
Mh, in that case I'll remain curious
Maybe it required an update for the sections to be used
it seems they want to support bigger (read more vertices and faces) models
are there any tutorials on how to go about making a map?
Anyone got a idea why hemtt refuses to find my script_mod file, I checked the path multiple times
The script_macro gets recognized without issue, so I'm a bit stumped here
alright, reset my p drive and it worked, windows probably fucked it up
The tools are quite delicate
True, it's just frustrating sometimes
Mmm, yeah, faces are now ~16 bytes instead of ~9. Bit of a pain to have to deal with larger types when previously you could just bitblit most arrays.
There's some stuff pinned in #arma3_terrain
pmc wiki has the best guides that I've seen
This I think is the primary guide: https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial
Anyone checked the dev-branch of the tools to see if they now support 32-bit vertex references in MLOD's?
That's the commonly recommended for getting basics down. However there is really no full guide for all the rest that comes after basics😅
As much as I respect your opinions HG, I think you are being harsh with the PMC tutorial, Jakerod's tute is almost as good and better presented (Snake man has issues with organising pages on any of his). The PMC tute is the holy grail for making maps. No one should leave home without it. 🥸 There is undoubtedly additiomal fine tweaking required to get a good map, but any tweak i can think of is only necessary tinkering with the detail already presented.
Something we can both agree on is don't go near any video tute. One that is accurate and not misleading or wrong does not exist.
its just pretty solid on getting the basics down. Jakerods goes into some more detail on some of the things. But I think "first tutorial" is better to not go too deep into the finer details. People get lost with those as it is complex enough
agreed
Hey everyone, i've been making a compilation of mods for my unit, and i've been able to update it many times in the past
this time for some reason i keep getting the error 8, i've tried deleting all the changes but nothing seems to work, anyone has had this problem before? if so how did you solve it, please help i've been trying to fix this for an hour now and since the forums are down i'm trying my luck here, good night everyone too.
error 8 is, as stated, an invalid parameter. It is either :
+caused when loading one of the requiredaddons, OR,
+you managed a slip of the fimgerz in the (current) config.cpp, OR,
+your cmdline to start arma3 has been bazongled,
the config error is not possible with our tools, but, it could be caused by one of the required addons.
even tho you can remove the addon list, the faulty addon itself can cause this error because the pbo will be loaded by the engine anyway.
That’s an error dialog with the steam publisher tool, it’s not related to the game engine itself
aaaaaaaaaaaaaaaaaaaarg
Thanks for the help, to test that I tried uploading the same folder into a new mod, if it was one of those problems it shouldn’t let me upload it
But it did, I don’t know what was the problem with the publisher but the same files, the same config and the same signatures and it worked in a new mod, I even managed to update it.
Steamworks API works in mysterious ways
Had similar issues with another Steamworks tool yesterday, it kept complaining about InvalidParam. Had to update the SDK integration for it to go away.
Is it possible to rename bisign and bikey files without breaking the signature? I was told yes, but I tested it yesterday without success.
i was under the impression you could as long as the pbo and bisign match
I tried it with a Hemtt script and the launcher would say they are not signed. Then I tried with checkSignatures and the test failed too
ah I just realized I resign after I rename
With Hemtt?
No dssign
😢
Game gets from server the names of the bisigns signer (that is the name after pbo name and before .bisign)
If the name server/client doesn't match, that lookup would fail and the server will be shown as potentially missmatching signatures in server browser.
But if the bikey/bisign names on server/client were renamed the same way, I'd expect that to work.
But the bikey/bisign itself, contains its name inside the file too. So if you rename it, you probably need to rename it inside the file aswell
I am not even as far as trying to connect to a server.
I might actually have an idea what I did wrong. Gonna test this evening.
as @scenic canopy has noted, the bikey contains the same name inside it and will fail if u (try to) rename it
our tools will show you the contents of any bisign, pubkey or privkey but there is no facility to alter them because bi will alter them whenever it suits them to improve security
Issue was on my end
file.move(addonsFolder.join(addonName + ".pbo" + ".bisign")); // Correct
file.move(addonsFolder.join(addonName + ".bisign")); // Wrong
Or maybe not.
Dedmen would you recommend to rebin all/certain p3d for CDLCs? ref ODOL 73 vs ODOL 75 (latest)
.pbo.bisign is invalid
The bisign name must appear between there
The bisign contains the bikeys name, after the .pbo
That is how the game find's which bisign to load
mlod version that is saved by OB did not change
Hey all, quick one but I'm having issues with mounting my PDrive.
It used to work, but now just doesn't.
I mount the drive, but it doesn't show up for some reason, when I try to open the location of the Pdrive I'm met with a error
this is my current pathing.
here's the log
I can't seem to figure it out, any ideas?
(I've also tried uninstalling, and reinstalling tools and their files and reinstalling bulldozer to no effect)
unfortunately my experience is that he tools launcher setup method often just dont work.
any idea how to fix it or work around it?
ah yea sorry, got distracted
It's all good mate, I've uninstalled it all again, hopefully reinstalling it works.
many thanks
I haven't used hemtt before, does it need to be manually added to path when installed from winget?
wait- no its already in path. What the heck why isnt hemtt recognized as a command
restart your vscode/cmd
paths are cached
Is imagetopaa.exe capable of being run in parallel safely? I.e. I can run multiple instances of imagetopaa on the contents of a folder and it not conflict/corrupt/explode/uninstall windows?
