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Barba-negra

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Posts posted by Barba-negra


  1. On 1/11/2020 at 12:13, HorribleGoat said:

    Las texturas hiddenselection requieren que las selecciones de malla de textura cambiante se definan en la lista de secciones de model.cfg para ese objeto

    ah ok friend I understand, excuse me, could you give me a graphic example? is that I do not have much knowledge in this please


  2. Hello friends, greetings to all, I come here to ask for help, I am trying to create an object that serves as a monitor and helps me transmit images and videos, but I do not know what I will be missing because the object does not give me an image screen, I have the object created, and the configuration script like this:

     

    this is the created object that acts as a screen:

     

    imagen-objeto.png

     

    this is the configuration in the config.cpp:

     

    class CfgPatches
    {
        class Barba_Bama_Config
        {
            units[]=
            {
                ""
            };
            weapons[]={};
            requiredAddons[]={};
            requiredVersion=1;
        };
    };
    class CfgVehicleClasses
    {
        class Barba_Bama_Config
        {
            displayName="Barba_Bama_Config";
        };
    };

     

    class CfgVehicles
    {

     

    class NonStrategic;

     

    class Leaflet_base_Fd: NonStrategic
        {
            mapSize=0.20999999;
            _generalMacro="Leaflet_base_Fd";
            scope=0;
            scopeCurator=0;
            displayName="";
            model="\Barba_Bama_Config\emptyd.p3d";
            icon="";
            vehicleClass="Small_items";
            destrType="DestructNo";
            cost=100;
        };
        
         class Poster_base_Fd: Leaflet_base_Fd
        {
            mapSize=0.41999999;
            _generalMacro="Poster_base_Fd";
        };
        
         class Land_Poster_01_Fd: Poster_base_Fd
        {
            mapSize=1.1900001;
            class SimpleObject
            {
                eden=0;
                animate[]={};
                hide[]={};
                verticalOffset=0.0049999999;
                verticalOffsetWorld=0;
                init="''";
            };
            editorPreview="";
            _generalMacro="Land_Poster_01_Fd";
            scope=1;
            displayName="";
            model="\Barba_Bama_Config\Poster_01_Fd.p3d";
            icon="";
            posterSize=2;
            hiddenSelections[]=
            {
                "camo"
            };
            hiddenSelectionsTextures[]=
            {
                "\Barba_Bama_Config\Textures\negra.paa"
            };

    };

     

    then I put the object in the editor and try to make it reproduce an image:

     

    Monitor1 setObjectTextureGlobal [0, 'Medidor0.paa'];

     

    but it doesn't show me the picture, what is missing? please help


  3. Hello friends, greetings to all, I come here to ask for help, I am trying to create an object that serves as a monitor and helps me transmit images and videos, but I do not know what I will be missing because the object does not give me an image screen, I have the object created, and the configuration script like this:

     

    this is the created object that acts as a screen:

     

    imagen-objeto.png

     

     

    this is the configuration in the config.cpp:

     

    class CfgPatches
    {
        class Barba_Bama_Config
        {
            units[]=
            {
                ""
            };
            weapons[]={};
            requiredAddons[]={};
            requiredVersion=1;
        };
    };
    class CfgVehicleClasses
    {
        class Barba_Bama_Config
        {
            displayName="Barba_Bama_Config";
        };
    };

     

    class CfgVehicles
    {

     

    class NonStrategic;

     

    class Leaflet_base_Fd: NonStrategic
        {
            mapSize=0.20999999;
            _generalMacro="Leaflet_base_Fd";
            scope=0;
            scopeCurator=0;
            displayName="";
            model="\Barba_Bama_Config\emptyd.p3d";
            icon="";
            vehicleClass="Small_items";
            destrType="DestructNo";
            cost=100;
        };
        
         class Poster_base_Fd: Leaflet_base_Fd
        {
            mapSize=0.41999999;
            _generalMacro="Poster_base_Fd";
        };
        
         class Land_Poster_01_Fd: Poster_base_Fd
        {
            mapSize=1.1900001;
            class SimpleObject
            {
                eden=0;
                animate[]={};
                hide[]={};
                verticalOffset=0.0049999999;
                verticalOffsetWorld=0;
                init="''";
            };
            editorPreview="";
            _generalMacro="Land_Poster_01_Fd";
            scope=1;
            displayName="";
            model="\Barba_Bama_Config\Poster_01_Fd.p3d";
            icon="";
            posterSize=2;
            hiddenSelections[]=
            {
                "camo"
            };
            hiddenSelectionsTextures[]=
            {
                "\Barba_Bama_Config\Textures\negra.paa"
            };

