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Thread: Using multiple pbos

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  1. #1
    I was working on a wrp on Wrpedit using Res objects, objects form Data3d.pbo and other objects that my MOD team made.

    Now I threw every p3d files into Buldozer\Data3d, and it was working fine in Buldozer.
    However, when I put this into OFP, everything - textures, objects, everything - disappears except for those defined in the actual data3d.pbo in OFP\Dta\ directory.

    Does anyone know how to configure the setting so that I can use multiple directories (i.e. use files both from O.pbo and Data3d.pbo and have them recognized as files from two separate addon files)?
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  2. #2
    J. BARBER NZXSHADOWS's Avatar
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    I dont think you will be able to have 2 different .PBOs working together for Visitor.Theres only 1 slot that locates where your objects are.Wrpedit had But it doesnt mean V2 does.

  3. #3
    Im not 100% sure if it works right like this, but at least all the objects worked in Buldozer when I set the object etc. directories to "C:\Buldozer\.\", to trick it to use ".\" as the "root" directory. All p3d files from all directories under Buldozer are then visible in the object lists.

  4. #4
    I tested it with the "\.\".

    In visitor you see the objects and can use them, but when you make your island pbo and load it in OFP, the objects not there. There are different symbols on the map, but you can't see any object.

    I have put a small road in which was in when using normal folders, but after adding the "\.\" trick and added some forrest of O.pbo, the road was away.

    Hope there is another solution for this, else very bad :-(

    Greets

    [CiA]Lobanak

    P.S.: Can BIS tell us how we can do this? PLEASE!!!



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  5. #5
    Yeah, i finally got one export working once using .\, but ingame there was nothing, just terrain, all objects and texs were missing, same in wrpedit, the wrp gave out .\ as the model paths.

    The nogova wrp uses data3d.pbo and o.pbo obects, so maybe it is possible to use o.pbo and a custom pbo for example, just need to find out how.

  6. #6
    As Visitor 2 light (!&#33 seems to be the version which was used to do OFP 1.x (not Resistance), I think it's not possible. In "Help -> About Visitor" you see in the "Produkt" folder that it's version 1.0 from 1998.

    I think BIS has a newer Version (1.x/2.x) of Visitor which was used to do Resistance and which is able to handle custom addons. But this version is not for us :-(

    Greets

    [CiA]Lobanak

    -- edit --
    Just thought I look on the pic posted at BIS side and look if they use another version, but it shows the same Visitor and the noe.pew, so it could be possible.
    -- end edit --




  7.   Click here to go to the next Developer post in this thread.   #7
    BI Developer Suma's Avatar
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    Quote Originally Posted by (Lobanak @ June 19 2003,11:31)
    I think BIS has a newer Version (1.x/2.x) of Visitor which was used to do Resistance and which is able to handle custom addons. But this version is not for us :-(
    If I am not mistaken, Nogova was created with exactly the same version you have. I do not know how to overcome your problems, but there is probably a way to do it.
    Ondrej Spanel, BIS Lead Programmer

  8. #8
    hmm.... can you ask your guys who built nogova how they have done it?

    Could be helpful.

    Thanks

    Greets

    [CiA]Lobanak

  9. #9
    Hey guys, I've been having the same problems as you, and I've made a discovery... I don't know whether it's of any relevance:

    in the V2 menu goto Tools-->Project Preferences. There, paths to texture and 3D data folders can be specified. I've tried this and failed, but pehaps some of you guys can work it out.

    And I also made another strange discovery: Visitor 2 can also load textures from the Eden.pbo, Abel.pbo and Cain.pbo files. I haven't tried loading stuff from multiple files yet, but it's worth a try.


    @Suma or Maruk: Couldn't you guys do us all a big favour and get one your island makers away from his comp for 5 minutes so he can tell us how to use this program? Please? It would be a big help.



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  10. #10

    Exclamation

    Just playing arround with Visitor over 7 hours now (only today).

    I think it's not possible to use custom objects that are in other pbo files. All objects must reside in the defined folders of the "System Preferences".

    I have set the following for my project:
    Quote Originally Posted by [b
    Quote[/b] ]
    Basic Folder:
    e:\visitor
    Textures:
    e:\buldozer\CIAHOME
    Nature Objects:
    e:\buldozer\CIAHOME
    Artificial Objects:
    e:\buldozer\CIAHOME
    Forests and Roads:
    e:\buldozer\CIAHOME
    World Files:
    e:\buldozer\CIAHOME
    My directory structure of my island looks like the following:
    Quote Originally Posted by [b
    Quote[/b] ]
    e:&#92;buldozer&#92;CIAHOME <- main directory for wrp, config and textures
    e:&#92;buldozer&#92;CIAHOME&#92;tree <- for tree and bush p3ds
    e:&#92;buldozer&#92;CIAHOME&#92;road <- for road p3ds
    Then I have copied the roads from data3d and O (O.pbo) to the road folder in my project. I used these p3ds for setting up the roads and they appear in Buldozer and in Visitor. Also done with some trees and forrests. They show up in Visitor and Buldozer.

    After pboing my island, I tested it in OFP. And now? What do you think? It worked&#33;&#33;&#33;

    So now we can say the following:
    - wrp-files created by Visitor can only use files, which resides in the folder specified in the "System Preferences".
    - These folders must be pbos which are put in the Addons folders of OFP or must be original files of OFP.
    - As standard pbos of OFP should not be modified, you must put all objects you wanna use in your own pbo or in the island
    - if you wanna use objects of data3d or O.pbo or other addons, you must put them in the specified folders.
    - if you use objects from OFP, you only need to copy the p3d files to the folders
    - if you wanna use custom addons, you need to copy the p3d files to the specified folders and you NEED(&#33;&#33;&#33;&#33 the custom addon as pbo in the Addons folder for the textures, if the p3d files are binarized
    - if you are able to change textures, cause the p3d files are not binarized, you can put the textures to the specified folders and change the textures of the p3d files to the folder (pbo)

    Problems:
    - Island will grow up cause of the double use of p3d files
    - you always need the custom pbos if you use p3d files which are binarized and you cannot change texture

    I hope you understand what I have written. I try to put it together in a better way and put it in our cook book at www.ciahome.net.

    If you find better words that describe that easier, please give them to me, so that I can write the info as easy as possible.

    Greets

    [CiA]Lobanak

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