Can anyone give me a hand with Eliteness v2.90. I have latest files of dePBO too.
I'm trying to dePBO the latest version of domination from the dev-heaven site but everytime I try it says
Pbo Type is: Resistance
I've tried to understand the readme and I can't figure out how to get it to change to arma, I have it set in my options but still no luck.
Yes. this is tricky, and a bit on the tough side to make 'better' for the user.
Mission.pbos ,at best, are RESISTANCE pbo's in architecture. And much more commonly, simple cwc pbo's. *irrespective of engine*. The *contents* of the pbo, the files themselves, might be encoded for ofp, or for arma (or for vbs), but the architecture is resistance.
This is what eliteness is telling you when it extracts. The way the pbo is constructed, is Resistance, it has, no prefix
When it comes to MAKING a mission pbo, eliteness is fully aware that you want the CONTENTS to be in arma rap-format.
I agree, this is confusing, will think of something here to remove the doubt, but I hope above explains what you're seeing.
---------- Post added at 08:11 AM ---------- Previous post was at 07:53 AM ----------
Hi, I'm a new to editing in Arma and I was wondering if this tool is good to ease the somewhat convoluted process of implementing textures into Arma 2? I wish Arma 2 had an intuitive user friendly way of adding textures to the game. In other games like Oblivion and Skyrim for example, you only need to place the new texture you've made into the texture folder in the game directory and that's it. The game will recognize the new texture. If you didn't like the results you simply delete the texture from the folder and the game will revert back to having the vanilla texture once again since all official files are within a file with a different extension to avoid users corrupting the main files.
sorry for the long quote, but, you've pretty much described EXACTLY how an addon.pbo 'works'. It's a scrillion times more powerful than simply changing a texture, a model, or an entire island, depending entirely on what you want to do. (many simply do just change a texture). if you don't like it, you remove it. same as skyrim et al
the *difference* is that where (in skyrim/L4D) you would put a shiny new texture, or indeed an ini file, in a specific folder location. with Bis, you put it in locations in your addon. That's all