    };

     

    then I put the object in the editor and try to make it reproduce an image:

     

    Monitor1 setObjectTextureGlobal [0, 'Medidor0.paa'];

     

    but it doesn't show me the picture, what is missing? please help

     


  4. In this second tutorial video for the SSBN 731 Ohio class submarine mod, we will be covering the missile tube system, the safety procedure and launching the missiles at targets. If you would like to see more of these videos, you can subscribe to the channel. Or you can keep up to date on our workshop page as we will post the links and updates there. If you have any question about the mod you can ask them on our workshop page.

     

     

     

    • Like 1

  5. Hace 3 horas, pierremgi dijo:

    jajaja, rara vez escribo para cámaras ... 2017 fue mi último.

     

    Bueno, antes que nada, espero que alguien más responda, con términos exactos.

     

    En mi opinión, no hay tanta restricción para el número de cámaras. Supongo que su FPS se desplegará con PIP. Un promedio de 4 no debería afectar demasiado el hardware actual.

    Para la distancia, puede apuntar a lo que desee (si existe), pero la representación en pantalla estará limitada por la configuración de video (distancia máxima para objetos). Puede codificar eso para un servidor (como máximo), pero cada jugador tendrá una limitación más con su propia configuración de tarjeta.

     

     @pierremgi However, something strange is happening, after a period of transmission the screens turn black and no longer transmit the image, why is this happening?


  6. 5 minutes ago, pierremgi said:

    lol, I rarely script for cams... 2017 was my last one.

     

    Well, first of all, I hope somebody else will answer, with exact terms.

     

    On my mind, there is not so much restriction for the numbers of cameras. Your FPS will drop down with PIPs I guess. An average of 4 shouldn't impact too much current hardware.

    For the distance, you can target what you want (if exists), but the rendering on screen will be limited by video setting (max distance for objects). You can code that for a server (as max) but each players will have one more limitation with their own card setting.

     

    Now I understand, I will review that and do the necessary tests, thank you for your time, sir @pierremgi :)


  7. 2 hours ago, pierremgi said:

    Si podemos adivinar que vistaentrada y vistaAfuera son dos pantallas, cam01 es ... un objeto, cam03 un UAV, así que pruebe:

     

    if (isServer) entonces {
      _cam = 'camera' camCreate [0,0,0];   
      _cam cameraEffect ['interno', 'Atrás', 'piprendertg'];
      _cam camSetTarget cam03;
      _cam attachto [cam01, [0,0,0.1]];     

      vistaentrada setObjectTextureGlobal [0, '# (argb, 512,512,1) r2t (piprendertg, 1)'];
     
      _cam_03 = 'cámara' camCreate [0,0,0];
      _cam_03 cameraEffect ['interno', 'Atrás', 'uavrtt'];

      _cam_03 camSetTarget cam01;
      _cam_03 attachTo [cam03, [0,0,2.33]];
      vistaAfuera setObjectTextureGlobal [0, '# (argb, 512,512,1) r2t (uavrtt, 1)'];


    _cam camCommit 1;
    _cam_03 camCommit 1;
      };

     

    Ahora cam01 seguirá a cam03 (UAV) y cam03 seguirá a cam01.
     

     

    ohhh mister @pierremgi What a pleasure to talk to you again, hehehe, you helped me a lot with my project, currently I am still improving it, I invite you to try it.

     

    https://steamcommunity.com/sharedfiles/filedetails/?id=2107281042

     

    regarding the cameras, is there the possibility of having more than two cameras? I was thinking of having 5 cameras, but I have some doubts about that, what does this mean piprendertg and uavrtt? and can I have this repeated for other cameras? or must they be different?


  8. Hi guys, how are you? I have a problem, I am trying to create two cameras for each screen each, but when I try, they both show the same screen despite the fact that I am placing the screens separately, what is happening, I am using the following code:

     

    scripts1:

     

    [[],"camara1.sqf"] remoteExec ["BIS_fnc_execVM",0];

     

    vistaentrada setObjectTexture [0, '#(argb,512,512,1)r2t(piprendertg,1)'];
     
    cam = 'camera' camCreate [0,0,0]; 
    cam cameraEffect ['internal', 'Back', 'piprendertg']; 
     
    for '_i' from 1 to 2 do {   
    CAM attachto [cam01,[0,0,0.1]];    
    CAM setVectorDirAndUp [[-3.0,1.35,109.8],[-10.9,84.04,14.99]];   
    };

