#arma3_tools

1 messages · Page 8 of 1

odd talon
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Depends on the pbo im packing but if it’s a p3d edit less than a minute usually

sly skiff
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though this might be a mystery Mikeros input is needed with

odd talon
#

I seem to be finding many weird issues lately

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😂

scenic canopy
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I guess rvmat change could include change to transparency which requires rebuild of p3d etc

dawn palm
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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.

odd talon
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Yeah I was just wondering if the long binerization time was normal for rvmats

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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

dawn palm
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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

odd talon
#

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?

dawn palm
#

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

odd talon
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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 🙂

sly skiff
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I think

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Also on pmcwiki

weak vault
#

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

verbal oar
odd talon
#

Good idea too

odd talon
orchid raptor
#

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?

scenic canopy
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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.

orchid raptor
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yes. the file should be in the correct location

vague shard
#

at times a leading slash is required or the opposite - aka not permitted

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if pboproject doesnt complain, you could still try HEMTT but it requires a different folder structure..

orchid raptor
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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

orchid raptor
sly skiff
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@orchid raptor what did PboProject say?

orchid raptor
sly skiff
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do you use pboPrefix?

vague shard
sly skiff
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these paths are all missing the beginning

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wheres your config.cpp at?

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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

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packing folder P:\myTAG\myTAG_StuffLikeGuns\ where config is

orchid raptor
#

this is my file structure

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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 🫣

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as usual a user error

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Thanks for helping me out. PboProject binarizes it now correct and the materials are fine

sly skiff
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👍

old spruce
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why is mikero tools not loading? i've been waiting for 1 hour already

sly skiff
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it opened up for me in 5 seconds

sly skiff
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did you try close it and start again?

old spruce
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yep, didn't work :c

sly skiff
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something is maybe blocking it from connecting to where it tries to connect

alpine copper
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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.

sly skiff
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it probably writes it in the registry

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although some of the programs have settings files too

alpine copper
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ahhhh, unfortunate. I was wondering since I didn't see anything in appdata which is where that sort of thing is usually stored

sly skiff
alpine copper
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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

scenic canopy
#

you can create a bat file to automate the addon builder process with defined settings

sly skiff
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object builder stuff is in the registry I think

alpine copper
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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

verbal oar
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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? =)

dawn palm
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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.

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I can't tell you and aint interested in workshop or publisher because they're broken.

zealous vault
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Hello, do you know how to correct that ?

last slate
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Setup your bulldozer

zealous vault
#

It is

jovial elbow
# zealous vault Hello, do you know how to correct that ?

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.

true hill
#

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...

▶ Play video
junior beacon
zealous vault
devout karma
sly skiff
devout karma
sly skiff
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it just does not have much ready playable content

vague shard
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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
jovial elbow
simple dome
#

Hey so can I use arma tools for texturing stuff? Or is that something else

dawn palm
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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

gilded dagger
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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

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"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

gilded dagger
# sly skiff 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

sly skiff
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binarized p3ds from mods or game data are not supposed to be opening

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you dont touch other peoples work.

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there are samples on steam you can take a look at

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arma3 samples

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also there are public released datapack samples on BI wiki from older titles

gilded dagger
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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 🙂

sly skiff
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👍

gilded dagger
sly skiff
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its separate download

gilded dagger
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Found it, thank you!

sly skiff
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👍

zealous vault
verbal oar
silent tinsel
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addon builder wont pack rvmats

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any ideas?

frozen meadow
silent tinsel
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kept spewing errors

frozen meadow
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well..

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read the errors

silent tinsel
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i was getting to it

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it was looking for binmake in the wrong part of my registry

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i tried editing the registry

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but that didnt seem to help

frozen meadow
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ill be easyier to thoruble shoot if you paste the error message here

scenic canopy
silent tinsel
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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

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im probably missing something easy but yk

dawn palm
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change warnings and errors to ignore binarize errors

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most people prefer to be warned about them but you're drowning

dawn palm
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@frozen meadow??

woeful kestrel
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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?

jovial elbow
woeful kestrel
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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

jovial elbow
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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

glossy inlet
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Download your own mod from the workshop, that way you'll get it

woeful kestrel
scenic canopy
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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? catHi

woeful kestrel
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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

scenic canopy
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There is a ”bug” with the publisher that initial upload always has id 0 in meta.cpp. It gets fixed on first update.

