NordKindchen 12 Posted April 8, 2013 I am working on an addon that fixes some colours of the trees and bushes. Here is what I did: 1_Before 1_After 2_Before 2_After I already managed to get the stuff working in my own Arma - but I simply changed data in the vanilla pbo and put it in A3/addons/. Now since I want to create an addon for those who have the same taste as me - I need to know what I have to change exactly to get an addon running in its own mod folder. I think I have to do the following: Put the changed files in a folder structure like: */PBOname/data/changedfiles.pbo In the */PBOname/ folder belongs the $PBOPREFIX$ file with the input Myname/PBOname. Also there has to be a config.bin and a texheaders.bin To create the config.bin I would first derapify the existing one of the source folder and then search for the file I changed. I would edit the path of that file - but I dont know how exactly the new path should be. Also I dont know if there is anything else important to let in the config.bin. On top of that I dont know how to create/ and or what to change in the texheaders.bin. Also I have to mention that atm I am forced to take Eliteness 2.93 since thats the only tool I got working till now. (the other tools like BinPBO run without errors but deliver me results the game wont use) I hope someone can help me. Greetings! Share this post Link to post Share on other sites
Sealife 22 Posted April 8, 2013 depends what the changed files are you can only redistribute text not actual files like textures and p3ds without permission . if its a config change then simply overwrite the original and make sure yours pbo loads after the original using the required addons section of the cfgpatches (IIRC) KJU is the master of that area i believe. Share this post Link to post Share on other sites
gammadust 12 Posted April 8, 2013 Put the changed files in a folder structure like: */PBOname/data/changedfiles.pbo Not sure this structure should be a correct assumption. What would go under "PBOname/data/" should be the raw files for the engine to use, and not a .pbo itself. A .pbo file should contain that file structure, not be refered to within. So inside a PBOname.pbo : config.cpp (with properties containing references to relative paths - "data/changedfile*.paa" OR absolute paths - "PBOname/data/changedfile*.paa") data/changedfile1.paa data/changedfile2.paa data/changedfile3.paa In the */PBOname/ folder belongs the $PBOPREFIX$ file with the input Myname/PBOname. The "Myname/PBOname" is recomended but then it must be the same throughout, so that would imply where absolute paths are used to use "Myname/PBOname/data/changedfile*.paa" instead of simply "data/changedfile*.paa". Also there has to be a config.bin and a texheaders.bin To create the config.bin I would first derapify the existing one of the source folder and then search for the file I changed. I would edit the path of that file - but I dont know how exactly the new path should be BinPbo creates the files. "config.bin" if the option to binarize is checked, "texheaders.bin" if textures are being processed. "$PBOPREFIX$" automatically or as specified in options. The file path should be as explained above, either relative (to the root where config.cpp/bin is) or absolute (including the relative but prefixed with "Myname/PBOname" as specified by $PBOPREFIX$). Share this post Link to post Share on other sites