Eliteness: Difference between revisions

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(Created page with " Eliteness Version 3.xx This document has been (partly) revised as of version.3.10 Please note that 'version 3' is '''not''' a new ballgame, i simply ran out of...")
 
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As stated the 'appropriate' skeleton is almost always  
As stated the 'appropriate' skeleton is almost always  
ofp2_manskeleton, obtainable in '''any ''' human p3d
ofp2_manskeleton, obtainable in '''any ''' human p3d
[[Category:Mikero Tools]]

Revision as of 00:24, 13 October 2014

Eliteness Version 3.xx


This document has been (partly) revised as of version.3.10


Please note that 'version 3' is not a new ballgame, i simply ran out of numbers after the release of 2.99


Fixes: see fixes and readme general


General inspection and play tool by Mikero@norfolk.nf


Originally designed to assist with Flashpoint : Elite for the xbox and developed as such by Mikero and Hoz. We have become rather fond of the name, even though it is a much more capable tool than simply handling Xbox files.


Appreciation to Ofpec, Planck. Hoz, Jahve, Raedor, Phaeden, Q, Kegs, and many others, for support and encouragement in both using and testing this tool.


Particular thanks to dev-heaven.



Eliteness accommodates unique features found in almost all BI engines


  • Cold War Crisis
  • Resistance
  • Xbox Elite
  • Armed Assault
  • Arrowhead / Baf / PMC
  • IFA
  • Dayz
  • Toh
  • vbs2 lite

Eliteness does not work with the VBS1 & 2 engines.


This tool has no association with Bohemia Interactive and no approval, warranty, implied use, or permission has been given by them. Nor is that ever likely to be the case. Use this tool at own risk. If thru using this tool, your mother in law drops down dead or you wife runs off with your secretary, well hell. Sue me.


Installation instructions.


This exe like all other pbo tools comes with it's own, no-brainer, self installer. You are advised to use it. Many tools interact with each other and need common registry settings and common file locations to do so.


If you choose to roll your own:


  • Place the gui anywhere that gives you a thrill
  • Place the separately supplied DePbo.dll into the same folder, or, as a convenience, locate it in the windows/system32 directory (or wow64)
    • The 2nd option allows this dll to be used for all Mikero tools using the dll via a single reference, and also allows you to put the exe 'somewhere else' whenever it suits you.
  • Enjoy

General Functionality.


  • Makes and Unmakes pbo files for all engine types.
  • drag n drop any folder or file to the folder browser window for quick navigation
  • raPifies (binarises) and Derapifies mission.sqm / description.ext / config.bin (cpp) and rvmat files for all engine types.
  • Lint checking. (Error checking of syntax) within pbo's and direct source text files.
  • Scans (lists) pbo content and makeup.
  • Decodes and views any raP encoded file. rvmat, bisurf, etc etc.
  • lists pac/paa content.
  • Decodes most other bis files such as fxy, rtm, wss, wrp and etc

OFP Elite Functions:


  • Change a User Profile in a OFP:Elite mission Save
  • Change SP mission to MP mission
  • Change the name of the mission
  • Port PC mission to OFP:Elite Xbox mission from a PC mission
  • Sign OFP:Elite files
  • Accounts for Pbo checksum

Arma Functions


  • Accommodates prefix directory header info inside pbo.
  • Accounts for pbo signed keys.
  • All other esoteric arma pbo wrinkles

Notes:


This is a multi-purpose tool for all engine varieties as noted above.


When decoding, the dll determines the engine type the file is intended for.


When creating files and exporting, the engine type intended is arbitrary. For this reason you need to set the target engine in the options panel. On installation the default is Arma.


Use the options panel in the gui to explicitly MAKE pbo's, or, raPified (binarised) files for a given engine. Settings are preserved on exit.


Rapified Files


Config.bin (eg) Rapification for Armed Assault and Elite.


Binarised files for Armed Assault and Elite use a newer method of raPification. To convert a config.cpp (eg) to a config.bin for THESE engines, the tool must explicitly know which method to use since nothing in the text file (mission.sqm eg) tells it which way to encode.


The type of raPification is implicitly defined in the options panel, via the engine selection. Eg, Selecting resistance, will binarise using the older encoding.


The type of raPification can be explicitly defined in the text file concerned by stating


  1. define _ARMA_ or
  2. define _XBOX_ [withSignature] or
  3. define _OFP_



Without the define, text files are assumed to be for Arma. This means no files from and for Arma require any modification but you are advised to state it explicitly. We don't know when bis will change the target output format again. There are no performance losses doing this or any incompatibility issues with other tools or the bis engine itself.


All debinned files insert one of the above defines automatically, and as a future convenience for you.


XBOX Signatures


Mission,pars, header.bins and other files intended for the Xbox (and unique to the xbox) require correct signatures inserted into them by this tool.