glossy inlet
supple scarab
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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.

scenic canopy
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You can make multiple workspaces and change where P drive is pointing

supple scarab
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Basically, I want it to ignore the blue part

scenic canopy
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Any shared assets such as a3 data can be linked between workspaces to avoid wasting space

supple scarab
scenic canopy
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Separate, I usually just add a mapdisk.bat to each workspace that mounts it as P:

vague shard
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  • Use symlinks/junctions to avoid duplicating data
  • pboproject via command line may or may not support different roots/"workspaces"
sly skiff
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Unfortunately the folder structures in mods are very wild sometimes.

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I always advocate setting up P:\yourTAG\TAG_yourAddonNameLikeVehicles\config and the rest

dawn palm
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@supple scarabmultiple pbos are built providing the parent frolder does not have a config.cpp

dawn palm
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This is well documented in the readme accompanying pboProject

nocturne basin
nocturne basin
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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 } .
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anybody an idea how i solve the expression proper?

dapper pivot
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For parsing?

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(And if so, what kind of parser?)

dusk beacon
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Trying to pack a mod and I keep getting this error message, anyone know what's causing it?

sour hedge
dense cove
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The error itself is literally telling you "something is wrong but I'm not going to elaborate"

dawn palm
glossy inlet
dense cove
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I see

hasty wharf
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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

GitHub

Dedicated repo for AET Plan Importer addon that handles PLANOPS imports. - Nomas-X/AET_Plan_Importer

sly skiff
#

youll have to reach out to the author

hasty wharf
sly skiff
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do that first

hasty wharf
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thanks anyways, sent a msg

sly skiff
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oh curious embed didnt work

devout karma
dawn palm
#

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.

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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.

nocturne basin
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more just to finally have a BNF @dapper pivot

hidden mist
nocturne basin
hidden mist
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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?

nocturne basin
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well it looks like

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however, it is not

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or more: SQF works differently

hidden mist
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? What do you mean by that?

nocturne basin
#

meh scratch that

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however, it is not complete

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definition of Operator is missing for example

hidden mist
#

scroll down 😉

nocturne basin
#

i see

hidden mist
#

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

nocturne basin
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it does lacks one thing

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(((true)))

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not covered 😛

hidden mist
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Oh, you're right, primary expression is wrong.

nocturne basin
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meh ... fuck it

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it is also covered

hidden mist
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oh, yeah, I see

hidden mist
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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... 😉

dapper pivot
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Huh? (((true))) is in that grammar.

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@hidden mist Thanks. As for an IDE/verifier, someone has already done a professional level one but not released it.

hidden mist
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Really? That's incredible. Any chance of getting one's hands on that?

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And yeah, we both noticed our mistake with (((true))) 😉

dapper pivot
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Don't know, he was posting screenshots in the Skype group.

warm sundial
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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?

solid minnow
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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?

dawn palm
#

look in the .rpt for any mention of your pbo's name

solid minnow
ruby meadow
pastel ventureBOT
#
Arma 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.

ruby meadow
stuck chasm
solid minnow
#

no

stuck chasm
#

"An Add-ons folder is required in the mod's folder."
<mod folder name>/addons/<pbo's here>

solid minnow
#

It's already like that

stuck chasm
#

no its not... missing the addons folder

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addons

solid minnow
#

ohh

dawn palm
#

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

solid minnow
#

yess

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done

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thank you

stuck chasm
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no idea if it loads the pbo from the subfolder in addons ¯_(ツ)_/¯

solid minnow
dawn palm
#

nope only the contents of THE addons folder

solid minnow
dawn palm
#

yes

solid minnow
#

Yes, I installed everything I needed in Alive Orbat.

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oww

dawn palm
#

there can be one or 100, pbos, BUT, all the pbos are part of the same mod

solid minnow
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I added the same coding to autogen with cfgpatches.

