#arma3_tools

1 messages · Page 44 of 1

vague shard
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yeah aware of the tool - let me rephrase: is it meaningful and possible to remove low res mipmaps or replace low res with higher ones

glossy inlet
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you cannot replace low res mipmaps with high res ones

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you can only remove lower ones

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The game will go as low as it likes to. And the lowest is the.. lowest available one (Well technically there is the color attribute the engine could use as a 1x1 mipmap, I don't know if it does)

vague shard
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Extreme texture size (1x1)
Texture init failed

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4x4 seems the minimum

glossy inlet
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for mipmaps, yes

twilit meteor
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DSUtils tells me there is are no valid folders when I point it at my mod @ folder or at the addons folder in there.

scenic canopy
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does it contain valid pbos then? 🙂

vague shard
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is there a tool to verify if a p3d/wrp/sqm has set a DLC tag?

feral spruce
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I am having an issue. Mod I am trying to put in pbo has .hpp and .sqf inside, and after the addon builder does its work, it auto deletes them. So I add those 2 to "copy and paste directly" in options. But than after it becomes a pbo, game doesnt recognise it "planestuff_config.pbo cant be found"

lilac birch
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What

scenic canopy
feral spruce
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I had simular problems before, and pboProject would just give me a bunch of errors. However that time it was solved by me deleting stuff from prefix options, because I had nonsense written in there

scenic canopy
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if pboProject gives you errors then something is wrong

feral spruce
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Well, that time I just cleared prefixes and the mod worked, and still works

scenic canopy
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addon builder has very little error checking and will let most game breaking issues build

rough grove
orchid shadow
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lovely

eager cloak
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Does anybody know what causes this when binarizing in addon builder? cfgConvert manages to binarize the file in question just fine

Process ended with non-zero code. Exit code: -1073741819
scenic canopy
#

all required vcredists installed?

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otherwise I would look at the binarize log for any troublesome p3ds etc

rough grove
vague shard
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is there a way to update land class mapping stored in wrp?

scenic canopy
wanton fable
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wasnt there some script / addon that helps with generating weapon inventory icons?

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i can vaguely remember something like that.

scenic canopy
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The weapon itself or the attachment icons?

wanton fable
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the weapon itself

vague shard
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where does A3 publisher store its logs?

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C:\Users\XXX\AppData\Local\Arma 3 Publisher

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doesnt seem to be it

scenic canopy
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i.e. C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs with default install

vague shard
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ty

old quiver
#

I don't know if this is the right place to ask, but I'm attempting to print out a topographical military-style map of an ArmA terrain; Rosche, Germany in particular. Are there any tools that assist in exporting arma terrains into a physical topographical map?

scenic canopy
old quiver
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poked

vague shard
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what are the options/services to record unit movement (and actions?) for post game analysis these days? (AAR)

scenic canopy
vague shard
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GitHub

Replay API of Gruppe Adler. It holds and therefore also serves all replay data (actual data where which unit was etc.). - GitHub - gruppe-adler/replay.gruppe-adler.de: Replay API of Gruppe Adler. I...

GitHub

OCAP is an Arma 3 mission recording suite. It consists of a serverside addon and a packaged web server executable that allows for after-action review and better insight into what really happened. -...

GitHub

OCAP is a tool for Arma 3 that facilitates recording and playback of operations on an interactive web-based map. - GitHub - TelluriumCrystal/ocap-revived: OCAP is a tool for Arma 3 that facilitates...

GitHub

Arma 3 browser-based After Action Reports system. Contribute to 10Dozen/tS_AARViewer development by creating an account on GitHub.

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these are the ones I found (+ an unrelease by ArmaFinland)

vague shard
fiery hemlock
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anyone here aware of documentation describing, or themselves able to describe the config lookup rules? i.e. how class nesting and inheritance interact
edit: got my answer in #arma3_config

sterile token
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Hello!
Does anyone have experience with the program?
VBS2/3

sly skiff
rigid current
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Yo bros anyone use filepatching when developing mods?

sly skiff
rigid current
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How bro

scenic canopy
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first make a pbo with ALL files that you want to file patch.
then add the same folder structure as your pbo prefix + pbo files in arma 3 folder, preferably using symlinks to your P: drive files
launch game with file patching turned on.
now you can hot reload files in arma 3 folder that also exist inside pbos

sly skiff
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I use steamdepitdownloader to download latest Arma3 diag exe and just throw that into my normal installation and run it and mods I make with filepatching enabled

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I'm lazy with symlink setup so I just copy the folder I want to filepatch into Arma3 folder. So p:\horgothings gets copied as Arma 3\horgothings and it the gets loaded on top of horgothings.Pbo

rigid current
scenic canopy
rigid current
sly skiff
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pboprefix is not a mandatory thing

rigid current
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In what case do you want to use it

scenic canopy
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for multiple PBOs sharing the same root folder(s)

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i.e. folders /a/1 and /a/2 would need to have /a/ as prefix for being split into two pbos

rigid current
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So in game you can refer to contents of both from /a ?

rigid current
vague shard
#
#

basically you just need to symlink/junction your P drive workfolder to the game folder - makes things most simple

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then you need to have the data you want to modify during runtime packed into a pbo first, so the game will look for the plain files in the game folder you are to modify/tweak while the game is running

rigid current
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Ok i will try

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Can you use the launcher to launch the diag exe?

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To enable the mods that i need to run

neon flax
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you only need diag.exe for diag_mergeConfig

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filepatching is independent from diag.exe but some stuff is cached and you won't be able to hot reload it without it.