Very capable. Snake Man (pmc) has a bat file to handle multi threading.
Oh fantastic. Thank you!
I supply his texconvertors for free with my tools.
Ah yeah I found the scripts, I see what you mean. I never realized that's what its doing. Thanks for pointing it out!
Does anyone know if there is a way to view .PBO files from Cold War Assault by using Arma 3 Tools? I tried Bankrev, but I was not successful. I'm trying to study weapon cfg, and ammo cfg files. Someone told me that those files are packed into .pbo files.
DePbo by Mikero surely worked on my end
yes, ALL my tools work same for OFP, VBS, Xbox, Arma and Dayz
Thanks again.
And would Bankrev be the proper tool for viewing PBO files?
Arma 3 Tools might work on some OFP era files some don't, some never works at all
nope, extractpbo/makepbo, Unlike bis, our tools are fully backward compatible. The only tool from bis that still works for flashpoint is pal2pace (renamed by bis to img2paa)
Oh wait. You are THE Mikero? Wow. When you said 'my tools' I thought you were talking about your specific install of Arma 3 Tools. I didn't realize you were talking about the tools you made yourself, and have so graciously offered to the world.
This is good to know.
thank you
Mainly thought of PAA. Guess was the only case that works on OFP
you are in for a necessary learning curve to know the names of equivalent bis tool names
yes, PAA and PAC remain the same
Interesting. Now would either of you know if I am going in the right direction for my goal? Namely locating weapon, and ammo data.
p3d is not compatible.
Just open them all and find some config that would look related to your topic. OFP era config is located in everywhere but no consistency (much less consistency than A3)
I think my tool for converting odol7 is a freebie. if not, too bad.
weapons in arma no longer use a gear selection panel, and the 'slot' numbers for gear types have altered.
Right on. You two have been awesome. I highly appreciate it.
@weary lichenYou might be interested in playing with CWR1`,2 or 3. Each mod converts ALL flashpoint models and maps to the relevant engine and supplies ALL the official missions including the campaigns. The almost essential editor102 is also supplied. Very few self respecting missions were ever written without it.
That does sound awesome. I'm by no means a high level computer user. But perhaps one day. On that note. I downloaded your PBO extractor. But I don't know where the executable for it is. That should give you a decent idea of how good I am at computer stuff.
I also ran the installer. So it must be somewhere. I'm on Windows 10. I don't know if that matters.
If you see the green gear icon on PBOs, just double click it
each tool is a lego block. All of them communicate via a central core called depbo64.dll. the beauty of it is, that there is onle ONE config compiler, irrespective of which lego block, or engine, uses it. Thus only one piece of code fixes a fault or updates the speed for everone. When arma2 was released, only the dll was altered, same for arma3, same fpr dayz.
do NOT cherry pick tke too;ls. Use the all-iin--one installer
then follow @dense cove 's advice
You really need to hit your keyboard more carefully
What game are you going to mod?
The old configs wont be much use for arma3 so for it its best to read configs from arma3
I am not a modder. At least not yet. I am an Arma lover with mod ideas. So in the meantime I figured I might as well learn how to navigate computers better. So far I have been learning basic scripting, and I have found a particular enjoyment from exploring the Arma 3 config viewer. Upon realizing that I decided to go see what the first game was like, but that forced me to learn more scripting. Upon discovering there was no in-game config viewer I set out on this quest to learn how to decipher it. In so doing, I shall both learn more computer stuff, while exploring a series that I really love.
What do you mean?
It is not about you
Right on. Much appreciated.
there is no syntax difference between a config for ofp and arma. arma however has three extra keywords. they both use inheritence classes.
👍 Then looking at those configs may give you some insight into how the old game worked. Good luck wiht your learning experience. Its always good to try to learn.
Indeed.
I see. But Arma 3 has a built in config viewer that is very fun to explore. I want to explore the configs in the old games. It has been quite the ordeal.
I shall read it. Thanks again to everyone.
I want to explore the configs in the old games
simply use exractpbo. problem solved
That is the 'Lego' that I downloaded. The one I couldn't figure out how to open after running the installer. But if I'm understanding your Lego analogy correctly, then I shall be needing to install many more tools.
the aio installer downloads and installs them all.
Alright. I used the AIO installer. I still can't find the executables.
Alright. Now it says
Attempting to connect to pipe...
Is that normal?
Never mind. I see what you mean. I might be into something here.
Alright. I have managed to get into some unpacked config files. Very cool. Now I shall see if I can find what I am looking for. I greatly appreciate all of the help.
wingrep is your friend. it will rapidly scan all configs for a given name. 6g30 eg, tent eg
Oh. That is interesting.
When I upload a mod do I need to have the bisign and the bikey in the folder? or no
Do you know what they do? They are to ensure the PBO is not modified so server owners can whitelist trusted Mods and allow players to use (if the server requires this process)
And bisign is for each PBO, bikey is for server, biprivatekey is only for you, not to leak
So, bikey stays in the folder but not bisign or biprivatekey?
...Do you know what they do?