     

    scripts2:

     

    [[],"camara2.sqf"] remoteExec ["BIS_fnc_execVM",0];

     

    vistaAfuera setObjectTexture [0, '#(argb,512,512,1)r2t(uavrtt,1)'];

     

    cam_03 = 'camera' camCreate [0,0,0];
    cam_03 cameraEffect ['internal', 'Back', 'uavrtt'];

     

    for '_i' from 1 to 2 do {   
    CAM_03 attachto [cam03,[0,0,2.33]];    
    CAM_03 setVectorDirAndUp [[12.0,1.35,-80.8],[-5.9,84.04,24.99]];   
    }; 

     

     

     


  9. On 1/6/2020 at 21:35, PuFu said:

    ¿Qué cabañas has hecho en ese edificio?

    I have followed all the steps of other building models, putting their characteristics in the config.cpp, and the LOD characteristics in the object buider, such as LOD geometry, class house properties, everything, I do not understand how the water still gets


  10. Hi guys, how are you? I would like to ask something that is happening to me, recently I created a building with all its characteristics in the config, but strangely, when it rains the water passes through the building and it is as if it had no roof, what am I doing wrong? Thank you


  11. 20 hours ago, Jackal326 said:

    I've been using Mikero's Tool suite for what feels like decades so can't really offer much help with regard to Addon Builder. However I would assume it produces some form of log or error report for each pbo it compiles.

     

    I've just tried booting up Addon Builder and at the bottom of the tool is a button marked 'Logs'. I assume that takes you to where any logs are generated when issues are found creating the addon (i.e. issues during the binarization process). Mine just opened My Documents (but maybe that is where it saves the logs).

    thanks friend I just saw it and yes, it showed me the error log that there are, there are several, I must see how to fix them


  12.  

    3 hours ago, Jackal326 said:

    No, binarize no está " rompiendo"  su modelo, el modelo está roto para empezar (de lo contrario, Bianrize sería correcto y sin mensajes de error). Hay un problema con su modelo, model.cfg o config.cpp / bin para que Binarize lo " rompa"  .

    I understand friends, is there somewhere where I can see the error messages? I'm binarizing with Addons builder


  13. 11 hours ago, Dedmen said:

    ¿Qué? ¿Quieres un archivo más grande lleno de basura?

    Supongo que el peso es una traducción incorrecta.

    los p3d no están realmente ... comprimidos, algunas partes allí, pero el archivo en sí no. ¿Cual es tu intencion?

    thanks for answering my friend, if I know that the question sounds somewhat logical, what happens is that I binarize a p3d model that I am doing and when I put it in the game it gives errors, but when I use it without binarizing it works without problems, then I thought it was understanding the binarization process that causes it to lose some LOD characteristics


  14. ?imw=637&imh=358&ima=fit&impolicy=Letter

     

     

    Ship Submersible Ballistic Nuclear, this ship recreates a simulation of underwater navigation, armed with torpedoes, missiles, cruise missiles and nuclear missiles, prepared for naval combat and supporting the ground infantry.


    Features available in this version ALPHA 2.1.1:


    Crew and Command

    Propulsion engines shaft and Helix

    Atomic or Nuclear Energy (available in next versions)

    Reactors (available in next versions)

    Electric or Electric Energy (available in next versions)

    Batteries

    Mechanical or Diesel Energy

    Snorkel System

    Gas combustion discharge system

    Replenishment

    Applicable maneuvers

    Possible Threats

    Enemy Strategies

    Individual and group offensive tactics of enemy vessels

    radial assistance system between enemy vessels, when one is attacked, nearby vessels will help

    missile cruises support of enemy vessels requested by enemies on land (available in next versions)

    Nuclear missile support of enemy vessels requested by enemies on land (available in next versions)
    Control compartments and electrical panels

    Depth chargue

    Unguided torpedoes

    Guided Torpedoes System

    Unguided Missiles

    Guided Missile System

    Aerial objectives (available in next versions)

    Nuclear missiles (available in next versions)

    Possible Complications

    Repairs (available in next versions)

    Auxiliary Electrical System

    Medical area (available in next versions)

    Sonar Manipulation and Communications

    Sonar Passive (available in next versions)

    Sonar Active

    Tracking System

    Threat Proximity Sensor

    Countermeasures

    Radial Silence System

    Enemy ships use radial silence maneuvers to hide from the radars

    Communications with Ground Bases or other Allied Vessel (available in next versions)

    fax delivery system for communication (available in next versions)

