raymix
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I wonder what are the chances of getting processor feature for strings instead of files only? Lets call it "preprocess": _var = compileFinal preprocess ("#include <\path\defines.inc>" + loadFile _path); uiNamespace setVariable [_x,_var]; Would be damn cool to keep script files a bit cleaner and allowing to use macros globally without visual reference where #defines are kept :) Thoughts?
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How to enable true dev version?
raymix replied to raymix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Removed last part in previous post ... sometimes telling the background story only leads to more confusion. Yes, the problem was misleading documentation and broken bis init function. The very same reason we all get this error: http://feedback.arma3.com/view.php?id=19151 Any function defined in cfgFunctions inside addon configFile (with recompile =1; ) would show exact same error right after lines in that bug report. Every single time you restart mission in editor same errors are shown. -
How to enable true dev version?
raymix replied to raymix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
btw while on the recompile subject, here's a quote from code, line #441: _errorText = "Redundant use of 'recompile = 1;' in %1 - mission / campaign functions are recompiled on start by default."; Not interested in working with mission/campaign config files. As mentioned in first post first line, I'd like to see if I can work with unpacked data, hopefully in MP environment. if recompile exists in cfg, then save to missionNamespace only, else finalize it inside uiNamespace and create shortcut. -
How to enable true dev version?
raymix replied to raymix's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yeah, figured as much. As long as its not a bug, I'm fine with it. nope, not when defined inside addon. It will, however try to recompile it as expected,but give error that trying to overwrite finalized function. I've also tried adding: cheatsEnabled = 1; But to no avail. So I took the liberty to trace the whole chain down to first step, replace it and remove any traces of compileFinal (starts at a3\ui_f >> RscDisplayStart Line #61083): onLoad = "[2] call compile preprocessfilelinenumbers gettext (configfile >> 'CfgFunctions' >> 'init'); and it was still finalizing everything against my will. Which only means that addons are finalized no matter what and cfgFunctions added inside missionConfig only works this way. Solution is to build my own replica of cfgFunctions and initFunctions, make it lighter only to fit my needs while taking advantage of injected META headers (maybe even footers) and registering it with function viewer. edit: while making my version, I can confirm that recompile = 1; has indeed no effect to what is compileFinal at current state. I see that cheatsEnabled =1; originally was intended for this ability, but it was never implemented. -
Guys, tiny issue here. I have functions defined under CfgFunctions and packed in a PBO, problem is they are instantly compileFinal'd and I'd like to be able to enable recompile and work with them using unpacked data method. edit#3: Been at it all night. Something is compile finalizing all functions against my will. I've replaced init line inside cfgFunctions to a modified bis_fnc_initFunctions, yet it still finalizes everything. Any idea what's going on? edit#4: definitely a bug or nasty "security feature". Will make my own version.
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It's been a month since this question was asked, altho answered thought I'd chip in for those who are wondering what nopx parallax maps do for terrain. If you you'll see exactly how _nopx works and what it looks like in photoshop. It's essentially a normal map with full white on blue channel and an alpha channel for height. In-game it makes an illusion of 3 dimensional extrusion on a 2D flat surface, it is used to add bumpiness and is quite cheap on GPU resources.Hope this helps.
