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Everything posted by t_d

  1. you could try memory=0 and define the axis in the res LODs and see if that makes a difference.
  2. Does your .rpt give any hints?
  3. t_d

    Weird Binarize Error

    Do you binarize with BinPBO? Try to check "Clean temp folder" and see if it helps. The error message isnt really clear, but I can tell you at least that binarized models have their materials embedded (yeah, that means most rvmats are not needed in a pbo) and the embedded material in the ca\plants2\clutter\c_grassautumn_t.p3d seems to differ with another source. I would have thought the original rvmat but the error states the same path again what makes it sorta confusing.
  4. t_d

    dePBO not working on 1.54 content

    The ability to look in configs is given without dePBOing, simply by scripting. CBA has something for exporting the whole config afaik.
  5. t_d

    OA tree shaders

    Ok I found these values: To apply the new shaders do the following: 1. Binarize your tree but dont use the new shader in the rvmats. Use an A2 shader instead. 2. Open the ODOL of the tree in a hex editor 3. Search for the path of the rvmat that you want to change the shader of a) skip 105 bytes after the path and you are at the position of the pixelShader ID b) pixelShader ID is an unsigned long (4 bytes) in little endian format c) vertexShader ID directly follows the pixelShader ID d) you just need to change the first byte of pixel and vertexshader ID to the wanted one (pixelshader ID of TreeAdv for example is 114 which would be 72 in hex, so you would set the first byte of pixelShader ID to 72) 4.) repeat step 3 until you changed all occurences of a certain material and do it for all materials you want to patch This pic will help you to understand: The path of rvmat is marked yellow. This is what you have to search for. Blue is the 105 bytes gap. Red is the pixelshader ID and orange the vertexShader ID. You have to change the first byte of the red and orange markings.
  6. t_d

    OA tree shaders

    I hope you are not searching for shader names in the ODOL file, because the shaders are saved as numbers as you can see here.
  7. t_d

    OA tree shaders

    The official binarize doesnt know this shader and cant create a correct ODOL. Only way currently would be hex editing (or a tool) to set the wanted shader (and maybe ODOL version).
  8. Leopotam made a Shader Extractor. Maybe he can help you.
  9. You could try #include "CfgMagazine.h" instead of #include <CfgMagazine.h>. At least in C that makes a difference.
  10. You are maybe interested in using mikero's DePbo.dll which provides methods to read, edit and save PEWs. I am pretty sure he would give you access to the source code if you ask him. Maybe saves you some time.
  11. PEW format is known so yeah it is possible.
  12. Could be implemented into mikero's PboDll probably. Since I am working on another project I will ask him to do it. Maybe he has time :)
  13. Are the crossroad parts on your P: drive like the road parts when you binarize the map?
  14. does the texture of the heli contain alpha channel and does it end with _ca then?
  15. You probably have the ArmA1 texView. Just install the ArmA2 tool suite with the new texView.
  16. Did you read the readme.txt?
  17. You should use MoveObject.exe by mikero. I added the possibility to handle different string sizes. Can be found here
  18. t_d

    Odol Explorer + Arma2

    for the destroyable wheels you maybe want to have a look here
  19. How to create destroyed wheels Can be applied not just only for wheels ;)
  20. That is simply wrong. The only reason for binarization is optimisation of the model data for the engine. That there is no tool that can edit these files is just a side effect. Of course it is not okay to "steal" work of others. But why should modellers be able to protect there stuff when others (texturerers, scripters, mission designer, island maker, configger etc.) cannot. There are always people who dont follow the moral rules, but this community proved that these individuals are quickly identified. In this special case I dont see why he shouldnt have access to a simple pond MLOD just to see how it is made. @SuicidalManiac Hope this helps.
  21. t_d

    WSS file, decode

    WSS2WAV by mikero here: http://dev-heaven.net/projects/mikero-pbodll/files
  22. t_d

    O2 for Arma2 into Armed Assault

    MLOD file format is exactly the same for ArmA1 and ArmA2. Export -> OLD P3D format creates an OFP MLOD. So you can use the O² of the ArmA2 toolkit for ArmA1 models. Just be sure to use A1 tools for binarizing.
  23. There isn't, O² just allows you to choose a normal calculation method for each vertex.