Never share or upload the private key anywhere, it's intended to be used only by you (to sign mods) and stored securely
I tired can you just tell me, one of the things are for servers and the other one does something else
bisign are for each PBO and everyone requires to join a server where PBO verify is enabled
So they go in the folder with the PBO
Yes, as you've seen it in any Mods
I am starting to wonder what you do
Sounds some understanding you have is very wrong
probally idk
I took a python class in 8th grade and almost failed so that probally says alot about my abilities with this kind of stuff
@tepid jetty
- the workshop item must contain the bisign file pair for each pbo
- it should contain the bikey in keys folder for convenience, or otherwise you need to provide the file by some other means where people can grab it easily
- the private key may not be included
thanks man
@orchid shadow will you pm me please
Hey folks, someone knows how can i fix this shitty OB interface? Its the model view now fucked up because of a stupid misclick
manually
undock dialog move/dock it to right place
And then export the registry so you can restore it more easily next time.
Anyone able to help with pboProject?
Help with what?
I assume you are getting errors, which nearly always means that your mod has bugs or poor code (pboProject catches some poor code that can cause issues later, along with errors)
Yep, something odd
Nevermind, I think I got it to work that out
Let me get the fix framed up
Now to add the mass tag(?)
Hmm
I haven't done anything with ArmaMan, or much with models at all
You'll have to ask in #arma3_model if it still isn't working
That file structure, with what looks like building directly in Documents, might cause you issues later
Also, using code blocks (three backticks, followed by three letter language code) makes it easier for people to help
Yea fair point
this does not seem to be valid P drive path
Now I'm getting this
#include "CfgGlasses.hpp"
class CfgPatches
{
class vnj
{
author="nonJoker";
name="RPD Bandolier Pouch (single and double)";
url="";
requiredAddons[]={"loadorder_f_vietnam"};
requiredVersion=1.0;
weapons[] = {};
units[]={};
};
};
probably something in your glasses.hpp
Maybe
Let's find out
class CfgFunctions
{
class vnj3
{
class functions
{
file = "RPD_Bandolier\scripts";
class postInit {postInit = 1};
};
};
};
class CfgRemoteExec
{
class Functions
{
mode = 2; // whitelist only
jip = 0; // JIP flag not allowed
class postInit {allowedTargets = 0; jip = 0};
};
};
class CfgGlasses
{
class None;
class G_vnj_rpd_pouchx1 : None
{
author = "nonJoker";
displayname = "RPD drum pouch x1";
model = "RPD_Bandolier\Models\RPD_drum_pouch_single";
picture = "RPD_Bandolier\Textures\bandolier_icon.paa";
mass = 34;
identityTypes[] =
{
"G_NATO_default",300
};
mode = 2; // Facewear mode:
// 0 = None - not supported
// 1 = Diving - diving goggles, only appear while swimming
// 2 = Goggles - normal goggles, they show overwater but disappear while swimming
// 3 = NVG - not supported
// 4 = DivingAndOverwater - goggles always show, over and underwater - added in Arma 3 v2.08
};
};
Nothing seems out of order...
As far as I can tell, at least
is more a #arma3_config matter though
How do I make pboProject use a pboprefix file?
It's ignoring the one that I added beside the root config.cpp, both $PBOPREFIX$ and pboprefix.txt
Figured it out. I needed prefix=path\for\addon rather than just path\for\addon
Nvm, it's still ignoring the prefix
This is the output from pboProject
creating joblist
Processing \raven\raven_cbj_65x25...
verifying model.cfgs(if any)...
<scanning files to pack (and verifying mlods if any)>
..
</end scan>
<MakePbo start>
prefix ignored in \raven\raven_cbj_65x25\pboPrefix.txt
config.cpp:compiling...
\raven\raven_cbj_65x25\pboprefix.txt :excluded
Prefix = raven\raven_cbj_65x25
writing header entries..
writing pbo header...
Writing data blocks...
File written to P:\raven\@raven_cbj_65x25\addons\raven_cbj_65x25.pbo
<MakePbo end>
signing raven_cbj_65x25.pbo ...
success
Job(s) completed in 0secs on Tue Jun 10 22:18:01 2025
And my pboprefix.txt file
prefix=x/raven/raven_cbj_65x25/addons/core;
author=Raven3.14;
I don't know what I'm doing wrong, or if this is just expected behaviour for pboProject
iirc it's $PBOPREFIX$.txt
I tried that
It ignored the prefix anyways,
And including the prefix file in the pbo didn't work either
The prefix= in $pboprefix$.txt is ignored. It was first 'invented' by Kegetys and myself during Xbox Elite development.
THE prefix is created from the file location of the config.cpp, It is detailed in the readmes accompanying our tools.
I have no idea what a 'prefix file' in a pbo could possibly mean.
You can unpack your pboProject pbo, after it was packed, with ExtractPbo.
Then edit the generated pboprefix file.
Then drag the folder back onto MakePbo, and it will properly pack it with the prefix you want.
But its probably easier to use HEMTT instead.
Okay, so what's happening is expected behaviour, since it generates the mod prefix from the file location.
And I should just set up my files the way I want the prefix, ignore the prefix, or switch to using HEMTT.
Thanks for the response.
