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miguel93041

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Everything posted by miguel93041

  1. Description When we use the modelToWorld combined with worldToScreen in moving vehicles the position given its not the correct one. Its caused by a velocity error acting with worldToScreen causing for example: If our modelToWorld is at [0,2,0] // In a AH-9 helicopter and we use worldToScreen to transform the coordinates into x,y positions and it give us 1,1... when the vehicle starts to move it changes to 1.5,1.5 or 2,2 and not in 1,1 then we cant use them. This video is not the bug that im having but it describes how the worldToScreen x,y positions are moving into a bad one. **https://www.youtube.com/watch?v=NH-2uRq_VEg** STEPS TO REPRODUCE You can create an script like this one that is an interaction cockpit system. 1. Create a sqf file and name it to pfh_click.sqf Put this in: //if the player isn't in a helicopter then we don't run this if(vehicle player iskindof "Helicopter") then { _heli = vehicle player; if(isNil "button_clicked") then {button_clicked = 0;}; //keeps our key from constantly having an effect - that is, press it once and it won't do anything again until released and pressed again _controlpos = worldToScreen (_heli modelToWorldVisual [0,2,0]); if(count _controlpos < 2) then {_controlpos = [-100,-100];}; //if the point is outside of our FOV then set it to something ridiculous _hinttext = "No Action"; //basic hint to indicate what we're looking at player sidechat format ["%1",_controlpos]; //debugging - shows position of a control on screen coordinates; the closer to 0.5,0.5, the closer it is to the center of the screen if(_controlpos distance [0.5,0.5] < 0.025) then {_hinttext = "Toggle Engine";}; //change hint to engine on if(!(_hinttext == "")) then {hintsilent format ["%1",_hinttext];}; //set our hint text if(_hinttext == "No Action") exitwith {}; //if no action available then we don't need to do anything so quit //check to see if our action is within the right parameters and that the key has been pressed, then do something if(inputaction "User20" > 0.1 && button_clicked == 0 && _controlpos distance [0.5,0.5] < 0.01) then { if(isengineon _heli) then { player action ["EngineOff", _heli]; } else { player action ["EngineOn", _heli]; }; button_clicked = 1; }; //clear our key press if it's not being pressed if(inputaction "User20" < 0.5) then { button_clicked = 0; }; }; What it does, it takes a model position to a world one then it takes the world position to screen coordinates, so when aim with your screen (0.5,0.5) at that point it hint you "Toggle engine" and if you press the "Custom key 20" it starts the engine. But if you arent aiming at the point it hint you "No action" 2. Spawn an AH-9 helicopter 3. Put this in the debug console (ESC) and execute it my_clickaction = compile preprocessFileLineNumbers "pfh_click.sqf"; ["my_clickid", "onEachFrame", "my_clickaction"] call BIS_fnc_addStackedEventHandler; ADDITIONAL INFORMATION Its good to have this working correctly so people can create interaction systems
  2. miguel93041

    Texture expand bug

    Hello guys, i don“t know why but i have this particular bug or error and i tried several things but im not able to make it work. Could you help me please? Thanks
  3. It is 24 bits LWZ compressed i don“t know where“s the issue. Anyway here it is hope you find the way to solve it. http://www.mediafire.com/file/xwvvuin1cmvbx93/spain_mask.zip
  4. When i click generate it stays for about 10 minutes and more. And it never finish. No errors on rpt.
  5. miguel93041

