Wire 0 Posted June 1, 2010 Heya, I hope this is the right place to post this. I just wanted to ask a small question. I really like TF86 the SEALs models that Ardvarkdb made. Ive already skinned a couple units, for instance woodland mix is now British desert DPM. But I dont want to do that coz it ends up replacing the whole woodland mix collection. Is there a way of configuring the config and creating a whole new class to choose when I enter the mission editor drop list, and name a whole new class as something like DPM etc? Basically, adding onto the preexistiing 7 or 8 camo selections without replacing. BTW, I WANT TO REINFORCE THE POINT THAT THESE SKINS THAT I WANT TO EDIT ARE COMPLETELY FOR PERSONAL USE ONLY, AND WILL NOT BE DISTRIBUTED TO ANYONE WITHOUT ARDVARKDB'S APPROVAL So yeah, pretty much can anyone give me instructions on how to re-config the scripting to include a new class, i already know how to un-pbo addons, and i knw the whole .paa reskinning process. Cheers :D wire Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 1, 2010 You will need to add a new class within the config. I suggest you take apart Ardvark's work and learn from there. From there, you will need to copy his unit models and hex edit them to take your new textures, either that or ask Ardvark's permission for his editable (MLOD) versions. The hex process is fraught with danger, so I suggest much research before you undertake it. Share this post Link to post Share on other sites
Wire 0 Posted June 1, 2010 Whats MLOD ><? lol sorry so far I know how to unpbo an addon, get into the config with wordpad etc. So do I just copy a whole column of a unit class, then paste it below, rename the directories, and then create a seperate folder in the pbo folder and reskin them there? Can that work? Share this post Link to post Share on other sites
Shadow NX 1 Posted June 1, 2010 .mlod file format means you can open the model in the BIS Oxygen tool. If a model has a .p3d behind it it was binarized and cant be opened in Oxygen. That way people make sure their models arent edited by anyone without permission but binarizing also optimises a model for the game engine and shows you very quick where mistakes are made in the model. BIS sample models for example are .mlod while the ones used in the game itself are .p3d Hope this helped a bit to clear up things. Share this post Link to post Share on other sites
[frl]myke 15 Posted June 1, 2010 Shadow NX said: .mlod file format means you can open the model in the BIS Oxygen tool.If a model has a .p3d behind it it was binarized and cant be opened in Oxygen. That way people make sure their models arent edited by anyone without permission but binarizing also optimises a model for the game engine and shows you very quick where mistakes are made in the model. BIS sample models for example are .mlod while the ones used in the game itself are .p3d Hope this helped a bit to clear up things. Wrong! p3d is the general 3D file format and doesn't determine if a MLOD is binarized or not. MLOD stands for "Multiple Level Of Detail" and means that the file contains several different 3D models for different purposes (visual LOD, Geometry LOD, shadow LOD and so on). If a p3d is binarized or not can just determinated for sure by trying to load it into O2. If it is binarized, O2 shows a respective message and only a bounding box is drawn. This MLOD can't be edited. Also a indicator can be if the config is binarized (.bin instead of .cpp) then probably the p3d is binarized aswell. Easiest way would be if the model is prepared for retexturing by config. To test this out, go into the Arma 2 Editor, place down one of those units and write this in the initline: this setObjectTexture [0, ""]; If in preview the unit is halfway vanished, you can make a simple config retex. Share this post Link to post Share on other sites
Wire 0 Posted June 1, 2010 Ok sweet thanks mate. Ill try it out soon. in the off chance that the unit doesnt vanish, what would i have to do instead? Share this post Link to post Share on other sites
