#arma3_tools
1 messages · Page 8 of 1
though this might be a mystery Mikeros input is needed with
I guess rvmat change could include change to transparency which requires rebuild of p3d etc
rvmats are baked into the p3d. They aren't, or weren't, required in the pbo itself. I play it safe by adding them. most of the processing time is taken up by bis binarize.
Yeah I was just wondering if the long binerization time was normal for rvmats
Cause if I make any other kind of change the binerize time seems to be short, and reasonable but any kind of change to an rvmat and suddenly it takes 6 times longer
use 'full build'. will force re binarising irrspective of rvmat. am expecting 6 x crunch time to be difference of bis binarize deciding it doesn't need to crunch
So I should use full build instead? Sorry I’m confused as I usually only do that for bug fixing. Full build will help in the scenario where I’ve only changed a single value in an rvmat?
you are quite correct, full build causes all assets p3ds eg, to be recrunched. if the times are similiar to when it detects you molested an rvmat, there's your anwser. that's the 'natural time for that p3d. An rvmat does not cause extra time to be used. the code has to recrunch to ensure the p3d contains any changes made to the rvmat are burned into the p3d
Gotcha it’s not too bad time wise, I just wanted to make sure it was behaving as expected and I hadn’t somehow broken something haha. I probably should setup bulldozer to look more like ingame with those settings I saw somewhere so I don’t have to pack the pbo so often to check minor changes haha
Thanks for your explanations 🙂
Have the guide pinned somewhere here
I think
Also on pmcwiki
is here the right chat to ask about arma3sync?
i am currently in the setup of my repo for my server, now i believe to remember you could set up a server to have as a selection on the bottom to join, but i can't find that in the repo administration. can someone help (google leads to the forums and they are down?)
please @ me so i get notification
cheers
Rvmat can be updated in game with diag exe. If the model is too big to live update (crashes, like with h60), I pack with binarized p3ds, then replace it with unbinarized p3d that is cut down to just the part I want to test.
Good idea too
Found it thanks 🙂
Also congrats on the new job?
Hey guys, i am currently in the process of making my first mod. It adds several new objects (weapon attachments, gear, etc.). So far it went for my first real modding in Arma relatively smooth. But now i hit a wall.
I´ve got a problem with my .rvmat files while binarizing my mod with AddonBuilder (PboProject resulted in the same problem). The mod is succesfully build and binarized, but when i load the objects in Arma they are lacking all .rvmat maps (pictures for reference). If i build it without binarizing it works. The rpt said that it cannot load the .rvmats.
I checked all Models, but the .rvmats are linked in the p3d. I use Object Builder and Addon Builder. Do i miss something or what is going on?
is the file present at the correct work drive location? is addon builder / pboproject correctly configured to use the work drive? pboproject should throw an error unless you disabled errors.
yes. the file should be in the correct location
one of my .rvmat files for reference
at times a leading slash is required or the opposite - aka not permitted
if pboproject doesnt complain, you could still try HEMTT but it requires a different folder structure..
on the first look HEMTT looks interesting, but also a bit intimidating... again a new workflow...
i would really like to know what is going wrong with my workflow
where do you mean i need a leading slash?
@orchid raptor what did PboProject say?
thats the log for pboproject
do you use pboPrefix?
in the path set in OB or in the rvmat - compare your setup via A3 samples/other references
these paths are all missing the beginning
wheres your config.cpp at?
I personally prefer simple setup of
P:\myTAG\myTAG_StuffLikeGuns\config.cpp+p3d+model.cfg
P:\myTAG\myTAG_StuffLikeGuns\data\.paa and .rvmat
P:\myTAG\myTAG_StuffLikeGuns\data\anim\rtms
packing folder P:\myTAG\myTAG_StuffLikeGuns\ where config is
this is my file structure
GUYS...! I solved it. It worked the whole time with PboProject... i was to dumb to see that i did create a new folder where the finished, binarized pbo was placed... i reloaded the whole time the pbo from Addon Builder 🫣
as usual a user error
Thanks for helping me out. PboProject binarizes it now correct and the materials are fine
👍
why is mikero tools not loading? i've been waiting for 1 hour already
where did you download it?
it opened up for me in 5 seconds
did you try close it and start again?
yep, didn't work :c
something is maybe blocking it from connecting to where it tries to connect
Incredibly specific question, but anyone know where the settings files for the arma 3 tools are stored? Recently had to switch out my main HDD, was hoping I could just copy them over to my new one, rather than have to redo the way I had everything setup but, not sure where the actual cache stuff is located.
it probably writes it in the registry
although some of the programs have settings files too
ahhhh, unfortunate. I was wondering since I didn't see anything in appdata which is where that sort of thing is usually stored
which settings were you concerned of specifically?
Not a super huge deal; mostly just wanted to spare the effort (read: being lazy) of redoing the way I had object builder setup, as well as some of the file associations I had for addonbuilder
you can create a bat file to automate the addon builder process with defined settings
object builder stuff is in the registry I think
Thanks guys, not a massive loss at least. Just have to remember how I had the layout and stuff setup, it's been so long since I've had to mess with the settings I completely forgot what everything looked like by default. Something to keep in mind for the next time at least
Yeah, once you get it set up, export the registry entries to your arma 3 settings git repo, cuz you've got one of those in case your profile gets wiped, right? =)
as @sly skiff has already said, object builder (and all other bis tools) uses the registry for paths and other settings. Generally HKCU but some non-updated bat files from flashpoint, look for info in HKLM. That inevitaby ends in tears because bis binarize has not been fixed.
Map builder (visitor 3) is from VBS and it uses an ini file.
Export is irrelevant for the typical case of moving the steam tools to a different drive. user data, eg %appdata% is not used by bis tools since the tools are legacy from 20 years ago.
I can't tell you and aint interested in workshop or publisher because they're broken.
Hello, do you know how to correct that ?
Setup your bulldozer
It is
Usually, use Arma3_x64.exe as the viewer
This is the path from my Object Builder :E:\games\SteamLibrary E\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
(You'll have to change the executable path to wherever your game files are, browse local files from Steam is the fastest way to get there)
There are more or different parameters that can be used, but I haven't tried any.
https://youtu.be/AK-Ev5qhoRU?si=rEsqZ_dmx6gP48qO
it’s same for arma 3 ?
This video provides a tutorial on the new Model Import Pipeline in VBS4 using the new Model Exchanger (MEX) to simplify the content import process. MEX allows you to use industry-standard 3d tools to cut time for adding new VBS4 content. In this video, you’ll see the different steps needed to bring a 3d model into VBS4.
0:00 - Introduction
0...
VBS has nothing to do with Arma 3
It works thanks, but textures aren't displayed
wish i could play vbs
I doubt you would enjoy it the way you think.
yeah on second thought it looks rly hard
its not that it would be any harder than Arma is
it just does not have much ready playable content
from AddonBuilder
log4net:WARN Cannot RollFile [C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs\AddonBuilder.rpt.1] -> [C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs\AddonBuilder.rpt.2025-07-17.1]. Source does not exist
log4net:WARN Cannot RollFile [C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs\AddonBuilder.rpt.2] -> [C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs\AddonBuilder.rpt.2025-07-17.2]. Source does not exist
Check the paths for your textures and the object builder texture path
I had issues for hours until I realized that the texture root path had never been set to P:/ in Object Builder
Hey so can I use arma tools for texturing stuff? Or is that something else
you need a tool like blender to create the texture and object builder to put it in a model OR replace a texture in a config.cpp
Does anyone know why when trying to Open a p3d file in Object Builder it keeps crashing? I would post a SS of the error but it wont let me
"An error happened in the application"
"System Winddows is collecting now all the information about the error and is generating the neccesary files"
"Please wait this operation might take some time"
But it crashed instantly
wheres the p3d from?
I'm trying to practice from the RHS terracore mod, wanted to get into object building for my unit so I thought i'd start with some random buildings and mess around
I extracted the pbo but yeah the p3d just wont open
thats the problem then
binarized p3ds from mods or game data are not supposed to be opening
you dont touch other peoples work.
there are samples on steam you can take a look at
arma3 samples
also there are public released datapack samples on BI wiki from older titles
Oh shoot okay gotcha, yeah wasn't trying to steal it or anything just thought I'd try mess with them to practice, all good though I'll have a look at those samples appreciate it 🙂
👍
Where would these be?
Found it, thank you!
👍
I checked and the texture root path is set to P:/ but there are no textures displayed
Regalis SCP has source p3ds on GitHub with props and buildings.
use mikeros
i was getting to it
it was looking for binmake in the wrong part of my registry
i tried editing the registry
but that didnt seem to help
ill be easyier to thoruble shoot if you paste the error message here
that's a bug in bohemia tools, you can ignore that one
binarize.exe took 151 seconds to complete
stripping P:\temp\addict.bin.log
binarise found 'errors'. View the binlog
warning set to error
<binarize end>
binarise took 152secs
and the packing log ends with this
im probably missing something easy but yk
change warnings and errors to ignore binarize errors
most people prefer to be warned about them but you're drowning
@frozen meadow??
I created a mod with the textures of my mission and published it on Steam. I made this mod to reduce the size of the mission. I signed the .pbo files with my biprivatekey, signed all .pbo files with .bikey and .bisign, published it as a mod on Steam, added it to my server, and made it mandatory. But when I try to enter my server, the mod is not recognized for automatic download by the launcher. It appears in red with the "choose action" option, and does not appear to be subscribed to by the launcher. Does anyone know how to solve this?
Try it again
Every mod on published on steam goes through an automated content analysis
And the mod doesn't actually appear until it's finished
I think it's mostly just the mod description that's checked
Took some 5~15min for me most of the time, not certain what the actual range of wait times for it is
I've published it several times, I've tried redoing the signatures, repackaging the pbo again, I've tried everything, and even so the launcher can't find it to download it when I try to enter my server
Don't know what would cause it to break then
You can check to see if the mod exists on Steam, and try manual subscribing
That will at least tell you if your mod or the publishing is broken. Still doesn't fix the server auto-subscribe though
Automatic download comes from the meta.cpp that you get when you download it from steam.
If you upload your local files, you won't have the meta.cpp file
Download your own mod from the workshop, that way you'll get it
Yes, that was indeed the problem, I looked at the mod files on the server and the publishid was set to "0" I changed it to the real id from meta.cpp and it worked! Thank you very much!
maybe it could be fixed so initial upload to steam workshop with arma 3 publisher has the correct id in meta.cpp instead of zero? 
no, the problem was that I uploaded it to the server too quickly, there wasn't enough time for the mod to be released and updated, so the value was "0" as soon as it was released the value corrected to the correct publishID! It was my own mistake
There is a ”bug” with the publisher that initial upload always has id 0 in meta.cpp. It gets fixed on first update.
Yeah should be.
