Advertisement

Author Topic: Editing an ArmA original addon  (Read 2480 times)

0 Members and 1 Guest are viewing this topic.

Offline arremba

  • Members
  • *
Editing an ArmA original addon
« on: 26 Jun 2007, 15:27:51 »
Hi,
i have a p3d ArmA orignal, a texture.PAA ArmA original and a config file.
About config file: problem solved.

Texture: i have modified the original texture opening it directly in photoshop with kegesty tool.
After, i save as a .PSD. I have not change the dimension of the picture, i have only chenged the colours as i needs.
After, like happened in OFP editing, i have saved as .TGA the picture. After, i have opened the same picture with Text view and saved as .PAA
i.e. my picture its called ITA_soldier.paa

Model: i have opened an original .p3d ArmA model with the old P3D swap utility, used in OFP and with
it i have redirect an original textures in i.e. : \ASZ_EI\data\ITA_soldier.paa , and renamed the p3d
file in ASZ_soldier.p3d

I have put all in a ASZ_EI.pbo with kegesty tool.
I have opened the game editor, the soldier its right indicated in the list as i have indicated it in the config file and.....the game crash with "Out of memory...."
I have tried with another model, but happened the same.
My PC have not problems to run the game normally or with other mod addons.

Have you some suggest, please?
PedagneMOD waiting your help!

Thanks
Arremba

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re: Editing an ArmA original addon
« Reply #1 on: 26 Jun 2007, 16:25:45 »
Changing paths in an odol p3d file requires that the length of the path does not change.

So, if you change the texture path to your own texture elsewhere than where the original texture was, the whole pathname and texturename must remain the same length as the original.


Planck
I know a little about a lot, and a lot about a little.

Offline arremba

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #2 on: 26 Jun 2007, 17:03:37 »
So, if i understand:

the original texture
ca\characters\data\molle_equipacu_co.paa

of the original model
us_soldier_b.p3d

must be changed i.e. in:

the modified texture
ASZ_EsercitoI\data\lagu_equipacu_co.paa

of the modified model
IT_soldier_b.p3d

Right?

I say you: thanks very much for your help.

Arremba

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re: Editing an ArmA original addon
« Reply #3 on: 27 Jun 2007, 10:36:24 »
Planck, that applies only when changing texture paths via hex editing (as far as I know)..
If one is using the old p3d swap tool, I believe it was called P3D Texture Swap Utility, like arremba says he's doing there should be no limitation on the texture name lenght..
At least I never encountered any problems with that..

I'm suspecting more the fact that ArmA dislikes the soldier model (hence why there's basicly only re-textures of the BIS models about)..

arremba, I suggest you take a look at this. It contains OFP civilian models made to work in ArmA so that should give you hints about how to make it work in-game.
Project MCAR   ---   FWW2 - Finland At War 1939-1945
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re: Editing an ArmA original addon
« Reply #4 on: 27 Jun 2007, 12:38:20 »
I would then tend to wonder whether the P3D Texture Swap Utility might not be compatible with ArmA p3d models in regards to resaving the file.
The tool is getting rather old in the tooth and maybe ArmA p3d file format will trip it up......maybe    :dunno:


Planck
I know a little about a lot, and a lot about a little.

Offline arremba

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #5 on: 27 Jun 2007, 14:59:40 »
This week end i will try your suggest, and i will can answer to this question.
Do you know another hesagesimal editor so simply or for dummies that can i use?
Plank and h- Thanks for your time
« Last Edit: 27 Jun 2007, 15:18:27 by arremba »

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re: Editing an ArmA original addon
« Reply #6 on: 27 Jun 2007, 17:32:59 »
I use Cygnus free edition, nice and simple to use.

http://www.softcircuits.com/cygnus/fe/


Planck
I know a little about a lot, and a lot about a little.

