TroyT
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Answering my own question after a much-needed break. My column widths were way off. When I changed them in my TestContainer: BSFListNBox (dialog.hpp) from columns[] = {"5 * (0.03)", "2 * (0.03)","2 * (0.03)"}; to columns[] = { 0, 0.15, 0.5 }; Everything shows up.
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TroyT started following RVMAT Textures not Loading with hiddenSelectionsMaterials, CT_LISTNBOX Data Input, Igiload Reloaded and and 2 others
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I'd like some guidance on how to input and display data in a CT_LISTNBOX. I'm having a hard time figuring out how to get data inserted into specific columns and have those entries displayed. There are obviously some fundamental elements missing from my understanding. I'm attaching my surrent experimental code. Many elements will be changed once I can get this particular train out of the station. My defines.hpp: My dialog: My script: Screenshot of the dialog with annotations: I've been playing with many versions of lbAdd, lbAddRow, lbSetData, lbSetText. Many, many, many more versions than are shown here. With the current set, only the last entry in the array is displayed, the 2nd and 3rd show up as tooltips. Any help is appreciated.
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Did this ever get resolved?
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Thanks. Exactly what I was looking for.
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What are the basic rules governing the use of community mods by other servers? Is permission needed? Can you prevent other servers from using your mod? If so, is there an official way to go about it? The gist... we have spent about 3,000 collective hours developing our community addon and have been made aware of another public monetized server using it to attract players. The Steam page explicitly states that you need to have permission to use it but I really have no idea if that actually matters.
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**** EDIT**** Apparently, this is only the case in the VR Editor. Bringing into a map, it displays fine. Another lesson learned. On the same topic there's this, which may be related: What controls how an object's normal map is displayed when no direct lighting is applied? How do you get the normal map to activate in indirect light? You can see the normal map pop into action as you rotate the face into the light. I haven't noticed this as an issue before on other assets so I may have changed something unknowingly while experimenting with other settings. This one is very obvious.
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RVMAT Textures not Loading with hiddenSelectionsMaterials
TroyT replied to TroyT's topic in ARMA 3 - MODELLING - (O2)
You need to have at least one rvmat file assigned in your model in order for "hiddenSelectionsMaterials" to work. -
I've trying to get a better handle on rvmat settings. I've been going through A3 rvmat files and experimenting with changes on my own but there are still holes that I can't find info on. One of these holes is how the uvTransform settings work within the stages. Eg: class Stage2 { texture="#(argb,8,8,3)color(0.8,0.8,0.8,0)"; uvSource="tex"; class uvTransform { aside[]={0,1,0}; up[]={-1,0,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; I assume that these are some sort of UV coordinate. I see many variations of these in the dozens of rvmats that I've been looking at. Changing them seems to have no effect on my models. The stage shown is an example. I'm curious about their function in general.
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Getting "hiddenSelectionsMaterials" to work
TroyT replied to TroyT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I had already confirmed the paths by assigning the rvmat directly in the model. HorribleGoat replied in Discord and now I have the answer. You need to have at least one rvmat file assigned in your model in order for "hiddenSelectionsMaterials" to work. No need for edit LODs. -
RVMAT Textures not Loading with hiddenSelectionsMaterials
TroyT replied to TroyT's topic in ARMA 3 - MODELLING - (O2)
TroyT removed incorrect information. -
Reskinned Uniforms: Thermals and injuries
TroyT replied to shadeops21's topic in ARMA 3 - MODELLING - (O2)
Yeah, those would show up when the rvmat is assigned within the model though. The same file works in that case. -
RVMAT Textures not Loading with hiddenSelectionsMaterials
TroyT posted a topic in ARMA 3 - MODELLING - (O2)
I have a related but not exact topic going on in scripting but this may be better suited here. While using "hiddenSelectionsMaterials" instead of assigning the rvmat inside the model, the textures referenced in the rvmat don't load. The rvmat is loaded as I can get visible changes in specularity by adjusting those values but the _NOHQ, _SMDI, and _AS textures don't load. They work fine when the rvmat is assigned in the model. Is there something that needs to be done in the model or its model.cfg itself for these textures to load externally? -
Reskinned Uniforms: Thermals and injuries
TroyT replied to shadeops21's topic in ARMA 3 - MODELLING - (O2)
Thanks for the comment but, damn, I was hoping for a different answer. My rvmats are attaching while using hiddenSelectionsMaterials but the textures aren't loading. -
Getting "hiddenSelectionsMaterials" to work
TroyT replied to TroyT's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok, through a lot of experimentation I have discovered that the rvmat is actually getting assigned but the texture files aren't loading. The only changes that I can see are changes in specular and specularPower. If I change these settings you can see the sheen obviously change. The _NOHQ, _SMDI, and _AS files do not seem to be loading though. Again, when the rvmat is assigned in the model those textures all work as intended.