Dertm Version 1.xx by Mikero
Dual Dos/Windows exe
see readmegeneral.txt and fixes


two exes are provided:

DeRtm.exe is a dual, windows gui / dos tool.

DeRtmDos.exe is a dos only speed freak.

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DeRtm operates on individual rtms of any type, entire folders, or, the contents of pbos

As such, it does the following:

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Syntax:

DeRtm [-options]  sourceFolderOrFile[.pbo.rtm]  [destFolderOrFile[.pbo|.rtm] 
 

 

destFolderOrFile is optional.

if not specified and alterations take place, there is no parachute. The inputfile(s) will be altered.

if specified a file is always written, even if no changes were needed.

An explicit extension for source or dest is not required

 

options: (case insensitive)

None: Show Basic header
-F: Show Frame times
-B: Show bone names
-S: Show Sounds (if any)
-P: don't pause on error
-C=skeleton Debinarise
-M=skeleton Match skeleton
-$: convert to arma3
-V: verify after write
-Y: don't prompt for overwrites

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debinarising
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-C=Any.p3d  | Any cfg some.rtm

EITHER a 'model'.cfg, OR a p3d that contains the relevant skeleton MUST be specified
A 'model.cfg' can be exactly that, or anything.cfg

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Matching skeleton
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-M=Any.p3d  | Any cfg some.rtm


This checks that all bones mentioned in the rtm are available in the skeleton. The skeleton itself can have other bones too (but not the rtm)

Human Skeletons

The skeleton required for *this* rtm is almost inevitably ANY *binarised* human p3d (of the relevant engine).

As a convenience to the user, correctly cased  'model'.cfg's are supplied for human skeletons in the rtm\docs folder for arma1,2 and 3.

For other skeletons you require an appropriate 'model'.cfg or p3d of your own.

Hint: you can list the actual bones declared with DeRtm -B and thereby determine the type of skeleton to apply.

Limitations:

Unless a correctly cased 'model'.cfg is supplied to DeRtm, it can only produce lower case bone names because both the rtm and a binary p3d only contain lower case. Buldozer is case sensitive.

The correctly cased human skeletons for all 3 arma engines are provided in the documentation.

For other skeletons you can first extract the skeleton from a relevant p3d using either Eliteness, or, dep3d, then edit the case accordingly

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Strip head bones

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option $ will convert any human rtm from unbinarised rtm, arma1 or 2, for use in arma3 by removing the unused head-bones from the animation.

Prior to this option being provided,  the normal method was to first use dertm to convert to plain jane, then repack those anims using the arma3 ofp2_manskeleton.

This methodology was successful simply because bis binarise would ignore bones not in the skeleton, eg the arma2 head bones, and create a binary version without them.