Kempco_2 10 Posted March 13, 2014 For some reason I can't seem to get any of my images to show as intended. They always show up black and barley visible. Furthermore, colorText[] seems to have no effect. The size of images in question are 50px x 50px(square) with w and h both set to 0.03. Also,Squaring class dimensions (defined as absolute) via h = 0.03 * 4 / 3; w = 0.03 had no effect). What am I missing? From common.hpp #define JTKCT_STATIC 0 #define JTKST_PICTURE 48 class JTK_RscPicture { idc = -1; type = JTKCT_STATIC; style = JTKST_PICTURE; colorBackground[] = { }; colorText[] = { }; font = "TahomaB"; sizeEx = 0.023; x = 0.0; y = 0.2; w = 0.2; h = 0.2; text = ""; }; From dialog.hpp (FYI: These are the last classes in the dialog to ensure that they are in NOT behind the background). //===========================button images============================= class JTK_HALO_Altitude_Increase: JTK_RscPicture{ idc = JTK_IncreaseAltitude_IDC; colorText[] = {1,1,1,1}; x = -0.05; y = 0.65; w = 0.03; h = 0.03; text = "imgs\arrow_up.paa"; }; class JTK_HALO_Altitude_Decrease: JTK_HALO_Altitude_Increase{ idc = JTK_DecreaseAltitude_IDC; y = 0.70; text = "imgs\arrow_down.paa"; }; Dimensions of the arrow images used are 50px x 50px. Screen shot below. The arrows are circled in red. Thanks, Kempco Share this post Link to post Share on other sites
Jigsor 176 Posted March 25, 2014 (edited) I too would also like to know how to resolve the issue of faint pictures in A3. This exeprt is from my desciption.ext. I use it for my intro sequence pictures. The image bmrflag.paa is fine but images BMRAirCombat.paa and OverTheReich.paa are very faint. They are called one at a time in my sequence. These images are 512 x 384 pixels. The image with no problem is 512 x 256 pixels. This all works fine in Arma 2 and only took minor path and font change to make it work in Arma 3. All except the barley visible images mentioned. class RscText { access = 0; type = CT_STATIC; idc = -1; style = ST_LEFT; w = 0.1; h = 0.05; //x and y are not part of a global class since each rsctext will be positioned 'somewhere' font = "TahomaB"; sizeEx = 0.04; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; text = ""; fixedWidth = 0; shadow = 0; }; class MyLine:RscText { style = ST_LINE; colorText[] = {0.2941,0.8745,0.2157,1.0}; // to whatever gives you a thrill }; class RscFrame { type = CT_STATIC; idc = -1; style = 64; shadow = 2; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; //font = "Zeppelin32";// A2 font = "PuristaMedium"; sizeEx = 0.02; text = ""; }; class RscPicture { access = 0; type = CT_STATIC; idc = -1; style = 48;//ST_PICTURE colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; //texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";//A2 texture = "\A3\ui_f\data\GUI\RscCommon\RscProgress\progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // the loading screen itself class Harrier_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; //colorBackground[] = {8,0,255,0}; colorBackground[] = {0,0,0,1}; }; class BMRAirCombat : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "images\BMRAirCombat.paa"; }; }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE //texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";//A2 texture = "\A3\ui_f\data\GUI\RscCommon\RscProgress\progressbar_ca.paa"; }; /* class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; */ class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class Picture: RscPicture { text = "images\bmrflag.paa"; x = 0.125; y = 0.02; w = .75; h = 0.5; }; }; }; class dialog { class controls { class Picture: RscPicture { text = "images\bmrflag.paa"; x = 0.125; y = 0.02; w = .75; h = 0.5; }; }; }; class RscTitles { //#include "R3F_ARTY_AND_LOG\desc_rsct_include.h" // Jig Artwork titles[] = { "BMRAirCombat","OverTheReich","bmrflag" }; class BMRAirCombat { idd=-1; movingEnable = false; duration=3.5; fadein=1.2; name = "BMRAirCombat"; controls[] = {Picture}; class Picture : RscPicture { x = 0.125; y = 0.125; w = 0.75; h = 0.5; text = "images\BMRAirCombat.paa"; //sizeEx = 0.04; style=48; }; }; class OverTheReich { idd=-1; movingEnable = false; duration=3.5; fadein=0.5; name = "OverTheReich"; controls[] = {Picture}; class Picture : RscPicture { x = 0.05; y = 0.4; w = 0.9; h = 0.6; text = "images\OverTheReich.paa"; //sizeEx = 0.04; style=48; }; }; // Hawkeye Artwork class bmrflag { idd=-1; movingEnable = false; duration=10.2; fadein=2.2; name = "bmrflag"; controls[] = {Picture}; class Picture : RscPicture//RscStdText // For pictures { x = 0.125; y = 0.02; w = .75; h = 0.5; text = "images\bmrflag.paa"; sizeEx = 0.04; style=48; }; }; //#include "bon_playertags\dialog\playertags.hpp" }; Any idea what is causing this? Edited March 25, 2014 by Jigsor Share this post Link to post Share on other sites
Kempco_2 10 Posted May 14, 2014 Turns out TexView2 was updated back in December/November. When I updated to the current version the images were displayed as intended. /facepalm Share this post Link to post Share on other sites
Jaaaaaaakkkeee 0 Posted April 8, 2017 Hello, I am having the same issue. I updated and same error, Did anyone find a fix for this? Cheers Share this post Link to post Share on other sites