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(configs)

rigid current
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yea i can see enable file patching option in a3 launcher

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so in my modfolder do i put the editable folder and my mod pbo inside the addons folder?

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my mod work folder > addons > editable mod folder + editable mod.pbo?

neon flax
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no

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If you build with mikero tools you have it in P:\z\ace\addons\frag

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to have filepatching working it has to be in:
...\Steam\steamapps\common\Arma 3\z\ace\addons\frag

rigid current
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what files has to be in there?

neon flax
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the files that are patched...

rigid current
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and where is the pbo

neon flax
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wherever

rigid current
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can you give example with a picture

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my pbo doesnt have a prefix

neon flax
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every pbo does

rigid current
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how to find out

neon flax
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most of the unpacking tools unpack with info about it.

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What tools are you building with?

rigid current
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pbo manager when im developing

pastel egret
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PBO Manager caused issues where my mod was working great in our small, private games but in a larger environment it just kicked everyone off the server. Solution: Pack with Addon Builder, found in the Arma 3 Tools!

rigid current
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Yes mate i even use mikeros for when the mod is ready to release

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But for development i find pbo manager more convenient, can make pbo with right click

scenic canopy
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but they should 😛

neon flax
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Well, it can be empty meowsweats

scenic canopy
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it can be omitted as well

rigid current
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yea i tried unpacking with mikero the pbo made with pbo manager, no pbo prefix

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the one made from addon builder however has it

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gonna try it in game now

scenic canopy
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please don't use pbo manager, you'll just give yourself problems

rigid current
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ye i just use it for quick tests\

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does this file patching work with all files type?

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im trying to replace a texture while the game is running

blazing needle
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no data files have to be repacked. file patching only merges configs

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same for functions

rigid current
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Oooofffff

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So it only works for like sqf and configs?

blazing needle
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no only configs

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but you can recompile functions anyways with allowFunctionsRecompile in the description.ext

neon flax
blazing needle
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okay I know nothing about modding vehicles etc, only scripts and UI stuff 😅 but how do you filePatch a texure?

grand kelp
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It is possible to update rvmats and textures on-the-fly while using "local data" - unpacked data in the same structure as the game sees them. You simply need to adjust rvmats or textures and it should affect the game as soon as you task back into it. There may be some visual artifacts; it is always worth to give it one more go with packed data.
https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe

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Is this #tools material?

blazing needle
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ah unpacked data, I always have it pbo'ed

vague shard
blazing needle
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oh whoops thats what i meant

neon flax
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Have the stuff under correct path and filepatching param enabled.

rigid current
vague shard
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for pretty much all of these you need to reload the asset or create a new entity [createVehicle / mission reload]

rigid current
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Ok thank you i will try to get it to work

rigid current
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ok i think i made it work but the textures change only when i restart the game?

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do i need diag exe for ingame changing of textures

dusky dune
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yes

rigid current
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ok i tried on diag exe. it works and changed the textures instantly without need to reload mission. However this only works for 2 times, after that it just stopped updating to new textures. Mission restart still doesnt change texture

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I'm just gonna stick to the old method at this point

glossy inlet
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Ded might be a little late to the conversation but I'll still provide my mustard

scenic canopy
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engine yes, tools blobdoggoshruggoogly

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some tools might not behave correct when pbo prefix header is not set

spice current
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Not sure if this is the appropriate channel, but I'm trying to binarizse an addon with mikero's pboProject but its spitting this error at me 21:58:27: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake

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I reinstalled arma3 tools and seeing if the problem persists

vague shard
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can be ignored

sly skiff
elfin oxide
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Can we get this pinned please? I have tested this and it still works (also for DayZ in case anyone wonders ...) Valid use case that should not get lost. Workshop items that grew and are not on some sort of "team" account need this if there are multiple contributors. Updates are transparent to spot via the history on the workshop page and revertible if something goes wrong.

Also @nimble current 10/10 for documenting this. This helps out a ton. Thank you!

nimble current
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& "D:\Steam\steamapps\common\Arma 3 Tools\Publisher\PublisherCmd.exe" update /id:<modid> /changenote:"I updated stuff :D" /path:"C:\Users\Hobnob\Projects\HobMod\@HobMod"

elfin oxide
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DayZ does not yet have the cmd version, so I had to resort to the original way through steamcmd. I have requested it to be added and will probably update the biki section for it once I know if and when it becomes available there.

nimble current
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ah

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this is what i use for arma 3 right now

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i have full CI / CD set up

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any time i commit to my git repo it ends up on server without me having to do anything

vague shard
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best to move to the BIKI

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and note that it doesnt work for initial uploads

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and you cannot accept a workshop license agreement update - so an update with that pending will make the workshop item page unavailable

scenic canopy
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changes to workshop license must always be dealt with via the steam community website, regardless of steamcmd, publisher or other tool

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one big difference between using steamcmd and publisher(cmd) is that the later will make the meta.cpp for you. without it steam query breaks

elfin oxide
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Does anyone know what the timestamp property inside the meta.cpp is supposed to be? I thought unix nanoseconds but if i convert my update today back it get something 10 years into the future.

scenic canopy
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let me find the answer 😄

elfin oxide
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That explains a lot. Thank you!

vague shard
slim merlin
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I get the error "Configuration file was not found" when running the bulldozer. What is the reason of this?

vague shard
#
GitHub

Visual Studio Code ~ SQF Language plugin. Contribute to blackfisch/VSCode_SQF development by creating an account on GitHub.

nocturne basin
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Still feel kinda amused by attempts of making sqf debuggers outside of arma... While I created one already seeing no wide adoption besides dedmen and a few other people

No complaint here... Just read the notes again 😂

glossy inlet
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I use it for all my SQF dev nowadays. Its SO nice.
Every time I work on TacControl I set it up, and everytime it helps me quickly diagnose issues by just making a click to set a breakpoint.