Would it be possible to create a script that, when placing objects like trenches, automatically deforms the ground, instead of just replacing the model, which results in most of the trench being underground and requiring manual deformation? Like replace for ace trenches?
probably
but might not be 100% reliable
as different maps have different cell size
(distance between heightmap points)
is there any documented errors with bulldozer RTDynamics_64.dll not being able to run on windows 11?, checked permissions of arma tools and bulldozer and application + reinstalled twice and still does not work (could not find anything on google thus far)
No it won't
there isnt really anything about those I think
this is not something that can be configured
its hardwired in each map
Got it. Is there any similiar mod?
if you didnt find any on workshop then maybe not
#arma3_questions is better place to ask if anyone knows of X type mode
debug path?
actually does bulldozer require arma to be downloaded on the same drive as it is installed on?
no
I run buldozer directly from Arma3 install and exes
My P drive is its own disk
not virtual one
yeah setting it up like that works thanks mr 🐐
@jovial elbowwhat surprises me here is why you can't have your source files located correctly on the 'p' drive in the first place.
there is an advanced method you can use to alter the prefix which I will only discuss via PM.
I have them on the p drive
The path currently is P:\raven\raven_addon\config.cpp
so why can't these files be in the 'correct' location?
if they're replacing a bis pbo, I can understand.
Ehh
I'm lazy
I've already got P: drive working, so I'll just set it up for the prefixes I want, or just leave it the way it is.
Altering the prefix isn't worth the fiddling in this case
@smoky halo that would be some good news...how did you figure it out
damn right it isn't
Anyone know what happened to https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 advanced developer tools?
Gone
The author for sure knows.
damn I came here to ask the same question...
whyy 😦
Most likely
@glossy inlet Any comments on this? We really miss your mod 😅 🫡
Not my mod
Oh, sorry
I was misremembering someone else who made it
I'd check, but uh, the mod page is down
He took down all his workshop uploads.
Hid some of his GitHub repositories, and left the Discord.
Don't expect it to be coming back
Good thing I have an emergency local copy somewhere
Anyways, thanks for the info! Have a great weekend 🫡
@glossy inlet Actually, sorry, but I should ask: Any idea why they up and vanished like that?
lol he could at least just wait until A4 is out 😄
U find one? I need it too much
@toxic relic new ODOL version uses 4byte indices instead of 2byte for faces
Can you explain how you do this? I've been trying to copy composition in manually, and the only solution that even seems like it might work at this point is to unbinarize the save file and drop every composition in manually.
Ya, I am developing an external tool that reads/writes the SQM directly. So, I am free to do whatever I want. My tool generates compositions too. Since I cannot set the group callsign, I put this into the init field as a variable instead:
this setVariable ["ArmATvTUnitsCallsign", "ALPHA"];
Then, when I process later the units loadouts on the SQM, my tool looks at group init field to fetch the ALPHA callsign then set it into the SQM as if it was set by the editor. Release + video to come soon.
That sounds great. I don't suppose you have an Alpha version of the tool you're willing to share? It would be incredible to have something to start from.
I have. Soon (I am fixing alpha bugs now).
Fantastic. I suppose I'll fearlessly charge ahead on the unit compositions. (Assuming our conversation in Editor doesn't give me an immediately workable workaround to work with.)
There’s a couple of SQM compatible read/write tools and libraries on GitHub, search for arma config parser
If you are OK with ruby, I did this lib: https://rubygems.org/gems/sqm2json/versions/0.0.4
Hello, I'm coming back to this discussion because I'm experiencing a problem: every time I exit Object Builder and return to it the next day, I get an error message. Furthermore, when I check my files, it consistently indicates that 2 or 3 files are missing or incorrect, forcing me to redo the process. Do you know why this happens and how to fix this issue once and for all?
Is that steam verify finding missing files?
Every time I exit and restart Arma Tool, it detects missing files.
You should be starting Arma 3 Tools directly, rather than through steam
Verifying files for Arma 3, and tools might fix the missing files
Or you might need to redo P: drive setup if you are using that, preferably using Mikero's tools (pmc wiki has a good guide for that iirc)
I don't understand how to launch Arma 3 Tools without using Steam.
And are you advising me to redo my P drive using Mikero's tools to permanently fix this issue?
you would find the object builder exe from its install folder and run it from there
and yes setting up P drive and buldozer with mikeros tools usually works more reliably
Right-click on the game, manage, browse local files is the easiest way to get to the install folder unless you are used to going through steamapps
The actual path to the install is %steamOrSteamLibrary%/steamapps/common/Arma 3 Tools, dependent on where your steam installation is, and which drive you have Arma 3 tools on
Do you have documentation that explains how to use and configure my P drive with Mikero's tools?
This is about the best: https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
Don't unpack the dubbing files unless you need them, it just takes longer
The short form is basically:
Download mikero AIO installer from bytex https://mikero.bytex.digital/ (free ones work fine and cover everything needed for most modding)
Set up P drive (mapdisk.bat, mikero AIO workspace setup, or project drive from Arma 3 tools)
Run Arma3P to unpack a3 content, probably skip dubbing
It should work afterwards
P drive needs remounting every time you restart your computer using some method, (unless you set it up as persistent, not certain it's worth the time)
I use Arma 3 tools mount project drive to mount P drive, seems to have worked fine for me
Anyone got a fix for the steam API init failure access violation error for buldozer? I used to get this and applied the fix to run it from the a3 install location rather than the P drive but randomly its started appearing again on the install location?