But I tried to do something in publisher on Tuesday, it took me almost all day to get through all the C# wrapper crap and then it didn't even work 😄
Publisher is as crap to work with as launcher, only that it doesn't need localization
So, I've tried to search the topic online but I cannot for the life of me find an answer, as everything I'm finding that is relevant is for outdated versions of the tool, but how can you redefine the workspace in pboproject?
My problem:
I make collections of mods for a few different groups, and right now all of the root folders for each respective PBO reside in my P: drive. This wasn't so bad when it was maybe three folders for one group, two for another, and so on. But now it's getting cluttered, and I'd like to organise my workspace better... so instead of P:[pbo root] I want P:[group]/[pbo root].
With how my pboproject is configured, whenever I try to build, the models and configs (which are all pathed as just "pbo root/[pathway to p3d/paa]" don't build as PBO thinks that the group root folder is part of the structure... How can I make pboproject ignore the group folder?
... I hope that makes sense.
You can make multiple workspaces and change where P drive is pointing
Any shared assets such as a3 data can be linked between workspaces to avoid wasting space
Okay... is that something that's configured in pboproject or another utility?
Separate, I usually just add a mapdisk.bat to each workspace that mounts it as P:
- Use symlinks/junctions to avoid duplicating data
- pboproject via command line may or may not support different roots/"workspaces"
Unfortunately the folder structures in mods are very wild sometimes.
I always advocate setting up P:\yourTAG\TAG_yourAddonNameLikeVehicles\config and the rest
@supple scarabmultiple pbos are built providing the parent frolder does not have a config.cpp
This is well documented in the readme accompanying pboProject
some new release guys
https://github.com/X39/ObjectOrientedScripting/releases/tag/v0.7.2-ALPHA
currently creating an BNF for SQF
STRING = T_STRING1 | T_STRING2 .
ARRAY = '[' [ VALUE { ',' VALUE } ] ']' .
CODE = '{' [ EXPRESSION { ';' EXPRESSION } [ ';' ] ] '}' .
VALUE = ARRAY | CODE | STRING .
OP_NULL = ANY .
OP_UNARY = ANY ( '(' EXPRESSION ')' | EXPRESSION ) .
OP_BINARY = ( '(' EXPRESSION ')' | EXPRESSION ) ANY ( '(' EXPRESSION ')' | EXPRESSION ) .
EXPRESSION = VALUE | OP_NULL | OP_UNARY | OP_BINARY .
SQF = { EXPRESSION } .
anybody an idea how i solve the expression proper?
Trying to pack a mod and I keep getting this error message, anyone know what's causing it?
Use mikero's pboProject for full error reporting, rather than Addon Builder.
The error itself is literally telling you "something is wrong but I'm not going to elaborate"
Seasoned users would know to check the logs, sadly the message doesn't tell you.
I see
Hi Guys, im trying to make some improvements to a mod, ive cloned the repo made the changes but need to test them.
i have all the files, but obviously need to build it to somthing arma can recognise, is there any good explanations of what to do, ive tried binarising the relevant folders but it doesnt seem to work this is the mod in question
https://github.com/Nomas-X/AET_Plan_Importer
its APL ND licensed so im afradi you cant do that
youll have to reach out to the author
thats my plan once i know if i can make the changes
do that first
thanks anyways, sent a msg
id only want to play it cuz it has actual realistic military stuff
you have a better chance across a far wider selection of weapons that are indeed 'realistic'. Few if any, tweak an ak47 to use 50 callibre canon or tweak the speed to break the sound barrier. The few that do, soom get bored and move on to a game that suits them better with plasma rifles or other nonsense.
not disagreeing with you about vbs whose ar15 will be as close as possible, but your bias is a little short sighted when you consider the range of weoponry vbs won't have and therefore less mission scenarios.
more just to finally have a BNF @dapper pivot
@nocturne basin what's wrong with @dapper pivot ' grammar from http://foxhound.international/arma-3-sqf-grammar.html ?
Btw, can I just say that http://foxhound.international/development.html is amazing? 😃
@hidden mist https://en.wikipedia.org/wiki/Backus–Naur_Form
Yeah, but the grammar i linked seems to be in EBNF (well, a form that trivially corresponds to EBNF) so why bother with 'pure' BNF?
? What do you mean by that?
meh scratch that
however, it is not complete
definition of Operator is missing for example
scroll down 😉
i see
Afaik it's complete, and a quick scan doesn't show any indirect left recursion so I'd say that you could use this as the basis for an ANTLR v4 grammar and get a really nice parser with very little effort
Oh, you're right, primary expression is wrong.
oh, yeah, I see
So, @dapper pivot when are you goint to release your SQF IDE/compiler/verifier? 😉 It'd be a shame to compile all that knowledge that is mostly important for parsing/interpreting SQF and then not use it... 😉
Huh? (((true))) is in that grammar.
@hidden mist Thanks. As for an IDE/verifier, someone has already done a professional level one but not released it.
Really? That's incredible. Any chance of getting one's hands on that?
And yeah, we both noticed our mistake with (((true))) 😉
Don't know, he was posting screenshots in the Skype group.
Hello I am using the arma 3 tools publisher and I dont seem to be able to publish my mod to steam if the mod contains DLL's anymore. Was something changed that would prevent this?
Hello, I couldn't find a suitable channel to do this, so I'm writing here. My problem is this: I have the pbo file with my factions, but I can't load it as a mod. The game doesn't see it, even though it's in the addons, can anyone help me?
look in the .rpt for any mention of your pbo's name
I don't understand
!rpt
Arma generates a .rpt log file each time it's run, which contains a lot of information like the loaded mods, or any errors that appear, this log file can be very useful for troubleshooting problems.
To get to your RPT files press Windows+R and enter %localappdata%/Arma 3
Additionally see the wiki page for more info: https://community.bistudio.com/wiki/Crash_Files
To share an rpt log here, please use a website like https://pastebin.com/ (Set expiry time to 1 week or less) to upload the full log, that way the people helping you can take a look at it and try to figure out the problem you're having together with you.
Note: RPT logs can hold personal information relevant to your system, the game or others.
Or is the problem that you can't load the "mod" into your launcher mod browsers list?
yes
what do you mean "it's in the addons"
did you place the pbo into the game's addon folder? thats not the proper way to install/run a mod
no
on the dekstop
"An Add-ons folder is required in the mod's folder."
<mod folder name>/addons/<pbo's here>
ohh
both bis and you place pbos in some\folder\addons. Only ONE mod is possible for each addons\ folder.
the mod's properties are placed in some\folder\mod.cpp.
There is NO way you can up around, over or under the above
no idea if it loads the pbo from the subfolder in addons ¯_(ツ)_/¯
I created many files because it was not there, but I think it worked
nope only the contents of THE addons folder
PBO's?
yes
there can be one or 100, pbos, BUT, all the pbos are part of the same mod
don't talk gibberish. explain what u mean
Mod installed, no problem
then what's the problem?
The coding required for the custom faction was done incorrectly, so I will enter the newly created codes.
normal practice is to write code for using the mod outside of the mod itself
6 different people might want to use the mod without your interference to it.
Alive Orbat writes itself, I copy it and put it in my PBO file
as you should but in itsefl that pbo does NOT belong the same addons\ foldder
if you've done that, you have some homework to do.
what
I can't put the face masks on the soldiers in the unit in Orbat Creator. After putting them on, when I save it, it appears automatically. Is this related to the faction I edited? How should I do it?
In short, I wear the mask in Arsenal, but after saving, the mask disappears.
the units are likely set up with face gear tied to their identities.
ALIVE probably does not have anything to override that
Which unit should I use? Sometimes it disappears in the scope to be visible.
I dont know. I dont use alive myself.
What do you use?
mods or make my own
Hello guys, I'm having issues with object builder... Short story: have to reainstall arma 3 and tools. I'm using the exact model, config, path, textures and rvmat I used before reinstall but now Object Builder does not show any of my textures, only the model. Before the reinstall everything was orking perfect. Now I dont know what to do. Any suggestions?
Also, is there any other program to preview my model? 🙁
Check OB, Viewer's setting. There should be an option to toggle tex
Guys, i was ended session of windows ( publisher has been opened) and when i start a open publisher, then i take this message and publisher doesn't want to open
moder please not ban, i deleted message from other channels
cant find something, just hide textures but it is off 🙁
Are you looking for textures in Buldozer, or in Object Builder viewports?
I open my p3d with OB, then I select Viewers-Buldozer-Start
@red nebula you could check its logs at C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs
while there is C:\Users\USER\AppData\Local\Arma 3 Publisher and appears it stores the settings elsewhere or in registry 😬
finally you could try "verify game data" via Steam I guess
thanks, i check logs and finded errors
In the OB viewport, open the Resource Library window and check whether you have green icons next to the textures, which indicate that the paths to the textures are correct.
I dont know why... But path are correct but anyways shows a ? so I edit my color texture name anre relocate it and now works. But for smdi, nohq and as textures no matter if I relocate them; thei still show the ? and dont work
And model folder are all green
Your textures are missing folder\paths\
Ok but cant understand why if path are correct.
Maybe the best is to redo all the model 🫠
how can 'paths be correct' when there aren't any????????
In the rvmat, config and also looking at current model/model folder are green with the correct patch I used brefore )and worked) just the current LOD is missing the paths (bu cant understand if the patch is correct when I read it when I rename it)
according to the image pasted above, none of the tgas have a path\to\vn__xx
tha alternative is, they need to be paa to be seen.
(use img2paa if necessary)
How do you mount P drive? Where do you start OB from?
I mount P drive from arma tools, and I already tried to start OB from arma tools and load the p3d and directly opening the p3d
using OB directliy is always the better choice.
that would be the source of the issue then. win10+ has problems with that setup
P drive mounting with simple bat file like this https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
and populating it with Arma3 files with Mikeros Arma3P
and starting OB from its own exe instead of the laucher
is proven to work more reliably
aaaaaaaaaaaaaaaaahh.
direct i knew about. bis setp is an new wrinkle
the major issue with the bis version is that they also set the admin p: drive. so bad i even tried explaining it to rhem.,,,,,,
oh... okok I'll try that
What makes me think a lot is that when I had win10 everything worked fine, even without extracting all A3 data or doing some steps I thought necesary... But now that I extracted all and having a clean install now doest work lol
the goat is right. using bis setp is a mistakr.
is there any other way to previwe my model instead of using OB?
odolexplorer by dschulle was only for flashpoint,,,,,,,
i mention it because he made a mistake and worked for them for a little while.
i have his code here for arma but it allows the p3d to be altered,
no ah forgot hemtt
sometimes it works
but usually not
Yes. The HEMTT visual studio code extension
That's "my" (SOG PF) model which I'm using as an example to show the original poster what OB looks like when the textures have correct paths (little green icons).
Paths don't show in that view of OB and it's tga's that show textures in the OB viewports (with Direct3D on), whereas .paa's don't show.
As the OP has confirmed his paths are incorrect, focus is rightly on setting up the p:\ drive and project file locations correctly.
