MrCopyright 107 Posted January 20, 2016 Change the compression format from ARGB4444 to DXT5 and ensure that your image is a squared resolution. At the bottom left it says 800x600 which is not 512x512, 1024x1024 etc. Share this post Link to post Share on other sites
zapat 56 Posted January 20, 2016 How do you show it? Hte way you wrote some posts earlier? It seems that you use default RscPicture, which may have a non [1,1,1,1] background. CtrlSetbackground it first to full white. If you do it this way, but you have OEF anyways, ever considered using: drawIcon3D? (read the comments, especially KillZoneKid's too) Share this post Link to post Share on other sites
gza036 7 Posted January 20, 2016 Change the compression format from ARGB4444 to DXT5 and ensure that your image is a squared resolution. At the bottom left it says 800x600 which is not 512x512, 1024x1024 etc. Oh right. Resolution n^2. Okay so I make it 800x800, but when I select DXT5 from the dropdown menu in either box, or both, then save as .paa, If I open that new .paa with texview, it appears to be back to ARGB4444 ??? That may still be the problem because it's still no color in-game Share this post Link to post Share on other sites
gza036 7 Posted January 20, 2016 How do you show it? Hte way you wrote some posts earlier? It seems that you use default RscPicture, which may have a non [1,1,1,1] background. CtrlSetbackground it first to full white. If you do it this way, but you have OEF anyways, ever considered using: drawIcon3D? (read the comments, especially KillZoneKid's too) I show it like this: with uiNamespace do { picture = findDisplay 46 ctrlCreate ["RscPicture", -1]; }; glint_oefID = ["glint_oefId", "onEachFrame", "glint_OEFControl"] call BIS_fnc_addStackedEventHandler; //CodeBlock you actually run: glint_OEFControl = { screenpos = worldtoscreen getposvisual sniper1; //adjust position screenpos = [(screenpos select 0)-.1, (screenpos select 1)-.08]; hintsilent format ["Screenpos: %1", screenpos]; with uiNamespace do { picture ctrlsetposition (missionNameSpace getVariable "screenpos"); picture ctrlSetText "images\glint.paa"; picture ctrlcommit 0; }; }; And sorry I don't follow you with CtrlSetbackground, I don't see that in the command reference Share this post Link to post Share on other sites
zapat 56 Posted January 20, 2016 CtrlSetBackroundcolor. CtrlSetTextColor picture ctrlSetBackgroundColor [1,1,1,1]; or picture ctrlSetTextColor [1,1,1,1]; Either of these will be the right one. I always forget what the textures need. :) And you will need to change size to depending on the distance, right? Otherwise it will always be the same size. Iam still recommending the DrawIcon3d, because you are done with all these things within one line. And you don't need to remember text or background either. :) If you have no luck with the paa, drop me a PM, and I do it for you. It takes around 3 secs. Share this post Link to post Share on other sites
MrCopyright 107 Posted January 20, 2016 I believe that the texture needs to be one of these resolutions: 128x128, 256x256, 512x512, 1024x1024, 2048x2048. Share this post Link to post Share on other sites
Guest Posted January 21, 2016 Yes it MUST ne squared like 256x256. 512*512, ... Share this post Link to post Share on other sites
gza036 7 Posted January 21, 2016 I believe that the texture needs to be one of these resolutions: 128x128, 256x256, 512x512, 1024x1024, 2048x2048. well, that's embarrassing, totally works now. .JPG worked fine at other resolutions, but .paa must be one of those. CtrlSetBackroundcolor. CtrlSetTextColor picture ctrlSetBackgroundColor [1,1,1,1]; or picture ctrlSetTextColor [1,1,1,1]; Either of these will be the right one. I always forget what the textures need. :) And you will need to change size to depending on the distance, right? Otherwise it will always be the same size. Iam still recommending the DrawIcon3d, because you are done with all these things within one line. And you don't need to remember text or background either. :) If you have no luck with the paa, drop me a PM, and I do it for you. It takes around 3 secs. I didn't need to do the ctrsetbackgroundcolor or change the compression format, just getting it at the correct resolution fixed it. I'll see if I can do drawIcon3d to simplify things too :) It really doesn't look bad, I could use a few different textures in rapid succession to make it kind of "twinkle". Some of the issues: -I don't know how to make it bigger when you zoom in on it or are closer. Not that big of a deal since it will only appear for an instant and sun reflections look the same close or far away, really. -Since it's placed over-top of everything in the UI, it shows "through" your weapon, through a tree or building in the way.... any ideas of a way around this? Share this post Link to post Share on other sites