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arma2:terrain:oa_objects_in_v3 [2011/07/01 07:06] – created oa_objects_in_v3 initial page. snakemanarma2:terrain:oa_objects_in_v3 [2024/08/02 09:48] (current) – links added. snakeman
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 +====== ArmA 2 OA Objects in Visitor 3 ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]]
 +
 +**ArmA 2 Operation Arrowhead** P3D objects in Visitor 3.
 +
 +//Has anyone tried un pbo'ing or de pbo'ing any of OA pbos to place objects on their map? I'm getting an error message once i try to place an object when buldozer is running and it something about bad version in p3d?//
 +
 +of course... A2 buldozer does not know how to deal with v49 ODOL/LODO models from the A2OA content you are adding to your map. However, you could rename your current Oxygen2 pointed to 'buldozer' to say 'buldozer.exe.0' and rename your 'P:\bin' folder to say 'P:\bin.0' and then copy the ArmA2OA.exe over to where Oxygen2 expects your buldozer.exe to live and rename it to buldozer.exe (better solution than altering the pathname in options).
 +
 +Then you'd extract your A2OA bin.pbo and copy it over to your P:\ drive. Now you should be able to launch buldozer to see your model/island. Same applies to V3. This works fine for O2 but haven't tried myself for V3. Sometimes the talking 'tween V3/O2 and buldozer.exe is out-of-order so to speak.
 +
 +PS. ArmA 2 & ArmA 2 OA both use the same WRP file version. ArmA 2 OA uses v49 ODOL's but will present earlier version fine as well. ArmA 2 or its tools variant of buldozer can only understand up to v48 ODOL's.
 +
 +
 +====== Synide Hex Edit ======
 +
 +Actually, In the mean time till a new tools suite comes out you can use the A2 build tools (including binarize) to add Arrowhead buildings, structures & miscellaneous stuff from OA content to your islands.
 +
 +Lets say you wanted to add \ca\structures_e\HouseK\House_K_1_EP1.p3d to your island.
 +Of course you should already have extracted structures_e.pbo to your P:\.
 +
 +Find your .p3d you want to add, open it in a HexEditor and change the version of the ODOL from 49 back to 48.
 +
 +Eg.
 +
 +{{https://pmc.editing.wiki/images/ODOL_v49tov48.png}}
 +
 +  * This will ONLY alter your extracted reference material from OA over on your 'P:\' drive development area.
 +  * This will allow the A2 binarize to process the reference to the OA object you are trying to add to your map.
 +  * So long as the original OA object is available to the map when you run it in game you won't have a problem.
 +
 +This should be viewed as a stop-gap measure till you receive some updated tools from BIS. //Edit: guess what, BIS tools did NOT solve the issue, hah!//
 +
 +Cheers, Sy.
 +
 +
 +====== ConvertP3D ======
 +
 +You can also use Mikero's ConvertP3D to convert all your ODOLs to v48.
 +
 +<code>
 +ConvertP3D.exe AnyOA.p3d 48
 +</code>
 +
 +To convert all the models in all sub directories, you might try DOS batch file like this: **Be very careful as this overwrites ALL your P3D files in P:\CA\ !**
 +<code dos>
 +rem change OA v49 p3d Tag back to v48, so binarize can process them
 +dir /b /S p:\ca\*.p3d >listdir.txt
 +
 +FOR /F "tokens=1* usebackq delims=" %%A in (listdir.txt) do (
 + convertp3d -48 "%%A"
 +if errorlevel 1 goto err
 +)
 +del listdir.txt
 +exit /b 0
 +:err
 +echo failed at v49->v48
 +pause
 +exit /b 1
 +</code>