Fixed the error with OB showing my textures
I was messing with bulldozer and looks like a file called Dynamic32 was missing in the dll folder so I copy paste it from arma 3 folder and now everything works
Honestly, I dont F know why this worked
But if it works... 🫠
Setting up P drive with mikeros tools gets you buldozer running from the actual game exe
Which is more reliable imo
Yeah, I will take a look at that, thanks 🙂
@smoky rivet feedack, whether critical or praise, or both, is always welcome for mikero's tool set.
ARMA3p updated to remove a3.pbo
Prepare to revert it.
aaaaaaaaaaaaaaarg🥸
In-case anyone may find it useful I have a small script that will allow you to use ArmaToolbox In blender to mass add a table of named properties to an object
Its super simple atm and just goes off of the currently selected object rather than looking for things like a geometry lod for example but just means less clicking
import bpy
obj = bpy.context.object
# Optional: clear existing named properties
obj.armaObjProps.namedProps.clear()
# Array of (name, value) pairs
properties = [
("sbsource", "visualex"),
("prefershadowvolume", "0"),
("map", "house"),
("class", "house"),
("damage", "building"),
]
# Loop through and add each one
for name, value in properties:
new_prop = obj.armaObjProps.namedProps.add()
new_prop.name = name
new_prop.value = value
# Confirm they were added
for p in obj.armaObjProps.namedProps:
print(f"{p.name} = {p.value}")
👍 very good!
file could be locked in operating system for some reason
save to different name to test
alright
yep that fixed it, thank you 👍
Hello, can someone tell me how I can unbinary P3D files like I usually do with DayZ, it doesn't work here
reverse engineering of binarized p3d files is not allowed in Bohemia games and tooling licenses
that is bannable thing
in dayZ too
we have 0 tolerance for theft like that
this will be your only warning about this.
do not continue with such actions
I just want to see how a tank is built. I make my own models with Blender.
you can look at the tank sample in arma3 samples
"I just want" is not a good reason
You may not unbinarize p3d files from dayz, that will get you banned
I do not change any p3d models of dayZ everything is done via scripts
Hello, can someone tell me how I can unbinary P3D files like I usually do with DayZ, it doesn't work here
That’s breaking the DayZ license
no one has ever told me that before
https://www.bohemia.net/community/licenses/dayz-end-user-license
You are not allowed to hack, modify or reverse engineer the game or any game files
Ok, I understand that, but why is this tool available at dayZ tools,
its not
you got it from somewhere else
Actually, I just wanted to find a way to make my own tanks in DayZ because you have to buy the mods for it, including a lot of police cars. That's why I started modding and became interested in how it works. I already have my own police cars with sounds and lights. The lights are added via the script, not as a proxy file like normally in the P3D model. The idea behind it is that I can add new attachments, such as a police light, to every car from Steam. And now I wanted to make my own tank, as I said, because the mods for it all cost money. I didn't know that this wasn't allowed and I apologize for that.
selling mods in dayz is fordbidden too
I know that and that's why I wanted to make my own police cars and tanks
anway, for dayz modding youll want dayz discord.
and I dont think arma3 tank system works there anyway
Of course not, you would have to adapt it to your dayZ logic, both in the model and the config and script folder structure compile
As I said, I didn't know that and never meant to hurt anyone. I just love mods for DayZ. I create my own p3D models and add them to my own map. I was looking for a way to build my own tanks, like I do with my police cars, since these mods are unfortunately only available for money.
But please tell me how I can legally view a tank's P3D file. You mentioned something about Arma samples. What is that? Can you please explain it to me?
@sly skiff please if you have time
arma 3 samples are on steam
Do you have a link to a good video? And again, I'm sorry, no one ever mentioned it. I thought it was a normal method to see how zombies are built, for example, so I could make my own. I always looked at cars the same way. How often has someone in the DayZ community said, just look at the p3d models to see how it's done? No one has ever said you're not allowed to look.
Formerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.
Note: These samples a…
Thanks, that is probably not compatible with the p3d models of dayZ or ?
probably not
@merry seal
for the most part p3ds for dayz and arma are interchangeble.
Their binarised equivalents are not, to prevent cross platform leakage. As for useful tools the only one in existance is Eliteness. it will give you all the informatiion and the properties of a p3d for you to be able to make a similar one. it will NOT give you the geometric dimensions of any lod. do not be tempted to reverse engineer any p3d. it will result in you being banned from most servers.
Ahh, it's a shame, but there has to be a legal way for DayZ to learn from the original models. Am I even allowed to look at the scripts, the configs, etc.? That's what I'm wondering now. As I said, I've only ever looked, never changed anything on a vanilla object in the model, always only through scripts and configs, like my police light. I use the script to say that an object should be attached to a vehicle. I define a slot in the config, I overwrite the respective CarScript and say there that an object should be attached to a vehicle. The script also states which object can be dragged into the slot, but I also say what object should be attached to the car's zero value once the slot is occupied. I then use coordinates to control where the attachment should be placed on the car, based on the car's zero value. This way I can modify cars, even attach new attachments like a police light or a ram bar for impact protection. I can attach various things to a car or even a bot. without being able to intervene in the P3D model, I can write an addon for each car from Steam and make it a police car, because unfortunately I still haven't managed to properly import my own car into DayZ
dayz modding scene is unfortunately wild space with lot of people disregarding the rules
arma samples for all intent and purpose are usable in dayz.
Scripting and alteration of a config cpp is not relevant to altering the p3d file itself. It is, for instance, common practice to alter textures with a set texture cmd.
Then I thank you again for all the time, I am currently installing Arma 3 Samples and DayZ Samples and will look at them and then offer them in my Discord
The p3d models of Arma Samplers can even be opened in the object builder of DayZ Tools. I think you've helped me. The fact that I'm no longer committing a crime is worth so much. Thank you.
Alguien... que sepa de juego ARMA 3 y sepa como configurar y sepa instalar mods en el servidor y corregir server.cfg... si es tan amable y me habla por favor.....
Please translate your message to English, as per #rules
It is known that texview2 in a3 tools does not work properly, but texview from dayz tools does? Every time I open paa from a3, a3 tools texview2 throws an error, but if I do it with dayz tools texview, it opens normally.
Can't say I've heard of such issues
logically, it's caused by the paa being produced by dayz version of img2paa. up to this point i was unaware of any difference between it and the arma version.
other than that, i ditto the goat's comment.
eliteness will indicate differences (if there are any)
What error, and are you on tools dev branch?
What version is your texview, you can see it in file properties
I'll send a screenshot this afternoon when I get home from work, i am using the stable branch
Hi, maybe I am writing in wrong channel I am not sure.
Few years ago I made a tool which generates modlist for specific mission, injects new list server side as well.
It works fine but in order for it to always work I need to open Arma 3 and I have created a new button for extraction .
Right now I am redoing some stuff and I am trying to use mission.sqm in order to avoid opening Arma.
Main problem that I have is that some mods have different naming in addons[] compared to actual .pbo file name of mod.
Where i can for sure know which name will be used for a mod in addons[] part in mission.sqm? Ensuring this information provides me with enough resources to make this implementation complete...
This is type of situation that can happen
In that case, it appears that jam_ww1....pbo contains 3 addons packed together.
addons[] looks to use the addon name from cfgPatches, which has no requirement to be related the pbo name.
There might be a CLI tool that can get the cfgPatches names, either in Arma 3 tools, Mikero's tools, or HEMTT.
I've done it a few times, but for modding rather than a mission making tool
I am trying to make CfgPatches name mapping on server start with fallback to foldername if config.bin doesn't exist.
That way i can atleast have correct name mapping and then my plan is to:
merge addons with AddonsMetaData in order to retrive proper "name" which will be same as CfgPatches one and in that way i can determine exact mods.
config.bin/cpp not existing in a pbo, is not an option.
Then it's a invalid pbo
This is how i am dealing with it.
mission.sqm contains Addons and AddonsMetaData. I am matching Addons string with AddonsMetaData className string in mission.sqm case.
Most .pbo files are named exacly like in Addons list, so i first search by their name. Only if not found then i go into searching map:
Map should extend search by introducing name argument from CfgPatches which i compare with AddonsMetaData name argument (they should be indentical).
By my understanding, Addons list will default to name of .pbo file if name argument is not found, and if found it will use that name argument.
Addons list will default to name of .pbo file if name argument is not found
No.
A addon that has no config.cpp with CfgPatches name, does not exist and will not be listed in the addons list
The pbo prefix will default to the pbo filename when not specified, but thats a different thing.
I am talking about cases when config.cpp does exist, CfgPatches do exist, but name argument is not specified
Uh. But it uses the CfgPatches classname. Its not possible for that to not exist
Also you don't need to go to AddonsMetaData at all. Just the classnames in addons array are enough.
I just had biggest light bulb on top of my head 😄
thanks man you literally saved me from debugging whole day
You load every pbo (in game folder), grab its config.bin or config.cpp. They must have atleast one, they might have multiple.
Find all classes in CfgPatches (They must have atleast one, they might have multiple) and collect their classnames. And create a map for which classname is in which pbo.
Then you take the addons[] in mission.sqm, look that up in your classnames list, to find the pbo belonging to each
The pbo filename in all this is irrelevant
Yes, literally going for that solution right now. Thanks
every addon pbo must have a cfgPatches class, And that class must have at least one child class. Each child class is the name of the sddon. Typically the additional classes are there for use by legacy missions. Making an 'enhanced' addon still usable by them.
there is NO relarionship between a pbo name and it's addon name. rename Any bis pbo as 'apples'.pbo the game does not care. (ignoring bisurf of course)
tryinn to associate pbo names with addons. is a diffucult excercise. Especially ones created with versioning such as addon1.v1.pbo addon1..v2.pbo etc etc
Yes, I remade some logic:
- Open mission.sqm and fetch Addons=[] only
- Open Config/CfPatches.* and fetch all child class names from CfgPatches.
I have found 223/230 mods via that method and successfully fetched almost all mods for mission.
Those 7 mods were flagged with config.* not found so i assume those were obfuscated? I am using your? tools to extractpbo with -F=config.,CfgPatches. and then processing them with 12 workers. I assume errors from extractpbo were result of those mods which were obfuscated?.. Didn't have time to check more had to go to work.
only weird one for me is 3CB stuff
because coincidentally I know for sure that their class name is same as .pbo so fallbacking to name will by chance in this situation give 229/229
it is not safe fallback though since there is no guarantee the class and pbo name match
yeah very much aware. Someone here told me I can query using mikero tools so if there is better option then extraction/processing that I am doing i would very much simplify this?
that i can query CfgPatches
I can do that inside game, that's how it works for last year for us. Mission maker has export modlist button which will fetch mods in game and return mod folder and dependency. They just copy that (it automatically copies) and paste to setup server and modlist return for them to send to all players.
It also setups server side and gets server prepared to start with only those mods
Only thing that I can think of, if possible even is to on request launch arma3_x64.exe with setup to load that mission, and execute that script with return to user? lol maybe
how exactly to do that?
