Helifreak
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Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
Yes, I have (of course ;-) ). But I want to use .pac files, because of other engine issues. I tested around with it two days ago, and after about 2 hours it finally worked. I can't say for sure what change it made working, but I think it worked because I modelled the selection new, and laid the texture on it once more by hand. (maybe that's similar to what Nephilim now also wanted me to do). Now it works, thanks for all your help, Greetings, Helifreak -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
No, it doesn't come from the background -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
They do, but you only have one color for the alphachannel, which means the part is either completely transparent or not transparent at all. As I already said twice, the texture itsself is fine and works without problems, when I don't use them on this selection. -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
Yeah, but that didn't solve the bug either. -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
Didn't work. As already mentioned, the texture itsself is fine. It has to be another problem... -
Problem with alphachannels in hiddenselections
Helifreak replied to Helifreak's topic in OFP : CONFIGS & SCRIPTING
The modell isn't binarized at all. -
Problem with alphachannels in hiddenselections
Helifreak posted a topic in OFP : CONFIGS & SCRIPTING
I have a working hiddenselection; this is the part in the config, that calls up the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class EventHandlers { init="_this exec {\FW_Basic\scr\init_ZF.sqs}"; }; And this is the "init_ZF.sqs"-script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _man = _this select 0 [_man] exec "\FW_Basic\scr\PA.sqs" _man setobjecttexture [0, "\FW_Basic\t\Name.pac"] _man setobjecttexture [1, "\FW_Basic\t\A_ZF.pac"] exit Ingame those parts of the alphachannel are black, which are suppossed to be transparent. The texture itsself is fine, at least it works when I'll put it on other parts of the model. Any ideas what might be the problem? -
Didn't work either. Any further ideas?
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I used .pac textures, but the textures aren't the problem. If you have a look at the screenshot I made, you'll see that the model on the screen has no textures at all, but nevertheless it won't work. Btw.: It doesn't work with textures on it either... MfG Helifreak
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I have one already
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I have a problem with one of the addons I built: http://img393.imageshack.us/img393/684/bug6ic.jpg As you can see, the dropparticle seems to be behind the car, although it is behind the car. So why does the car shine through the drop? Anyone an idea? Greetings, Helifreak
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Try to start OFP with no addons besides the BWMod Basicpack and the Tiger. On Desert Island, don't forget to place the Gamelogic and the BWMOD_Temp_Pilot. If you then get the error again, contact me via PM, then we will try to find the bug. Helifreak
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Thanks for those kind words! The bug with the RMK30 ammo is fixed, new download will be available in about 1/2 hour. These 2 cargo proxys are necessary for the weapon-changing script. Otherwise it would not be possible to give the Tiger the weapon you want  Helifreak *Edit: Damn, Terpentin was faster*
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Fire Geometry LOD not recognized by the Engine!
Helifreak replied to Helifreak's topic in OFP : O2 MODELLING
I've sent you a private message which contains my email adresses. Please describe what you did to fix it, so that everyone knows how to fix problems like that. Thanks, Helifreak -
I build a helicopter addon, but somehow the OFP engine always uses the geometry LOD for detecting if the Helo is hit by a bullet, instead of using the fire geometry LOD, which is also in the model. Any ideas how to solve this?! Thanks, Helifreak Here is the GeoLOD and Fire GeoLOD of the model: ofp.gamezone.cz/_hosted/bwmod/users/Helifreak/model01.p3d