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Thread: Can see in bull, cant see .pbo in editor....??

  1. #1

    Angry Can see in bull, cant see .pbo in editor....??

    Now im getting frustrated. Im doing somthing wrong, but what?
    Im using the same .ccp file for a crate, only thing is that i have make it 8 times bigger, and it have a different name.
    Instead of crate its name is bigcrate.

    Here is the modified .cpp file.

    class CfgPatches
    {
    class Crate
    {
    units[] = {Bigcrate};
    weapons[] = {};
    requiredVersion = 1.0;
    };
    };
    class CfgVehicles
    {
    class All {};
    class Static: All {};
    class Building: Static {};
    class NonStrategic: Building {};
    class TargetTraining: NonStrategic {};
    class TargetGrenade: TargetTraining {};

    class Crate: TargetGrenade
    {
    model="\bigcrate\bigcrate";
    armor=20000;
    scope=2;
    displayName="My big crate";
    }
    }

    ---------- Post added at 11:01 AM ---------- Previous post was at 10:30 AM ----------

    It only work when i use the old .ccp file, but then i have to overwrite the erlier crate addon with the new bigger one, and i dont want to do that.
    I want to keep both addons.
    Only good thing is, that its nothing wrong with the addon.
    Only with the .ccp file.

    http://img708.imageshack.us/i/flashp...istance201.jpg
    Last edited by Rellikki; Nov 22 2010 at 09:18.

  2. #2
    Put all the crates .p3d in the same pbo, name it "crate.pbo", and put the following config.cpp in it :

    Code:
    class CfgPatches
    {
    	class Crate
    	{
    		units[] = {Big_crate,Small_crate};
    		weapons[] = {};
    		requiredVersion = 1.0;
    	};
    };
    class CfgVehicles
    {
    	class All {};
    	class Static: All {};
    	class Building: Static {};
    	class NonStrategic: Building {};
    	class TargetTraining: NonStrategic {};
    	class TargetGrenade: TargetTraining {};
    	
    	class Small_Crate: TargetGrenade
    	{
    		model="\crate\crate";
    		armor=20000;
    		scope=2;
    		displayName="My small crate";
    	};
    
    	class Big_Crate: TargetGrenade
    	{
    		model="\crate\bigcrate";
    		armor=20000;
    		scope=2;
    		displayName="My big crate";
    	};
    };
    Considering your p3d files are named "crate.p3d" for the small crate and "bigcrate.p3d" for the big one.

    WW1 ArmA:CWA Mod || Romans and Barbarians ArmA:CWA Mod
    Goodbye W0lle, we'll miss you

  3. #3
    Spoiler:


    Ok now i see what you mean, i get two addons in one pbo?
    So how should the .cpp file look like if i make an even bigger crate, say a very big crate?
    As i can understand, it is possible to do this as im using the same texture files?
    Last edited by aaman; Nov 22 2010 at 16:20.

  4. #4
    Quote Originally Posted by aaman View Post
    Ok now i see what you mean, i get two addons in one pbo?
    Yes. As many p3d you like in one single pbo. Pbo are just folders.

    Quote Originally Posted by aaman View Post
    So how should the .cpp file look like if i make an even bigger crate, say a very big crate?
    Like this :

    Code:
    class CfgPatches
    {
    	class Crate
    	{
    		units[] = {Very_Big_crate,Big_crate,Small_crate};
    		weapons[] = {};
    		requiredVersion = 1.0;
    	};
    };
    class CfgVehicles
    {
    	class All {};
    	class Static: All {};
    	class Building: Static {};
    	class NonStrategic: Building {};
    	class TargetTraining: NonStrategic {};
    	class TargetGrenade: TargetTraining {};
    	
    	class Small_Crate: TargetGrenade
    	{
    		model="\crate\crate";
    		armor=20000;
    		scope=2;
    		displayName="My small crate";
    	};
    
    	class Big_Crate: TargetGrenade
    	{
    		model="\crate\bigcrate";
    		armor=20000;
    		scope=2;
    		displayName="My big crate";
    	};
    
    	class Very_Big_Crate: TargetGrenade
    	{
    		model="\crate\verybigcrate";
    		armor=20000;
    		scope=2;
    		displayName="My very big crate";
    	};
    
    };
    Quote Originally Posted by aaman View Post
    As i can understand, it is possible to do this as im using the same texture files?
    Yes. The texture can be wherever you want, in the same pbo or in another one, as long as it is inside a pbo folder somewhere in the addon folder of the game.

  5. #5
    Now i understand a little better
    So i got to the data.pbo and data3D.pbo and its just like youre saying.
    Maybe am i doing somthing wrong or there is somthing strange, i cant view or edit the .p3d files in data3D.
    Im using win.pbo V 1.0 RC 1.
    Even tried to merge them with bulldozers data.pbo and data3D.pbo....
    But i did not overwrite the same files.
    Get the unable to load file. Load error. In oxygen.
    Even tried to rename the data3D folder, and nothing happens.
    Got to the animation part in tutorial 2, as how to bulid a car, as im not realy in for animations yet i wanted to go directly to modify some units in game.
    Last edited by aaman; Nov 22 2010 at 21:14.

  6. #6
    Unable to Load File in O2 means that the P3D is in ODOL format.
    You can't open them in O2.

    O2 can only open a P3D that is in MLOD format

    You can try to convert an ODOL P3D into a MLOD P3D with ODOL Explorer
    But ODOL explorer create some bugs in the P3D selections, so you'll need to check which ones are not correct anymore and re-assign them.

    In the case of the Data3D.pbo, you can extract the Data3D.pbo from the old OFP demo 0.36, the P3D that were inside this Data3D.pbo were all in MLOD format natively, so you don't have to convert them.

  7. #7
    The demo was really useful
    Now all t72´s look like this..


    Uploaded with ImageShack.us




    One problem is solved, when there comes one other...
    Somthing is wrong with the ingame textures in resistant 1.96..
    Look like this.


    Uploaded with ImageShack.us

    ---------- Post added at 12:34 PM ---------- Previous post was at 12:27 PM ----------

    Can it be that the game dont want a MLOD t72.p3d mixed with ODOL p3d´s in resistance data3D.pbo?
    And i did not compress the new data3D.pbo, i could read it gives less CPU load that way.
    Last edited by aaman; Nov 23 2010 at 11:17.

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