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I had to do it again

dawn palm
#

don't talk gibberish. explain what u mean

solid minnow
#

Mod installed, no problem

dawn palm
#

then what's the problem?

solid minnow
#

The coding required for the custom faction was done incorrectly, so I will enter the newly created codes.

dawn palm
#

normal practice is to write code for using the mod outside of the mod itself

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6 different people might want to use the mod without your interference to it.

solid minnow
#

Alive Orbat writes itself, I copy it and put it in my PBO file

dawn palm
#

as you should but in itsefl that pbo does NOT belong the same addons\ foldder

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if you've done that, you have some homework to do.

solid minnow
#

what

solid minnow
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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?

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In short, I wear the mask in Arsenal, but after saving, the mask disappears.

sly skiff
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ALIVE probably does not have anything to override that

solid minnow
sly skiff
solid minnow
sly skiff
#

mods or make my own

smoky rivet
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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? 🙁

dense cove
#

Check OB, Viewer's setting. There should be an option to toggle tex

red nebula
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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

red nebula
smoky rivet
sour hedge
smoky rivet
vague shard
#

@red nebula you could check its logs at C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs

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while there is C:\Users\USER\AppData\Local\Arma 3 Publisher and appears it stores the settings elsewhere or in registry 😬

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finally you could try "verify game data" via Steam I guess

red nebula
sour hedge
smoky rivet
#

And model folder are all green

dawn palm
#

Your textures are missing folder\paths\

smoky rivet
#

Ok but cant understand why if path are correct.

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Maybe the best is to redo all the model 🫠

dawn palm
#

how can 'paths be correct' when there aren't any????????

smoky rivet
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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)

dawn palm
#

according to the image pasted above, none of the tgas have a path\to\vn__xx

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tha alternative is, they need to be paa to be seen.

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(use img2paa if necessary)

smoky rivet
#

oh, thats not my model 👉👈

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I did not took the ss xd

dawn palm
#

then why show it?

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a bit hard to fix problems you don't have. n'est pas>

sly skiff
smoky rivet
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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

dawn palm
#

using OB directliy is always the better choice.

sly skiff
#

and populating it with Arma3 files with Mikeros Arma3P

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and starting OB from its own exe instead of the laucher

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is proven to work more reliably

dawn palm
#

aaaaaaaaaaaaaaaaahh.

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direct i knew about. bis setp is an new wrinkle

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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.,,,,,,

smoky rivet
#

oh... okok I'll try that

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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

dawn palm
#

the goat is right. using bis setp is a mistakr.

smoky rivet
#

is there any other way to previwe my model instead of using OB?

dawn palm
#

odolexplorer by dschulle was only for flashpoint,,,,,,,

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i mention it because he made a mistake and worked for them for a little while.

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i have his code here for arma but it allows the p3d to be altered,

sly skiff
#

but usually not

glossy inlet
sour hedge
# dawn palm tha alternative is, they need to be paa to be seen.

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.

smoky rivet
#

Fixed the error with OB showing my textures

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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

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Honestly, I dont F know why this worked

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But if it works... 🫠

sly skiff
#

Setting up P drive with mikeros tools gets you buldozer running from the actual game exe

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Which is more reliable imo

smoky rivet
#

Yeah, I will take a look at that, thanks 🙂

dawn palm
#

@smoky rivet feedack, whether critical or praise, or both, is always welcome for mikero's tool set.

dawn palm
#

ARMA3p updated to remove a3.pbo

glossy inlet
dawn palm
#

aaaaaaaaaaaaaaarg🥸

odd talon
#

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}")
sly skiff
#

👍 very good!

brave sail
#

anyone know the reason why there is an issue?

#

or what the common fix to this is

sly skiff
#

save to different name to test

brave sail
#

alright

brave sail
merry seal
#

Hello, can someone tell me how I can unbinary P3D files like I usually do with DayZ, it doesn't work here

scenic canopy
sly skiff
#

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

merry seal
#

I just want to see how a tank is built. I make my own models with Blender.

sly skiff
#

"I just want" is not a good reason

merry seal
#

Ok I didn't know that I actually come from dayZ modding

scenic canopy
#

You may not unbinarize p3d files from dayz, that will get you banned

merry seal
#

I do not change any p3d models of dayZ everything is done via scripts

scenic canopy
#

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

merry seal
#

no one has ever told me that before

scenic canopy
merry seal
#

Ok, I understand that, but why is this tool available at dayZ tools,

sly skiff
#

you got it from somewhere else

merry seal
#

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.

sly skiff
merry seal
sly skiff
#

anway, for dayz modding youll want dayz discord.