ah fixed
Maybe because i've been switching between dev beta for the diag exe and normal but just had to run A3 Tools from steam > Select Project drive Management > select install buldozer mode > click run
Just as an fyi if anyone has the same issue in the future
Im assuming it may have something to do with the DLL's or something not marrying up to the newly downloaded version thats not in beta? but not sure
Did something change with Addon Builder / Binarize's behaviour? I normally use a python script to invoke Addon Builder, which generates a command like this: sh 'C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\AddonBuilder\AddonBuilder.exe' 'C:\...\wh-annex\WHFramework.Altis' 'C:\...\MPMissions' -include=includes.txt In my newest PBOs, there's a new stringtable.bin file that wasn't present in my older PBOs, despite the command being the same. When running my scenario, the following shows in my log: sqf 12:38:36 Cannot find requested language "English" in binarized stringtable. 12:38:36 ➥ Context: mpmissions\__CUR_MP.Altis\stringtable.bin I only have <Original> entries in my stringtable and not <English> ones, but this causes my scenario to be improperly localized:
If I check my PBO on Steam Workshop which was published directly from Eden Editor, this stringtable.bin file doesn't exist, and it localizes correctly:
You had stringtable.xml with NO translations besides <Original> entries? correct?
Yes, the <Original> contains the english translations
For now you can manually delete the .bin and it will fall back to the xml.
I'll take a look tomorrow
Does anyone have experience with PyCharm or any Jetbrains tools like Intellij?
I opened up my Pythia project and all of the sudden it complained about PBOPREFIX being undefined. I don't even have any reference to that anywhere. The .git/index file is mentioned because of my two $PBOPROFIX$ files in my tree, but that's all 🤷♂️
Or... could it be that it's a PyCharm bug triggered because I have a file named $SOMETHING? 🤨
Okay, lol, that actually was it 😅
Thanks for being my Rubber Duck
Hey, I'm having some issues packing a pbo with Mikero's pboProject, it's always at the point of binarisation. I've tried reinstalling, and verified arma 3 tools. But so far nothing is working.
I can also send the log files if that would help
Binarize crashed it seems.
There will be a binarize .mdmp file somewhere. Likely in your Arma 3 tools folder
Pack that in a zip and send me that
@torpid hinge did it delete the stringtable.xml from the pbo??
Only the .bin was left?
new update or something broke it, mine worked till yesterday now i get the same error
@rocky canyon try what I posted here
after doing that make sure to reset the path for buldozer to the a3 directory
uhh not for me, both files were present as checked by bankrev and pbo manager:
I think this is it
Mh when I packed with addon builder, my pbo explorer only showed me the bin.
Maybe something is just wrong with my addon builder settings
ppl on my discord channel are reporting similar to this:
Yes! I switched to legacybranch of armatools and got it working.
I've advised them to use the halve and halve again rule to narrow it down.
cause thats a known issue after the update```
I appreciate it, I'll see what I can do
sorry if this is a hassle but how would I roll back my arma tools?
Oh that crash is super trivial
steam_api64.dll is outdated
uh
actually its not found
@stuck chasm There is no steam_api64.dll in Arma 3 tools?
There is a 32bit one, which, we didn't update
Now of course it is a bit stupid to be running steam game recording inside binarize.. But.... anyway
So the fix for this issue, go into your Arma folder, copy the steam_api64.dll, put it in Arma 3 tools (either in main folder, or next to binarize exe). Then it should work
Well I did think about that. But, I failed to consider that binarize has steam support enabled
Putting the steam dll into it is the easiest fix, and we can just quickfix that today
I think putting it next to binarize.exe should work, can you tell me if that works @west owl ?
So like this
This issue only triggers when binarizing a terrain.
Because, while binarize has no UI. Its opening the in-game terrain loading screen, and trying to mark that as a loading screen in steam game recording 
Yes I will let you know tonight around 8pm CET
I think by that time we'll have pushed a hotfix for it.
I'm just not sure if it needs to be in Binarize folder, or in the Arma 3 Tools folder
The other one is in the root right?
Yeah, no 32 bit DLL in binarize folder
Publisher folder has steam api dlls as well
I think binarize just before never actually loaded the steam api.
Because there is no 64bit dll it could use anywhere
Probably
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools is weird for me
locally i have only the 32bit from 2021
on our build server had both two dll. only the _x64 was updated tho
the build server was on legacy branch - which is gone now?
the different tools seems to have different versions of the dll too
correct, newly built tools have the new version. other tools haven't been updated so having them use a new version of the steam api is risky
issue in this case is that Binarize now uses the steam dll's but doesn't actually have them included
the build server was on legacy branch - which is gone now?
when we release an update the legacy branch password is updated, it removes it from the list, useArma3ToolsLegacy1040
only the _x64 was updated tho
not updated by us, none of the tools include the steam_api64.dll (except now binarize in a couple mins and only on dev branch for now awaiting hotfix to stable)
thanks for the info - was the legacy branch replaced with a newer tools version tho?
we had to stick to it due to the reported problems before - if thats gone now, we have a problem 🙂
was the legacy branch replaced with a newer tools version tho?
it used to be version 1.038, now its 1.040
what problem forced you to stay back?
@stuck chasm ref: #arma3_terrain message and following
however the crash that stopped us may be the current dll issue. so need to re-test that.
full rebuild takes ~2h. so will report back later today
Switched to dev tools, an it fixed the -1066598274 error I was getting when packing terrain 👍
Thanks, if there is still issues I can also publish the 1.038 version on another legacy branch temporarily until issues are resolved
Where exactly would I find the log files of Publisher?
