Dertm Version 1.xx by Mikero
Dual Dos/Windows exe
two exes are provided:
DeRtm.exe is a dual, windows gui / dos tool.
DeRtmDos.exe is a dos only speed freak.
DeRtm analyses the content of *any* rtm file and does a few consistency checks.
In it's basic mode, it will show the bone names, frametimes, or, (if applicable) sounds inside the rtm.
This is generally sufficient for simply identifying the content and typeof rtm under the hammer.
DeRtm can scan entire folder(s).
In this mode, it is a powerful tool to verify the integrity of ALL rtms in a project.
DeRtm *ALSO* provides a mechanism to convert binarised rtm back to plain jane. See below for important details.
DeRtm [-options] <any\folder or nameof[.rtm]> [<output>[.rtm]] <skeleton>.p3d|cfg] ]
options: (case insensitive)
None: Show Basic header
-F: Show Frametimes
-B: Show bone names (default)
-S: Show Sounds (if any)
-P: don't pause on error
-C: convert to unbinarised
-CV: verify after write
if simply sniffing at rtm's: neither skeleton or output params are required (and are ignored if stated)
when debinarising: [<output>[.rtm]] <skeleton>.p3d|cfg] ]
1) An output file MUST be specified (and must be a different name or path to the input). This to prevent over-write of a binarised p3d.
2) EITHER a 'model'.cfg, OR a p3d that contains the relevant skeleton MUST be specified
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.
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. Oxygen2 is case sensitive.
You are advised to generate a correctly cased model.cfg by using eliteness to generate the raw skeleton from a binarised p3d and edit accordingly.