The macro


  1. define XBOX withSignature // or #pragma XBOX

withSignature


is required in the mission.par text file and similarly the header.bin text file for this to take place automatically.


Any file derapified by this tool automatically has the above #defines inserted, as appropriate.



Options Panel


To cater for the various engines available, certain features are enabled / disabled according to selection.


For instance, since file signatures are only applicable to Elite, the options dealing with this (verification or creation) are only enabled when Elite is selected as the engine.


The drop down engine selection has particular significance when creating pbo's. or creating rapified files.


Elite pbo's cannot, for instance, be compressed. All ofp files can, and only some Arma files. Let the dll decide, but setting the correct engine type.


No Make/Create confirmation


Creating and extracting pbo's can, naturally, be a dangerous process, simply because it creates files. Normally, you would want to be asked first. The option exists to turn this confirmation off, if you find it annoying.


No Query on Delete


Similar comment


Show CD Drives


Since these devices are read only, and since, filling the explorer tree can take some time, normally, cd drives are not shown in the navigation window.


When creating a pbo....


None of the following options affect the external files. Thumbs.db however is never installed in a pbo.


Do nothing Special


No file is inspected or altered. The pbo creates a mirror of files in the target folder (except for thumbs.db)


Automatically Lintcheck


When creating pbo's, this application can check the syntax of description.ext, config.cpp, and mission.sqm rvmat files for errors before making the pbo.


Alternatively, you can manually check these files via the right click in the file window.


Automatically Rapify


config.cpp, and mission.sqm and all rvmat files can be installed in the pbo as binarised. This can significantly improve engine load times, to say nothing of the implicit error free state of successfully binarised text.


Automatically Rapify Keep Text


When enabled, the original mission.sqm text file (eg) is renamed in the pbo as mission.sqm.txt


Similar comment for config.cpp


If you are distributing your mission campaign or addon, NOT including the original text files is a mild form of intellectual property right protection.



Ask For Prefix deprecated


Eliteness automatically assigns the correct prefix in the pbo header, when appropriate.


Compress Files


When enabled, files are compressed inside the pbo. The exception list provides for typical file extensions (such as jpg) that have no benefit in doing so and only increase engine load times.


Note that the dll itself decides whether files are worthy of compression.


  • The result must be better than the input
  • Certain files are never compressed dependent on engine type and dependent on how they are used.

lzss Compression has been deprecated by Bis (actually, they've just plain forgot it's still in the engine). This compression method offers you a mild form of protection against extraction. most other tools throw their hands in the air if encountered.



RAPIFY and DERAPIFY controls


DeRapfiy


The application is aware of specific file extensions that are (or might be) in rap format. Examples


  • mission.sqm
  • config.bin / cpp
  • mission.par (elite only)
  • header.bin (elite only)
  • *.rvmat (arma only)

right clicking, or, double clicking on these files types (among others) allows the option of decoding them. When attempting to open these types of files as text (the default 'action' when double clicking), the application automatically checks first if, in fact, it contains raPified content and treats them appropriately.


General Lint Options


  • Allow Missing SemiColons

Prior to release 2.28 of eliteness, lack of semicolons at end of line was 'acceptable'. The ofp engine (versus arma) accepts an 'assumed' semicolon where end of line is reached.


Due to the pernickedness of Arma, and the fact that it's 'not a good idea' anyway, the default for arma, is to scream if these items are missing.


  • Disallow Array Semicolons

Desctription.ext is notorious for the following:


titles[] =
{
0, $STRD_DX02v01;
13, $STRD_DX02v01a
};


the semicolon is not rapifiable (which is one reason why desc.ext cannot be binarised)


The default for this is to allow the semicolon to pass thru un checked. Not a good idea, but too many desc files have this structure and would cause lint to scream a little too much.


  • Force Arma Rap

this is the default for Arma and Elite selection, so the the #define _ARMA_ macro is not required (but it's good practice anyway to state it)



PBO CREATION


Create a bikey (arma only)


An Arma pbo contains an MD5 checksum signature at the end of the file.


This signature does nothing more (or less) than verify the integrity of the pbo. It is ignored by the arma engine and need not be present at all!


However, this same signature is used to generate the bikey used for MP play.


The bikey is generated from a combination of an author's private key and the pbo's MD5 checksum.


Enabling the above check, causes a bikey for THIS 'unique' pbo, to be generated.


Be aware, that if you choose to generate a bikey at all:


no two pbos can ever have identical MD5 checksums due to timestamps. If you recreate your pbo, even with, identical data, you need , a new bikey.


Note that the separate tool 'extractpbo' and 'makepbo' can make un-datestamped pbo's avoiding the above issue.




The following functionality is a feature of the accompanying DLL. The Eliteness tool exposes these features.


Special file handling.


thumbs.db


  • this annoying file is created on the fly by Microsoft when indexing picture files. It is never included in a pbo.

