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Author Topic: Addons and resources  (Read 1191 times)

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Kammak

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Addons and resources
« on: 15 Mar 2004, 01:50:52 »
Can someone elaborate on how exactly OFP deals with addons?  Is every pbo in the addons folder actually loaded at runtime, or does it simply read the config file and build a list of all the items in all the addons?

Next - if I use one weapon from an addon that includes numerous weapons as well as character models, units, and groups, am I taking a hit for all that other stuff, or is OFP JUST pulling out the files related to the weapon used in the mission?

Leading to...in Ghost Recon, I have my own "mod" which is just a compilation of anything I like from various downloaded mods.  I just have that one mod loaded, except for checking out new mods and finding what's good.  Of course GR is a lot easier to work with being XML, but the "system" is the same.

Is it best to do the same in OFP, and built a custom AddOn containing JUST the stuff I want from all the various addons out there?  (Within reason of course.)  Will I see any improvement in memory usage etc...?

Thanks,

Kevin


MadAussie

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Re:Addons and resources
« Reply #1 on: 17 Mar 2004, 05:08:56 »
Gday Mate...

Ghost recon eh?? I own and enjoy that game too... which Mod you involved with..?
Anyway to the point..
I believe if pbo is in addons folder etc.. it is loaded at runtime!
Therefore you are better off getting just the objects req. and pboing them (with permissions of course)

There is alot of addons out there with a few good features..

What kind of mod are you thinking of...???

MadAussie out...

 http://hooahman.massinfluence.net/cgi-bin/boards/ikonboard.cgi

Unnamed

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Re:Addons and resources
« Reply #2 on: 17 Mar 2004, 08:17:45 »
I'm pretty sure anims and sounds defined in class CfgSounds and class CfgMovesMC are loaded when OFP starts. So probably the same with sounds referenced in class CfgVehicles?

calm_terror

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Re:Addons and resources
« Reply #3 on: 17 Mar 2004, 15:10:12 »
a note it is not only the amount of PBO's in yoru addon folder it is their size.
I had an add on that i fixed and the file size was bigger then the orginal pbo and some how it pushed OFP over the memory limit for add ons..
so just pboing all add ons into one pbo aside from a codign nightmare might just end up haivng the same effect as leavign them all in thier own pbo's..

Leone

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Re:Addons and resources
« Reply #4 on: 18 Mar 2004, 16:35:59 »
I think if you use the -nomap command line it changes the way pbos are loaded into the game. Also there is a "pre-loaded" section of the main config file, which I played around with for a while before 1.91 and it certainly made a difference. But since -nomap I haven't really noticed it doing anything...more testing required though.

Kammak

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Re:Addons and resources
« Reply #5 on: 18 Mar 2004, 22:00:03 »
@MadAussie - My mod for Ghost Recon is just a personal thing.  A "compilation" of the best from other mods.  I'm not an artist so I can't make any 3d stuff, but I can tweak all the data files.  I take the best 3d models from other mods, rebalance the data, then merge them into "my" mod.  Ditto with scopes/sights.  One guy did a great job of making G36 optics, so I put those optics on any G36 weapon I download now (assuming I use it).  The same with weapon sounds...its just a compilation of everything I like put into one place.

@calm_terror - Yes the size is what I'm concerned about.  I'm not talking about just merging everything into one PBO, but taking *just* what I like from various pbos and putting that into one new one.  For example - in Laser's Ranger pack, he's got a Mk23 pistol and an M60 that I now include in all my description.ext files.  His icp_weap.pbo is 11 megs, and includes probably eight or nine weapons, of which I'm only using two, ever.  How much of a resource hit am I taking by referencing that pbo for 2 weapons?  Is OFP loading every .p3d, .paa, .pac, and .wav file in there, or just loading what is necessary for those weapons?  I tend to think it is doing the latter, but I'm hoping someone has a definitive answer on exactly how OFP loads addons.

Thanks all for your responses!

Leone

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Re:Addons and resources
« Reply #6 on: 19 Mar 2004, 04:44:01 »
Ask the developers at BIS! As for spliting up pbos....highly likely you won't be able to since textures pathing on objects is locked away in the p3d file, which you cannot get access to once it is in ODOL format.

calm_terror

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Re:Addons and resources
« Reply #7 on: 19 Mar 2004, 05:07:21 »
well you could just delete all the files to the weapons you don't want. as well as delete all reffences to them in the config.
i did that ot make a bunch of add-ons JAM complant.

Offline Planck

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Re:Addons and resources
« Reply #8 on: 19 Mar 2004, 22:02:12 »
No Leone, you can still access and change the texture paths in ODOL models.

All you need is the Texture Swapping Utility by MikeSchell, .......available in the Editors Depot here:

http://www.ofpec.com/editors/browse.php?browsewhat=3&category=3_3

Alternatively you can use a hex editor.


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

Leone

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Re:Addons and resources
« Reply #9 on: 20 Mar 2004, 02:33:46 »
Oppps...my mistake. There goes my guru status  ;D