#

and I dont think arma3 tank system works there anyway

merry seal
#

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

merry seal
# sly skiff anway, for dayz modding youll want dayz discord.

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

merry seal
#

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.

sly skiff
# merry seal Do you have a link to a good video? And again, I'm sorry, no one ever mentioned ...

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…

merry seal
#

Thanks, that is probably not compatible with the p3d models of dayZ or ?

dawn palm
#

@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.

merry seal
#

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

sly skiff
#

dayz modding scene is unfortunately wild space with lot of people disregarding the rules

dawn palm
#

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.

merry seal
#

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.

tropic hazel
#

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.....

karmic niche
slender turret
#

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.

sly skiff
dawn palm
#

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)

glossy inlet
slender turret
#

I'll send a screenshot this afternoon when I get home from work, i am using the stable branch

west cosmos
#

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

jovial elbow
west cosmos
glossy inlet
west cosmos
# glossy inlet 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.

glossy inlet
#

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.

west cosmos
glossy inlet
#

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.

west cosmos
#

thanks man you literally saved me from debugging whole day

glossy inlet
#

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

west cosmos
dawn palm
#

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

west cosmos
# dawn palm tryinn to associate pbo names with addons. is a diffucult excercise. Especially ...

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

west cosmos
sly skiff
#

it is not safe fallback though since there is no guarantee the class and pbo name match

west cosmos
#

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.

west cosmos
west cosmos
#

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

scenic canopy
#

It is yes

#

But that takes a lot longer than just reading config from pbos from cli

west cosmos
dawn palm
#

@west cosmos
omeone here told me I can query using mikero tools

queryAddons.exe

west cosmos
dawn palm
#

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

west cosmos
# dawn palm seems to me that it's been a waste of time explaining to you that *every* addon ...

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 🙂

dawn palm
#

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.)

west cosmos
vague shard
#

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.

west cosmos
west cosmos
# vague shard To fully automate, you would need a workshop crawler, grab all mods to build an ...

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)

vague shard
west cosmos
glossy inlet
#

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

west cosmos
scenic canopy
#

Or just tell your mission maker to give you his mod list 😛
Launcher can export html with list

ruby compass
#

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?

sly skiff
#

they need each other to work

ruby compass
#

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

sly skiff
#

if you are not making a soldier

#

why do you use soldier as class?

#

you may be trying to go way too fast

ruby compass
#

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

sly skiff
west cosmos
#

Model for what? A vehicle , object or unit?

ruby compass
#

Object

west cosmos
ruby compass
#

An object

#

Just something to start with

sly skiff
#

ok so you will want to use the house sample as reference

#

not a soldier

#

using soldier class makes no sense

#

and you want the arma3 samples on steam

ruby compass
#

"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

sly skiff
#

for buidlings you will want to learn how to do multimaterial rvmat

ruby compass
#

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

dawn palm
#

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.

silent trellis
#

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

tired dust
#

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?

dawn palm
#

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.

glossy inlet
tired dust
dawn palm
#

pls paste the relevant line(s). the ouput of thr tpt is utf8. i *might not display correctly

tired dust
#

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

dawn palm
#

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

tired dust
#

This is only used in the serverMod= flag on arma3server launch

tired dust
#

alrighty, thanks

glossy inlet
#

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.

glossy inlet
tired dust
glossy inlet
#

if they have their own webpanel, then it'll be their fault yes

tired dust
#

And they use their own builtin workshop tooling as well, which Im not very fond of

warm sundial
#

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

jovial elbow
# warm sundial 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

warm sundial
#

Thats the case for mine too

jovial elbow
warm sundial
#

Yup works fine through my workshop page

west cosmos
warm sundial
#

Adding the meta.cpp does not allow me to update it

deft cypress
#

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?

glossy inlet
#

What tool did you use to pack the pbo, some tools pack files in the wrong order

minor atlas
#

what's this error?

dawn palm
#

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

novel root
#

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.

sly skiff
#

scripts were not collected in one place on armaholic either but spread around multiple posts

novel root
#

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

sly skiff
#

I just mean I dont think anyone collected them into one place like that

dawn palm
#

You could check ofpec. a huge collection of mission scripts, many of them transerable into arma.

warm sundial
dawn palm
#

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

warm sundial
#

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

dawn palm
#

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

warm sundial
#

I tried that and it does not recognise the command

dawn palm
#

it will if in same folder as the prompt

warm sundial
#

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.

dawn nebula
#

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?

scenic canopy
#

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?

dawn nebula
scenic canopy
#

Then hemtt is your friend 👍

honest breach
scenic canopy
#

Models are fine, as long as arma 3 tools is available

small cedar
#

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

dawn palm
#

@scenic canopywhat's wrong with pnoPro vs hemtt?