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But I guess majority of SQF devs are just not used to "real" programming and don't know the values of a debugger and thus aren't looking for one

uneven drift
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Wait what? Developers dont know debuggers? what

glossy inlet
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Many people who script SQF, started programming with SQF and lots of these also didn't start learning/using anything else

scenic canopy
nocturne basin
glossy inlet
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yes

karmic niche
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(also: wow, they support Armed Assault 3, in the link above! 😮 )

elfin oxide
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The only aspect of it I would consider useful if I would use it, would be the parser. So I can use it for syntax highlighting, corrections and navigation.

karmic niche
nocturne basin
dusky dune
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i dont even know how to get started with the debugger... and im used to having sqf debugger outside arma 😄

neon flax
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Same, I see no use for it in my arma work.

dusky dune
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can I:

  • Just boot up arma now with some mod
  • Hook up VSCode with attach
  • Have it work
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WITHOUT needing to redo all my macros, special project setup,e tc?

neon flax
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Yes, mostly

dusky dune
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if so, it definitely is very useful, but quite frankly I've never even bothered to setup, and I feel like that's the marketting issue Stack is saying

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Maybe people know something exists somewhere out there, but what the clear benefits is and jsut how well it works is a little bit unknown. Say all you want about "bad" youtube instructions, but a nice quick video of how to quickly set it up and how it looks in practice would be good

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when i go to youtube and look for that I see dedmens arma.studio from 5 years ago.

glossy inlet
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The only annoying thing about debugger is, you need to specify the relation of
VS Code folder path, and ingame folder path.

For TacControl my launch.json is just

{
    "version": "0.2.0",
    "configurations": [
        {
            "name": "connect",
            "type": "sqf",
            "request": "launch",
            "missionRoot": "${workspaceFolder}",
            "scriptPrefix": "z\\TC"
        }
    ]
}

workspaceFolder/addons/main/preInit.sqf
matches ingame path
z\TC\addons\main\preInit.sqf

You can do the same with like

workspaceFolder/preInit.sqf
->
myPboPrefix\preInit.sqf

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Guess I need to make a tutorial video 🤔

You do need some pbo prefix (every pbo automatically has one, so thats pretty simple) and thats it.

dusky dune
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so... what do i setup to even use this? Also does it do attach or launch only?

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having a launch.json is expected

glossy inlet
ashen flax
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Has anyone made a faster ImageToPaa?

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that can be used from command line

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I've already got it using all cores but it ain't enough 😂

scenic canopy
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tried the other PAA tools on github?

ashen flax
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I wasn't aware of any other tools

scenic canopy
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from top of my head; armake in C, gruppe adler's C++ lib, Brett's rust

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I think the C# library only read PAA but not sure

ashen flax
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I've seen Gruppe Addler's thing, but it is for web only when I need CLI

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Armake's image2paa might be good, I'll see if its faster

scenic canopy
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adler's web tool is a wasm version of their c++ lib

ashen flax
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I'm having an issue with armake's img2paa where it won't convert images where x != y

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Obviously following rules where x, y are powers of 2^n

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I get exit code 3221225477 which certainly is something

scenic canopy
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it's very old and not maintained, better to pick one of the other

karmic niche
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@dusky dune

scenic canopy
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SWAT 4 mod folder, SWAT 4 CDLC confirmed!

karmic niche
dusky dune
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Will watch soon. Thanks dedmen

tight cradle
scenic canopy
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As an element; breach, bang and clear. Go when ready!

dawn palm
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(sqf debugger) So I can use it for syntax highlighting, corrections and navigation.

every lintchecker ever made for sqf ultimately falls foul of never ending operand additions. You can't have a basic lintchecker that survive this because each added operand uses varying, and unknown to the lint checker, 'rules'. Unknown operand types, unknown operand quantity, and unknown operator order.

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sure, there's definutions for all of them that can be used in game. but useless for an external program since it too would have to run the game to get at that iinfo.

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at least with enforce script we're (mostly) back to predictable syntax. the sooner sqf dies, the better.

nocturne basin
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Sqf has perfectly predictable Syntax

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Unless a command is added that is not of the default operator precedence... Which, generally speaking, is not happening

sick verge
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cough # cough

glossy inlet
# nocturne basin Sqf has perfectly predictable Syntax

Tell me what this is

Blab Blob Blib

Is it

unary unary nular
nular binary nular
binary unary nular (error missing left arg)
nular nular nular (error)
unary unary unary (error missing right arg)
nular unary nular (error)

bronze olive
#

well, dumping the supportinfo every now and then sure can be annoying, but not a big deal. i'd say the main issue is the fact that you can't properly typecheck, the closest you can get is playing with the return value type(s) of each command

dusty walrus
#

the current SQF linter (https://github.com/LordGolias/sqf) seems to be unable to handle define-stmts ( it does not fail though), where it fails is some ||stupid|| inline block comments (

if ((_destinationPos distance2D _posbase < distanceForAirAttack) /*&& (({_x == _markerX} count (killZones getVariable [_x,[]])) < 3)*/) 

this seems to escape the closing )

don't know if opening an issue on the repo seems to be useful (not activity)

trying to write my own parser, in pyparsing but,.... yeah

nocturne basin
nocturne basin
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Preprocessor + parsing = sqf

nocturne basin
glossy inlet
bronze olive
#

you need to have the commandmap next to the parser otherwise it's not possible

bronze olive
nocturne basin
torpid valve
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The primary problem with linting sqf is dynamic typing. nular/unary/binary (and their precedence) is a non issue

bronze olive
#

aslong as you have a proper starting point, init script, event handler, etc, it's not that terrible and you can lint really well (because you can keep track of the types from start to finish, except for some global variables and stuff, it's hard to predict what value type it is at certain point in the code)

sick verge
bronze olive
#

but ofc need to go op by op as each has its own behavior

nocturne basin
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Nice job

acoustic hazel
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yo

scenic canopy
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Achilles as the title says

acoustic hazel
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thnks so much tho