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs
Seems empty
try lookup
arma3publisher.rpt
weird
Guess I am screwed, the console only prints "Errors occured while publishing"
Man these Arma tools
And tools Logs buttons takes directly that folder
Seems it doesn't get even point "do .rpt of error"
@glossy inlet You had send me a different tools exe to fix that path length issue, was that fix released with 2.20?
I don't remember when that was
I think I made the paths shorter right? I should've pushed that into he normal one
I don't even remember what tool it was
publisher.core.dll
Lol yeah
I used the dll you send me a few weeks ago and now it works
So the fix didn't make it =/
I pushed it to publisher core though. In april. I don't know when the tools were branched
or if publisher was built at all?
No we must've pushed publisher because of the terrain tag
@stuck chasm maybe we didn't push the publisher.core.dll ?
definitely updated, it should show rev 152926 in file details
The filepath thing was 152789 🤔
Found it
stable was branched 4 days earlier, and it wasn't merged
But you can still keep using your fixed one 😄
yeah, I have too
i need help,i cant get bulldozer to work anymore after the tools update... "external viewer attach failed" it was working correctly with stratis lighting before the update
youll need to refrehes P drive with arma3p and apply the lighting configs again
what do you mean with arma3p ?
assuming you ha unpacked P drive arma3 data with mikeros tools (arma3p)
nah i use vanilla arma 3 tools
okies, then no idea.
i will try replacing the cfg
Use mikeros arma3p, arma tools is crap for extracting data
I tried to install mikeros and its giving me more errors when binarizing than A3 tools ever did. And it broke my old pdrive so NO
That's because it does error checking, where addon builder does sod all. An it didn't break you P drive, you most likely just did the paths wrong or using the tools to mount P
Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.
Is this new? [from .bin.log]
if so, should the model sent via A3FT?
Game data on P drive needs to be recreated after large updates
i dont use mikeros, so i should just extract the game data again ?
Warning: memory usage limited by a page file. Current limit 2308 MB, wanted 6139 MB.
Increasing your page file size might improve game performance.
FileServer MaxCacheSize = 256 MB
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
would be also good to learn if these are normal, or indicates a faulty P drive setup, or some parameter tweaking would help
the page file I dont think I ever got. the missing in preloadconfigs are normal
@sour hedge did we come into any conclusion on the subskeleton issue? Was it related to sections and animated parts
Applies regardless of tools
alright i try it thanks in advance
d:\Bis\Source\Dev\Futura\lib\pactext.cpp(6064)Unsupported procedural texture type
➥ Context: #(argb,512,512,1)r2t(rendertarget0,1.0) <- ShapeLoad: N:'ww2\assets_m_sourcespe\vehicles\tanks_m\spe_m4a1_76.p3d' P:'ww2\assets_m_sourcespe\vehicles\tanks_m\spe_m4a1_76.p3d'
Can not create source for procedural texture - probably badly formed texture name: "#(argb,512,512,1)r2t(rendertarget0,1.0)"
➥ Context: #(argb,512,512,1)r2t(rendertarget0,1.0) <- ShapeLoad: N:'ww2\assets_m_sourcespe\vehicles\tanks_m\spe_m4a1_76.p3d' P:'ww2\assets_m_sourcespe\vehicles\tanks_m\spe_m4a1_76.p3d'
noticed this also the first time. is that warning/error correct? "#(argb,512,512,1)r2t(rendertarget0,1.0)" or whats wrong about this definition?
I don't know if it matters.
I could look at the model but probably not have time for it anyway
First can be ignored
The others are slow, but no problem
In Binarize?
Binarize has no render, thus no render target
its from binarize bin.log
there is other similar stuff to that like
d:\Bis\Source\Dev\Futura\lib\pactext.cpp(6064)Unsupported procedural texture type
➥ Context: #(argb,512,512,1)r2t(rendertarget0,1.0) <- ShapeLoad: ...
Can not create source for procedural texture - probably badly formed texture name: "#(argb,512,512,1)r2t(rendertarget0,1.0)"
➥ Context: #(argb,512,512,1)r2t(rendertarget0,1.0) <- ShapeLoad: ...
All good for me 🙂
Thanks 😉
ok no more crashing ✅
however the different error/warning reporting for terrains (#arma3_terrain message) you may want to look into with Dedmen at some point
like hopefully binarize still generates the same working wrp as before and its really just more/different reporting 🙏
[i can provide our terrain bin and packing logs for reference via DM or A3 FT if needed]
Thanks everyone - confirming that adding steam_api64.dll from arma3 into the binarize folder fixes the 1066598274 error when binarizing terrain 🙂
Conclusion on the subskeleton reporting was inconclusive - possibly related to having more bones in the skeleton than the allowed limit.
Same with the reporting on the "Unsupported procedural texture type" for rendertargets. Suddenly started appearing a few months back after an update and doesn't seem to be related to anything actually wrong.
When you mentioned sections and animated parts, you might have been thinking of the bone limit, which is typically regarded as 256 or thereabouts, but which I discovered can be much lower if bones are in more than one section, as they count twice. (example: a duplicated instrument gauge needle with same selection (bone) name, one for the daylight with normal texture and a second in podsvit pristoju with an emissive that glows at night).