    Building "floating" in ArmA 3 Editor

    I“m using pboProject v.2.24
  6. Hello, i have a problem with TB. The problem is that i have a building placed on the map and it is touching the ground. So when i binarize it, i get into the ArmA 3 editor and i see the building "floating" above the ground. I“ve tried deleting it from TB and placing it again, putting the object on editor and see if it floats. Nothing. Has anyone had this problem before?
  7. You“re welcome that“s for what this forum is. Let me know if it worked. I“m going to have a rest.
  8. Yes do that. Also check that the rvmats are referring to .paa files instead of .png
  9. Ok i“m pretty sure i know what“s happening here. Do what i said instead of splitting one image into 4 and import them. Try to create a 20480x20480px .bmp image and import it. Really im serious give it a try. I really think that“s the problem. -------- Also when creating layers you select the option where it converts the .png to .paa?
  10. Strange i "THINK" i did it into 40960 image in photoshop. Anyway can you post an image of this particular part on TB.
  11. I recommend by my experience making it 1m/px just because you“ll face problems in a future. And it“s not the same, you can make great imagery. Just one question. You“re referring that you have the SOURCE sat mask cut in 4 pieces or that TB cuts it into 4?
  12. Not possible to have each of the images to be 20480 x 20480 .bmp? I“ve never seen it spliting one photo in 4 pieces. I think you can“t or won“t to. Because TB already split them to create the layers. Just give it a try. And see it by yourself.
  13. Hello everyone :P I“ve been having a doubt, for example i have a fuel station placed on map (NOT MISSION) created by me (Addon) so i modify it and change the model or config, anything. Do i need to re-import the new updated addon to the map and pbo the map again, or just updating the addon on the client is enough? By the time i was re-importing it on map and making a pbo. But experimenting i had the addon updated on client, and when i had entered the map i saw my fuel station was updated.
  14. Hello today i“m here to talk about the way we do the normal map on Terrain Builder. I“ve checked this post a long time ago But in Terrain Builder there is already an option called "Export Normal Image" and it creates the rvmats too with the mask and sat. So after thinking how they do it, the first method just renames the RVMATs of the SAT and MASK images to Normal ones. And the second method (TB) is the same as the first but without renaming it. Let me explain it for you. First method: Second method: That“s what i“m guessing. So does someone here have experience enough to say if it is better the first method or the second one? (Forget about the .png files instead of .paa it is a testing :P) Thank you in advantage.
  15. Hello i“ve been trying to fix this error but i simply can“t. I don“t know why but when i“m spawning a car to the server increases the output and input of bandwith. When deleting this car (or without spawning it) i have out: 4 Kbps, in: 8 Kbps I“ve been fixing errors from my RPT that said about some animation source errors but no succed. The car is about 45000 faces (polys) but that“s not the problem because i“ve checked a car with 110000 faces (polys, not mine) and works perfect. MODEL.CFG https://pastebin.com/7WqwkcwS CONFIG.CPP https://pastebin.com/vFEpAR6K CFGPATCHES class CfgPatches { class Peugeot508 { // List of units defined in this "PBO" units[]= { "Peugeot_01_F" }; weapons[]={}; requiredVersion=0.1; // because we are using references to this addon, our test car should not be loaded if A3_Soft_F is not present requiredAddons[] = {"A3_Soft_F"}; }; }; I think you don“t need the basicDefines file because it“s from the arma 3 samples. And obviously i have binarised this model so that“s not the problem. If you need more information PLEASE tell me and i“ll try to post it.
  16. Ok i fixed it. Make sure you have in System32 these files: vcomp140.dll | vcomp110.dll | vcomp120.dll | vcomp100.dll | X3DAudio1_7.dll | XAPOFX1_5.dll You can download them from Microsoft Website (C+ 2013,2010... all of them) I had vcomp120.dll missing.
  17. I“m getting this error and i have tried everything, installing C+ 2013,2015... | .NET | Changing Dlls | Adding DirectX dlls to server directory | Done a fresh install via SteamCMD and steam tools... Nothing worked. If anyone knows about this and can help me i“ll be very appreciated. I“ve check also this post Event viewer says about a ntdll error but in that post they say the error is not that. So thank you in advantage.
  18. Never mind i fixed it. In line 2516 character=""; instead of character="Empty"; If you have this error just test the cfgSurfaces replacing characters to Empty and see where it fails
  19. I“ve been into this error for a while but i can“t get it to work. Can you guys help me? config.cpp (MAP) RPT Screenshot
  20. Hello people. I've been wondering if it is possible to make a circular progressbar. I've struggled on a circular icon and make a progress bar that fills it but its not possible because the bar its a rectangle, any idea or advice?
  21. miguel93041

    Radial / Circular progress bar

    Thank you now it works, it was that little mistake.
  22. miguel93041

    Error Loading Controls

    What a mistake, i haven“t seen it, now it works fine.
  23. Hello, i have this problem and i tried to fix it my own but i can“t. I“ve searched trough the forums this problem and find some posts that didn“t help me. I have a dialog that i can“t set text etc... Defines of dialog: llamada dialog: Script where i set the text , etc Arma 3 rpt (client) Sorry for inserting the code in pastebin instead here but i couldn“t because it lag me
  24. miguel93041

    Radial / Circular progress bar

    here it is: http://www.mediafire.com/file/xz7muhtu4q1xf4x/Testmission.Stratis.zip You can check in the init i have done a EH and it works perfect, it refresh the life in the hud, but not the hunger and thirst
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