    Radio buoy (available in next versions)

    Fire in Compartments (available in next versions)

    Nuclear Safety (available in next versions)

    Engine repairs (available in next versions)

    Pressure for crushing depth

    Anticollision Reader

    Auxiliary Oxygen System

    Maximum Silence Maneuver

    State of Absolute Silence

    System of enemy naval convoys (available in next versions)

    Hydrophone system, to distinguish the emanating noise of each type of enemy craft (available in next versions)

    mini-submarine for deep deployments (available in next versions)

    Scanner drone system to be deployed on surface (available in next versions)

    Crush depth system for diver players

    Attack of Mortars Enemy Ships

    Manual torpedo system straight line path (available in next versions)

    Eye contact system from the periscope with the laser marker (available in next versions)

    Missile interception system

    Program start for Acoustic Warfare Analyst (available in next versions)

    passive sonar for cargo and transport ships, if they are in danger they will call reinforcements (new)

    display camera system in the ship tower for the control room (new)

    Launch tube system for missiles (new)






    HOW TO USE:

    -open editor

    -Select blufor and Barba Submarines

    -place the submarine in an area of the sea where it is deep (at least 25 meters)

    -do not place crew in the Ship

    -start the mission the submarine needs 2 to 3 minutes to charge when the mission starts, when it is ready it will launch a sonar pin indicating that the main hatch locks can now be removed

    -climb into the hull of the ship and open the hatch and enter

    -close the hatch from the inside if you need to submerge the ship

    -Enemy ships must be from OPF factions, if you want to use ships from other factions make sure to put OPF crews on them

    the rest of the indications are in the youtube video tutorial we highly recommend that you watch it to operate the ship

    Procedures and requirements for the use of missile tubes

    - the ship's power must be on
    - each missile must be activated from the tube that protects it, the crew must open the side door of the tube and activate the panel that contains the missile
    -the tube side door must be closed
    -the outer door of the missile tube must be open
    -the missile could be fired from the weapons control room following the instructions shown on the screen




    CURRENT LIMITATIONS

    -The radar of the submarine for now can only have one enemy naval vessel per class, that is, if it places 2 cargo ships of the same class it will detect one at a time, once the first one is sunk, reactivate the search system and there will be the next.
    The case similar to warships, if you place two equal warships it will detect one at a time, in the case of a warship and a cargo ship, it will detect both because they are two different classes


    -Enemy ships must be placed in the Eden editor, if you want to place them with zeus you must do it before starting the submarine


    -We are working on this limitation to optimize it in future updates.


    -If you place a ship and the sonar system can't find it, please inform us


    -The visualization cameras in the control room are in version 0.2, they still present details during their use, such as transmission delay in seconds sometimes, (you can correct these delays by rectifying the executed action)




    IMPORTANT NOTES:

    1) it is important that you watch the video tutorial, it explains step by step how to use the ship

    2) if you have the USS Alabama version checked in your set mods of your launcher, you must uncheck it and also uncheck the ZNV Complement

    3) if you want to edit the missions with the ship should be the following information:
    If you are inside the ship, and you close your EDEN server, your editor will remain dark, To solve it go to tools,
    and press the camera, Then press escape and close your Splendio camera.

    4) In the current version only diesel engines can propel the ship

    5) there are some current differences when running the submarine on a host server with players to a dedicated server with players, currently the submarine is working better on dedicated servers than on hosted servers, we are working to reduce the differences




    Credits & Thanks:

    Special thanks to the Mr. Stick_Hogue, for making the ship's motion programming engine.



    HELP:

    If you have any problem please let us know in the comments, we are here to help, greetings to all.




    Report an error:

    Due to the number of characteristics, our team has a hard time finding any hidden errors, please inform us to be aware and work to fix it.




    soul is in steel



    subscribe:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2107281042

    or

    http://www.armaholic.com/page.php?id=36097

     

     

    this ship requires the navigation tools here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=2107234658

    or

    http://www.armaholic.com/page.php?id=36096

     

     

     

     

                                                                                                                                                               soul is in steel

     

    • Like 8

  15. On 16/5/2020 at 15:19, EO said:

    PboProject de las Herramientas de Mikero podría ser el camino a seguir.

    Friend, I would like to ask you if that program blocks the object buider when someone tries to open it? why binarize with the addons builder but i can still open the p3d normally in the object builder

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