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About t_d

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  1. Website has been updated to also support ODOL Version 73.
  2. I can recommend this grammar description which is pretty accurate: http://foxhound.international/arma-3-sqf-grammar.html. It just misses some special operator precedences like atan2 but this is just needed for a more semantic check
  3. I want to present and test a little web service I made that allows you to convert binarized p3d files in ODOL format to editable p3ds in MLOD format. Before anybody starts crying: This service is intended for educational purposes, so people can learn how stuff is done from examples. It specifically is not made to make stealing of content of others easy. Hence, the conversion creates slightly distorted meshes for complex visible LODs in order to render them useless for the purpose of redistributing the work of others. This is not allowed unless the author gave you permission or an appropriate license was provided with the original model. Here is the service URL: odol-converter.azurewebsites.net/ As you can see it is currently hosted on Azure and I am using a free instance, so don't expect fast response times. It is up mainly for testing pruposes, so I want to know if it works for you and if the conversions contain any errors. So, enjoy :)
  4. Since AddonBuilder is written in .NET it is very easy to decompile ^^ Just saying...
  5. You probably updated BIS tools before the game was updated. That's why the tools created a version of the p3d format that the game that is not up-to-date cant read.
  6. Try not binarizing the model. A3.exe will do it then knowing about that LOD ;)
  7. It is 4e13. I am pretty sure the value in the biki article is a typo.
  8. 4e13 is the definite resolution value for the PhysX LOD and it shouldn't matter that the current O² doesnt know that because it will still create the correct MLOD. The current binarize though doesnt know that this LOD is a special LOD and might treat it incorrectly. So I recommend to put the MLOD only into the pbo. This way A3 Alpha will do the binarization and A3 knows how to treat this LOD ;)
  9. Eliteness doesnt create texHeaders. Same for all the other mikero tools. But it seems technical possible since the file format you linked above is almost completely known. Maybe he integrates it if he is bored ^^
  10. Dont care about them. Afaik they are used by the engine for texture caching. These files are automatically created by BinPBO/binarize with the right setting.
  11. In sourcecode of http://sahraniradio.com/radioplayer/ there is this comment: <!-- We do know our radio needs to be repaired, we're having problems with external interference. use the dials to finetune the radio --> Found this because of the tweets by Randall Hubb: *Radio disturbance - Dont you hate that when you listen to your favorite radiostation ? *I might need to buy a better radio. It is kinda old. http://goo.gl/PC1hu #disturbance *Weak and the powerlesss - A perfect circle. i love that song!
  12. ftp://ftp.ofpr.info/ and ftp://m26.node-42.rv4a3.org/ seems to have the same data now. Is it same machine? EDIT yeah, both domains have same IP
  13. Probably someone started a brute force or dictionary attack ^^
  14. Just one more consideration. The low section count is especially important in lower resolution LODs, because these are the ones you will have in masses in a scene at a time. You rarely see more than 3 first LODs at a time. Maybe that's why BIS can accept a lot of sections in first LOD sometimes. But I am pretty sure it is very low in low LODs ;)
  15. Try something like this: F:\dumdedumdaa\mipmapremover.exe myFace.paa myFace_wo_Mipmaps.paa 0 20