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Paint Cinder Walls #1314

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Blijfiguurpaul opened this issue Jun 5, 2014 · 9 comments
Closed

Paint Cinder Walls #1314

Blijfiguurpaul opened this issue Jun 5, 2014 · 9 comments
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@Blijfiguurpaul
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We all know what a cinder wall looks like, its an gray, maybe ugly, wall.
Perhaps, if there was something like paint...

My idea ie, you can buy 'paint' for a couple of gold at the trader, you go to your base and you scroll on your cinder wall, and you can upgrade it, for example, to a red cinder wall, or maybe green, ir even pink.

I think this delivers a better end game, and allows users to vustomize their bases even more.

@jessestricker
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I love this idea!! Maybe add also dark green, brown and eventually camo paint.

I would price them by there ability to hide the base.
Camo paint should be the most expensive,
then dark green, brown, (dark blue), beige,
and then orange, red, yellow, (white).

I don't know if paint should be appliable to wood parts, this could be another argument for using cinder block parts.

@justchil
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justchil commented Jun 6, 2014

This is an awesome idea! Hope it can be done.

@vbawol vbawol added this to the 1.1 milestone Jun 10, 2014
@Wargog
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Wargog commented Jun 16, 2014

This would actually be easy to add, if someone could make new textures fro the walls we could get them in the configs

@vbawol
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vbawol commented Jun 16, 2014

This is marked for 1.1 should someone want to make a pull request at some point we will add it.

@Wargog
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Wargog commented Jun 16, 2014

Alright, make the textures I'll work on the configs, also I won't forget to include them :P

@Windmolders
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This should be doable with setObjectTexture? but it seems the "vehicle" does not support this ^^

Anyways of chaning that? (config related i guess)

@Wargog
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Wargog commented Oct 1, 2014

It would be helpful if I can get the unbinarized PSD files @vbawol

@raymix
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raymix commented Oct 1, 2014

@raginruffalo you don't really need unbinarized textures as .paa files are still accessible and can be converted. However I don't believe that p3d files used for walls has hidden selections enabled, so that's the main issue. Doubt sequisha will be willing to share p3d (he refused me twice on stream, heh), but we could at least ask him to modify original files. Which means painting walls will be only available AFTER 1.0.6 and IF he agrees to do this. There is no other way around this, init field for object won't work, paths to textures are hardcoded inside p3d.

Hiddenselections enables changing textures trough init field, as well as adding multiple CfgVehicles entries reusing same model, but with different textures and classnames (see my interior repo for example)

or... ofc just create your own walls from scratch with "proper" dimensions that supports snap building, too (current buildables were not designed for snap).

Other than that ... if none of mentioned above is done, this issue/milestone can be simply closed.

@AirwavesMan
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I love the idea but unfortunately we need access to the p3ds to realize any of those ideas. It looks like hiddenselections are not actived on those models and do not work so far. I will close this for now and will reopen it later if we really can get into this.

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