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btw i found out how to attach flahs to vehicles

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simple but cool

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paste that in init field on ANY ehicle road preferebly

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this forceFlagTexture "\A3\Data_F\Flags\flag_us_CO.paa";

glossy inlet
dusky dune
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just stop adding commands then and there would be no issue 😄

torpid valve
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I need moar commands meowcamera

torpid valve
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It was a pain to write it in sqf tho 🤣
It's also slow. I might attempt to make a better one using intercept meowsweats

shell egret
misty ingot
#

yo anybody knows how to add custom left arm patches into an arma 3 server. i tried the method online but it didnt work

scenic canopy
#

that depends on the uniform used

misty ingot
dense cove
#

You mean Insignia? You want to add a custom one?

misty ingot
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i followed the steps online but got confused at the last few steps i think thts why it didnt work cs i did it wrongly. was hoping if somebody who knew had the time to help me for the last few steps

dense cove
#

If you don't tell us what you do/how wrong it is, nobody can

misty ingot
dense cove
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I don't know which video you saw and how wrong it is still. But you can just add the insignia to a mission w/o making it into a dedicated Mod

misty ingot
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alright thanks anyway

serene shadow
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not sure this is the right channel, but how do you attach objects to vehicle turrets? trying to attach stuff to T-100 (thing)

rigid current
#

yo bros when in object builder when i use the environment editor to change the time, the bulldozer preview starts flashing into an epilepsy-inducing strobe

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is this a known bug? is there a fix?

sly skiff
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Been broke forever.

rigid current
#

so our only hope is that lighting change

sly skiff
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You can run script in dozer. I think I posted about it not long ago

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Lighting change is useful for better preview. Won't fix the env editor tho

rigid current
sly skiff
#

Might have been elsewhere. Don't remember and got to go

sly skiff
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I'll post about it later

rigid current
rigid current
vague shard
#

how does one play/listen wss directly in windows again?

vague shard
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C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Audio>WSSDecoder.exe -play "P:\PATH\FILE.wss"

Bad WSS format.

robust vessel
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on the other hand, i can't see any mentions of -play command line flag anywhere. And running justWSSDecoder.exe -play gives the same Bad WSS format.

vague shard
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but yeah -play seems to be only for WaveToWSS.exe

robust vessel
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and the default behavior of WSSDecoder seems to be to just plop a .wav near the converted .wss. Some BAT magic may help with that, i think?

robust vessel
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something like this for drag-n-drop files onto bat :: get the name of file drag-n-dropped onto the .bat set str=%~f1 :: replace last 3 characters of said name with "wav" set str=%str:~0,-3%wav :: run WSSDecoder on the initial file. Needs the full path to the .exe "D:\Steam\steamapps\common\Arma 3 Tools\Audio\WSSDecoder.exe" %~f1 :: open newly created .wav with default windows media player %str% :: only here for illustration purposes, may be deleted pause

dawn palm
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dewss.exe will play any of the wss formats, stereo or otherwise

vague shard
#

@knotty mist

trail canyon
#

Question for you all i keep getting an error everytime i try to publish on the workshop via arma 3 publisher

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Steam Client failed to process the operation:
Steam error code: 2
Steam error message: Fail - Generic failure

rigid current
#

Check this

ashen flax
#

will a .paa that isn't (necessarily) corrupt always end in 00 00 00 00 00 00? This seems to be the case

dawn palm
#

00 00 00 00 00 00
that's correct. it's the minimum size of the next mipmap. (In this case, none), any other values in there would cause the engine to (try and) read past the file's end.

tiny scroll
#

@karmic niche
Well, there isn't anything broken with the launcher as is. But we would like to update to python 3 to make it easier to implement new features on our fork

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It isn't a big priority, so don't worry too much

#

but I do hate kivy

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with a passion

karmic niche
#

Same here, lol 😄

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I hope you won't google my complaints in the kivy developers discussion group 🤪

tiny scroll
#

We contemplated remaking it with electron

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one of the reasons is that some people get scared when windows warns about the .exe not being signed

karmic niche
#

The biggest problem is that I'm basically not using it at all, because we don't have Frontline games anymore.
So it's the lack of personal interest on one side, but also the fact that I won't be able to test anything on real people 😦

tiny scroll
#

understandable

karmic niche
#

And the move from Python 2 to Python 3 is not to be taken lightly, especially if you're dealing with file paths and lots of strings.
And dealing with exotic paths is the point of that launcher notlikemeowcry

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I'd love to port it, because it... it simply annoys me to have a project that's in Py2 🤦‍♂️

tiny scroll
#

yeah, Like I said, don't worry about it... We are not getting any issues right now