#

@small cedaryou have probably moved arma ro a different drive.

small cedar
#

Thanks for responding

stark cypress
#

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

stark cypress
scenic canopy
#

You can get a list of all references with mikero tools dep3d

stark cypress
#

Alright

#

I might wanna embed it into my app and read console output then

scenic canopy
#

You could also call the depbo.dll functions directly

stark cypress
#

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? 😭

stark cypress
rough grove
#

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

stark cypress
#

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

scenic canopy
scenic canopy
stark cypress
#

Considering I usually give up on things quickly

stark cypress
#

I guess I should aim for DeP3d::p3d_GetAsciizFilenames

stark cypress
scenic canopy
#

feel free to ask if you need any pointers, there's also the mikero discord server

stark cypress
#

sure, tysm

scenic canopy
stark cypress
scenic canopy
#

you need to iterate through the entries using the same function call but without the first flag (or false)

stark cypress
#

it was fun to do

fair rune
#

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?

autumn edge
#

Thought I'd ask, has anybody else managed to use buldozer loading p3ds without using object builder?

sly skiff
glossy inlet
#

I'd assume bulldozer needs the undocumented communications protocol between it and object builder

autumn edge
#

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.

autumn edge
#

Making a listener, watching the messages, doing the same thing

sly skiff
#

something something reverse engineering being against EULA

autumn edge
#

Something something for the betterment of everybody something something mikeros tools

#

(will be free yada yada)

dawn palm
#

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.

glossy inlet
#

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?

dawn palm
#

binpbo was the first gui tool released by bis to make addons. It was originally written in O2script.

glossy inlet
#

Yeah seems to just be AI rambling that is completely irrelevant to the topic

dawn palm
#

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.

scenic canopy
dawn palm
#

agreed

glossy inlet
autumn edge
#

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

zinc iris
#

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...

sly skiff
#

if people dont know answers they cant reply. blobdoggoshruggoogly

zinc iris
#

How i can find the Alive discord server for troubleshooting?

frozen meadow
#

after all this years lol

uneven drift
#

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?

junior beacon
#

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)

dawn palm
#

also, assuming the contents of this file contain nothing other than #defines, it would be 'ok' to use arma3p to gain access to it.

uneven drift
#

Awesome thanks guys!

languid fractal
#

Quick question, does anyone else get an error when trying to update hemtt using winget?

junior beacon
#

Download the .exe from github and replace the old one

languid fractal
#

Check, so it's not my pc being weird, good to know

north relic
#

why is it so hard to find a cli pbo packer for linux that actually works

#

_<

golden osprey
dawn palm
#

makepbo works. download the so lib and binaries

rough grove
dawn palm
#

ditto makepbo same funtiona;lity for both but not as versatile as hemtt

summer iris
#

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.

north relic
rough grove
#

armake2 is ok if you need something quick and basic, otherwise hemtt

north relic
#

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

dawn palm
#

@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.

glossy inlet
#

If you think your issues are scripts though, ArmaScriptProfiler will give you better data than the Games own profiling

north relic
#

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

dawn palm
#

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,

scenic canopy
dawn palm
#

agreed

scenic canopy
#

Addons are tricker since they need properties and ideally working signature. mission don’t need any of that, not even prefix

dawn palm
#

showing my ignorance here but i think mission pbos also use a bisign. if not, why not?

north relic
#

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

dawn palm
#

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.

north relic
#

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?

dawn palm
#

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.

north relic
#

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

summer iris
ruby compass
#

======================================= new topic =======================================================
What does the Arma3 binarize.exe and how can I use this tool?

scenic canopy
#

It binarizes 3d models and worlds, its included with arma 3 tools on steam

stuck chasm
ruby compass
stuck chasm
# ruby compass *sr*y for us**in**g structured text for an sorted conversation || I wont use str...