$PBOPREFIX$[.txt] or PboPrefix.txt


Eliteness attempts to maintain compatibility with other tools trying to wrestle with unique features of Armed Assault.


$PBOPREFIX$ is an inconvenient and early attempt by kegetys and myself to wrestle the xbox to the floor. The much more power packed

$PBOPREFIX$ .txt replaces it.


The dll will accept either of these files.


In essence, an arma/elite pbo uses the resistance header to contain file prefix information. The prefix is used for other addons to access this one.


  • For extraction, if this file is erroneously encountered in the pbo, it is ignored. It has no effect, serves no purpose at all, and is invisible to all extraction methods.
  • For extraction, a $PboPrefix$.txt will be created in the folder if Eliteness detects an arma/elite header.
  • For creation, if encountered in the folder, it's text contents are used as the prefix header for Armed Assault and Elite style pbo's.
    • Note that there is now a great deal more information packed in arrowhead pbo's of the var=value type. With exceptions, the dll will copy this information into the pbo.
    • Note most carefully, this is essential for you when creating pbo's specific to and only for, Arma3 or IFA or vbs2lite

The following comments apply when the full features of the dll are employed to automate the process of creating binarised missions and addons. To create plain vanilla pbo's with no special handling (eg just like any other pbo tool) simply select do nothing, in the options panel.


description.ext


  • Any of the panel options to AutoLint or AutoRap, check this file for syntax correctness.

config.cpp


  • AutoLint: This file is checked for syntax correctness.
  • AutoRap..: This file is Lint checked and binarised to config.bin and installed in the pbo instead of config.cpp .
    • After pbo creation, the folder will also contain this config.bin.

confg.cpp.txt


Following comments apply only if AutoRap Keep Text option selected. Otherwise this file is treated 'normally'.


  • For makepbo: The original config.cpp text file is renamed internally in the pbo to config.cpp.txt. It is not generated in the folder.
    • If the same filename happens to be present in the folder during creation, that file is ignored.
  • For Depbo: It can of course be extracted to a folder, from the depbo process. It is up to the user to manually rename it config.cpp as appropriate to the need.

config.bin


  • This file is overwritten if it exists and an Autorap option selected. It is unconditionally included irrespective of options.

mission.sqm


  • AutoLint: This file is checked for syntax correctness.
  • AutoRap..: This file is Lint checked and binarised and replaces the text file in the pbo.
    • It is installed in the pbo as mission.sqm
    • a copy is generated in the folder as mission.bin

mission.sqm.txt


  • Identical commentary to config.cpp.txt above.

mission.bin


  • is never installed in a pbo

*.rvmat


  • AutoLint: This file is checked for syntax correctness.
  • AutoRap..: This file is Lint checked and binarised and replaces the text file in the pbo.

External file checks


The most powerful feature of the dll, and consequently Eliteness, is it's ability to discover bad file references in your files (plural)


This feature will, indeed, save you hours of agony, start/ check /crash, fix, start/ check/ crash..........


The dll will simply not permit a pbo to be created if a file is missing in ANY reference. This includes references in wrps, references in bisurf, rvmat, p3d's, in fact any file included in the pbo of ANY type is examined for external file references. Mission.sqm and desc.ext as well. In fact, any file.


The same can be said for any syntax errors. the dll goes out of it's way to prevent a bad pbo being created.


The 'key' to success however is that you must have established a 'p' drive. the drive must contain the extracted contents of the engine. A useful utility called arma2p (or arma3p) will do this for you.


The reason for this requirement is files in the engine cannot be 'anywhere' on the windows os. they ALL are relative to the linux root folder /. and to achieve that, you require a p:\ drive to emulate it.


Quite frankly, if you haven't established a p: drive, you simply aren't serious. You don't need, and my tools aren't, useful to you. Live with your crash to desktops until you bite the bullet.


Sundry Extras


Eliteness is a one stop shop for examining bis files. Separate utilities such as DeP3d will create files. With the exception of making pbo's, Eliteness is not in the same game. It is an inspection tool to check results.


Sundry extras is my attempt at documenting the added goodies to eliteness as time permits


DeRtm


Despite the above comments about non-creation. the dertm panel within Eliteness is full featured and equivalent to it's external namesake.


You can drag and drop any p3d, rtm or skeleton text file onto that panel as appropriate, or imply use it's browse buttons


DeRtm analyses and displays the contents of any binarised, or unbinarised rtm. Up to and including Arma3


As an added feature it can export binarised rtm back to plain jane.


Be aware that for this to happen, the dll requires an appropriate skeleton to work with. This is almost inevitably ofp2_manskeleton. Animated destructions require their own unique skeleton for their own unique p3d.


In all cases, you can provide A skeleton from any binarised soldier p3d eg, or, text equivalent of model.cfg (the file name is not important providing it contains the appropriate skeleton.cfg)


As stated the 'appropriate' skeleton is almost always ofp2_manskeleton, obtainable in any human p3d