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Thread: Road Painter 2

  1. #21
    Ok, and another possibility if the scripts in buldozer don't work perhaps also not possible, but it came to my thoughts:
    perhaps it is possible to change the .xyz heighmap files out of your script, since they are only textfiles??

    just another thought


    Wessix

  2. #22
    Quote Originally Posted by Homer Johnston View Post
    I would gladly make it for Buldozer, but I'm led to believe that dialogs (i.e. a custom UI) and maybe handling SQF scripts are not possible with it. I haven't actually investigated it and I could be wrong... If there is any documented info which might suggest it's possible, I'd love to find it!
    While watching your original thread unfold the other week I felt you should be doing this for buldozer instead too.
    And, like you I wasn't sure that scripting etc. would be supported well while running in buldozer mode.
    So, a few weeks back I did a couple of limited tests. Well, I sorta only did 1 & half tests.
    In Buldozer when you hit F1 you get the plain unadourned game 'Options' menu. I modified the Rsc in the P:\bin folder to have an additional button that launched Gaia's debug console.
    This worked fine. The debug console was entirely functional. I could run scripting commands like 'createVehicle' for instance.

    So...Yes, you can run .sqf & do a customized user interface for buldozer. But, of course you won't be able to 'play' a character model for instance. And, scripting commands that are simulation centric would be problematic. Oh, and I'm not sure about 'mouse' related scripting in the context of buldozer-mode. You'll have to test that yourself. If you're inclined to go down this route that is.


    I'm not much up on the UI side of modding. But, if you can get your scripts to 'fire' keypresses on the buldozer controls for moving the terrain up and down then those alterations will instantly feed back into visitor3.

    Of course the roads you 'paint' (like when your in mission-mode in your current effort) will only exist for the duration of running buldozer and will not feed back into visitor3.
    However, you should be able to run Jaynus' ArmA2Lib tool with buldozer and save/load persistent data to disk while you're in buldozer.
    Then shut buldozer and flip back to V3 and import that text file - instant V3 road and/or placed building/tree etc....

    Food for thought eh?
    Last edited by Synide; Dec 22 2011 at 23:22.
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  3. #23
    Staff Sergeant Homer Johnston's Avatar
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    Very ingenious Synide... hm, If enough of the scripting and dialog features work in buldozer, and if we can use the sleep and copyFromClipboard commands in a visitor script... a visitor script could theoretically loop, acting as a pipe from Buldozer into Visitor. I think just about anything would be possible then... these are very big "Ifs"!
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  4. #24

  5. #25
    Sergeant Major Old Bear's Avatar
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    I am wondering ... I am dreaming of a tool allowing to lay railways tracks as we are laying roads in your marvelous "Road Painter" tool.

    I am dreaming of a tool to lay rivers as well.
    Of course, we will need an addon featuring straight and curved parts !

    Do you think such enhancements are conceivable ?

  6. #26
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    @ Old Bear: I've seen some guys making rivers over a plain surface with roads set to absolute height to -1 meter (in example) and then applying smooth roads script... I know it's a trick but may work



  7. #27
    Sergeant Major Old Bear's Avatar
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    @Robster : Thanks. I am already using "roads" in various undocumented ways on my maps, for example to get navigable rivers as well as building small islets as on Tigeria island.

    What I mean in my "dream" is to have a way to lay river as we are laying roads so we can have rivers not made from sea water nor from BI ponds objects, so we can get rivers in hills without the side effects the ponds objects are producing.

  8. #28
    Staff Sergeant Homer Johnston's Avatar
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    Hmm, after a small amount of testing I've discovered:
    1) the "map" control seems to crash buldozer (expectable, I guess)
    2) buldozer doesn't seem to support pictures in the dialog

    Assuming I don't run into any further issues, technically I could port the tool into Buldozer without either of those... but it's seeming like an even bigger hack-solution than my current method :\

    Railway tracks are something I didn't think of, I don't know why they wouldn't be possible... but stations and other interchanges might have to be done manually. I'm not sure what railway objects are available. I'll have to look into it after I get this smoother done. Speaking of which, I've managed to fix it up the algorithm a little more; it blends with terrain correctly now. I have to develop the GUI/in-out side of it next, then I'll be able to post another update.

    I think I'm going to start work on a new little .exe program as I had in the original tool for supporting file in/out with ArmA. If possible, I'll probably look into hooking depbo.dll onto it to load info from PEW files... Mikero, if you read this, I might have to get in contact with you in the new year. I'll be exploring the depths of your dev-heaven page and documentation for a bit...
    Last edited by Homer Johnston; Dec 27 2011 at 19:57.

  9. #29
    Homer, are you running the actual ArmA2OA exe as your buldozer viewer?
    Just wondering if that would work with ALL features .......

    Yes .... Railroads! Of courses! Yeh, just the straight bits would be great.

  10. #30
    any news about the Project?

    any possibility to support you?

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