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.

ruby compass
#

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"

ruby compass
scenic canopy
#

Looks correct to me, PREFIX is added as a property in the PBO headers, not as a file

sly skiff
sly skiff
#

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>

glossy inlet
#

Object Builder ☠️

sly skiff
#

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. 🤔

opal mist
#

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...

forest wadi
#

Heyo, quick question.

Is there a way to convert PNG / JPEG to PAA via CLI using any of the Arma 3 Tools?

dense cove
#

I do have some bat file in my computer. Will post later maybe

dawn palm
#

sure is

#

snakeman supplies a multi thread convertor inside my free tools

#

the heart of the tool is img2paa

forest wadi
#

I managed to get a PAA to PNG working but not sure where to find the info or CLI for ImageToPAA.

dawn palm
#

img2paa is a bis tool

forest wadi
dawn palm
#

grab the entire package from my free toolset. i

forest wadi
#

Does it require a P Drive setup?

dawn palm
#

nope

forest wadi
#

Shall try then, would still want a CLI option though just so I can also set somethings my self.

dawn palm
#

it IS a cli option!!!!

dawn palm
#

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.

sly skiff
glossy inlet
# forest wadi

😮 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?

forest wadi
#

Alao how would I get the previews? xD

sly skiff
#

(dont use jpg as texture file. jpg compression will ruin it)

glossy inlet
forest wadi
rough grove
#

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.

sour hedge
scenic canopy
#

I think it fails on anything that’s not a power of two

forest wadi
#

Got something working which is good enough for now

glossy inlet
#

Next time I get to PBOExplorer I'll add a context menu action for it.
That can only be a matter of months

frigid ember
junior beacon
frigid ember
languid fractal
#

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

rough grove
#

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

languid fractal
#

Everything seem to be okeydoki :)

onyx helm
#

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?

karmic niche
#

What kind of info are you talking about?

#

Because "it depends"

onyx helm
#

Required mods, server name, etc.

Everything maybe? Just poking a stick at the idea out of curiosity

dawn palm
#

@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.

onyx helm
#

As a starter, I could work with just checking if a server is online and maybe has some mission selected

karmic niche
#

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

onyx helm
#

Neat, thanks. Is there any documentation I can read for more information or is it more word-of-mouth kind of knowledge?

karmic niche
#

Now, depending on the programming language that you use, there may be (and probably are) libraries that do that for you

onyx helm
#

The blazingly fast Rust :P

karmic niche
karmic niche
onyx helm
#

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...

karmic niche
onyx helm
#

Much appreciated o7

karmic niche
#

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...

onyx helm
#

Of course it's never that simple 😭

karmic niche
#

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

onyx helm
#

If not, it's a learning experience to rack my brain after a while. Thanks, this helps a ton 😄

karmic niche
#

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 😛 )

onyx helm
#

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

white whale
#

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

sly skiff
#

and no _suffix

#

find wikipage about texture naming rules

white whale
#

so the file would have to be picture_co.paa

#

of course

#

note to self: don't do modding on 3 hours of sleep

sly skiff
frozen meadow
last slate
#

Hello, how can I use the new Opt-in P3D encryption feature for mods?

glossy inlet
#

🤣

#

You don't

#

!ban 199608021352054784 0 serial content theft, ripping models (eg. Forza)

unborn spruceBOT
scenic canopy
frosty onyx
#

does anyone know this issue when starting bulldozer?

sly skiff
karmic niche
#

I should try with IA
Please don't 😩

scenic canopy
karmic niche
#

So you'll have to rewrite that part yourself to read raw bytes (violating the Valve protocol).
Been there, done that 🙁

keen owl
karmic niche
true forum
#

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)

true forum
#

nvm i figured it out (again)

sly skiff
true forum
#

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

karmic niche
#

@glossy inlet What happened to namedispute? 😭

karmic niche
#

Ah right! No disputes here!

#

!namedebate

pastel ventureBOT
ruby compass
#

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 😄

dense cove
ruby compass
#

Where did youve been hahaha thanks bro 😄

glossy inlet
#

@ 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.

dawn palm
#

@glossy inlet thank you for the info and will make the changes.

frosty onyx
#

is anyone able to escape this broken bulldozer issue,i already have P drive mounted and its still appearing

sour hedge
dawn palm
#

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

onyx helm
#

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

karmic niche
# onyx helm I ended up going with that crate earlier, but unless I'm wrong, I needed to modi...

