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bxbx

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About bxbx

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    BI Developer

core_pfieldgroups_3

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    stargate mod new technologis developer

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  1. please try to run OA from steam, close OA and then install TKOH public beta check is exist reg. HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA\Main and HKEY_LOCAL_MACHINE\SOFTWARE\Bohemia Interactive Studio\ArmA 2 OA\key Steam sometime delete informations from registers, executing game restore it let me know result.
  2. I cannot reproduce it. are you using "Launch Arma2 OA Beta Patch.lnk" to execute beta? did you tried to clear beta folder and install it again? can you send show me you whole cmdline - that you are using to execute beta.
  3. Updated to version 2.5.1 setup will install newer C++ 2008 Redistributable Package (x86) http://downloads.bistudio.com/Tools/BI_Editing_Tools_2_5_1.zip
  4. bxbx

    ARMA 2: OA beta build 79224

    can you tell me name of model or class name. it's probably because of missing proxy "weapon" in memory lod
  5. is that new? what missions?
  6. here should be fixed problems in WF in Russia and France languages http://dev-heaven.net/issues/11901 http://dev-heaven.net/issues/15600 can you please test it.
  7. bxbx

    ARMA 2: OA beta build 78927

    Yes, there is at least one. :D
  8. fixed. please download it again. patch name is still 74630.
  9. I tried Mi17, Mi24, AH1Z and MH60, everyone blows up, all crew die. Can you give me better repro. Thanks
  10. sorry for misunderstanding. its not "crash avoiding improved" but "crash into ground improved". sometimes happens that helicopter fall down on ground and doesn't explode, because of wrong condition in helicopter crash simulation, this was fixed.
  11. I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can't share it. sorry. from same reason I must stop gatebuilder developing. good luck in your research.
  12. bxbx

    Addons vs. Patchs

    sorry bad topic
  13. blocks in odol v4 are quite similar to odol v7 but placed in back direction , (first is relolution table, LOD are placed from last to first ),there is same LZ compresion as ODOL v7 known data: char signature[4] //'ODOL' int format // 40 int lod_count float resolutions[lod_count] { int u1; float u2,u3,u4 } // unknow data, same data follows on end of ODOL v7 char u5[139] // unknow data , still same length char *sceletonname // float zeroendded char array if (char[0]!=0) { bool8 u6 // 8bit boolean // value 1 or 0 int bone_count struct bones[bone_count] { char * bone1,bone2 //strings } } char u7[0x26] // unknow data char *modelclass, *modelparent // I think of purpose this data found values 'house''no' or 'house''building',.... char u8[5] // unknowd data bool8 exist_anims if (exist_anims) { int anims_count struct anims[anims_count] { int type // 0,4,9 // rotation,move,.., i dont check it yet char *name,*parent float tr[6]// transformations values if (type!=9) int u9 } } unknowdata[unknowlength] // handle seek lod { int vertices count bool8 ub1 if (ub1) char uch[11] // unknow data cha uch[0x29] // unknow data int textures_count char * texture[textures_count] int materials_count struct materials[materials_count] { char * name char uch[0x85] // unknowdata // some float values int textres_count struct textures_in_material[textres_count] { int u10 // value 3 still char* t_name int u11 // self increment value // 0,1,2,3,4,... } char uch[0x34*textres_count] // some struct with same length as textures_in_material // I dont work with material now, I skip it. } if ( textures_count>0 ) char uch[7]; bool8 ub // unknown value int faces_count char u12[6] struct faces[6] { char dot_count unsigned short dot_vertice_index[dot_count] } unknowdata[ubknowlength] int components_count struct components[components_count] { char *name; int selected_faces_count unsign short selected_faces[selected_faces_count] // if selected_faces_count > 0x100 then compresed by LZ int u14; unsign short u15[u14] bool8 ub if (ub) int u16 char uch[3] bool8 ub2 int selected_vertices_count unsign short selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100 then compresed by LZ int u17 char uch[u17]; } int named_properties_count struct named_properties[named_properties_count] { char * name,*value } unknowdata[mostly 0x15 , but not every time] int vertices_count // again same value bool8 ub if (ub) { struct UV[vertices_count] {float u,v} if count > 127 then LZ } else char uch[8] int u[18] int vertices_count struct vertices_pos[verices_count]{float x,y,z} follows normals and the other data ,but this is in progress I cannot find face.texture_index informations, in M16A4 are only 2 textures and I texture it handly by original UVsets. } I you make some progress in ODOL decoding please inform my back.
  14. here is a little example of my ODOL v40 decoding. M16A4 I am not able to decode full file but by handly seeking in file a can find all lods, when i succes and decode it fully, I release a GB with this feature. About M16A4: LODs 200 and 250 are renamed from 1.0e4 and 1.001e4 values (in ARMA are new 4 named LODs (like in OFP memory, geometry,...)) I dont know purpose of this new named LODs now. enjoy it.
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