Is not using a bone a potential benefit of this madness? xD #arma3_model message
Note to self, don’t ever update tools….
you don't have a choice in the matter. Typically updated p3ds crash map makers
my tools eg have an option to degrade p3d's unitil such time as bis relesase a new binmake for us.
Yeah I get that, I just get frustrated because I no have to remember how I got my ob viewer working the last time
Same but somehow i made it to work again, dont ask me how
Dedmen once you have a moment, can you please check if the rpt for terrain builder is broken? it creates the header (ok) and then only empty lines (at times 100k plus)
in C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\TerrainBuilder\Logs
sample
You tried switching to dev version of tools? That fixed the crash I was having when packing terrain. No idea what issue you having, but might be worth a try.
You can also roll back the tools if you having issues
Or just copy the dll's into proper place manually
I’ll bash away at it again today, just getting the viewer attach error, I used the forums last time I couldn’t get it to work… rip
hi, anyone have that problem with terrian builder:
That's your paths wrong in layers.cfg or the rvmat of textures
not sure why you cut image off 🤔
Why does my PTT & radio (left of the picture in red) not have a front mesh when it does in blender? It uses the exact same texture as the ones on the right, but the ones on the right are fine. I tried copy and pasting it and it does the same.
Probably inverted mesh. Blender draws both front and back by default
Look up backface culling
yes well that means your source is messed up
Id strongly recommend fixing your source
since the problems will just keep coming back
you also got couple of parts there with messed up uvmapping
is there any recommendations for a good statusbar i can use on my server
What happened to the forums btw ? Seems like there is infinite maintenance
Just slow
They got DDOS'd as far as I can recall
This is not a helpful answer.
Well, yes and no, they got taken out by shadowy figures…but understood, I get what your saying
This is not correct info either as far as I know.
Then feel free to enlighten us then bloke
They're just switching forum plafrom and the migration work has been slow progress.
Bloke
Not what they originally went with… bloke
We understand the frustration of the community with the server difficulties over the past week. And we know that many of you want answers.
However, we cannot divulge details about the issue or the specifics of our efforts. We know this naturally leads to much community speculation, which we cannot prevent.
But we want to assure you:
We take this very seriously. We are doing everything in our power to get all of you back in-game as quickly as possible. At the end of the day, our words don't solve the problem. You all want to play the game, and we are the ones who need to make that happen.
So if we're more silent than you might want us to be, it's because we're focusing on solutions, not explanations. And we are making progress. We deeply appreciate your patience and support, and we will keep fighting to ensure this situation is remedied and that everyone can enjoy Arma Reforger to its fullest as soon as possible.
That's about in-game servers not the forum. Also wrong channel.
Apologies mate, just trying to answer old mates question, got carried away (as is usual for me) @sly skiff
indeed can see that happened.
@sly skiff @glossy inlet incase anyone is still curious about this - i actually just found the "culprit" of the subskeleton index issue - moreso found out when it happens - since i've recently been binning my meshes instead of using them unbinned - i've actually stopped having the error alltogether; granted im using hemtt so im not sure if it does anything differently when binning p3ds than mikero's or the vanilla tools, but i just checked and the error does not appear with binned p3ds, but it does still appear with unbinned ones - so in short it's probably with how the engine reads the unbinarized p3ds, and is not an issue with a released mod (if you want you can try replicating it with a mesh you know gets the error unbinned)
TLDR: as has been already said, the error itself highly likely doesn't matter, but i imagine it'll confuse people so perhaps if my steps can be replicated and confirmed, the error can be made more verbose to elaborate that you probably shouldn't care about it 😂
dedmen if you want i can share you my p3ds to get an exact replica if needed, but this probably isnt really something that warrants a good use of your time
@vague shard for reference ^
I see the errors reported in the "bin log" after building with pboProject. As far as I know that is binarising the p3d's?
maybe it gets reported in the bin log but it goes away in the .rpt 🤷
probably the bin log still does a similar check as the engine does on the unbinarized version before binarizing it
Thanks mate 🤝
@lost rampart binarized P3d (ODOL) are treated differently by the engine vs unbinned (MLOD). this goes also for the error and warning reporting.
so when a model gets binarized, the data gets optimized and changed. thus you no longer get certain warnings/errors during runtime/with the resulting MLOD p3d.
TLDR: certain warnings are only shown in the bin log (or if you load MLOD p3d with the game), while others are shown by for MLOD and ODOL p3d
so if bin log tags something as error, its usually something to look into/fix - hence it would be good to know what these are about
Is that reproducible? I didn't touch it 😄
@stuck chasm ? :harold:
The error only happens when binning.
So yes, it wouldn't show when already binned, because it already showed in binarize when you binned it previously.
They don't seem to be causing crashes, so the warning can probably just be added to the list of things to be ignored
To be clear: Its nothing new - i have a rpt dated 2021 with just empty lines. Maybe it never worked or got bugged at an earlier A3 tools update.
I only stumbled upon it trying to help a team member with TB issues and thought maybe the rpt could help.
That was indeed not clear.
Maybe we can fix it someday
hmmm...checky, i wonder if it will happen though...
How do we set the weight for geometry lod with ArmaToolBox in Blender ?
can't get buldozer to open and from what i've researched my paths are correct
if i try to run buldzoer exe on the p drive i get this
no matter how many times i reinstall or repair i don't get that RTDynamics_32 file
i got the viewer working now but it won't load textures enough though my path for textures is p:\
You can always set the buldozer path to run the arma exe from your game steam folder if running from p:\ is not working for you.
