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dinger

Defining cutrsc resources in config?

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Okay, here's the deal:

CutRsc lets you do some funky stuff, with resources defined in the description.ext and with some BIS-provided resources ("Binocular"', "M21"). So I'd like to slap some stuff in there in a similar manner.

I can't find the entries in the config.cpp for this. Is there a way to do this?

Alternatively, there is CfgTitles (for use with CutObj). Does anyone have an example .p3d file that shows the model to be used with CutObj?

Can this be done by addons, or is it only for mods?

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Maybe it is just me but it seems that CfgTitles is only read from config.bin thus making it a mod only thing...

Anyone have any experience with this? or BIS any info?

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this would be useful to know for the usmc/naval infantry by suchey and earl death scripting.

currently it does a titlefade thing and you can't see the text people type in multiplayer (or who killed you)

my idea is that if a cutrsc is used that it would be displayed 'under' the text thus making it visible smile_o.gif

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You can read and create in CfgTitles (see commented config on the Breathe page).

The only thing you cannot change is the list of the effects in the titles[] entry - however this list is used only for editor selected effects (on triggers), and does not limit you in using additional effects with cutRsc or titleRsc commands.

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Yes it works, not sure what mistake I made before that I could not get one added yesterday. Thanks!

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Right, we have some further problems it looks like:

I have the cutobj working from addon pretty well, however I am unable to get cutRsc working. How to add to the RscTitles class which is in resource.cpp I do not know (into addon). The CfgTitles entries do not work with cutrsc obviously.

Is there some special trick to defining resources in addons, or an example? rock.gifsmile_o.gif

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I am sorry - you are correct. CfgTitles cannot be used for resource title effects, only for objects.

However, you can use RscTitles in the description.ext of the mission. You should therefore be able to place your resource effects directly in the mission.

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Ok thanks,

the only reason I was looking beyond cutObj is because if you cutObj some object into the corner of the screen and make it small the textures look very mip-mapped/blurred. (like it is showing some higher LOD no matter what) I'm dealing with the simplest of structures, a 4 point plane with an alpha channel texture which looks great in the center of the screen small or large.

I have tried various combinations of object sizes and texture sizes (512,256,128 w alpha) with various camera settings, and anything in the corner at a smaller size seems smudged beyond recognition. I am thinking this is some sort of perspective effect being played out on the texture.

If there was a way to leave textures sharp in the corner with cutObj it would serve to replace cutRsc in many aspects and fit completely into an addon. smile_o.gif

EDIT OT: I should say, maybe resource.cpp in addons for OFP2 smile_o.gif

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