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Thread: Using multiple pbos

  1. #11
    Nice work lobanak,
    I cant imagine bis, players, island makers or web mirrors to be too happy about every island containing half the p3ds in O and data3d.pbo, its too bad i guess, but still early days so maybe there is trick to it

    About the addon textures, you can always hexedit the paths of the ODOL models, with something like UltraEdit. Just use the replace function to replace something like
    "data3d\tex.paa" to "islename\tex.paa"
    ,easy as text editing.

  2. #12
    Hey that's a good idea! Island makers could do the following:

    - make their Island, copying all necessary files into their addon pbo.

    - When they're done they make a backup, and then hex-edit the wrp file, so it loads everything from the correct files, like O.pbo and data3d.pbo.

    It's a pain in the arse but it will get rid of the file size problem.
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  3. #13
    Not the wrp file. He meant the p3d files. They are ODOL.

    Greets

    [CiA]Lobanak

    --edit--
    hmm.. but that should also work with wrp files. just found the folders in clear text, must try it out if it works.
    --end edit--

    --edit2--
    tried to change paths inside the wrp file. don't work. if trying to use the island pbo then, always a error occur and ofp crashes. a problem also is, that the path and filename is limited to a specific amount of characters.
    --end edit2--



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  4.   Click here to go to the next Developer post in this thread.   #14
    BI Developer Suma's Avatar
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    Quote Originally Posted by (Lobanak @ June 19 2003,15:08)
    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 was told the setup we used when editing Nogova was like this:

    All paths in the System Preferences were set to point to the same location (X:\ in our case), and there were subfolders Data3D, O etc. on this location.

    You might want try to use similiar setup.
    Ondrej Spanel, BIS Lead Programmer

  5.   Click here to go to the next Developer post in this thread.   #15
    BI, CEO Maruk's Avatar
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    Quote Originally Posted by (Suma @ June 18 2003,18:50)
    Quote Originally Posted by (Lobanak @ June 19 2003,15:08)
    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 was told the setup we used when editing Nogova was like this:

    All paths in the System Preferences were set to point to the same location (X:\ in our case), and there were subfolders Data3D, O etc. on this location.

    You might want try to use similiar setup.
    To be a bit more specific:

    all folders except the Basic application folder which shall point to the folder where the application is located and it doesn't matter what you use as folder for Worlds in this case.
    Marek Spanel - CEO www.bistudio.com

  6. #16
    Thanks Suma,

    this is right. And I wondered in the beginning why the setup is different to Oxygen 2 Light. It's completely the same. Only the dowloadable tutorial is written wrong. It should be corrected to the correct setup.

    Here the steps what to do:
    1. unzip "o2_viewer.zip" to a directory (ex. N:\ like I used) Do NOT use a subdirectory!
    2. copy content of "data3d.pbo" to N:\Data3d\
    3. copy content of "data.pbo" to N:\Data\
    4. copy content of "O.pbo" to N:\O\
    5. Create a folder for your Island (mine is called "ciahome" => N:\ciahome&#92
    6. Set the directories under "System Preferences" to the directory you have used (here "N:")

    As we want that the textures of the island reside in the island directory, you must do the 7th. step.

    7. Set under "Project Preferences" - "Folder Textures" to your island directory (here "N:\ciahome")

    Now all is working fine and you can use all the objects inside your Island.

    8. If you wanna use more objects of custom addons, copy the contents of the pbo file to the directory on the drive (ex. say the filename is "objects.pbo", then you must copy the content of that file to "N:\objects\")

    Greets

    Kuffnuk

    P.S.: oh forgot something: Visitor you can install at a place you want, it don't need to be in the directory where Buldozer and the data files are. Same like with Oxygen 2 Light.




  7. #17
    Quote Originally Posted by (Lobanak @ June 19 2003,18:39)
    Greets

    Kuffnuk
    Who?? What have you done with Lobanak?

    Thanks Maruk, Suma & Lobanak. Just came across this problem myself while playing around with visitor and came here to ask about it, and look, problem solved already

    Heres a handy workaround for installing buldozer in any directory and making your hard drive think its a root folder.
    http://ofp.gamezone.cz/_hosted/brsse...tart/start.htm

  8. #18
    Oh, now I can use O and other addon files!!

    Thank you Suma, Maruk, Lobanack!
    Now, I'll get working on the wrp file even though I have a precalc final tomorrow
    Veni, vidi, vici.
    (I came, I saw, I conquered)
    -IVLIVS CAESAR (Julius Caesar)

    Veni, T80 vidi, fugi.
    (I came, I saw the T80, I chickened out and fled)
    -YAMATVS (Yamato the chicken)

    ..Hey, Julius! What it YOU saw a T80 and you only had a M16?

  9. #19
    Quote Originally Posted by (FatWombat @ June 19 2003,19:18)
    Who?? What have you done with Lobanak?
    damn... that's a name I use on other boards but not for OFP :-)

    Greets

    Lobanak

  10. #20
    I tried all these methods, no change. The easy part is getting everything to appear in bulldozer. The hard part is exporting it properly for game. Its either no export, the 21kb wrp, or just terrain with all object icons replaced with a tree one, and crashing on preview. Ah well, at least my isle was nearly finished anyway.

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