Check you don't have "hide textures" ticked.
hide textures isn't ticked
i just get this
Probably the path is wrong.
You shouldn't normally have them in an addons folder.
In Object Builder in the Current LOD > Textures list, do you have those green oblongs showing that each texture is found?
texture paths are right too
What size is that texture (exact pixel measurements)?
4096x4096
all this worked before but i don't know what happened it just stopped working
If you remove that one texture from the model (temporarily) does it then load up, or does it fail with another texture error?
using your command line now for external viewer i don't get the texture error anymore
but the texture still doesn't show up
What do you get instead of the texture? And do other textures show up?
Your screenshot shows you have more than 1 texture. Do any of those textures show in buldozer?
no nothing shows
If you replace one of the paa's with a tga in Object Builder, does it show in the main OB window (like the tank example I posted)?
na nothing shows up with them as tga
i'm gonna try restarting my pc and remounting the p drive
ya man still nothing not textures showing at all
Have you got any other models which are still working? (ie, is it your OB set-up that has failed, or is it model specific)
nope i've been trying all different ones
this is my external viewer command line C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=buldozer -window -noland -exThreads=0 -nologs -noasserts -cfg=buldozer.cfg
Update/verify Steam A3 tools?
yep did that before i restarted
this is the DLL Folder path C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder
then path for textures is P:\
Looks ok
In OB, you have "Use Direct3D" on? (button)
yes
i have it checked to auto turn on when object builder is open
and the button to the right of that, which shows textures
its greyed out i can't click it it looks like this
Usually when Direct3D is off, but it looks like you have it on
if i put show solid faces on it turns on
but that still doesn't show be texures when buldozer is launched
Oh of course, forgot that too - 0 on the NumPad
whats that do?
switches between wire frame and solid
its not doing anything for me
num lock?
ya my 0 is working but nothing is happening
most object builder issues ae resolved by using a shortcut to the exe rather than starting it from the gui menu
Hi, I'm having a weird problem when I try to upload a mod to the workshop, it tells me "An attempt was made to move the file pointer beyond the start of the file."
the problem is not wierd, it's techno babble. figure out the diifference beteen this upload and a successful one, or, re-read the how-to looking for a mistake you made.
the only thing wierd is the use of english then portuguese in the error message, it suggests that the message is inaccurate.
its spanish lol, maybe someone missed son string table 
Nah it's just that publisher is not localized
Hey guys, trying to sign a mod for unit but the "To play on the server remove listed files or install additional accepted keys". I have signed it through DSutils and the server owner has confirmed the key is infact in the server, we use faster to host off a dedicated box. It works when we remove the required addons of "CUP_AirVehicles_MQ9" but then the mod itself breaks. Would anyone know how to resolve this? This is the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3513625966
can someone pls explain why i cant sign these 2 files
why does it not want to sign
- Which software you use to pack the PBO
- How big the PBOs are
2gb
How big exactly
damn
pbo manager
whaaaaaaaaaaaaaaaaaaaaaaa?
Put pboManager into your garbage bin and use proper software to pack
how do i pack using this, im sorry if its a dumb question
@wyatt, pboMangler is an excellent, intuitive, gui to make missions. You have no chance at all for it to make addons
i think you're better off with pboPro. most ppl here don't use bis.
irrespective of which tool you choose, ALL of them have the same steep learning curve.
it works thanks
which 'it' did u choose?
addon builder
works for the 1 gb one
now i need to probably split the other so it wont be big
how about this error?@dawn palm
"You did something wrong" is what it says
i don't issue any such error. I know what it means but i'm not going to encourage you to use that tool.
I setup my hemtt project using hemtt new. Do I need to specify my config.cpp and the like in the project.toml using include = [...]? Or will it automatically detect them somewhere somehow?
// Folder structure
C:.
└───MarlosEnhancedTransmissions
│ .gitignore
│ compile.bat // just hemtt dev inside, used for building. I'm just used to making these files
│ LICENSE
│
├───.hemtt
│ project.toml
│
├───.hemttout
│ │ ci_annotations.txt
│ │ latest.log
│ │
│ └───dev
│ │ LICENSE
│ │
│ └───addons
└───Addons // .pbo goes here when I use build?
Thanks!
@long pendant HEMTT support is located on the ace discord
oh okay
There's no config.cpp in that diagram and it looks unnecessarily complicated. Anything requiring xaml or equivalent is a wasted effort. It's the 2nd worst language ever inflicted on the poor buggers who need to use it.
Well luckily, there isn't any xaml.
If you'd read the diagram.
oh well, i assumed toml was another branch of xaml, or similar hideousness.
[Tom's Obvious Minimal Language] looks ok
Hi,
need help with addon builder.
since last Arma update i get this message here.
Try this button
With PBO project does anyone else get long binerize times when modifying RVMATS?
I edit one RVMAT used on one model and it takes a a few minutes to binerize the pbo
Just wanted to check its expected behaviour or if i've got some funky settings
for reference, i changed one value in the RVMAT and it took 377 seconds
do you do full build?
Nope not full build
I can’t seem to find a setting that would relate to it
I updated the tools today and no change
how long does it take if you dont edit rvmat?

, I'll take this over to the ace discord lol