Arma 3
Mother Base Project
A normal loser  [developer] 21 Feb, 2024 @ 8:54pm
Bugs
Help me find bugs!
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Showing 1-15 of 15 comments
OZPAX 21 Feb, 2024 @ 9:58pm 
Hi, trialing the mod, all models are white - no texture. Image thumbnails are showing orange. Any tips on a fix?
Last edited by OZPAX; 21 Feb, 2024 @ 10:21pm
OZPAX 21 Feb, 2024 @ 10:00pm 
Are you planning on offering keys for MP use? These are great assets for MP missions.
Last edited by OZPAX; 21 Feb, 2024 @ 10:01pm
A normal loser  [developer] 22 Feb, 2024 @ 7:20am 
Originally posted by OZPAX:
Hi, trialing the mod, all models are white - no texture. Image thumbnails are showing orange. Any tips on a fix?
Figured out the issue, have to update the models. This fix will be implemented with the hour! (Allegedly)
A normal loser  [developer] 22 Feb, 2024 @ 7:43am 
Originally posted by OZPAX:
Are you planning on offering keys for MP use? These are great assets for MP missions.
Just updated the mod. Issue should be fixed.
OZPAX 22 Feb, 2024 @ 3:13pm 
Hi, Textures are now all working. Good work! Any thoughts on a key?
A normal loser  [developer] 22 Feb, 2024 @ 3:26pm 
Originally posted by OZPAX:
Hi, Textures are now all working. Good work! Any thoughts on a key?
It should already be keyed. It has a mgbase.pbo.MGBase.bisign file.
OZPAX 22 Feb, 2024 @ 4:19pm 
As I understand things...pbo's will get a bisign key (mgbase.pbo.MGBase.bisign ) . The Mod Bikey is for the server admin for use of your mod on the server itself. This key is, by convention, stored in the mod folder (keys) along with your addons folder, additional code folder (if required), a userconfig folder (again only if required) and your meta/mod.cpp's. Also have you considered building a full object using all the parts and then saving that built model as a Composition? This assists mission makers in seeing how your parts are designed to fit together. Hope you don't mind the feedback, trying to be helpful, that's all. :-)
Last edited by OZPAX; 22 Feb, 2024 @ 4:40pm
A normal loser  [developer] 22 Feb, 2024 @ 6:13pm 
GOT IT i understand what your saying now lol, my bad. Like i said in the mod description still pretty new to this whole thing. Appreciate the feedback. Somepoint in the near future I plan on adding compositions. Gotta figure out how to add those into the mod. Shouldnt be too difficult.(Famous last words)
Hi! I'm incredibly thankful and impressed by your work! Let me know if there is anything I can do to get involved and assist you guys with my limited knowledge.

On the "detail bump" asset, the 'fencing' has no texture from the under side.
A normal loser  [developer] 26 Feb, 2024 @ 7:37am 
Good catch thats an ez fix
I think the update broke the positioning of the following assets:
Helipad
Detail bump
Bridge stairs
Bridge stairs & gen
A normal loser  [developer] 3 Mar, 2024 @ 5:30am 
got ill check it
A normal loser  [developer] 3 Mar, 2024 @ 5:35am 
Originally posted by Hexecute:
I think the update broke the positioning of the following assets:
Helipad
Detail bump
Bridge stairs
Bridge stairs & gen

ok sorry about the confusion with this. I didnt put it in the patch notes. I updated the positions of those assets to better align them with the grid. If you move objects on the grid you'll see that they should hook up to eachother a bit better than before. Try making a simple platform using the translation grid. you should be able to make it alot quicker than before. Just remember when building the bridge struts that you have to make the strut first then turn it otherwise it'll be hell putting it together.
Thanks for your quick replies!

It kinda breaks my big composition in many ways but I see how this is better going forward so it's all good! It may have been possible to just create new classes and make the old ones hidden such as to not break anything. It's true that these were mostly misaligned in that way from the get go
A normal loser  [developer] 3 Mar, 2024 @ 11:33am 
Sorry! The changes that were made to make the object show up in the correct spot were on the object itself, unfortunately i wouldn't be able to do the hidden one as it was on the model end :\ well at least without double mod size.
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