@west cosmos
omeone here told me I can query using mikero tools
queryAddons.exe
What i ended up doing is:
- Extract/Process config./cfgpatches.
- If fail -> read .pbo as plain text and try to find CfgPatches and read directly like that.
- If that fails as well, only then fallback to .pbo filename using string similarities (if more found, give user choice of dropdown of all similar names found)
seems to me that it's been a waste of time explaining to you that every addon pbo has a config.bin/cpp and, there is always a cfgpatches class. you seem fixated on the pbo name for no sensible reason.
mission pbos are not addons and never have a config.cpp . if you're determined to think these features work your way, then keep taking the pills.
as aleady mentioned to you most sane peple use queryaddons.exe to avoiid the need to convert config.bin -> cpp
Sensible reason is that people do obfuscate .pbo and sometimes i can't acess them. That is only reason why i even mentoin existance of .pbo filenames.
Mission pbos are not addons. I am very much aware of that? I am only parsing mission.sqm to get Addons list data.
I understand that you are selling queryaddons.exe and that it's probably best option for most people to just buy license of your tools and do it like that. I do support that but i won't do it like that because i already have work of proof so yeah, not taking any pills since my shit do work 🙂
arma3p will extract every config in every pbo for free. extractpbo and eliteness do similar. also free.
you can't make an obfscated pbo a required addon hence it's cfgpatches is moot.
(correction: the author can, but not normal users.)
As always, thank you for help and everyone. You guys did explain a lot to me and helped me. So i am not doubting your capabilities. We are all just trying to make Arma better for the community
If you dont mind, why do you want to do the external approach?
Via -autotest you could automate the whole process.
That said it all still depends where you get the mission from, plus all the mods/pbos.
In other words it depends a good deal how much you want to automate it and the environment.
To fully automate, you would need a workshop crawler, grab all mods to build an index of them (cfgPatches, version and dependencies), and probably some submission way for your mission makers.
If you operate with a predefined set of mods, you could do this in a more limited fashion ofc.
That was one of ideas yesterday. But that doesn't quite solve what i was trying to achive.
Thats what i did since we do operate with limited modlist as a community, and from that modlist i need to isolate mods used for specific mission.
Right now with help from guys explaining structures for me, i got it working with ~90% successful config.* retrival. Only thing left is to make sure that if config.* is using PREFIX based classname to reconstruct that classname (so it doesn't say ADDON since it's prefixed)
thanks for the info. one follow-up - what is limited going with -autotest load all mods, then load the mission and extract the info and do the matching? via the sqf commands available nowadays you should be able to query all relevant info, no? [plus log to rpt/clipboard/use an extension to write to file for the modlist template file)
I agree with you. That way of thinking would solve the problem as well, I am sure. Only thing that worries me is time to complete such task.
User could upload mission -> process it in your manner -> parse logs -> modify server-> export modlist to user -> get server ready to start
Actually. You could maybe only half automate it
You have a list of possible mods that it can be (by the mods downloaded on your server)
Run Arma once, with all mods loaded. Scan them once via script to export all the CfgPatches classname into one file.
Then later on, you don't need to run the game, you just need to look up in that file you created, which contains all mods
That way you don't need to do any pbo parsing, or bothering with obfuscated crap mods.
But its just not fully automated, you need to update the list if you add new mods
But if you can run Arma automatically, but just don't want to because time.
You can still run it automatically to create that list, every now and then
Yeah, this one would require for me just to modify already made script for CfgPatches extraction. I could probably add trigger on save to also save that list and later I could just extract it on backend and retrieve file easily.
This one is also very good idea since it reuses existing functionalities and extends it
Or just tell your mission maker to give you his mod list 😛
Launcher can export html with list
Hey there 😄
Ive done the model, the texture, the .rvmat all .paa files and wrote the config.cpp
Now I need to assemble everything. I saw people doing it with the pboProject Tool from
Mike -> https://mikero.bytex.digital/Downloads
But after installation an error showed up:
"Programm cant run, DePbo64.dll is missing"
Is there anybody who can give me its version of the pboProject?
use the all in one installer to install all those tools
they need each other to work
Copy confirm. I did it with the Addon Builder and assembled everything together. Now Im able to start the game and even see my picture in the selection menu. But it shows of as soldier. I gues that this is a knowledge gap in the class designation
class B-Soldier_base_F causes this to 100% if I had to I would bet that thats the classification of the type -> BLU|OPF|IND|CIV|EMPTY
But I dont find a List about or an explanation of the categorys
im not quite sure what you try to do there?
if you are not making a soldier
why do you use soldier as class?
you may be trying to go way too fast
I dont know. Ive just did
I used the preset from BI wiki
Then I watched a tut and now I think its the name of the folders
"strategic" was used in the tutorial. Ive just copied
ok so werent you just making a model of some stairs?
Can you just stop for a moment and explain what you try to do?
Model for what? A vehicle , object or unit?
Object
What object? A house?
ok so you will want to use the house sample as reference
not a soldier
using soldier class makes no sense
for config questions you can use #arma3_config
and you want the arma3 samples on steam
Ohhh maaa gawd I love BI ❤️
"Arma3 is bugged as hell buuuhuhuuu" <- Average cassual who didnt understand he just bought an sandbox where the sub-developer create the issues using the engine
10 years of Arma now for me and Im still impressed at many points.
Thanks for everything ❤️
Todays goal is reached. Tomorrow Ill start with proxies like a door to open and maybe (if its not too much) a glass to break
And real texture mapping by corretly understanding the writing of the .rvmat
Ill be there probably damaged and traumathized with way to less sleep but hey
door does is usually not a proxy
for buidlings you will want to learn how to do multimaterial rvmat
Yes, thats exactly what Im looking for in the internet at the moment
I try to stop...
...I cant.
The only thing I know about the door thing is that I problably need something called "memory point" maybe Im getting confused by all the intel in a short amount of time. Dont matter
pboProject can now binarise multiple rtm files, each usimg a different skeleton in same pbo. Previously all rtms had to have the same skeleton (bridges eg)., To maintain sanity you can use any number of model.cfgs, or simply one for them all.
currently, subscriber only.
said: If anyone is interested, there's now a public Intercept channel on the ace3public slack for contributors, potential intercept users and anyone else interested, https://ace3public.slack.com
Im making a simple loadorder tool for development reasons and I noticed that compared to my server's loadorder, there's some slight differences.
Example; Sumava map.
On server; @umava;
On tool; @Šumava;
Im guessing command lines cant read the Š, should I account for this?
the 256 character display is normally winansi codepage 1252 and does not have that character glyph. it is only the display that is 'faulty', the cmdline itself is ok
u can, if you wish, fix this by typing:
chcp 65001 which changes the display to unicode utf8. with some exceptions (which are errors), bis anything is utf8 encoded.
What does "on server" mean. How do you read that?
Server RPT log
pls paste the relevant line(s). the ouput of thr tpt is utf8. i *might not display correctly
For now it's only sumava since it's the only mod I have that doesn't use standard characters. It's mostly a minor concern, but after testing, it seems the mod loads correctly regardless? So I don't think I should worry too much
Ah, one sec
one ultra important point is you MUSTsave your config as utf8. it's not bi's fault, that windoze uses 'local codepage' by defau,lt.
the bottom line rule is anything with eauropean characters is wrongly encoded until u tell it otherwise
This is only used in the serverMod= flag on arma3server launch
Yeah I guessed so
alrighty, thanks
The RPT correctly logs Sumava from the command line.
I know because I tried two weeks ago and it broke our Launcher 😄
Whatever you are using to pass the argument to the game, is doing it wrong then.
The Arma Launcher for example does it correctly.
A terrain is not a serverMod.
serverMod is for server-side only mods that do not need to be present on clients. That's not the case with this one.
I see
Well.. we'll have to talk to our hosting provider, they pass Sumava as umava and as part of the serverMod parameter
if they have their own webpanel, then it'll be their fault yes
And they use their own builtin workshop tooling as well, which Im not very fond of
I am trying to update my mod but I am getting the error code 8.
if I click the open item button on the publisher it tells me the item no longer exists
Is there a way to fix this without taking down and re-uploading the mod?
It seems to be under the impression the item id is 0
Do you have a bad meta.cpp in your source files or local mod files?
It stores the published id, timestamp, and some of the other workshop stuff
For my mods, neither the source nor my local version have meta.cpp,
While the copy from the workshop has a meta.cpp, generated by Arma 3 Publisher I assume
Thats the case for mine too
Hmm
Don't know then
I thought it was the meta.cpp, but must be something else then
Can you find your mod through Steam?
Yup works fine through my workshop page
meta.cpp is indeed generated by A3Publisher , you can just copy/paste it to local folder for testing and it should work fine
Adding the meta.cpp does not allow me to update it
question for DSUtils keys and signatures
what could be the reason that even tho i signed a pbo the server doesnt recognize it with up to date key and signature?
What tool did you use to pack the pbo, some tools pack files in the wrong order
what's this error?
for reasons best known to you, thera are no pbo files in the dta folder, or no dta\folder at all. re-install arma 3
Does anyone have/maintain a list of the old scripts lost to time with the closure of armaholic and bohemia forums?
I know about scripts like 1ncon undercover and Don's infantry recruitment, but I can't browse through random scripts anymore because the sources of those scripts are mostly dead.
I dont think such exists
scripts were not collected in one place on armaholic either but spread around multiple posts
Well, I know that. But those posts are no longer browsable easily, same with a lot of bohemia forums.
Github can be searched, but names are hard to find
I just mean I dont think anyone collected them into one place like that
You can use web archive
You could check ofpec. a huge collection of mission scripts, many of them transerable into arma.
I am now trying to use the CMD and see if that works but the CMD just opens for a split second and closes immediately. I have verified integrity and re-installed the arma 3 tools.
Does anyone know what might cause this
cmd just opens a new dos console typed in from the ;lower left edit box of the windows screen. it has no other purpose. if it's something different for you itneeds explaining
Im just running this exe as administrator, it briefly opens a CMD window which then closes immediately.
I can open a normal CMD window no problem
well above has zero to do with the dos cmd. it probably expects arguments and oprions to work
use a genuine cmd, then type publishercmd in that
it will if in same folder as the prompt
ah one sec
Alright yeah it recognises it, I shall see if this works thank you
Alright yeah so for the sake of anyone searching in the future I can publish via the console and that seems to restore my ability to publish via the normal UI too.
I usually create addon with AddonBuilder.exe and sign it with DSCreateKey.exe + DSSignFile.exe. Could you recommend me github actions that can do same?
You can use that but I would suggest using hemtt instead
It will require some initial setup but you should have a better experience afterwards
Do you need to binarize models or worlds?
mostly pack sqf into pbo and sign it
Then hemtt is your friend 👍
Is HEMTT not good for doing that? Looking to swap over my workflows/addons all to HEMTT at some point soon
Models are fine, as long as arma 3 tools is available
could anyone help me with why mikeros ArmA3p is givng me the error "failed to create P:\a3.lst. the game is not actually installed"
i do have arma installed haha
@scenic canopywhat's wrong with pnoPro vs hemtt?