From what I can see in my code, the order seems to be:

  1. Get the raw UDP packet and parse as an a2s_rule packet containing bytes (instead of utf strings, that's the change from the official valve protocol) into a dict of rules
  2. Join the rules into one byte array (tricky annoying to figure out what the keys actually are)
  3. Unescape that one byte array according to the escape sequence (your screenshot above)
  4. Parse according to ServerBrowserProtocol3
onyx helm
#

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

karmic niche
#

Just wait till you start stumbling upon malformed packets or Arma servers with seemingly corrupted memory 😛

onyx helm
#

Oh.

karmic niche
#

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

onyx helm
#

Oh!

karmic niche
#

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 blobdoggoshruggoogly

onyx helm
onyx helm
onyx helm
#

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?

gleaming hollow
#

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?

karmic niche
#

Btw I have no idea what that fifth bit for general flags is 😅
Could it be Contact enabled? (just guessing)

karmic niche
#

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

onyx helm
onyx helm
onyx helm
onyx helm
#

Well I guess nothing like a mod with 25 characters in the Steam name with bytes 0 and 2 being part of it???

frozen meadow
#

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?

frozen meadow
vague shard
#

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>```
frozen meadow
#

I’ve used it in the past in Linux

#

So wasn’t a BI tool

scenic canopy
#

note that modifying pbos will break the signature

frozen meadow
#

im quite sure that was a fester one with rust, but this will do, thanks!

#

it was yours lol

scenic canopy
#

🙈

onyx helm
frozen meadow
#

~~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

karmic niche
onyx helm
#

Which is why I'm really confused

karmic niche
#

Have you tried querying a different server? Because now you're making ME confused 😛

onyx helm
onyx helm
#

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.

onyx helm
#

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?

karmic niche
onyx helm
#

Nah, I'm talking about the messages I got and saved for reference

karmic niche
#

0x32 is not related to the above

onyx helm
#

Oh. That's fun!

karmic niche
#

Fun, fun, fun!

onyx helm
#

... what does the 32 stand for, then? 😭

karmic niche
#

No idea.

Oh. That's fun!
If you don't like fun, you're in the wrong channel 🙃

hybrid nest
#

is there any good way to batch replace paths across a bunch of p3ds?

#

cant seem to find any tool for it

sly skiff
hybrid nest
#

p3ds dont open in notepad++ for me

#

extension or something?

sly skiff
#

No just drag and drop it there

#

and do text replace

#

as long as its not binarized it works

hybrid nest
#

oh yeah it's just like wildly hidden in random places

sly skiff
#

yes

#

dont touch anything else though 😅

astral condor
#

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.

dense cove
#

What software you use is the first question

dawn palm
#

@hybrid nestuse MoveFolder from my subscriber toolset. wellworth the money verses hours and hours wasted doing it by hand

hybrid nest
vague shard
#

@astral condor what file types does it contain, and do you use includes?

astral condor
astral condor
vague shard
#

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

astral condor
astral condor
onyx helm
#

HEMTT takes a more command-line approach but so far honestly it's been a breeze to work with it over all possible alternatives

dawn palm
#

it's an excellent tool but doesn't do error checking as well as it should.

glossy inlet
#

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

neon flax
#

It has the best error checking for SQF. Bit lacking on models indeed. And IIRC terrains were a bit of an issue.

dawn palm
#

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.

proven shell
#

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 🙂

proven shell
# sly skiff 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 ?
dawn palm
#

simply disble bnarise errors in warngs and errors panel

proven shell
dawn palm
#

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

proven shell
dawn palm
#

yes, and thry are designed to not take prisoners.

proven shell
dawn palm
#

😍

graceful escarp
#

Does anyone have arma 3 samples working?

craggy bridge
dense cove
#

What it does mean working or not

graceful escarp
graceful escarp
craggy bridge
dense cove
#

You expected of what and what you got. Because it won't start but just a folder

nimble island
#

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.

nimble island
#

No one interested by this?

glossy inlet
#

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

sand lintel
#

There is already too many of such systems

scenic canopy
#

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

nimble island
nimble island
scenic canopy
#

The problematic part being Discord 😆

nimble island
#

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.

sand lintel
nimble island
#

I was ignoring it.