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One of the things I implemented on our fork is the ability to launch with CDLCs or compat addons. The launcher will look into the !workshop folder for the compat addon if the cdlc is not found

karmic niche
#

But I'm deep in 💩 now, while trying to add a reliable python installation on Linux, for Pythia

karmic niche
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You should submit a PR one day 😛

tiny scroll
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probably yeah

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but it's kinda hardcoded the way I did it, for our community

tight cypress
#

even in python 3 isn't it going to make windows mad

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we don't sign it

karmic niche
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we've added some options/etc
@tight cypress PR pl0x 😛

karmic niche
#

Even signed executables may (or may not!) trigger AVs, sadly 😦

tiny scroll
#

People should just stop using AVs

tight cypress
#

I was under the impression any PY gets AV to trigger more

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signed electron exe with JS may not however

tiny scroll
#

Tauri is the new hot desktop JS framework now

karmic niche
scenic canopy
#

more or less yes

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windows server with some antivirus is quite slow to start on 😛

karmic niche
#

What i mean by that is that AVs that do not know how to look into pyinstaller installed python code see something that looks very much like a potential virus so they flag anything that looks like it

dusty walrus
#

I always thought it will always flag it until you buy a code signing certificate thing.

karmic niche
# dusty walrus I always thought it will always flag it until you buy a code signing certificate...

I had a code signing certificate and some AVs were flagging it anyway (according to virustotal)
https://shop.certum.eu/open-source-code-signing.html (I think it was cheaper these 5 years ago 😛 )

dusty walrus
#

Yeah looked into it, but for a person only doing it as a hobby and with max user of about 50, the price is higher than the hassle of telling people to trust me(and the open source code-repo) and whitelist it. Sadly.

karmic niche
#

That's why I threw it away after two years of paying for it AFAIR

keen owl
#

If one does not need a single file, one can bundle an interpreter alongside like Renpy does. This avoids the AV check because the Python interpreter itself is considered safe.

As for code signing that is to avoid stuff like SmartScreen. The only thing code signing has to do with malicious content is that the signing party is staking their reputation on it not being malware. But of course anyone can buy a code signing certificate and then distribute malware regardless. So of if AV has evaluated that a program might be dangerous, it is not gonna let slide because, from the perspective of the AV, the program is signed by some "rando".

karmic niche
lofty epoch
#

When I launch the Publisher to update a mod of mine it's not there, it seems the last 12 mods I've uploaded to the Workshop aren't being shown in the left hand column. Any ideas folks?

glossy inlet
#

Are there zero mods shown, or just the last 12 missing?

lofty epoch
#

the last mod I uploaded on the 30thApril 2022 is there, the next one after that was uploaded 2nd October 2021, there are 10 mods inbetween those dates that aren't shown.

#

I'm validating both A3 and A3 Tools to see if that helps. 🤷‍♂️

#

Validating makes no difference and after a bit of arithmetic it seems 88 out of 113 uploaded mods are shown in the publisher, so there's a bunch unavailable to edit or update. 😕

karmic niche
#

I may be completely wrong here, but I seem to recall that trying to update a mod from the commandline, without agreeing to an updated steam... agreement or whatever that was, made that mod invisible.
But I may be misremembering

lofty epoch
#

I updated the agreement on 1st March of this year.

glossy inlet
lofty epoch
#

Clearly I'd rather update an existing mod than reupload, especially as it has over 4,000 subs.

glossy inlet
#

Sorry no idea right now

scenic canopy
lofty epoch
scenic canopy
cerulean mountain
#

does anyone know where i can get PBOmanager? the isnt there on software informer

dawn palm
#

For missions it remains an excellent tool of choice. For addons it is way past it's use by date. It won't help you as much as you think it will. it won't debinarise assets such as rvmats or configs, rendering them un-editable. And, conversely, it won't binarise those assets if you drop a text version back into it's window. you can't (easily) roll your own addon with a new prefix. you are better off with tools like extractpbo/makebo or their bis equivalents.

cerulean mountain
#

im following this tutorial

#

so what tool should i use to make the stuff into PBOs?

dawn palm
#

my tools or bis tools.. in my case you need pboProject and it will not accept you making this addon from the desktop. you, and 6,000 others using that video all have the same-name pbo, and the same-name prefix with very different content. The author of this video provides useful information on faction editing (and an easy to follow way of doing it) but he is almost totally wrong in his choice of folder-names for pbo construction. That video does not check for typos in your text files, nor does it allow them to be binarised.

cerulean mountain
#

i give up

dawn palm
#

don't. the video is a good one, you just need to learn about addon making.

#

(to be fair to the author, he's come up with a useful way to get you up and running, but, he would expect you to rapidly change the content and location of those files once you've tested in game)

#

think of it like this: this won't be the only addon you ever make, so it's worth learning how to.

brazen moon
#

Looking for a basic step by step for first time Arma Tools user

#

FGoing to re-edit a mission from tthe workship with permission!

glossy inlet
#

for editing missions you basically don't need any of the "real" tools.
You need a tool to unpack a pbo, and thats it.

There is Arma 3 Tools bankrev, Mikeros ExtractPBO, PboManager and dozens others

brazen moon
#

same tool to repackit or?

glossy inlet
#

you can repack inside Eden Editor

#

ingame

#

it has export to multiplayer option that exports as a pbo

brazen moon
#

Ok, now I know its recommended not to rum the arma tools from steam?

#

should I install it on the same drive as main arma install or does it not matter?

glossy inlet
#

where tools is installed doesn't matter

#

you don't need to run them from steam, but you can

brazen moon
#

download from steam tho?

scenic canopy
smoky halo
#

Can someone pack a config and a couple of models/textures from the examples + obfuscate using mikero tools?