@small cedaryou have probably moved arma ro a different drive.
Yeah man that was the problem
Thanks for responding
What are the types of files that can be referenced in .p3d models?
I am tryna make me a little tool to delete every single unused file from my mods
"The P3d contains references to pac/paa files.... Arma P3D files also contain references to materials (rvmats)."
I thought it could also reference some .p3d proxies
You can get a list of all references with mikero tools dep3d
Hmmm
Alright
I might wanna embed it into my app and read console output then
You could also call the depbo.dll functions directly
Oh is there any sort of docs for that?
Wow that'd help a lot
"Direct download for paid users" Am I really about to pay 40$ again? 😭
Will the current dep3d version give me a list of all referenced files even in ODOLI models??
Edit: it can
If Dalhgren know what info depbo.dll provides, or McIvan provides me with what info they want, I can add that to HEMTT in the very near future. HEMTT can read P3Ds, just doesn't have much in the way for inspection right now, just a JSON dump command
Oh, really appreciate it.
I want to know which files the .p3d references, as in, the files it imports into the model (textures, rvmats, etc). (You could also exclude the a3\ references for people who don't have a P drive, but I don't really care)
I want this info because I am pretty sure that I have a lot of unused textures and files all over my mods
DePbo.dll provides plenty of exports
I am already doing my little thing with the help of DePbo exports though, so do what you consider will be good and useful for HEMTT
you figured it out before I had a chance to test 😅
did DePbo work well for your usecase?
Hahahaha, it's being a fun journey
Considering I usually give up on things quickly
Well I'm about to find out, lots of exports
I guess I should aim for DeP3d::p3d_GetAsciizFilenames
ODOL 73 is supposed to be ODOLI as far as I know
feel free to ask if you need any pointers, there's also the mikero discord server
sure, tysm
yep, that should work I think
p3d->p3d_Open(...);
for (Asciiz* str=DeP3d->p3d_GetAsciizFilenames(true); str; str=DeP3d->p3d_GetAsciizFilenames())
{
// do stuff with str...
}
Yess but it's giving me only the first entry. I don't know about your code though, because your code might be using a sdk or something while mine is just pure loadlibrary.
(DeP3d + 0x10) = true;
you need to iterate through the entries using the same function call but without the first flag (or false)
noice, ty, I managed to get it working
it was fun to do
Not sure where to put this, but is there an A3 to steam VR mod that's descent? And if so, how does it work? More like track IR to look around, or if I turn 180 IRL, that's what I do in-game?
No there isn't
Thought I'd ask, has anybody else managed to use buldozer loading p3ds without using object builder?
Why would you do that? But also no it don't work
I'd assume bulldozer needs the undocumented communications protocol between it and object builder
It's k,I already reversed that. Building a tool so blender can talk to buldozer.
I was just wondering if anybody else had done it yet in the x past years.
reversed that how?
Making a listener, watching the messages, doing the same thing
something something reverse engineering being against EULA
Something something for the betterment of everybody something something mikeros tools
(will be free yada yada)
object bulder formerly known as 'binpbo' was first written in O2script. much later it was re-written in c++. The 02script has it's own comref in arma1 tools. it is identical to sqs inall other respects. O2script was used in oxygen2 & 3 For map making Providing handshake commands for buldozer and macros for laying roads and forests and yada yada.
our current map building editor is proprietory to VBS. scripts and comref were specifically removed from public access.
You could also ask for info about it. I have the code right here
On some days I do wonder if mikero is just AI rambling. Even the first sentence is already wrong, and the rest is irrelevant blabbling?
binpbo was the first gui tool released by bis to make addons. It was originally written in O2script.
Yeah seems to just be AI rambling that is completely irrelevant to the topic
I assume it was 02script calls in the original object builder that handlsd the handshake. I have no evidence of tthat but bi would not re-invent a wheel.
There’s a p3d previewer in hemtt vscode extension, but that’s not buldozer
agreed
Sir Object Builder is not binpbo, its Oxygen.
Oxygen was not written in o2script. And no it does not handle the buldozer communication in o2script.
Also I see talk about Oxygen 3, but that does not exist, Object Builder is Oxygen 2.
There's also no O2script calls I know of that will load a p3d into buldozer using O2script.exe
Not without interaction with oxygen/2
Please! I'm really desperated because my custom OPFOR faction createed in ALiVE Orbat creator in Arma 3 doesn't work with Dynamic Recon Ops scenarios. It spawns vehicles but doesn't spawn soldiers - spawns only default CSAT units. How to properly confugure this stuff? Other factions downloaded from Steam workshop created with Alive Orbat creator (after seeing their config files) works normally. I've asked this question a few times here but nobody wants to answer. Post your question on Arma community Discord they said , Thye will help you they said...
alive specific questions might be best posted in the Alive discord since its operations are not vanilla game featuers
if people dont know answers they cant reply. 
How i can find the Alive discord server for troubleshooting?
https://discord.com/channels/105462288051380224/107533617407737856 has link to it if I remember right
after all this years lol
So how do I include / reference macros from the base game and still successfully pack via PboProject?
example: cpp #include "\a3\3DEN\UI\macroexecs.inc"
This is throwing out an error when packing saying no file found.
Do I have to extract it from the base game and put it in a seperate folder?
The macros in this file are problematic
They also don't build with hemtt.
I would just extact what you need from that file and include it directly in your mod (The _exec stuff isn't needed)
also, assuming the contents of this file contain nothing other than #defines, it would be 'ok' to use arma3p to gain access to it.
Awesome thanks guys!
Quick question, does anyone else get an error when trying to update hemtt using winget?
Winget is acting up atm. e.g also not accepting the latest version.
Download the .exe from github and replace the old one
Check, so it's not my pc being weird, good to know
armake2 fork that works on my github
makepbo works. download the so lib and binaries
hemtt? Can do full projects and directories, and has all the same functionality of the windows version (I don't even use it on Windows)
ditto makepbo same funtiona;lity for both but not as versatile as hemtt
I've got a mod setup with a lot of mods in it, and it's exhibiting framerate issues, so I'm wondering if it's possible to run a profiler to find out if there's any one mod that is taking a huge amount of time in Lua code or anything like that.
Is using the performance profiling build a good idea, or is that a bad idea? I have no idea if the behaviour of the profiling build diverges from the regular arma3 build by a lot.
I see the diagnostics exe has profiling support too but it deliberately lacks multiplayer support. That's not ideal: ideally I would like to find out what's up with the client framerate in multiplayer since that's how we actually play with this mod pack.
i want something open source
armake2 is ok if you need something quick and basic, otherwise hemtt
thank u. yeah quick and basic is what i need
i just need a cli packer for the addon/scenario autoupdater in my custom arma server manager
@north relicjust minor heads up here, and not intending to argue. if your meaning of 'open source' simply means free then makepbo is that. My own experience of letting changes to any code as a free for all has been a sad one with mistakes made by the dozens. A case generally of one step forward and half step back. Changes to my code are restricted to a half dozen proven coders. Same comment applies to all other mikero exes. Hemtt bt way of example is in a simiilar boat changes arent neccessarily accepted.
There is no lua code
Profiling branch has a profiling exe, a different executable in your game folder that is not used by default.
That has profiling support and multiplayer
If you think your issues are scripts though, ArmaScriptProfiler will give you better data than the Games own profiling
no its not about being free
im creating my own workflow and even though your tools have amazing functionality, i really do not like their workflow/handling for what i need
for manually creating addons sure maybe ill use some finished tools but i just need an automated simple pbo packer for my servermanager 😅
i dont wanna run wine either
what you need is way past my tools tolerance levels they will never accept (for instance) files are where you say they are.
but i also understand the urgency of getting server side code up and running quickly,
You can fairly easily package a simple mission pbo in python etc, it doesn’t require a lot of complexity
agreed
Addons are tricker since they need properties and ideally working signature. mission don’t need any of that, not even prefix
showing my ignorance here but i think mission pbos also use a bisign. if not, why not?
ive noticed the whole prefix dilemma yesterday when my addon that worked first run (which surp ised me 😛 ) suddenly stopped running, or more like the arma server suddenly said it couldnt find the script files anymore
yeah, yesterday i learned u have to take care of prefixes etc aswell. maybe thats why the pbo-packers i thought I had fixed didnt work either
just for reference ive spent the past 2 weeks heavily modifying the arma-server-manager to my needs and now want to automate downloading & building the non-workshop mods + my scenario.
im developing on my PC with git repos set up directly in the server folder so i can test & upload the repos easily. now i need to automatically update them to my server so i dont have to pack and upload 20 pbos a day
makepbo has the most straight forward ptrefix possible, a no brainer, It is auto generated because the prrimary config.cpp in the root folder is the prefix. eg my\thingy\config.cpp is automatically prefix=my\thingy
you can't fiddle or change it to alice\in\wonderland. secondaly, files within that folder and subfolders can only ever be adressed as my\thingy\some\where.
simple rules to follow which cannot be got round up,over or underneath.
having 20 addons isnt the goal btw - im just getting some experience with the whole addon topic
yeah i tried to get past all that prefix thing by just packing them flat but that seems to introduce issues aswell
ill probably have to eat it up and learn howto handle prefixes etc correctly. i mean, my addons do load now but its not a nice setup yet
i did look up your tools but i think the cli tool only runs with wine & a subscription?
all 20 addons must follow the above logic. the above IS a mirror of whar the engine sees.
subscription is NOT necessary
your choices ar raw makepbo.bin (linux) or pboproject (wine)
i have never tried the linux version of hemtt but it would be unfair of me not to mention a good app.
i will look into it again thank you 😄 i found alot of info about pbo handling etc through your sites btw, thank you!
i’ve looked into HEMTT. Honestly, I thought the server addon part of my project would be the most straightforward, so I didn’t expect to need a framework—but I turned out to be wrong.
I'll go with my hacky workaround for now and look into it during my next vacation
the goal is to make my scripts public to the domination community once its battletested so using the community-adopted tools is probably the best way to go forward
Oh f my brain. Of course I mean SQF but I had almost forgotten that anybody writes scripts in anything else. 🤦
Thanks!
======================================= new topic =======================================================
What does the Arma3 binarize.exe and how can I use this tool?
It binarizes 3d models and worlds, its included with arma 3 tools on steam
Please stop crossposting and asking questions in giant text, people will see your question when they see your question
sry for using structured text for an sorted conversation || I wont use structure anymore and just send in the textblock no one want to read ||
Please explain where the "structured text" here(screenshot) is
it is 1 question , no need to highlight the entire sentence by making it font-size 100
if you wanna highlight something just use **text** like this
What does the Arma3 binarize.exe and how can I use this tool?
bla bla bla, context here. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Got you. That was my sight
Ive now changed it in hope your hapier with that so I would repost my current topic realated then because its now unstructured af again. pls dont fuck me for "spaming"
The hope awakes, it seams Ive finally found someone who could help me 😄 So far so good.
