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Charon Productions
Oct 31 2009, 18:00
Okay, i have searched. No solution found for my problem.
I have set up my environment like synide described.
I try to binarize an addon that uses the ODOL USMC_soldier.p3d.

My issue is that it crashes BINPBO even when i use the unedited
USMC_soldier.p3d out of characters2.pbo.
Am i missing something to include into my path?
I have depboed characters and characters2 inside my namespace ca.

I have set binpbo to copy .p3ds directly.

Any ideas? Anyone had an issue like this before?
Thanks,
Charon

Planck
Oct 31 2009, 18:07
An ODOL model is already binarized.

When you binarize an MLOD model it is converted to an ODOL model, so what you are trying to do is not possible.
All the game p3d's from the game PBO's are ODOL (binarized) models.
You need an MLOD model in order to binarize it.


Planck

Charon Productions
Oct 31 2009, 18:15
Thanks for your reply.
I was under the impression that excluding the .p3d under options
"List of files to copy directly" would NOT binarize it so a hex-edited ODOL can be used.

I mean how do all the guys that make re-textured soldier addons include the
actual models into their addon?
Or do they all use cpbo only to create the addon pbo?
Ah maybe they use Arma1 MLOD models and texture those and then binarize those?

Since this is what i want to do (re-textured soldier),
maybe someone can enlight me on how to proceed then in case of the Arma2 USMC_Soldier model.
That model does not have hiddentextures, so it won`t work that way.

.kju [PvPscene]
Oct 31 2009, 18:28
People hex edit the path of the textures in the odol model.
Or use moveObject from mikero:
http://dev-heaven.net/projects/mikero-pbodll/news

Charon Productions
Oct 31 2009, 18:35
Thanks kju.
The question is how to then transfer that ODOL model to a signed addon after hex-editing the texture-paths without crashing binpbo. I was under the impression that there is only binpbo supporting the signing of keys.
The hex-edited model works fine in-game with cpbo(d) version.
I am right now trying to find information about moveObject to see what it does.

Deadfast
Oct 31 2009, 18:38
You don't have to binarize in order to sign your PBO :)

Charon Productions
Oct 31 2009, 18:49
@<hidden>: Thanks for telling me, there is always areas about this game that one doesn`t know hehe.
However the benefit of binarization would be lost when doing that. I will look for other ways, but in worst case it has to be like that )

.kju [PvPscene]
Oct 31 2009, 19:10
You sign a pbo. Not the files inside.

Charon Productions
Oct 31 2009, 19:51
Sure, but while signing it you have to decide whether to binarize or not.
So i chose to make two individual addons, one that contains the unbinarized ODOL models and the other one that contains all the other data which is binarized. If one actually gives a sh** if an addon is binarized at all.

.kju [PvPscene]
Oct 31 2009, 20:20
No these are independent steps. BinPBO only offers both in one go.
Yet there is no must have.