#

I want to test one theory about deobfuscation

vast wind
#

does pboProject issues go in here?

sly skiff
vast wind
#

Ive got a wierd issue with the tool spitting out an error, but when i open the logs i find nothing telling me theres an issue

#

It still packs and tells me when theres actually something wrong in the configs etc

#

Just annoying having to check every time to see if theres actually something wrong

scenic canopy
#

do you have an example?

dawn palm
#

paste your dos screen here, and your PACKING.log please

vast wind
# dawn palm paste your dos screen here, and your PACKING.log please
preprocessing folder CAF2025\addons\xeen_factions_cdf(pbo)
<scanning files to pack>
.....................
</endscan>
MakePbo Version 2.04, Dll 7.46 "xeen_factions_cdf"
------args---------
-PsgFW
-X=thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp,source,*.tga
CAF2025\addons\xeen_factions_cdf
P:\@Xeen_CAF2025\Addons
-------------------
makepbo failed with error code 20
preprocessing folder CAF2025\addons\xeen_gear_cdf(pbo)
<scanning files to pack>
...............................
</endscan>
creating a texheaders.bin
MakePbo Version 2.04, Dll 7.46 "xeen_gear_cdf"
------args---------
-PsgFW
-X=thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp,source,*.tga
CAF2025\addons\xeen_gear_cdf
P:\@Xeen_CAF2025\Addons
-------------------
xeen_factions_cdf.pbo not produced due to error(s)
Job(s) completed in 1secs on Sat Jun 11 00:51:15 2022```
#

thats the DOS screen

#

idk where i find the PACKING.log tho

vast wind
# scenic canopy do you have an example?

im doing retextures, it gives me an error, i open the output logs and i find nothing in the text telling me what the issue is, it just ends with`File written to p:@myMod\addons

dawn palm
#

MakePbo Version 2.04, Dll 7.46

you're using an ancient copy of makepbo. latest version of the free tools is 2.12, and the subscriber even higher

vast wind
#

Is there an easy du to update or is it just to reinstall?

dawn palm
zealous pelican
#

Hello , I am trying to pack a pbo using the pboProject , and I get this error :

#

P3D: bad header

mk48mod1.p3d P3D: bad header
.
</endscan>
preprocessing files produced an error

dawn palm
#

the p3d isn't one, or, it's been corrupted

zealous pelican
#

This is a copied pbo that I took from NIArms All in One mod , I retextured it now I am trying to repack the pbo , didnt touch the p3d and when I run the original mod it works just fine

dense cove
#

Well, once again, that's not how a simple Mod works

dawn palm
#

the p3d is faulty

dense cove
#

Guess that's binarized already so?

dawn palm
#

pboProject allows that.

vast wind
#
Processing \CAF2025\addons\xeen_factions_cdf...
<scanning files to pack>
.....................
</endscan>
<MakePbo...>
</MakePbo>
makepbo failed: missing file(s)
Processing \CAF2025\addons\xeen_gear_cdf...
<scanning files to pack>
...............................
</endscan>
<MakePbo...>
</MakePbo>
xeen_factions_cdf.pbo not produced due to error(s)
Job(s) completed in 1secs on Sat Jun 11 12:12:49 2022```
I ran the AIO installer and installed everything
#

something about MakePbo missing?

zealous pelican
# dense cove Well, once again, that's not how a simple Mod works

I can't do config that's why I am copying whole folders including the config files in them and I am just replacing the original .paa files with the ones I retextured , it worked just fine for me with mods that has less content in them and are less complicated , now I am trying to retexture some Niarms weapons , I tried doing what you told me to do but for some reason I can't debinazire the cfg file I'll show you the error I am getting while trying to use the CfgConverter in the Arma 3 Tools

#

line 0: '._raP': '☺' encountered instead of '='
Config : some input after EndOfFile.
Error reading config file 'C:\Users\omrib\Desktop\config.bin'

scenic canopy
scenic canopy
dawn palm
#

I am getting while trying to use the CfgConverter in the Arma 3 Tools use derap from my toolset

#

altertantively drag n drop the file onto bin2cpp in the bis tools folder

vast wind
#

what should i add to the exclusion filter?

#

ok i did some more testing, and when i pack all the pbos at once, nothing shows up in the log. but when i pack the pbos individually it shows some errors

#

something about the hpp files not finding the locations to some gui pictures

#

which is weird because i have that exact path in my workspace

dawn palm
#

maybe you do, but they sure as hell aren''t on the p: drive where they should be.

vast wind
#

thats where i have the path tho

dawn palm
#

example?

vast wind
#

\CAF2025\addons\xeen_factions_cdf\cfgHints2018.hpp circa Line 12: \a3\ui_f\data\gui\cfg\hints\rifle_ca.paa

#

\a3\ui_f\data\gui\cfg\hints\rifle_ca.paa this is in my a3 folder on my p drive

#

or wait let me check with the other guy im modding with

zealous pelican
zealous pelican
dawn palm
#

PROBLEM SOLVED THEN

zealous pelican
#

What am I doing wrong? xD

dawn palm
#

name of file?

zealous pelican
#

config.bin

dawn palm
#

hmmm, well it's possiblty textr. open it with notepad (eg)

zealous pelican
#

It's still gibrish , needs to get debanrized...

dawn palm
#

if that's true then the file is too corrupted to decode

#

where did u get it from?

zealous pelican
#

I got it from the pbo folder that has the textures that I want to retexture ^^

dawn palm
#

what tool?

zealous pelican
#

PboManager

dawn palm
#

thought so

#

you know the rest of this story

zealous pelican
#

I should be using your tools I guess xD

dawn palm
#

pboMangler is an excellent, intuitive, easy-to-use tool for missions

#

waste of time and space for addons

zealous pelican
#

All I want to do is retexture and see how it'll look in-game (mostly likely will only view my work in the Virtual Arsenal)

dawn palm
#

well you're the thousandth person this month who's doing that. Nothing odd about that. it works it can be done.

zealous pelican
#

Ye all the youtube videos are outdated , not even one of them was using your tools , I just extracted the file I wanted with your tools and it worked... 🙂

dawn palm
#

in general, any video is the worst way of learning how to. They ae ALL majorly or minorly wrong, But once let out the door, (unlike text readmes) they can't be updated.

zealous pelican
dawn palm
#

i dunno. probably google is your friend here.