Offline arremba

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #7 on: 27 Jun 2007, 18:52:21 »
Hi,
i have downoladed it.
On the right i see the textures name, in centre many numbers that i don't understand. Where, i can change the path?
I seeing the bis original Landrover_MG.p3d.
Thanks

Offline arremba

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #8 on: 27 Jun 2007, 19:08:06 »
OK, found it (the path)
Now i try  to replace the path with the same lenght.
How can i search easy the texture that i want to replace?
(When i write the texture that i wont to replace, in the search tools of cignus, showing other letters and numbers)

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re: Editing an ArmA original addon
« Reply #9 on: 27 Jun 2007, 19:45:47 »
Taking the Landrover_MG.p3d as an example:

If you use the find/replace function in Cygnus to look for, for example  ca\wheeled\data\ and replace the path with your own path, making sure it is not longer than the original.
all you would need to do then would be to also replace the texture name, also making sure it is not longer than the original.

If you actually name your replacement texture the exact same as the original, then you will only need to make sure the path you are replacing is the same length as the original path.

Another way would be to just search for .paa, this will find all paa files that are listed in the p3d and you can then edit each one individually, keeping the length correct as stated above.

Of course you also need to decide if you are replacing the rvmat files as well, or simply keep them as they are.


Planck
I know a little about a lot, and a lot about a little.

Offline arremba

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #10 on: 27 Jun 2007, 20:10:12 »
Yeeees! The search tool is ok!
.rvmat files? I have seen but I don't know their function.
In OFP i have don't meet this file. Or not?

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re: Editing an ArmA original addon
« Reply #11 on: 27 Jun 2007, 21:28:08 »
No, OFP never used rvmat files.

If you wish to learn about them try here.


Planck
I know a little about a lot, and a lot about a little.

Offline zandersnip

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #12 on: 30 Jun 2007, 20:43:00 »

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re: Editing an ArmA original addon
« Reply #13 on: 30 Jun 2007, 22:22:09 »
Next week hopefully BI will be releasing their newest version of Texview.
When they do, get it and install it, it will allow you to view ArmA .paa files.

Once you have that, dePBO the PBO that contains the model you wish to retexture, I recommend using Mikeros Eliteness to do this.
Eliteness can be found in many places, there is a version in the Editors Depot on this site, a link is at the top of this page.
For example, if it is a soldier unit you wish to retexture it will probably be in the characters.pbo.

From this folder find the model file you wish to retexture and load it into a hex-editor, the Cygnus free edition I mentioned earlier in this topic will do fine.
Search with the search function in this editor, search using .paa as the search criteria, make a list of all the .paa files you find and their paths.
The .rvmat files are also listed there, but I would leave them as they are for now unless you want to change them and know what you are doing.

Next go to the folder containing the depbo'ed characters.pbo and find these textures, load each one into Texview and note the dimensions of each texture from the model you wish to change.

Texture dimensions must be in powers of 2 (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048).
Texview will tell you what each texture dimension is.
It is best that the texture you wish to use is of the same dimension and quality as the original texture.
The texture you wish to use should also include an alpha channel if the original texture also uses one, any alpha channel can also be viewed with Texview whilst viewing the original texture.

Once you have all the relevant information about all textures used by the model you can then load the model back into the hex editor and change the textures and their pathways to reflect the textures you want to use.

A word about the texture names and pathways from the original model file:

If for example the pathway and texture name was... ca\characters\data\camelpilothhl_dt.paa  ...as an example.....then the new pathway and texture name must be exactly the same length in characters.
With MLOD files this is not so, but with ODOL files, which is what you will be working with it is important.

MLOD are un-binarized model files, but ODOL are binarized.

I hope this has been helpful to you.


Planck
I know a little about a lot, and a lot about a little.

Offline arremba

  • Members
  • *
Re: Editing an ArmA original addon
« Reply #14 on: 03 Jul 2007, 11:59:53 »
I have found the right way! Now i just to work on it.
Thanks to plank, h- and OFPEC
Arremba