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To Binarize or not to Binarize? Help!

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Hi,

I've searched for binarization issues throughout the forum but it appears that I'm finding either one answer to my question or another...

My issue is that I am using a custom animation on my rifle addon. I also have a muzzleflash (custom too, if that matters). When I don't binarize, the muzzleflash works as expected but the animation doesn't. When I do binarize, the animation works, but the muzzleflash doesn't.

Can anyone provide guidance on how I'm supposed to package my addon here?

Thanks in advance,

Abs

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Devil is in the detail I suspect. Your muzzle flash should work, if the coding or model is done right.

Maybe fix that, then you can binarize.

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Hmmm...any thoughts on why it would work when unbinned if done wrong? Thanks for the reply!

Abs

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Definately not enough info

Whats your config.cpp got?

Hows your MF done?

Whats your BinPBO log say?

Whats your RPT say?

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can be many things without info

check binpbo options files to copy includes *.rtm and *.rvmat

check binpbo log

check Model.cfg is correct and a copy is in the folder of the anim if the anim is not in the root

check arma3 .rpt to see if error missing or cannot load .. rtm or muzzleflash refferences

check the packed pbo by unpacking with eliteness to make sure files are being copied

sound like model.cfg error or copy rvmat error

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Sorry for the delay in responding! Work-life got in the way! :)

Gnat;2527203']Definately not enough info

Whats your config.cpp got?

Hows your MF done?

Whats your BinPBO log say?

Whats your RPT say?

config.cpp

Muzzleflash is a proxy...not sure what information you're looking for' date=' Gnat.

BinPBO Log

RPT File

can be many things without info

check binpbo options files to copy includes *.rtm and *.rvmat

check binpbo log

check Model.cfg is correct and a copy is in the folder of the anim if the anim is not in the root

check arma3 .rpt to see if error missing or cannot load .. rtm or muzzleflash refferences

check the packed pbo by unpacking with eliteness to make sure files are being copied

sound like model.cfg error or copy rvmat error

1. Added rvmat to copy over directly, but still happened.

2. Nothing there.

3. Got any more info about this? Never had a problem with it in the root before.

4. No errors found, I think.

5. Verified that they are being copied.

===

Uploaded the files for you guys, if you want to check it out. It's source folder, so you can give PBOing yourself a shot. Please let me know the results!

Abs

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Very strange but that binpbo log is not binarisng anything

You pointing it to correct folder im on my tablet so cant test unfortunately but something wrong definitely there , no mention of rtm or p3d anywhere

Are you using p drive ? As normal and two cfg patch definition , I never saw it , maybe I learned something here too :) I take a look tomorrow but hopefully it solved before then

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Hmmm...I must have made a mistake. I've just re-run BinPBO with Binarization checked for sure.

Cannot register unknown string STR_STATE_HEALSOLDIERCannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE
Cannot register unknown string STR_ACTION_LAUNCHCM
Cannot register unknown string STR_ACTION_NEXTCM
Cannot register unknown string STR_USRACT_ACTION_CONTEXT
Cannot register unknown string STR_USRACT_OPTICS_MODE
Cannot register unknown string STR_USRACT_ZEROING_UP
Cannot register unknown string STR_USRACT_ZEROING_DOWN
Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11
Cannot register unknown string STR_DISP_LEFT
Cannot register unknown string STR_DIFF_CAMERA_SHAKE
Cannot register unknown string STR_FREETRACK
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD
Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION
Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY
Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON
Cannot register unknown string STR_MSG_ADDON_NOT_FOUND
Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN
Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
Updating base class Air->, by p:\sta3_federation\config.cpp/CfgVehicles/Plane/
Creating texture headers file...
45 texture headers saved to file "C:\Users\Alex\AppData\Local\Temp\ARMAaddons\sta3_federation\texHeaders.bin"
w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1'

Here is my list of files to copy directly:

*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf,*.p3d,*.rvmat

Abs

Edit: Yep..using normal P:

Edited by Abs

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I really hate to bump this, but I am still facing this issue. Is anyone able to help out? :/

Abs

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What's your model.cfg setup like? I'm guessing from the config you have the weapons, character models etc. all in one .pbo; so how many model.cfg files do you have and where are they?

You should probably have a copy of the model.cfg that contains ofp2_manskeleton in the same folder as your .rtm (having it in the root, away from the .rtm doesn't always work in my experience), but if you only have the one model.cfg for the whole project and contains class cfgModels for your .p3ds I imagine binPBO might be compiling it into the .p3ds and destroying the file before it has chance to compile the model.cfg data in the .rtm - or vice versa

If you don't have it already, stick an additional copy of the BIS character model.cfg in your \STA3_Federation\STA3_Weapons\data\anims folder, with none of the additional cfgModels definitions you're using for Andorian_Antenna headgear etc. or any of the info you might be using for weapons (personally I'd have separate .cfg files for character items and weapons, rather than merging them).

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What's your model.cfg setup like? I'm guessing from the config you have the weapons, character models etc. all in one .pbo; so how many model.cfg files do you have and where are they?

You should probably have a copy of the model.cfg that contains ofp2_manskeleton in the same folder as your .rtm (having it in the root, away from the .rtm doesn't always work in my experience), but if you only have the one model.cfg for the whole project and contains class cfgModels for your .p3ds I imagine binPBO might be compiling it into the .p3ds and destroying the file before it has chance to compile the model.cfg data in the .rtm - or vice versa

If you don't have it already, stick an additional copy of the BIS character model.cfg in your \STA3_Federation\STA3_Weapons\data\anims folder, with none of the additional cfgModels definitions you're using for Andorian_Antenna headgear etc. or any of the info you might be using for weapons (personally I'd have separate .cfg files for character items and weapons, rather than merging them).

I didn't realize that the model.cfg file get's "compiled into the p3d". Can you explain a bit more about this process, please?

You're right about my setup. I have one config.cpp and one model.cfg file in the root of the addons. I was thinking when I first read your reply "but it worked in Arma2!" and then realized I had them all packed in separate PBOs then. I'll definitely give your tips a try when I get home, and report back. I guess I have a fair bit of config rewriting to do. :/

Thanks, friend. :)

Myke;2547823']May i ask why you excluded the model itself (p3d) from binarizing?

Since it's at the end, I think it was just left over from me trying everything to see if it would work and then forgetting about it. Definitely didn't mean to leave it there. Thanks for the catch!

Abs

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I didn't realize that the model.cfg file get's "compiled into the p3d". Can you explain a bit more about this process, please?

I don't really know the how and why of it, I just know that it happens when you binarise. You won't find model.cfg files dotted around inside any of BIS' pbos, but as (I think) Synide once explained, model.cfg data (skeletons, animations etc.) is included as part of the ODOL file structure.

The cfgModels section of the model.cfg must tell Binarize (or maybe CfgConvert - whichever application processes the model.cfg), which data inside the model.cfg is to be compiled into which .p3d as it converts the .p3d from MLOD to ODOL format. Hence the importance of naming your cfgModels classes to match the .p3d filename rather than any ingame classname that the model might relate to.

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