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Thread: 1st  MLOD from ARMA ODOL v40 - M16A4.P3D

  1. #21
    Very impressive...

    Congratulation bxbx i hope you will be able to soon provide a working tool for the community

    I can't wait to be able to convert the character

  2. #22
    Are you going to provide instructions on how to extract the
    models? Please? It'd be instructional for many of us just to
    see how the BIS models are constructed.

  3. #23
    very cool... hopefully once you're finished with your GB upgrade you'll have time to do a struct?

    btw... your 3rd LOD is the first offset in your file. the MLOD's I look at seem to have the LOD order in O2 replicated in the file offset...

    PS. beautiful work...

    actually, i'm wrong... had the struct offset wrong when viewing the p3d in my hex editor, lol... great job. like the others, we'd appreciate your producing a document detailing the format.

    now all thats needed is the anims...



    Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.

  4.   Click here to go to the next Developer post in this thread.   #24
    BI Developer bxbx's Avatar
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    blocks in odol v4 are quite similar to odol v7 but placed in back direction , (first is relolution table, LOD are placed from last to first ),there is same LZ compresion as ODOL v7

    known data:

    char signature[4] //'ODOL'
    int format // 40
    int lod_count
    float resolutions[lod_count]
    {
    int u1;
    float u2,u3,u4
    } // unknow data, same data follows on end of ODOL v7

    char u5[139] // unknow data , still same length
    char *sceletonname // float zeroendded char array
    if (char[0]!=0)
    {
    bool8 u6 // 8bit boolean // value 1 or 0
    int bone_count
    struct bones[bone_count]
    {
    char * bone1,bone2 //strings
    }
    }
    char u7[0x26] // unknow data
    char *modelclass, *modelparent // I think of purpose this data found values 'house''no' or 'house''building',....
    char u8[5] // unknowd data
    bool8 exist_anims
    if (exist_anims)
    {
    int anims_count
    struct anims[anims_count]
    {
    int type // 0,4,9 // rotation,move,.., i dont check it yet
    char *name,*parent
    float tr[6]// transformations values
    if (type!=9) int u9
    }
    }

    unknowdata[unknowlength] // handle seek

    lod
    {
    int vertices count
    bool8 ub1
    if (ub1) char uch[11] // unknow data
    cha uch[0x29] // unknow data
    int textures_count
    char * texture[textures_count]
    int materials_count
    struct materials[materials_count]
    {
    char * name
    char uch[0x85] // unknowdata // some float values
    int textres_count
    struct textures_in_material[textres_count]
    {
    int u10 // value 3 still
    char* t_name
    int u11 // self increment value // 0,1,2,3,4,...
    }
    char uch[0x34*textres_count] // some struct with same length as textures_in_material // I dont work with material now, I skip it.
    }
    if ( textures_count>0 ) char uch[7];
    bool8 ub // unknown value
    int faces_count
    char u12[6]
    struct faces[6]
    {
    char dot_count
    unsigned short dot_vertice_index[dot_count]
    }

    unknowdata[ubknowlength]
    int components_count
    struct components[components_count]
    {
    char *name;
    int selected_faces_count
    unsign short selected_faces[selected_faces_count] // if selected_faces_count > 0x100 then compresed by LZ
    int u14;
    unsign short u15[u14]
    bool8 ub
    if (ub) int u16
    char uch[3]
    bool8 ub2
    int selected_vertices_count
    unsign short selected_vertices[selected_vertices_count] // if selected_vertices_count > 0x100 then compresed by LZ
    int u17
    char uch[u17];
    }
    int named_properties_count
    struct named_properties[named_properties_count]
    {
    char * name,*value
    }
    unknowdata[mostly 0x15 , but not every time]
    int vertices_count // again same value
    bool8 ub
    if (ub)
    {
    struct UV[vertices_count] {float u,v} if count > 127 then LZ
    }
    else char uch[8]
    int u[18]
    int vertices_count
    struct vertices_pos[verices_count]{float x,y,z}

    follows normals and the other data ,but this is in progress
    I cannot find face.texture_index informations, in M16A4 are only 2 textures and I texture it handly by original UVsets.
    }

    I you make some progress in ODOL decoding please inform my back.
    ARMA2 Coding and Mastering

  5. #25
    bxbx *** ***


    my tool for manual decode some ftp://www.armedassault.info/_hosted/...ea/deparse.rar

    for example

    start programm
    open file `sara.wrp`

    write to

    Bytes read - 4194304 (2048*2048)
    offset bytes - 1163387
    Out data size - 4194304 (2048*2048)
    out file - c:\dump.raw

    press `Dump It...`

    And Open c:\dump.raw in photoshop as Width 2048 Height 2048, 1 chanel 1 byte and you will see Sahrani AS IS



    Open/Edit/Save Arma CPP/BIN/ARMASAVE & stuff files

    <a href=\"http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=57587\" target=\"_blank\">
    Create your AI</a>

  6. #26

  7. #27
    removed...




  8.   Click here to go to the next Developer post in this thread.   #28
    BI Developer bxbx's Avatar
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    Author of the Thread
    I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

    good luck in your research.

  9. #29
    Quote Originally Posted by (bxbx @ June 28 2007,09:13)
    I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

    good luck in your research.
    Nice job mate&#33;&#33; Have fun at ur new job&#33;

  10. #30
    Master Gunnery Sergeant
    Join Date
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    Location
    Somewhere in Jytland
    Posts
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    Quote Originally Posted by (bxbx @ June 28 2007,10:13)
    I am a new employee in BIS from now, and all informations about ODOL v40 are secret and I can&#39;t share it. sorry. from same reason I must stop gatebuilder developing.

    good luck in your research.
    Aint that typical


    Anyway, congrats bxbx&#33;
    2001-now.. ive seen it all :P

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