#

i don't agree with your comment btw, that article is well written.

zealous pelican
#

Never said it was bad 😄 , it's more focused on Gear , irrelevant to me since I am retexturing weapons :))

dire mural
#

In several places on Mikero's site it mentions that only the paid tools receive updates.
So is it the case that the free tools may be old and out of date?

grand kelp
dawn palm
#

The only time free tools get updated is when a showstopper happens. Something bis have done that breaks them. An example would be a new p3d format making the old way of reading them useless. This has averaged a change every 6 months or so. In the meantime subscribers receive a never ending series if 'improvements' that have averaged one/per week.

When an update to the free tools happen, they are a snapshot of the core tools used by subscribers. The core of the subscriber tools are also the free tools. (for about a week)

#

We don't punish people for using free tools. But, at the same time, we reward those who support us.

dire mural
#

Thanks for the reply @dawn palm!
I'm getting to grips with the tools. I'm happy to pay for them if it works out that they are what I need to use.
Would you be able to tell me when the last snapshot of the tools was made? I installed them through the AIO installer last week.

#

Also is there support for people who buy a license? I've got a few things I'm stuck on with regards to outfit config files which I could use some pointers on

dawn palm
#

freebies and subscribers get the same support. This, to give the team a broad spectrum of problems with the tools, or bugz from bis.

If you're happy with what you already have in free tools, you have no reason to upscale. What you miss out on are EXTRA tools. Which ones? They are listed on the bytex website. Obfuscation would be front an center of what's extra. or, if you're a sound engineer, you will benefit greatly from dewss. There are about a dozen extra items and using only one of them still makes the package a bargain.

smoky halo
#

Must ask how can I get started with ArmA 3 modding? I currently have a mod idea but am unsure of how to begin? I'd really like to be able to use CBA_A3 as well.

dense cove
#

Well, depends on what exactly is your current intention/goal

smoky halo
#

You know the IVAS mod?

#

I'm working on building it's actual HUD.

dense cove
#

No, what's that? Quick Googling suggest me a KSP Mod 🙃

smoky halo
#

IVAS - Integrated Visual Augmentation System (IVAS) Headset

#

Use military version of the HoloLense 2

dense cove
#

Ah that one

#

Well you've said you're working on, how it is right now?

smoky halo
#

I'm building it in a modular fashion sort of how apps would work on it if it were real I have the core functionality working.

dense cove
#

In your internal... mission or something?

smoky halo
#

It's able to link with TFAR and access your current shortwave radio channel, long range, area reference, compass heading and elevation, as well as time.

dense cove
#

So you want to port the functionality from your mission to a Mod?

smoky halo
#

Yes.

dense cove
#

Which is basically done at this stage

smoky halo
#

And leverage all the goodness. That comes with CBA_A3

dense cove
#

(I mean the function is)

#

So you should know how a config works through description.ext right?

smoky halo
#

Yeah I do, RscTitles is the root top level class and that uses cutRsc to create the resource. then functions definition is included in the description.ext?

#

Unfortunately I am going to have to rebuild the script, had a data loss event with an external hard drive.

dense cove
#

So at least you know how things work, at least on mission. That's pretty nice to teach at this point

smoky halo
#

Another question is ArmaScriptCompiler.exe worth using?

glossy inlet
#

If you write lots of scripts thst run in unscheduled and where performance is critical, yes.
It speeds up game start time and makes some scripts run faster.
If that's worth it for you, only you can know.
If you have a dozen scripts that run in scheduled, probably not worth it

smoky halo
#

Appreciate it thank you.

dawn palm
#

http://wiki.mikero.tools
a shiny new wiki website is available to everyone to get centralized information about my tools. It's quite obviously a work in progress, but, you are free to add documentation and examples of how to turn a texture from a blue one to a pink one, or a horse into a carrot. It becomes permanent. What you write won't disappear as you scroll up discord messages. Unlike video tutes, you personally, can also alter documentation that has mistakes in it or outdated. Everyone wins here.

You are also free to update descriptions of my tools, with better info/ examples on using the -options, or changing whatever is 'wrong' or obsolete. Again, Everyone wins here.

Documentation about the tool.exe will no longer be supplied in the install package. Naturally and of course, we reserve the right to remove offensive material. And offensive also means scribblings that are just stunningly wrong. (you'll have to work hard for that to happen)

'Everyone' currently means free or subscriber . We believe that any freebie using these tools and writing about them, soon won't be.😎 .

So, as stated, it's (a fairly good) w.i.p, You're free to add to it or just benefit from it.