andersson 285 Posted June 1, 2010 (edited) I suggest hex-edit the model. Just make a copy of the p3d you like to retexture and then it doesnt matter what you do as its only a copy anyway. If you fuck it up just delete and make a new copy. If you dont try you never learn ;) When you open the p3d the first data shows if its odol or mlod (binarized or not). If its mlod you can change the textures in O2 if you like. If you prefer a hex-editor or have an odol you can search for text strings with paa and pac in it to find all textures. Then you can easilly see what textures that need a new path to your textures and change them using the hex-editor. Make sure the names of the textures and path's that you change it into are the same lenght as the original or else the model will be corrupted. If you like it easy you just rename the textures and dump them in the same folder as the original texture. Make sure the names are the same lenght. Then you open the odol (or mlod) in the hex-editor and replace the original texture name to your new texture. When thats done put the changed odol in the same addon and add it in the config. Just add something like this after the original unit in the config: class originalunit : whateverclass { alot of code }; class retexturedunit : originalunit { name = "unit retex"; model = "path/to/the/changed_model.p3d"; }; Also add you unit "retexturedunit" to class patches (unit[]=...) If you succeed a retextured copy of the original will be in the game. Different name and different textures, everything else the same. This is a very sloppy and quick help, but you should be able to figure it out and if not alot of info about it is on this forum if you search. Good luck! edit: you can also search for mikeros DLL. He made a program that changes the textures path's for addons just for retexturing. Edited June 1, 2010 by andersson Share this post Link to post Share on other sites
Wire 0 Posted June 6, 2010 (edited) Okay, ive downloaded the O2 and all other Arma2 editting stuff. Now what O.o How do I tell if its binarized or not? and how exactly do I use the text string? ------------------------- Nvm, ive decided to do the Hex-Edit way. So Ive got myself up to the point where ive located the .paa directories amongst the scripting in the hex edit view of a .p3d file. Now what? From what I can understand, u want me to copy the .paa i want to edit, rename it, then rename that in the hex-edit right? but keeping the characters the same length. How do I go about, for example, having something like this in the drop menu in the game? SEALS TF86 ACU UKSAS 22RG DPM (kept same length) Do i recreate a new .pbo or something? Edited June 6, 2010 by Wire Share this post Link to post Share on other sites
icewindo 29 Posted June 6, 2010 Ahhh don't got hex-editing, that's likely bound to failure as you will have to keep the exact same character amount as the original one. Also there's alot of paths to change and you might miss one... Better use MoveObject by Mikero, it gets the job done in as little as 30 seconds after setup. Also see: http://forums.bistudio.com/showthread.php?t=96225 To use it, download the latest DePbo and MoveObject version from here: http://dev-heaven.net/projects/list_files/mikero-pbodll Then extract all dll, exe files etc. to a folder to e.g. C:\MoveObject. Now copy the model you want to change textures from to the MoveObject folder. Open a cmd line window. Type "c:" ,hit enter. Type "cd moveObject". Now you use the commands like mentioned in the MoveObject readme with the texture paths, and hit enter, e.g. if I want to change the USMC officer texture path to a custom one, I can do that like this: Quote MoveObject usmc_soldier_officer.p3d ca\characters2\usmc\data\usmc_officer_co.paa ice_sg_misc\usmc_officer_co.paa[/Quote]The tool can also change paths for many textures at once, e.g.: Quote MoveObject civil_1_tshirt_shorts.p3d ca\characters\data\ sara_civilians\data\[/Quote] (That's how I changed the paths for my conversion of the ArmA1 civilians easily). Share this post Link to post Share on other sites
Laertes 10 Posted June 6, 2010 Icewindo said: Ahhh don't got hex-editing, that's likely bound to failure as you will have to keep the exact same character amount as the original one. Also there's alot of paths to change and you might miss one... Better use MoveObject by Mikero, it gets the job done in as little as 30 seconds after setup. Also see: http://forums.bistudio.com/showthread.php?t=96225 To use it, download the latest DePbo and MoveObject version from here: http://dev-heaven.net/projects/list_files/mikero-pbodll Then extract all dll, exe files etc. to a folder to e.g. C:\MoveObject. Now copy the model you want to change textures from to the MoveObject folder. Open a cmd line window. Type "c:" ,hit enter. Type "cd moveObject". Now you use the commands like mentioned in the MoveObject readme with the texture paths, and hit enter, e.g. if I want to change the USMC officer texture path to a custom one, I can do that like this: The tool can also change paths for many textures at once, e.g.: (That's how I changed the paths for my conversion of the ArmA1 civilians easily). I'm hijacking the thread so, sorry but that is all kinds of awesome! Share this post Link to post Share on other sites