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From display name to classname
raymix replied to giallustio's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry for the necro, didn't want to create new topic for this: First of all, thanks guys, that code helped me a lot at first, since lbData only returns magazines and does not return weapons and items from gear menu. I wrote a faster alternative to script above (Arma3 v1.24 and up), added cfgVehicles following the same easy pattern. fnc_g_findClassname = { /* Note: Feel free to add more classes to watch out for following the pattern Usage: (_displayName) call fnc_g_findClassname; //returns className as a string Example: "RGO Grenade" call fnc_g_findClassname; //returns "HandGrenade" */ private "_findClassname"; _findClassname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgWeapons"); if (count _findClassname > 0) exitWith {configName (_findClassname select 0)}; _findClassname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgMagazines"); if (count _findClassname > 0) exitWith {configName (_findClassname select 0)}; _findClassname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgVehicles"); if (count _findClassname > 0) exitWith {configName (_findClassname select 0)}; _findClassname = format ["Item %1 not found",_this]; _findClassname }; Hope this helps anyone landing here trough google search. -
Emissive maps, feeling quite limited with super shader. Bump to this post: http://forums.bistudio.com/showthread.php?125819-ArmA-3-Community-wishes-amp-ideas-NO-DISCUSSION&p=2243849&viewfull=1#post2243849
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Just came across this interesting plugin, it was posted on facebook by 3d total... Sadly I do not own C4D and this seems to be a commercial plugin, but it looks damn cool for what it does. Especially how it downloads and compiles satmap for you automatically with adjustable quality settings... I am not sure about the whole copyright politics thing behind this, but should be safe since Arma map mods are not commercial, right? I still prefer World Machine over anything, but for real world data, this could be a handy tool. I'll just leave this video here, see if it peaks someone's interest: http://vimeo.com/116669735
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Guys, I've searched a lot, but can not find answer to this. Can grass and clutter be actually displayed in Terrain Builder's buldozer? I want to create and modify my own clutter, but not very keen to make PBO after every single adjustment. Current load times of buldozer inside TB already awfully slow as is, if you know what I mean. Showing grass is quite important for me to maintain the "feel" of the design and having to load actual game just to see the grass is kind of daunting and pointless since we have buldozer that should be able to do it. I've tried adding library, but that did not work Any ideas? Edit: not possible, ffs... source
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Hi, guys, First of all super sorry to ressurect very old thread, but instead of making new one, I'd simply like to add my findings. This topic is not discussed much, especially when it comes to terrains, but here's a screenshot of comparison between both normal map methods. _no vs _nohq: http://i.imgur.com/dsBFg6q.jpg I've deliberately bumped snow out of terrain shape in world machine and smoothed it out in grome in hopes that normal maps will take care of smoothness in distance and add them details back. It does the job "ok", for some reason normals are bit too bright for my liking, but not eager to edit like 400 rvmats to change that. Plus the whole limit with cell sizes.. terrain is 4096 x 2.5 To be honest you can't see much difference instantly, but check out the hill above players head, there's some extra bumpiness added. It could be just me, but imo _nohq looks much better than _no on terrains. I've noticed Altis using _no, so I got worried if terrains are limited to low quality normals only. Hope this somehow helps anyone who gets here trough search engines.
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I fixed my issue, aparantly you need to keep your cell sizes round values. 1024 / 10 2048 / 5 4096 / 2.5 all these worked fine for me with 512px 40x40m, but anything else would produce overlaps. This pretty much meant I had to scrap a terrain I worked on for a month, it was 32x32km by default, which resulted in 7.183 cell size and start a new one from scratch. Not complaining tho, had tons of experience and was able to produce better one within a week. Hope this helps
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None of these solutions directly fixed issue with my terrain, no matter what combination I chose, seams kept appearing What fixed it for me instead was changing overlap from 16px to 8px. After that I changed other settings to: sat 2048, tex 20x20 and seams were gone edit: nvm, seams are still there, just smaller, needs more testing height: 4096 cell: 10 sat/normal/layer maps: 20480px This could be mathematical problem or indeed a bug with terrain builder... as all the settings are more like a lottery than a choice for us. Hope this helps.
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is it possible to add more classes in hpp from another PBO?
raymix replied to raymix's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Pardon my rather short explanation. I haven't "done it" as per say. I wanted to know if its possible at all before go any further. The solution I was looking for was a simple answer - yes or no. And yes it is possible due to binarization. Apparently all classes and superclasses configured inside hpp or "include files" are being compiled into a single config file in the root of PBO. From here on I should be possible to check items found in game against their class. My intention was to create new class even for objects that already exist in the game, that way I could reference back to my own custom spawned objects. For example - ability to remove vehicle, but only if it passes the CfgVehicle class check, so people won't remove original objects in a map. Basically I want to reuse objects and have full control over them. -
is it possible to add more classes in hpp from another PBO?
raymix posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Hi guys, weird question and probably basics 101 for you, but here's the dilemma Currently CfgVehicles has all these classes called "Air", "Car", "LandVehicle" etc, they are defined inside of dayz_code.pbo in @DayZEpoch folder. I know I could just modify that file to fit my needs, but the problem is, I would like the ability not to copy/paste whole mod folder and rename it, it's 2.4GB, just so I could change single .hpp file. So the question is, can keep @DayZ_Epoch untouched and instead add extra class from an outside mod? Lets say -mod=@Dayz_Epoch;@additions What I am trying to achieve is, add extra vehicle class called "Interior", so I could look up vehicle array in code everytime I need these specific "Interior" items, this would let me keep @additions small in size and keep the original @DayZ_Epoch instead. Lets say I wanted to share this mod with people online, they would only have to download @additions, which would be few KB in size, instead of whole Epoch mod that's modified. Is this possible? If it is, can I get some links to more info on this? Thank you EDIT: yes it is, looked at source code and figured it out how to even do it.