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TroyT

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Everything posted by TroyT

  1. 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.
  2. 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.
  3. TroyT

    Igiload Reloaded

    Did this ever get resolved?
  4. 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.
  5. Thanks. Exactly what I was looking for.
  6. 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.
  7. **** 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.
  8. 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?
  9. You need to have at least one rvmat file assigned in your model in order for "hiddenSelectionsMaterials" to work.
  10. I've seen a few topics regarding this but none of them solve the issue so I'm starting from scratch. I'm attempting to use hidden selections to assign textures and rvmat's to several models. The textures assign as they should but the rvmat files do not. I've confirmed that the rvmat's work by assigning them within the p3d. I've combed through dozens of BI and 3rd party mods to see how they use "hiddenSelectionsMaterials[]=" but see no difference in how I'm doing it. A test item looks like this: model.cfg: config.bin rvmat: The p3d has a camo selection on a single res LOD. Download p3d HERE Object when using hidden selections: With texture and rvmat assigned in p3d: Is there something in the model.cfg file that needs to be added for the material selection?
  11. 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.
  12. Yeah, those would show up when the rvmat is assigned within the model though. The same file works in that case.
  13. 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.
  14. 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.
  15. I know this was a long time ago, but did you ever get "hiddenSelectionsMaterials" to work in your config? I'm beating my head against this right now.
  16. reyhard, do you have access to an unbinarized model that uses "hiddenSelectionsMaterials[]=" in its config? I'm curious if there's something in the model.cfg or in the LODs that needs to be in place for this to work. I, obviously, am coming at that end blind since I only have access to the binarized models without the model.cfg. I could provide a list of models if that would help.
  17. Interestingly enough, if I log the model info in the Editor the rvmat is listed: Also, this isn't an isolated case. This behavior persists through about 50 models that I recently converted to use hidden selections. During my research on the topic, I found many cases of other modders running into the same issue. I'm planning to release a large update with several new variants of each and the idea of having a separate model for each one would probably kill my interest in it. Since we see its use throughout A3 configs, it seems that it must be useable.
  18. I pack it with PBO Project into its destination addon folder. The rvmat files aren't being excluded in PBO Project. I've confirmed this by cracking it open after packing.
  19. If you don't use Mikero's PBO Project, you should. It will find many file path issues and save you a lot of headaches. https://mikero.bytex.digital/Downloads
  20. I'm hoping someone can shed some light on this before I throw my keyboard out the window. I'm modifying a script that saves data using: profileNamespace setVariable I'm going to use the database to store and retrieve data instead. I can't get the script to communicate with the DB though. I've never had an issue doing this so I assume that I'm missing something simple. For now I'm just using the code snippet needed to test the connections, running them from the infiStar admin console. I've tried using the [] span and omitting it, populating the variable with simple data instead of extrapolated data, and many other things to simplify and get down to the root. My results in the InfoTitleAndText used for testing the variable show with either nothing, "ANY", or "scalar NaN", depending on what type of data type I'm using in the DB. I've tried many forms of numerical formats as well as text formats. I have a value of 0.11 in the DB column so that it's not empty. Code: My modified account table (ExtDB3): My exile.ini entries:
  21. I need some input on an issue I'm having with a custom weapon in my mod. The weapon functions as it should. I'm using infiiStar on Exile servers. If I spawn the weapon on the ground with infiStar it spawns with the corresponding ammo. If I try to spawn on my player I get the success message but no weapon appears in inventory. When the weapon is purchased from a trader, the success message shows but no weapon is spawned. Is there something fundamental that I'm missing here? Here's the config: https://pastebin.com/vWTEv0Y4
  22. I've been trying to sort out custom hand animations but keep getting the weird, distorted hand positions. I've found many threads concerning this but most of them are almost 10 years old. I've run through most of the fixes in these threads but can't seem to crack it. This video seemed promising but didn't do it - making a custom handanim for arma weapons My current workflow is this: in Object Builder, open a fresh copy of BISkeleton.p3d from the BIS Oxygen 2 Examples http://www.armaholic.com/page.php?id=1903&highlight=BIMODELS I've also tried some of the RTM files in the Arma 3 Samples' "animation" folder. Create keyframes -0.5000 and 0.0000 While in KF 0.0000, copy a version of my weapon model into the BISkeleton.p3d with all vertices included in a single named selection - "weapon". I've also tried using a proxy. Manipulate hands as needed to fit my model making sure to enable "Points > Transform 3d > Show Local Axis" and using appropriate constraints while moving the skeleton Delete my model - I've tried variations like leaving my model and deleting the M4 that comes with the p3d, leaving them both in, renaming the M4 named selection and keeping the one imported with my model, etc. Export Matrices to my custom rtm file in my "addon/data/anim" folder. I've copied the A3 Samples' Test_Weapon model.cfg into my addon folder and made a few adjustments to overcome some errors the PBO Project throws. Run PBO Project and launch the game to test. Repeat 1000 more times with various tweaks with an exasperated and exhausted plea for success that I fear will never come. Any help would be appreciated. My model.cfg: my config.cpp
  23. I'm working on an AI "faction" that will be used as roaming and mission AI on all of our Exile servers. We may include it in our Liberation servers as well. I'm looking for a way to prevent the players from acquiring the uniform that will be used by the AI. I have character classes, uniform classes, and models created and included in our community addon. I want to avoid just stripping the AI and leaving their corpses laying around in their skivvies. One way to accomplish this (I think) is to have the uniform removed when they're killed but have those characters use a custom naked body that is skinned with my uniform model. nakedUniform="NotSoNakedBody"; I haven't done that yet. If that works then I just need to sort out how to remove the uniform. I'll be using either DMS, Occupation (DMS), or A3XAI to generate the AI and so would need to have the strip script included there. If anyone has any input on a better way or can point me in the right direction for what script elements I'll need to modify I would appreciate it.
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