Ive checked the box "Binarize" but have now the issue that my files arent found in the binarized .pbo.
I also cant find them after unpacking. picture1
Im getting even more confused if I take a look at the tempFolder... picture2
Looks correct to me, PREFIX is added as a property in the PBO headers, not as a file
lets keep this at the config channel
Anyone else experience Object Builder crashing with larger size p3d?
@glossy inlet in case you got a moment at some point I threw a fresh log into a ticket:
https://feedback.bistudio.com/T195000
10:06:43 - [49EC]ERROR! D3DCall fail line 972, d3drenderer\d3drenderer.cpp <D3DERR_INVALIDCALL>
Object Builder ☠️
This is probably something system specific since @sour hedge for example worked on same files and they worked for him just fine.
Also added note in the ticket about disabling D3D rendering and opening working.
This might have come up before too come to think of it. 🤔
Lol. I debugged a weird bug in my CfgFunctions VS Code extension for a good while with inconsistent results. AI (Claude) found the error instantly instead: for some weird reason the output channel part of the editor view is considered a text editor (!) by VS Code. So when you're trying to get the file path of a file actually open in the editor, you might get the VS Code's internal representation of the output channel as a result instead if it manages to steal the focus before the file path check happens! And it will even pass (too) general validity check happily because the output channel indeed counts as a code/text editor...
Heyo, quick question.
Is there a way to convert PNG / JPEG to PAA via CLI using any of the Arma 3 Tools?
I do have some bat file in my computer. Will post later maybe
sure is
snakeman supplies a multi thread convertor inside my free tools
the heart of the tool is img2paa
Please do :D
I managed to get a PAA to PNG working but not sure where to find the info or CLI for ImageToPAA.
img2paa is a bis tool
I need to get around to trying them again, had some trouble with setup and usage last time I tried.
grab the entire package from my free toolset. i
Does it require a P Drive setup?
nope
Shall try then, would still want a CLI option though just so I can also set somethings my self.
it IS a cli option!!!!
texConverters.1.0.0.0.rar
available with my tools AND Snake Man's pmc wiki website. its pinned above to get at the hol;y grail of map making.
why no P drive setup? 
😮 a new feature Idea. I don't know how I missed that one.
I have PAA previews already, but no conversion, incredible oversight.
What would you want to convert to paa? Only png/tga/jpg/jpeg?
Personally only PNG and JPEG/JPG
Alao how would I get the previews? xD
(dont use jpg as texture file. jpg compression will ruin it)
The previews are https://github.com/dedmen/PboExplorer/
I mostly do code based mods, retextures, and mods based on other people's work.
My setup with HEMTT also doesn't need it.
So I don't really need it, it confused me last time I looked into it so I avoid it xD
https://paa.gruppe-adler.de/ What I use, but I don't usually have much to convert, ImageToPAA also works great though
I want to add a util to HEMTT for it one day, but it's super low priority.
Bit of a low detail note here, but I vaguely recall it was discovered that there was an issue with the gruppe adler paa converter.
Some searching on this discord might bring up what it was.
I think it fails on anything that’s not a power of two
Yea this si what I use usually, it's great but it takes more clicks than my laziness wants xD
Got something working which is good enough for now
Next time I get to PBOExplorer I'll add a context menu action for it.
That can only be a matter of months
I would kiss you if the hemtt vsc addon could do it (and if the wss converter right click could do many at a time)
Thanks, now he will never do it.
😦
Something is messed up with the newest hemtt update (v1.17.1) none of my stuff gets correctly compiled (no assest show up in the eden-editor, config viewer, etc), I downgraded to 1.16.4 which works fine, has anyone else experienced a similar issue?
Sadly I forgot to save the log file
Update to 1.17.1 again, it was fixed shortly after the initial release
There was a bug with hemtt launch on windows that caused it to launch with your dependencies, but not your mod that it just built
Will test in a Moment
Everything seem to be okeydoki :)
Is there a way to send an HTTP request to an Arma 3 server to get info about it directly via some kind of program? Or doing that via Steam, if necessary
Or, rather, how would the process of retrieving all available information for an Arma server through a custom tool work/look?
Required mods, server name, etc.
Everything maybe? Just poking a stick at the idea out of curiosity
@sour hedge you are quite correct. The problem with that convertor is it incorrectly sets the alpha flag bits to a non existent value. the details of what the flags are meant to do is on the biki. Afaik, my tools are the only ones that detect it. The fault cauuses the color translation to be poorly rendered which newly minted modders don't notice from lack of experience.
As a starter, I could work with just checking if a server is online and maybe has some mission selected
That you can get by sending A2S_INFO, A2S_RULES and A2S_PLAYER UDP packets at the Steam port (game port + 1)
That's why I was asking what kind of info you want
Neat, thanks. Is there any documentation I can read for more information or is it more word-of-mouth kind of knowledge?
Now, depending on the programming language that you use, there may be (and probably are) libraries that do that for you
The blazingly fast Rust :P
There's Valve documentation, but unless you want to query all of the 6000 Arma servers at once, you can just use libraries that other people have written for you
Ugh... then you'll have to google it yourself, I'm afraid 😛
I could have helped with Python solutions
I'm all ears for Python too in case I ever come across a case like this and can't be bothered to take a coffee break every time I want to compile the tool 👀
and maybe dig around the code a little for curiosity's sake...
It's been a few years that I've done this, so my memory is a bit rusty, but I think that https://github.com/Yepoleb/python-a2s would be the lib to use
Much appreciated o7
Now, the catch is that for the a2s_rules, you'll want to disable utf8 encoding (because BI doesn't play by valve's rules, tee-hee) and then parse the rules according to, uh... gimme a sec, again...
Of course it's never that simple 😭
According to this: https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3
And yes, it's annoying.
So make sure that what you want isn't already in a2s_info, in the first place
Now, maybe someone has made a Rust library for Arma, to do all of that, but I wouldn't know, I'm not a Rustacean
If not, it's a learning experience to rack my brain after a while. Thanks, this helps a ton 😄
The rules parsing is custom for Arma, so if the library doesn't explicitly mention that it's for Arma, then you're going to have to do the parsing by yourself
I have a python lib that does all that, but it's not out there in the open, because it was made for CDLCs (and also because I'm ashamed of my asyncio code 😛 )
My code will apparently never stop being a tangled spaghetti that even I need my own help navigating it sometimes. Every day is a new coding style and I'm just here for the ride... 😭 I feel you on asyncio
I feel like I might be a numpty, but for some reason, my .paa files are being inverted when loaded in arma
I've saved this from .png to .paa
then in game, it loads as this???
I've not had this happen to me before
wait, I think I know what I've done
Edit: nope, no idea
incompatible image resolution
and no _suffix
find wikipage about texture naming rules
so the file would have to be picture_co.paa
of course
note to self: don't do modding on 3 hours of sleep
This is indeed valid tip
I’ve failed epically to do it a few years ago lol
I should try with IA this time 🤔
Hello, how can I use the new Opt-in P3D encryption feature for mods?
🤣
You don't
!ban 199608021352054784 0 serial content theft, ripping models (eg. Forza)
*fires them railguns at @last slate* Ò_Ó
But then people can steal his ripped models??
does anyone know this issue when starting bulldozer?
tools/P drive setup is not right
I should try with IA
Please don't 😩
Try using this, instead https://github.com/jishnukarri/arma3-a2s
(never used it, but it will do a better job than asking AI to vibecode it)
Contribute to jishnukarri/arma3-a2s development by creating an account on GitHub.
there are a couple of a2s rust libs on github, like https://github.com/rumblefrog/a2s-rs
I don't know rust, but if that line reads and forcefully decodes the line as utf8-encoded: mut data: Cursor<Vec<u8>>; ...; data.read_u8(), then this library won't be able to read arma rules as it will fail almost every time 🙁
So you'll have to rewrite that part yourself to read raw bytes (violating the Valve protocol).
Been there, done that 🙁
Well yes it reads as utf-8, but not because of u8 that is just unsigned 8 bit aka a byte. But rather from String::from_utf8_lossy https://github.com/rumblefrog/a2s-rs/blob/master/src/lib.rs#L465C9-L465C63 .
Ah, you're right. Now I see it being used here: https://github.com/rumblefrog/a2s-rs/blob/master/src/rules.rs#L65-L66
heya, anyone here know how to make .bikey files on Linux? i can't get DSutils to run, and i would use armake but it hasn't been updated in ages, and in any case it won't install properly anyway (believe me, i tried)
nvm i figured it out (again)
In case we have other Linux users with same question, what was the solution?
When I went to execute the .exe for DSutils it gave me the option to use a Wine preset for ArmA 3 Tools, so you'd have to install Wine and then set up a preset for ArmA 3 Tools. After that it works more or less exactly the same as it does on Windows.
Admittedly I don't remember where that preset came from, because by the time I'm usually working on this stuff it's like 5am and my brain is absolutely cooked
!namedispute
@glossy inlet What happened to namedispute? 😭
debate sir
The correct name is Arma 3. See: https://www.bohemia.net/blog/arma-2-the-name-tale
As we're quickly approaching the release of ARMA 2 , the third installment in Bohemia Interactive's award winning series of military PC simulations, it's a good time to clarify some things about the name and also explain why using Armed Assault 2 is wrong or why Arma is not a cheesy weird name as some English-centric souls may believe!
moved conversation from https://discord.com/channels/105462288051380224/122121444703338496
"intro:"
Im into building a house where Im into adding glasses. A user recommended me the arma diag64.exe but it wont
load my mod if I add it as parameter to the shortcut.exe. Another user mentioned that its an BI issue. That was the point
where Ive remembered @sour hedge who recommended to me to install https://docs.anrop.se/en/arma3/getstarted/arma3sync
Ive did this and ended up here because Ive decided to move the conversation. -Fin
After it seams that an engine issue crosses my diag.exe plans Im forced to use the Arma3 sync.
I only know it from others who made modpacks with it. Ive read the whole page but dont know what its offering to me. But Im ready to
experience it. Its ready prepared. Im out of ideas at some topics. There is an advanced diagnostic tool really welcome 😄
Where did youve been hahaha thanks bro 😄
@ Mikero
Potentially something for your config parser
class RscButton;
class RscDisplayMissionLoad
{
class Controls
{
delete B_Cancel; // Need to delete so we can delete B_OK
delete B_OK; // Core config defines it as B_OK: RscShortcutButton, we want to silence the UBC error by deleting and recreating instead of updating
class B_OK: RscButton
{
idc = 1;
};
class B_Cancel: B_OK
{
idc = 2;
};
};
};
Previously was "Member already defined" error in RV parser.
But a delete should not count as a definition and I'm changing it
config.bin can already do this, only the config.cpp parser was throwing an error on it.
