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arma2:terrain:oa_objects_in_v3 [2011-07-01 07:06] snakeman created oa_objects_in_v3 initial page. |
arma2:terrain:oa_objects_in_v3 [2017-10-06 22:06] snakeman http to https switch. |
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+ | ====== OA objects in Visitor 3 ====== | ||
+ | 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> |