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Objects (buildings & trees) are not represented on ingame map
Assigned, WishlistPublic

Description

In custom made islands, one cannot see the object icons on the ingame map (symbols for rocks, church crosses, TV/Water towers, building rectangles, vegetation circles etc.)

When scrolling over the location the object is supposed to be, however, the object's text description pops up.

Furthermore, clicking the "ID" button will reveal the object ID numbers.

(See Screenshot)
{F23704} {F23705}

Details

Legacy ID
912775121
Severity
None
Resolution
Open
Reproducibility
Always
Category
Tools
Steps To Reproduce
  1. Create a custom island with Terrain Builder
  1. Place random buildings on the map, including some "special" buildings like churches, water- and TV-Towers
  1. After binarizing, open up Arma 3 and start the custom island in editor
  1. On the map, look for the spots the buildings are supposed to be and put the mousecursor over these spots until the text description pops up
  1. Click the "ID" button in the toolbar above

Numbers, Names but no symbols

Event Timeline

ZeroG edited Steps To Reproduce. (Show Details)Apr 13 2014, 7:20 PM
ZeroG edited Additional Information. (Show Details)
ZeroG set Category to Tools.
ZeroG set Reproducibility to Always.
ZeroG set Severity to None.
ZeroG set Resolution to Open.
ZeroG set Legacy ID to 912775121.May 7 2016, 6:24 PM

Hello,

could you please upload your rpt file?
You can find it here:
C:\Users\<Name>\AppData\Local\Arma 3\

Thank you.

I have same problem. If I change tepmlate location(import from different folder) or us new one for the first time after bin. one of them appears at 2d map. But if I pack same file again without any changes icons disappear.

GToF added a comment.Jun 13 2014, 11:48 AM

same problem here but :

If i don t binarize the file, i can see vegetation and objet in 2D map. But i can t see ROADS.

If i PBO + Binarize. I can see Only roads...

In conclusion there s a difference if you binarize or not the map.

Same problem here, a3 buildings and trees are not on the in-game map, additional building pack objects (originally made for a2) are rendered.

Same problem here, waiting patiently for a fix. thanks BIS :D

GToF added a comment.Sep 2 2014, 4:46 PM

still waiting since april... :-(

can t we have some feedback Mr Iceman please ?

mikero added a comment.Sep 8 2014, 4:41 PM

Just to be clear about this, the 'missing icons' is not a T/B issue

the problem is with a3's version of bis binarise. It can't read the properties of pre binarised p3d's to estimate the size of the model and hence, create a bounding box (or elliptical) icon.

It actually gives the WRONG error message in the log when attempting to do so, that it's discovered the p3d is UN binarised and can't proceed. It's actually the reverse.

It does read the Model ok the problem is because of two reaons :
A: you havent binarised the Mlod house etc first ( addon builder will move this to the temp folder)
B: Addon Builder will not move a binarised P3d to the temp folder becuase its on a map , you have to do it manually before Binarisng the map.

Log report Using Unbinned A3 Sample Houseexample and Binarised Gate reports as follows without moving the Binned p3ds and not Binarising the Mlod sample house before Binarising the map :

A3 Binarised P3d
using non-binarized object a3\structures_f\walls\city_gate_f.p3d
Cannot open object a3\structures_f\walls\city_gate_f.p3d

A3 Samples Unbinarised P3d
using non-binarized object samples_f\Test_House_01\Test_House_01_F.p3d
Cannot open object samples_f\test_house_01\test_house_01_f.p3d

THE TEMP FIX : http://i.imgur.com/5ddoKZD.jpg
It seems the FIX is to manually copy the Folders of the Binarised objects your map uses and configs to Local\temp\ or whatever the TEMP folder is defined as in your addon builder GUI.
The Models that are used and unbinarised must be Binarised Before the map is Binarised.

this will then fix it , you will still get the unrelatedd error of the Walls not having a Class in the Geo LOD but it will now work and show in the m,ap :)

Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city2_4m_f exists, but there is no property class in a3\structures_f\walls\city2_4m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_pillar_f exists, but there is no property class in a3\structures_f\walls\city_pillar_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city2_4m_f exists, but there is no property class in a3\structures_f\walls\city2_4m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_pillar_f exists, but there is no property class in a3\structures_f\walls\city_pillar_f.p3d
Class Land_city2_4m_f exists, but there is no property class in a3\structures_f\walls\city2_4m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_pillar_f exists, but there is no property class in a3\structures_f\walls\city_pillar_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d
Class Land_city_8m_f exists, but there is no property class in a3\structures_f\walls\city_8m_f.p3d

Im not sure this is related possibly because there are two instances of the wall in the same place or its simply registering the presence of the object , i will check that :)

Info: Persistence detected on [139,177]:

"a3\structures_f\walls\city_gate_f.p3d": "house": 16
"samples_f\test_house_01\test_house_01_f.p3d": "house": 16

Info: Persistence detected on [140,177]:

"a3\structures_f\households\house_big01\i_house_big_01_v1_f.p3d": "house": 16

Info: Persistence detected on [139,177]:

"a3\structures_f\walls\city_gate_f.p3d": "house": 16
"samples_f\test_house_01\test_house_01_f.p3d": "house": 16

Info: Persistence detected on [140,177]:

"a3\structures_f\households\house_big01\i_house_big_01_v1_f.p3d": "house": 16

This is NOT a fix. it's a welcome workaround for people to be able to use arma3's buildings. As much as it's needed, as a solution, it's many times worse than the original BinPbo's need to have duplicate copies of configs in P:\ *and* in your\project\. Now, not only are the configs (apparently) needed but so too, doubled up copies of p3d's

regardless, thank you for providing a solution

Depends if you trust Bis to automate the process and completely ruin the whole shebang or worse trust them to read from your actual pdrive and files and completely misubdrstand UAC registries ,xml , Et Al and ruin everything again and delete your sources :)

For me its a Fix because it works it involves Ctrl C and Ctrl V and thats it just once .
For others as always its a world of choice , wait for bis and cross fingers or take matters into your own hands

Personally I dont think your arma3p is a fix but a work around because I have pbos full of binned models and configs in the game folder but now I have 3 , but I welcome yoyr Fix with open arms and woukdnt trust bis to alliw buldozer and tb to read straight from the pbo :) like the game already does and use psuedo p3d for binarising made up of geo lod for class properties

To put into perspective, ive lost over 200 hours of valuable spare time and what I find incredulous is im forced to use your environment to be able to use BIS tools and BIS refuse to accept there Instalation is flawed beyond contempt .
Take this guy for instance , I dont know whos telling him that using the launcher will give you a pdruve with physx and a buldozer exe , but ill tell him to his face im in windows 8.1 and hes talkung shite and to me that's been the problem , they simply have a monoculture of it works on the devs pc so it works .

http://forums.bistudio.com/showthread.php?183039-no-buldozer-exe-downloaded-via-tools&p=2771429&viewfull=1#post2771429

Full respect to yourself and iceman without whom we woukd stilk be on all new models or empty terrain , but I wonder with 2 branches of dev approach is it never tge twain shall meet ?

Nicely explained. I'm scratching head at moment to see how to automate this in pboProject.

Well its obviously a mixture of incoherent rant and Facts
The strange thing is Binpbo used to copy every Texture p3d and config that was related in the Reqired addons in cfgpatches / and cfgvehicle dependancy over to the Temp file during binarising , The CLEAR TEMP was never what it depicted itself to be because it has nor never should clear the Temp files unless the current file or part there of has changed , or it would recopy every file to TEMP every Binarise session and that would be rificulous.

I have wondered if the Bin config in the Binarizefolder was kep uptodate it would also help as its simply a very low version of the heirarchy and is never updated , never actually knew what the exe pulls from the Addon to be binarised and pits against the Binarize version but there is always clashes and arguments with the two .

Anway hope the TEMP fix helps some

latest update to pboProject incorporates the discoveries made by DeanosBeano, to whom, all honor and glory.

People using pboProject are reporting that the 'no icons' issue is now solved. See:
http://forums.bistudio.com/showthread.php?180033-Building-now-showing-on-MAP

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https://dev.withsix.com/projects/mikero-pbodll/files

enjoy