@glossy inlet thank you for the info and will make the changes.
is anyone able to escape this broken bulldozer issue,i already have P drive mounted and its still appearing
The fix that most often works is to change the path to the buldozer exe in Object Builder options (File>Options) to be pointing at your actual Arma 3 game exe.
you are also advised to not use buldozer.exe at all. It is merely a snapshot of thhe game exe of unknown vintage, it cannot be or reflect an unknown number of updates to arma3.exe
alr
I ended up going with that crate earlier, but unless I'm wrong, I needed to modify it to work with the bytes directly.
Do I need to worry about converting the escape sequences into the escaped values before trying to process the entire response packet? 🤔
Unfortunately delving into a topic I'm not even one bit (get it?) experienced in is punching me. It will be a lot of trial and error at this rate
From what I can see in my code, the order seems to be:
- Get the raw UDP packet and parse as an
a2s_rulepacket containing bytes (instead of utf strings, that's the change from the official valve protocol) into a dict of rules - Join the rules into one byte array (
trickyannoying to figure out what the keys actually are) - Unescape that one byte array according to the escape sequence (your screenshot above)
- Parse according to ServerBrowserProtocol3
annoying to figure out what the keys actually are
So I'm not the only one! That's a relief to an extent 😄
Thanks a lot
Just wait till you start stumbling upon malformed packets or Arma servers with seemingly corrupted memory 😛
Oh.
From my code - I just noticed that 😂
# Workaround for the double set of rules:
# Let's say we have 21 raw rules
# and all of the sudden we get a rule number 1/10
# That means that Arma has bugged out and there are two sets of rules:
# [1-10]/10 and [1-11]/11 amounting to a total of 21 rules
# We then take the smaller one (because after looking at it manually
# that set looks like the correct one.
But that was a bug that I reported to Dedmen around 4 years ago and he fixed it
Oh!
So unless you stumble upon 5-yo servers, that's not a problem for you. However, that shows that sometimes, you may find some... strange packets floating around, in general 😅
In this case it was somehow building two sets or rules (maybe a leftover in-memory of something from the previous mission or sth?) and putting them into a single packet 
Yup. I hear how reliable networking can be sometimes, especially with videogames
I hope I won't have to suffer through that wondering if I'm doing something wrong 🙏
On the returned bytes for A2S_RULES, I get [69, 19, 0, 19] for DLCs. Is there something I'm misunderstanding according to ServerBrowserProtocol where the DLCs are supposed to be? Because if the value in General Flags (second byte) is 19 (binary 10011), shouldn't byte 3 be the same or be related to it?
The text below the details mentions Bytes 4 and 5 are used for flags (above is incorrectly labels 'Reserved'). so are those the bytes that I'll need to refer to?
Additionally, how do I properly understand when the DLC hashes end and when mod information begins, parsing-wise?
Currently, the bytes I'm getting before the mod count byte are:
[69, 19, 0, 19, 0, 3, 0, 255, 27, 27, 0, 98, 97, 51, 246, 133, 159, 14, 20, 126, 62, 195, 97, 248, 62, 118, 59, 60, 225, 94, 18, 21, 81, 51, 127, 236, 255, 125, 16, 245, 170, 214, 170, 100, 208, 80, 81, 22, 3, 34, 110, 47, 144, 40, 180, 144, 173, 206, 69]
which is 59 bytes long before the 60th byte where mod count begins. How does this make sense?
Not sure if this is the right channel, but im trying to create my own faction from scratch to port to Antistasi. Im under the impression that making it with ALiVE does not work and it has to be made manually, could anyone point me towards some kind of tutorial on how to do that?
The bytes 3 and 4 are an uint16_t that's a bitfield that says which DLCs are loaded.
Additionally, how do I properly understand when the DLC hashes end and when mod information begins, parsing-wise?
Number of bits equal to1times the hash structure size (4).
Btw I have no idea what that fifth bit for general flags is 😅
Could it be Contact enabled? (just guessing)
which is 59 bytes long before the 60th byte where mod count begins. How does this make sense?
It doesn't 🙂
I can't parse what you've pasted above because I don't have access to my code right now, but make sure that you try to parse packets from servers that you know what mods/DLCs they are running.
Then you can easily confirm if what you're parsing is correct
🙏 I hope I will never have to find out the hard way
Oh, right, there's other info besides the DLC hashes before the mod names start... 😭
Little bit of progress:
Turns out that the short hashes for the mentioned DLCs are constant and seem to be always present even if the DLC itself isn't included in the bytes 3-4.
Managed to get my indexing right up to the mod count, now it's time to parse the rest of the rules and see if I need the signatures at the end.
Well I guess nothing like a mod with 25 characters in the Steam name with bytes 0 and 2 being part of it???
hey guys, im trying to find it, but i cant.
i know there is some little cli program in rust to reduce the size of mods, any help to find it?
reduce size of mods how?
in servers, reducing the size of the images and textures
pal2pace from BI (part of BI tools) - you have to repack the pbos tho
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ImageToPAA>ImageToPAA.exe
Arguments used:
Usage: pal2pace [options] <source> [<destination>]
Options:
-size=<n>```
there's this python cli tool, https://github.com/Marcin648/pboServerOptimizer
note that modifying pbos will break the signature
im quite sure that was a fester one with rust, but this will do, thanks!
it was yours lol
🙈
Yeah, who would've thought that chunks are a thing, am I right?
~~6:10:10 ErrorMessage: Data file too short '/home/tarta/arma3/mods/3cbfactions\addons\uk3cb_factions_mei.pbo'. Expected 7584484 B, got 7437458 B
ok ive tryed with empty .paa, but trying to start the server i get this error~~
there is a size declarated in the pbo header
Uhhh... are you sure? I even double-checked in my two parsers (I have a python-construct and a kaitai one) and they all only parse the hashes for DLCs if the respective flags are present 🤷♂️
And that matches what's on the image, at https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3
Unfortunately I am sure! Had my DLC flag set to 18 and now 32 with all the hashes consistently present for me with the same server after several modset swaps
Which is why I'm really confused
Have you tried querying a different server? Because now you're making ME confused 😛
@onyx helm grab this unit test. You should be able to convert it to rust fairly easily
Will need to look around for IPs after dinner 😇
Thanks!
I referred to your unit test while also looking through the server messages I got and finally managed to get a cohesive list. I don't know if I'm wrong yet, but I also had to look for the chunk portions like [0, X, 32, 0]. 😄
This is the server message I was parsing and the logic ended up being a bit... interesting to read, but I'll keep looking to see if I missed anything or if it stops working with other servers. I'm genuinely not sure how I'm getting protocol version 69 though on top of the confusing DLC flags.
Original* server message, to be specific
Though I'm not sure why I get 32 in overflow flags and practically nothing in DLC flags... Maybe accidentally deleting part of that chunk in the process. I'll leave it for tomorrow, that's plenty enough of progress for a day.
What would even be an overflow flag anyway?
I don't know what you mean by that.
AFAIR my test has the message already preprocessed and de-chunked, if you're referring to it in your message
Nah, I'm talking about the messages I got and saved for reference
Overflow is just one bit in that byte.
It means there are too many mods and information about them won't fit in one UDP packet so what you're parsing is and will be incomplete, possibly even abruptly cut
0x32 is not related to the above
Oh. That's fun!
Fun, fun, fun!
... what does the 32 stand for, then? 😭
No idea.
Oh. That's fun!
If you don't like fun, you're in the wrong channel 🙃
is there any good way to batch replace paths across a bunch of p3ds?
cant seem to find any tool for it
notepad++
No just drag and drop it there
and do text replace
as long as its not binarized it works
oh yeah it's just like wildly hidden in random places
I have a question: Why does the "functions" folder always disappear after I binarize the PBO file? If I don’t choose binarization, it doesn’t disappear.
What software you use is the first question
@hybrid nestuse MoveFolder from my subscriber toolset. wellworth the money verses hours and hours wasted doing it by hand
it took me like five extra minutes it’s chill
@astral condor what file types does it contain, and do you use includes?
These are just the common ones: p3d, cpp, sqf, rvmat, paa. And I did use ‘includes’.
In addition, the ‘sounds’ folder containing the wss files has also disappeared.
Never used AB really with A3, so cant speak with authority, yet it may due to the "copy directly" file type list
Overall you may want to switch to pboproject or hemtt instead
I have used pboproject, but the packed files cannot pass the server's signature verification.
You’re right, it was exactly that option in your screenshot that I didn’t set correctly.
HEMTT takes a more command-line approach but so far honestly it's been a breeze to work with it over all possible alternatives
it's an excellent tool but doesn't do error checking as well as it should.
Luckily its open-source so everyone can either add error checking, or file issues to report cases of missing error checking so that someone else can add it
It has the best error checking for SQF. Bit lacking on models indeed. And IIRC terrains were a bit of an issue.
checking sqf is a great asset. Cuts down on the endless 'why doesn't work'. My freebie tools do similar for everything exceptsqf. Hardly suprising since they've had 20 years of development from a host of people who are fully credited in the documentation.
Hi guys, I followed the pmc tutorial to create terrains. The tutorial is good, but when I used the bulldozer, I didn't have any texture, everything was white. I managed to solve this by using Mikero's Arma3p (I had previously extracted it from Arma 3 tools). It started working great, but now the pbo project is encountering this error: (screen). I've been looking for solutions for a few hours, but nothing works. Have you ever encountered this problem? Can you help me? Thanks in advance 🙂
Pinned message for copying dlls
Ok, thank you for that, but I'm encountering a new problem that I didn't have before either:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\binarize_x64.exe" -targetBonesInterval=56 -textures=P:\temp -binPath=P:\ -maxProcesses=20 "P:\tut\tut_tutorial_terrain" "P:\temp\tut\tut_tutorial_terrain"
binarize.exe took 1 seconds to complete
stripping P:\temp\tut_tutorial_terrain.bin.log
binarise found 'errors'. View the binlog
warning set to error
<binarize end>
binarise took 2secs```
Do you want to see the bin.log ?
simply disble bnarise errors in warngs and errors panel
Oh yes, it works, thank you. Does that mean we can ignore these errors without any problems?
as u gain experience you should look aar te log and fix what u can
there's no clear answer to that. most bin errors are nonsense
okay, at the moment I really enjoy tinkering with mods and terrains. I usually look for solutions to my problems myself, but this time I was going round in circles, haha. Are you the creator of the tools ?
yes, and thry are designed to not take prisoners.
thank you very much for your work
😍
Does anyone have arma 3 samples working?
Samples the workshop mod?
What it does mean working or not
It won't start for me.
It’s arma 3 app with templates of mods
Ahh I just read about it
You expected of what and what you got. Because it won't start but just a folder
Ah, k
Hello, I am developing a discord bot to manage your event registrations automatically. If anyone interested, do not hesitate to ping me.
A few information about its features...
No more spamming, contact me if interested by the topic.
No one interested by this?
