Supernova 0 Posted May 14, 2008 I extract the res data3d.pbo but I don't know how to apply the texture to the w3d files i see in odol explorer. It says file\data\****.pac not found. Where do I put the pac files etc... ? Share this post Link to post Share on other sites
mortyfero 0 Posted June 6, 2008 Dunnot understand well but can try to answer. I think you want to look inside data3d.pbo with Odol_explorer. 1) You cannot, because Odol_explorer open only ODOL p3d models, instead original Ofp model are all MLOD p3d model. To look them you have to use Oxygen and Oxygen viewers (O2) 2) To use ODOL_explorer: Example: I want to look all the weapon models of RHS_WEAPON.pbo. In my pc RHS_WEAPON.pbo is inside a directory named OFP_WORKPLACE. Un-pbo the weapon pack. Open Odol_explorer. Select "data dir". Double click on OFP_WORKPLACE. Click Ok. Hope is enough clear Regards Share this post Link to post Share on other sites
Planck 1 Posted June 6, 2008 Quote[/b] ]original Ofp model are all MLOD p3d Ahh no, original models inside OFP data3d.pbo are ODOL format models. If you wish to view them in Oxygen you need to convert them to MLOD. ArmA is much the same. Planck Share this post Link to post Share on other sites
sanctuary 19 Posted June 6, 2008 In the old OFP demo version of Data3D.pbo, they were in MLOD format. Share this post Link to post Share on other sites
Jklv 1 Posted June 17, 2008 So ODOL explorer does not unbinarize models correctly? Share this post Link to post Share on other sites
[aps]gnat 28 Posted June 17, 2008 Not all the time ... can be missing bits, creates lighting errors, missing names etc Share this post Link to post Share on other sites
.kju 3245 Posted June 17, 2008 ODOL is engine optimized format. So the binarization process drops some information in the conversion as its no longer needed for the engine. ODOLEx cannot recreate this info. No idea if ODOLEx actually drops information from the ODOL file itself in the back conversion to MLOD. Share this post Link to post Share on other sites
vektorboson 8 Posted June 17, 2008 ODOLEx cannot recreate this info. I'd say rather: ODOLEx does not recreate this info. But yes, the ODOL-files hold different information than MLODs. For example ODOL lacks the selected/hidden vertices/faces, which really is only important for editing. But more, ODOL doesn't have explicit information about 'sharp edges', which leads to the lighting problems. But it has for sure implicit information about the sharp edges, and I suggest that it is indeed possible to recreate information about sharp edges, probably not 100%, but with acceptable results (of course assuming that the original author applied sharp edges at all). First possibility is to find out how O2 calculates the normals; then you find out how those normals differ when they're on a sharp edge or not. Now you check for every face what the most probable configuration for their normals is: sharp edges or not. 1 Share this post Link to post Share on other sites
Synide 0 Posted June 17, 2008 odol has verts/faces defined for each 'named selection' just not the 'selection' that one might have had highlighted in the the sp3x version. odol verts/faces have the 'hidden' property defined as well. a 'sharp edge' in a sp3x is turned into 'extra' geometry in the odolv7 in the form of splitting the edge at the 'sharp' and creating extra verts at the same location... Share this post Link to post Share on other sites
RUDOLF 9 Posted April 25, 2009 I once got a strange problem. When tried to transfer a model in Odol to Mlod. The model couldn't be seen in Odol except a ball shape in Odol. Anybody knows the reason? Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 26, 2009 If you mean : "i can't see Mlod models in Odolexplorer", it's ok because odolex cannot show unbinarized models. Share this post Link to post Share on other sites
RUDOLF 9 Posted April 26, 2009 No. What I really mean the model could be seen in O2 editor but couldn't be seen in External Viewer and game after tranferring from Odolexploer. Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 26, 2009 I see, it happens sometimes, most of the time when the model has too many vertices : because odolex isn't a good tool, it mess the models, selections, named properties and splits the model into lot of vertices (something like : if a vertice is part of three faces, it'll create 3 vertices at the same place). Try to use the "merge near" function (with default distance which is 0.001 if i remember well) to reduce the polycount. Share this post Link to post Share on other sites
oyman 0 Posted April 26, 2009 you guys should just use P3dedit, its better Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 26, 2009 you guys should just use P3dedit, its better Why ? Always thought it was worse than odol_explorer...but i may be wrong Share this post Link to post Share on other sites