#

Do you have to create the squads/slots manually @sand lintel ?

sand lintel
#

manually or read from mission sqm

opal mist
nimble island
keen arch
#

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.

junior beacon
#

Are you using some UI scaling in windows?

keen arch
#

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

junior beacon
#

Weird then.

keen arch
#

Also Publisher hard freezes every time I upload a new mod for the first time

#

Think I'm gonna have steam repair it

junior beacon
#

That is known

#

It freezes but still publishes it.

#

At this point I would recommend switching to Mikero's tools or hemtt

keen arch
#

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

junior beacon
#

They are not really and will save you many headaches in the long run.

keen arch
#

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

junior beacon
#

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.

sly skiff
#

and why would you not want error checking

keen arch
# sly skiff what on earth are you trying to pack?

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

sand lintel
keen arch
frozen meadow
# nimble island

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

keen owl
#

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.

nimble island
frozen meadow
#

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

karmic niche
#

I like the "mods weight" part

frozen meadow
nimble island
frozen meadow
nimble island
#

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".

frozen meadow
#

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

nimble island
#

clearly. It is the change I am waiting for.... the support of select list with pre-filled values.

frozen meadow
rough grove
nocturne basin
# frozen meadow

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

sand lintel
#

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"

stuck chasm
sand lintel
#

So far no joy. Will give it some more time. Thanks though for pointing out what helped in the past

scenic canopy
#

Do you have any pending steam workshop licenses to accept? They can be hard to find

sand lintel
#

Where would that be? In publisher i accepted

sand lintel
#

tried a few things: spending some money seems to work.

scenic canopy
neon flax
#

To publish public items account needs to be unrestricted (spent some money) and have steam guard set up.

nocturne basin
oblique drift
#

Help, Buldozen not working after update PC (RX550 and Ryzen 1200 -> RTX 3060 and Ryzen 5700X)

#

All models

jovial elbow
# oblique drift Help, Buldozen not working after update PC (RX550 and Ryzen 1200 -> RTX 3060 and...

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)

oblique drift
#
P:\buldozer.exe  -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg 
dawn palm
#
  1. 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

serene pine
glossy inlet
# serene pine thanks for the info, i created a bug ticket: https://github.com/gruppe-adler/pa...

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.

glossy inlet
#

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.

dawn palm
#

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

scarlet raptor
#

Somehow all the contents of my p: drive were deleted. Is there anyway to recover them?

dawn palm
#

look for the actual drive used Eg subst p{ = c:\some\where

#

or you are looking at an empty admin drive

scarlet raptor
dawn palm
#

there is a separate drive for each user. you and admin

scarlet raptor
#

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.

dawn palm
#

zero sympathy then.

#

there's a slight chance that your files/folder is in the recycle bin

scarlet raptor
#

Yeah understandable, its not there. I appreciate your help eitherway.

vague shard
#

@scarlet raptor there is data recovery software (free/open source or at least trial to check if/what is recoverable)

scarlet raptor
vague shard
karmic niche
#

The enterprise version we have at work does that at least

junior beacon
#

Yeah it does

#

and I doubt OneDrive deleted "itself"

sick storm
#

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.

sick storm
#

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

karmic niche
#

Your functions probably should not allow "arbitrary calls to Y", regardless of whitelisting by BE 😉

stuck chasm
#

Just don't do sketchy stuff, like dynamically loading in code etc

sick storm
#

#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

karmic niche
#

I like that image. It holds big value to me

sick storm
#

Nah, lol. Does data checks to make sure actual png/jpeg/gif, otherwise returns a default image. Might be usable for canary tokens, maybe.

keen owl
#

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.

sick storm
#

That parts easy, directly modding for some groups I zues for.

karmic niche
#

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.

scenic canopy
#

Don’t forget to disable any antivirus software as well

glossy inlet
sick storm
haughty basalt
#

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

dawn palm
#

two line subst commands:

subst p: \d remove what's there
subst p: c:\some\where

sly skiff
#

you have arma tools automatic mounting enabled

#

disable that