Synide
Nov 18 2007, 11:53
firstly, sometimes i can be about as much use as tit's on a bull... oh well, ya live & learn eh?! having said that, you could read rest of the post's in this thread but they'd be just a laugh for you. essentially, Binarize.exe does process rvmat's fine when you are producing binarized outputed models.
here's the summarized version.
i was trying to build pbo's based around a 'mod' structure, just like BIS's.
that is, BIS's mod is 'ca' and there are 'subfolders' to this 'mod' like 'ca\weapons', 'ca\air', 'ca\blah,blah' etc.
i wanted our structure to be the same, that is, the mod is 'AAW' and the subfolders are things like 'AAW\aawWpns', 'AAW\aawBodies' etc.
i wanted the resultant output to be a mod folder in the ArmA installation folder called 'AAW' with a 'AddOns' subfolder with the pbo's 'aawWpns.pbo', 'aawBodies.pbo' etc, etc.
all standard stuff, the problem was the frik'n odol'd models materials weren't working... hence this stupid amount of wasted time figuring out why...
so, my directory/folder structure on the P:\ drive is just as above.
the problem is, i was using BinPBO with settings like I was trying to make a standalone 'addon'.
that is, i had the following settings...
http://i198.photobucket.com/albums/aa15/sbeetham/BinPBO1.jpg
and...
http://i198.photobucket.com/albums/aa15/sbeetham/BinPBO2.jpg
So, binarize.exe was expecting my aawWpns folder to be sitting in the ROOT folder of my P:\ drive, where as i had it sitting in a sub-folder called 'AAW'. which is the structure i want, just like BIS's 'ca' mod.
What i should have had set in the options was this...
http://i198.photobucket.com/albums/aa15/sbeetham/BinPBO3.jpg
So...
If you are building a pbo that is part of a mod, you should set the 'Path to Project Folder' in options as the pathname of your mod on the P:\ drive, not as 'use source path'.
If you are building a 'standalone' pbo then you have 'Use Source Path' checked. the folder you are trying to pbo can be anywhere though... but make sure in your model the pathname to the rvmat (and any textures mentioned inside the rvmat) starts in the same folder.
I'm sorry i've wasted your time (and more importantly mine!http://forums.bistudio.com/oldsmileys/wink_o.gif with the rubbish in the rest of this thread.
cheers, sy.
============================================================================================
i posted the following in another thread but thought it of significance to merit it's own... as it annoyed me for a day...
ok, i've had to do a bit more around this area myself the last week so this is what i have found... probably already some of you know this anyway... but, for those that don't...
There a 2 (two) methods by which materials work on models...
a. by specifying all relevant information for 'CfgTextureToMaterial' and 'CfgMaterials' in a config.cpp - this is the old/transition method.
OR
b. by pointing faces in your model (using O2PE only) to not only the main texture for that face but also a .rvmat material file.
currently, method (b) will only work if you do not binarize your model. if you choose to leave your model as a P3DM you can successfully utilize the new ArmA method.
if you want to binarize your model (to make it smaller for one thing...) currently i believe you cannot use method (b) and here's why...
1. when Binarize comes across a .rvmat reference in your lovelly P3DM mlod model it currently cannot include this rvmat in the binarized version it tries to produce.
(this is of course written in the readme... which i failed to read for a very long time... lol)
so, if you utilize the new method and want to binarize your models then the materials won't work...
Solutions
1. release your model as p3dm and you can use the new method.
2. if you want to binarize...
while working on your model and using Buldozer you can of course make use of the new method...
but when you go to produce your pbo (for use in game) you should remove all reference to .rvmat's in your model.
you should copy and paste all the information from your working rvmat files into a config.cpp and utilize the old/transition method of making CfgTextureToMaterial and CfgMaterials classes.
now when you produce your pbo using BinPBO/Binarize the model will be binarized and it will read the material information from the config.cpp and include this in the model.p3d.
you do not need the rvmat files to be included in the pbo. you should of course include damage rvmat's.
warning: if you specify the materials in a config.cpp AND still have references to the rvmat's on faces in the model you will probably find your materials will not work in game. they do in Buldozer but not in game... this is because Binarize will try to include the rvmat information found on the face in the model over what it reads from the .cpp, and of course it fails to do this...