Thank you @grand kelp

Enjoy

dire mural
#

Documentation! Thank you!

grand kelp
#

For the users that have signalled issues downloading tools using AiO since the last Mikero Tools update hit;
The issue has been fixed, thanks for your patience and keep on modding! 😎

desert citrus
#

@dawn palm Any ideas on why a #include tag/project/model_cfg_macros.hpp line at the top of a model cfg is causing pboproject (3.34) to crash? No errors, it just simply closes after copying the cfg to temp. I can pack the folder that contains model_cfg_macros.hpp no problem, so I don't believe it is a problem within the file.

dawn palm
#

update to latest pboPro please

desert citrus
#

Ah. I see, I updated yesterday. So assumed I was on the latest.

dawn palm
#

should have been, but my fat fingerz got in the way

desert citrus
#

3.35 has it resolved. Thank you.

dawn palm
#

New tool update:
important fixes for mikero tools (credit intoka)
fixed makepbo to check for missing files (rvmat,proxies,paa)
fixed obfuscation to work with proxies and hidden textures

Direct link to our changelog:
#991135541603074098 message

dawn palm
#

release 8.75++
updates to most exes to:

  • fix errors with spaced file argu ments
  • improve the syntax descriptions
  • reduce quantity of repeated error messages
    Direct link to our discord:
    https://discord.gg/KUE4h4RfCa
vague shard
#

is there a way to determine if/what model is not optimized "properly" (besides checking sections/textures/correct RES LODs/run the o2script to verify the model) ?
more specifically we are seeing longer rendering frame (15-20 ms vs 10-15) in our terrain/mod vs other comparable mods

any suggestions how to narrow the source down or suggestions what approach to take in general?

vagrant moss
#

Doesn't diag_captureFrame output small amounts of data about rendering?

neon flax
#

not really. It can tell you how long whole rendering took iirc.

scenic canopy
vague shard
#

we have a mission that creates an entity/model many times at different distances with respective camera movement
however there is the problem due to GPU "instancing" optimization you need to have a lot in the scene to get a relevant fps impact by just one model

dawn palm
#

just a reminder folks that Mikero's **DOS **tools also work on the Penguin and the Mac.
All tools have been updated recently to work inside pbos,. not just files on disc

zinc lynx
#

how can i start arma 3 with BEservice, i tried adding the arg -beservice and starting the BEservice.exe or x64 version depending but it starts and instant close

#

running arma3battleye.exe solve it but it run arma 3 in x64 version there is a way to specific 32 bits version?

karmic niche
#

Meaning arma3battleye.exe 2 1 0 -exe arma_32_bit_exe...I guess

zinc lynx
karmic niche
#

Even with the -exe flag? Are you sure you're pointing to the right 32bit executable (don't just copy-paste what I've typed above!)

zinc lynx
#

has to be that

karmic niche
#

Also, you can always force 32bit executable in the launcher and then check the launcher logs for the command line used

karmic niche
zinc lynx
#

also the args 2 1 0 are the version or something? i didnt found any info about this on google

karmic niche
#

I don't know, I just went with it since that's what the launcher was using. Maybe someone else knows

zinc lynx
#

oh ok 😄

zinc lynx
scenic canopy
#

there is a list somewhere what the numbers do but I can't find it 😦

karmic niche
karmic niche
#

lol, Discord sees ".exe" and is trying to warn me about potentially dangerous downloads 😂

frozen meadow
karmic niche
scenic canopy
karmic niche
#

Some of these people should also update the discord channel name 😄

frozen meadow
#

i just want a list of ids meowfacepalm an now im looking patterns on a gigant string of nonsense

karmic niche
frozen meadow
dawn palm
#

you can find which mods are loaded by checking the .rpt on the server

karmic niche
#

Yeah, basically it's also the question of whether you own these servers or are you querying publicly available data for external servers, too

#

Because if it's the second one then, umm... I think there was a service by Bohemia which was up some time ago(?) that you may be able to query. Not sure if it's still functioning, though.

frozen meadow
#

but no, i dont own this servers

karmic niche
#

Otherwise, you have to decode the A2S_RULES packet for "rules", join the "rules" into one binary packet according to the written part of the https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3 page says, and then... parse that binary packet using your preferred parser, according to the graphical part of the wiki page

#

Fun fact: according to Valve's specification, the "rules" in the A2S_RULES are utf-8 encoded strings.

...but Bohemia doesn't care about such petty technical details and shoves binary data there 😂

frozen meadow
#

yea, my biggest issue so far is i have this:
'\x03\x02\x01\x03\x1b\x0b\x01\x02���:�\x1a� �4�{U���!\'\r�c�?
and i guessing that � is something that shouldn't be there

karmic niche
#

binary data
😉

#

� is an utf character denoting "the character with the requested codepoint doesn't exist so I cannot print it here"

#

...aka binary data that someone tried to print

#

At least, if I remember this correctly

scenic canopy
#

if you follow the payload on the biki you can strip away the byte parts of the payload and extract just the mod names

karmic niche
#

But you still will have to join the rules first or you may end up with mod names that are split between rules

vague shard
#

trying to upload a mod via steamCMD and VDF - works fine in general, but with a new item it shows every few seconds


src\clientdll\userremotestorage.cpp (3780) : bRet```

it seems to still prepare/upload the data (`Uploading content...`), but "at the end" it fails with

`ERROR! Failed to update workshop item (Failure).`
#

google only returns a few hits with that error

glossy inlet
#

That's steams errors, not ours

#

Interesting that it says it's downloading something when you tell it to upload

vague shard
#

yeah wondering of Steam backend is having some issues, or something on my end

#

most hits on google with these are quite old and seem rather connected to linux (server)

#

hm seems some windows permission issues (at least those warnings)

scenic canopy
#

bad path?

karmic niche
#

Isn't steamcmd trying to auto-update itself so it tries downloading things to a directory it doesn't have write rights to?

scenic canopy
#

permission issue with steam direcotry?

vague shard
#

had to launch the cmd with admin permissions for some reason

#

its located in C:\Program Files (x86)\SteamCMD

karmic niche
#

And your non-admin program shouldn't have write access to that directory