I already have my own event signup system so 🤷 😄
But once its done you could post it in #production_releases, maybe more people see it then
There is already too many of such systems
Tying into a proprietary locked down platform is a bit scary, what if they decide to remove part of the feature set required for it to function
Really? I am very interested by having such list, if you can provide some names/pointers, I would appreciate.
Indeed, will be released under WTFPL so you just run your instance of the bot if it happens and this is it.
The problematic part being Discord 😆
Oh yes. And the best part in the same time, no need to get another back-end, many teams are on Discord, they can import an event from another server to their own and so on.
we use https://github.com/Alf-Melmac/slotbot-frontend
there is also slotlist, not discord but steam sso (and discontinued)
yours is the 3rd and there was another website that does this here not long ago
and tbf 2 systems is already 1 too much when you want inter community operability.
I was ignoring it.
Do you have to create the squads/slots manually @sand lintel ?
manually or read from mission sqm
I think https://unitcommander.co.uk/ does something like this
I don't see an event creation by parsing a mission file...or something specific for A3. Maybe I missed the right pages...
For some reason, Arma 3 tools are spazzing out on me. DSUtils, Addon Builder, and Publisher tools are all having issues w/ pressing the buttons. They seem to lock up and jitter and can't be minimized or closed. For example, with Addon Builder, if I click "Pack", I have the drag the window around before I can click confirm, and then repeat with the "Complete" popup.
Are you using some UI scaling in windows?
Not that I'm aware of? Native 1080p 144Hz monitor
No other programs are showing this behaviour rn, and A3T weren't doing this last time I messed with them
Weird then.
Also Publisher hard freezes every time I upload a new mod for the first time
Think I'm gonna have steam repair it
That is known
It freezes but still publishes it.
At this point I would recommend switching to Mikero's tools or hemtt
Well I let steam verify, it seems to have repaired 3 files so we'll see. Didn't realize the publisher thing was known, oh well nbd there since it still publishes
Those tools scare me, very arcane
They are not really and will save you many headaches in the long run.
From my first impressions w/ the copy of Mikero's I got ahold of, it was really really stringent about what it would allow to be packed
Also have no clue how to even get HEMTT I think I have to self compile it and that feels like a bit much for me at this point
I'm not against the tools but for my little aceax compats so far I've only needed A3T
Hemtt can be installed via Winget. If you wanna learn more head over to the ace discord.
But if the a3 tools are enough for you that's fine too.
what on earth are you trying to pack?
and why would you not want error checking
It was when I was first learning how to mod and I was trying to do a recolour of the vanilla HGU to make it pink. For some reason, the program kept giving bitch fits about the .paa's path (iirc) so I binned it and haven't needed it since
https://github.com/Andx667/gui-4-hemtt this might help you, its not perfect but might smooth the edge into hemtt.
Thank you, I'll take a look at some point
i ve tryed to do something like this in the past, and i have a big issue... the user
For some reason, ppl is mor confortable using something like google sheets than discord, proably bc familiarity.
for me discord solves the issue of another back-end, web pages with some login required... but... the user is kindda or very dumb most of the cases, and lazy to learn something new lol
i thought in having discord-webpage-sheets in sync, and you can use whatever you want... but claude code wasnt that good at the time , so my lazyness won lol
For custom web pages you can still use "login with Discord" or "login with Steam". But hard to fault users for disliking custom GUIs in Discord; message components or slash commands is hardly the pinnacle of UX.
I am waiting for some changes in the discord lib I am using to re-implement the registration from a simple button and a modal form. Cannot be easier than that.
im ootl almost a year now on the new features of discord, but i noticed that is more comfortable y using more than one mesage than edits itself, with the steps ( you can use epimeral to avoid cluster)
the message on the top is edited to the one on the bottom, each step.
you can give more context information, and you can "pause" the process up to 2 or 3 minuts iirc
I like the "mods weight" part
when a preset is created, it told you the real weight.
since the weight is always shown, ive notced that the weight of the presets are smaller lol, like a social presure
Not sure to understand the "edit an existing embed" issue. You can with buttons action or commands edit an existing one in-place.... Maybe you talk about the restrictions of fields that make you split the process into several actions.
I mean, having the steps in different edited messages is better than one modal in my experience at least
I see. Depends on the number of steps, the complexity etc... for sure Discord UI fails to scale, so the best rule is "stay with very few and simple interactions, and automate as much as possible".
Yea, and use selects, to avoid weird inputs lol
I don’t know if you can use selects in modals now, but give ton of context on each step is the best way to make it usable
clearly. It is the change I am waiting for.... the support of select list with pre-filled values.
On modals? It sounds usefull, atm are quite bad
HEMTT 1.18.0 is here! https://github.com/BrettMayson/HEMTT/releases/tag/v1.18.0
Now with PAA conversions, and the usual bug fixes and new lints!
This reminds me to finally finish the resource based auth for my lil tool ... then again, the group kinda disbanded for which i needed it
any idea what can be done about this error "Current visibility: Friends-onlyThis item will only be visible in searches to you, your friends, and admins." on the steam workshop?
If i try to manually change visibility i get this error "There was a problem changing the visibility of this item (15). Please try again later"
#arma3_troubleshooting message
someone 5 years ago said enabling steam guard for their account worked, besides that no idea
So far no joy. Will give it some more time. Thanks though for pointing out what helped in the past
Do you have any pending steam workshop licenses to accept? They can be hard to find
Where would that be? In publisher i accepted
tried a few things: spending some money seems to work.
On workshop website
To publish public items account needs to be unrestricted (spent some money) and have steam guard set up.
Your account then was not yet unrestricted
Help, Buldozen not working after update PC (RX550 and Ryzen 1200 -> RTX 3060 and Ryzen 5700X)
All models
My guess is that your buldozer path has gotten mucked up and it's starting full Arma 3, instead of just starting in buldozer mode
This is my path for the external viewer: E:\games\SteamLibrary E\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg , worked last time I used it, without really long loading times
(The path should be to whatever your Arma 3 path is, mine is on a secondary library on my E: drive)
P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
- never put exes on your data drive
2)buldozer,exe is useless. at best it is several versions behind the game engine.
3) pay attention to what @jovial elbow showed you above
thanks for the info, i created a bug ticket:
https://github.com/gruppe-adler/paa.gruppe-adler.de/issues/22
I posted a comment on the issue. You are doing things weirdly, but in the end result (unless I missed something) everything is correct.
You are setting bits that don't exist, but that doesn't matter because the engine never checks them anyway. And the bits that are used, are being set correctly.
I don't know what mikero means by
sets the alpha flag bits to a non existent value
They are two bits. The only "invalid" value is if both bits were set to 1.
But you are either setting one bit, or none. Which is correct.
what the flags are meant to do is on the biki
The wiki is wrong.
The wiki documents it as a uint of values 0 or 1 or 2. But thats wrong, its a bitfield.
This flag should be always present in LOD textures with 1-bit alpha with value of 2
Is also wrong for DXT5, which is what the web converter does.
Note that this flag must be present in texture file when binarizing model
Only when the texture contains transparency.
My tools look for every known value ever used by bis. any paa that differs from this is reported (at best) as different, or (at worst) an error. The importance being that something has changed.
bit fields that set 'unused' bits are fine until bis decide to use them, then, all hell breaks loose.
I regularly scan every paa in arma or dayz whenever an update happens
Somehow all the contents of my p: drive were deleted. Is there anyway to recover them?
look for the actual drive used Eg subst p{ = c:\some\where
or you are looking at an empty admin drive
What are you referring to with "admin drive"?
there is a separate drive for each user. you and admin
Ok, seems like the original folder in documents\arma 3 projects was deleted. Am I too far messed up to recover? Had an issue with OneDrive and it deleted itself, so all my documents went missing.
zero sympathy then.
there's a slight chance that your files/folder is in the recycle bin
Yeah understandable, its not there. I appreciate your help eitherway.
@scarlet raptor there is data recovery software (free/open source or at least trial to check if/what is recoverable)
do you have the name of it?
ie recuva - or see https://alternativeto.net/software/recuva/
Doesn't OneDrive keep copies of all deleted files for 30 days or sth? Try logging in to the service with your browser and check if they are there
The enterprise version we have at work does that at least
Any recommendations for getting DLL's whitelisted by battleeye? First time doing so, wanted to see if there was anything weird or unexpected that they look for.
https://community.bistudio.com/wiki/Extensions#Getting_your_extension_whitelisted_by_BattlEye
Its described on the wiki
or this #arma3_scripting message

Saw that, just looking for stuff like "oh it was denied because X function allows arbitrary calls to Y"
Or i might be thinking too deep, lol
Your functions probably should not allow "arbitrary calls to Y", regardless of whitelisting by BE 😉
Just don't do sketchy stuff, like dynamically loading in code etc
#MonkeyPatching
No, wildest thing I'm worried about is I'm "allowing" image loading via URL, but I'm fairly certain I have good checks for abuse of it
Can I use it to load an image from https://totallyNotYourBank.com/sendAllMoney?dest=Stack? 😄
I like that image. It holds big value to me
Nah, lol. Does data checks to make sure actual png/jpeg/gif, otherwise returns a default image. Might be usable for canary tokens, maybe.
BattlEye is only one part of trust. Second part is getting user's on board, and trusting not only that it is secure in non-malicious usage, but also that it doesn't have malicious functionality. Since I don't run Arma in a sandbox, so far only ACE has had this trust from me.
That parts easy, directly modding for some groups I zues for.
Does data checks to make sure actual png/jpeg/gif,
Yeah, but the server has already received and possibly processed the request (or gotten DoSed).
I'd suggest adding a domain whitelist or sth like that. Of course that doesn't matter if you're just playing with friends but it's still good practice.
If you're zeusing with friends and you're not worried that they will cheat (are they really friends, at this point? 😄 ), it may make more sense to just ask them to turn off BE, instead of trying to whitelist the extension.
Don’t forget to disable any antivirus software as well
BattlEye cares about anticheat, not user safety
Don't do things cheats would do, and you'll be fine. If you don't know what cheats would do, then no worries, you won't know how to do the things either.
Btw, extension textures are hot AF. Got stuff hooked up to do live video feeds into the game, doing about 15-20 fps on 720p videos without affecting game performance.
Could honestly get better video texture frames, but I am ignoring the existence of ffmpeg
can someone please please help me? :D
I've been trying to fix this for some time... so i wanted to see, if anyone was dealing with the same problem...
i cannot see the drive... but! when i go to CMD and run command: subst P: "C:\ArmaWork" ** it's already subst-ed...**
- I tried to delete GUIDs in registry at
HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\MountPoints2 - I tried to reinstall game
- I tried to restart PC
- I tried to run it as administrator
- I tried to run EVERYTHING as administrator
- I tried to not run it as administrator..
- I tried to verify the files
*But nothing worked for me.. * sadly
two line subst commands:
subst p: \d remove what's there
subst p: c:\some\where