This will, become irrelevant when BIS fix the Binarize.exe tool to correctly process rvmat's.
i think the above is pretty accurate...
here's the summarized version.
i was trying to build pbo's based around a 'mod' structure, just like BIS's.
that is, BIS's mod is 'ca' and there are 'subfolders' to this 'mod' like 'ca\weapons', 'ca\air', 'ca\blah,blah' etc.
i wanted our structure to be the same, that is, the mod is 'AAW' and the subfolders are things like 'AAW\aawWpns', 'AAW\aawBodies' etc.
i wanted the resultant output to be a mod folder in the ArmA installation folder called 'AAW' with a 'AddOns' subfolder with the pbo's 'aawWpns.pbo', 'aawBodies.pbo' etc, etc.
all standard stuff, the problem was the frik'n odol'd models materials weren't working... hence this stupid amount of wasted time figuring out why...
so, my directory/folder structure on the P:\ drive is just as above.
the problem is, i was using BinPBO with settings like I was trying to make a standalone 'addon'.
that is, i had the following settings...
http://i198.photobucket.com/albums/aa15/sbeetham/BinPBO1.jpg
and...
http://i198.photobucket.com/albums/aa15/sbeetham/BinPBO2.jpg
So, binarize.exe was expecting my aawWpns folder to be sitting in the ROOT folder of my P:\ drive, where as i had it sitting in a sub-folder called 'AAW'. which is the structure i want, just like BIS's 'ca' mod.
What i should have had set in the options was this...
http://i198.photobucket.com/albums/aa15/sbeetham/BinPBO3.jpg
So...
If you are building a pbo that is part of a mod, you should set the 'Path to Project Folder' in options as the pathname of your mod on the P:\ drive, not as 'use source path'.
If you are building a 'standalone' pbo then you have 'Use Source Path' checked. the folder you are trying to pbo can be anywhere though... but make sure in your model the pathname to the rvmat (and any textures mentioned inside the rvmat) starts in the same folder.
I'm sorry i've wasted your time (and more importantly mine!http://forums.bistudio.com/oldsmileys/wink_o.gif with the rubbish in the rest of this thread.
cheers, sy.
============================================================================================
i posted the following in another thread but thought it of significance to merit it's own... as it annoyed me for a day...
ok, i've had to do a bit more around this area myself the last week so this is what i have found... probably already some of you know this anyway... but, for those that don't...
There a 2 (two) methods by which materials work on models...
a. by specifying all relevant information for 'CfgTextureToMaterial' and 'CfgMaterials' in a config.cpp - this is the old/transition method.
OR
b. by pointing faces in your model (using O2PE only) to not only the main texture for that face but also a .rvmat material file.
currently, method (b) will only work if you do not binarize your model. if you choose to leave your model as a P3DM you can successfully utilize the new ArmA method.
if you want to binarize your model (to make it smaller for one thing...) currently i believe you cannot use method (b) and here's why...
1. when Binarize comes across a .rvmat reference in your lovelly P3DM mlod model it currently cannot include this rvmat in the binarized version it tries to produce.
(this is of course written in the readme... which i failed to read for a very long time... lol)
so, if you utilize the new method and want to binarize your models then the materials won't work...
Solutions
1. release your model as p3dm and you can use the new method.
2. if you want to binarize...
while working on your model and using Buldozer you can of course make use of the new method...
but when you go to produce your pbo (for use in game) you should remove all reference to .rvmat's in your model.
you should copy and paste all the information from your working rvmat files into a config.cpp and utilize the old/transition method of making CfgTextureToMaterial and CfgMaterials classes.
now when you produce your pbo using BinPBO/Binarize the model will be binarized and it will read the material information from the config.cpp and include this in the model.p3d.
you do not need the rvmat files to be included in the pbo. you should of course include damage rvmat's.
warning: if you specify the materials in a config.cpp AND still have references to the rvmat's on faces in the model you will probably find your materials will not work in game. they do in Buldozer but not in game... this is because Binarize will try to include the rvmat information found on the face in the model over what it reads from the .cpp, and of course it fails to do this...
This will, become irrelevant when BIS fix the Binarize.exe tool to correctly process rvmat's.
i think the above is pretty accurate...