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Custom Materials for tagging #6704
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ah crap. the model cfg's belong into armake pr. |
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For some reason the ace action doesn't do anything when I pack unbinarized. Ohh... I probably just don't have uniqueUnitItems yet, If that's not released yet. |
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need to handle materials in fnc_quickTag.sqf
if !(_possibleTags isEqualTo []) then {
private _availableTags = _possibleTags select {(_x select 2) in (_unit call EFUNC(common,uniqueItems))};
(selectRandom _availableTags) params ["", "", "_textures", "", "_materials"];
private _styleIndex = floor random count _textures;
[_unit, (_textures param [_styleIndex, ""]), (_materials param [_styleIndex, ""])] call FUNC(tag);
};
Linking textures and materials like this makes more sense to me than picking 2 at random,
but either way should be ok
Didn't want to use floor random count because.. YUCK. Might be a problem? QuickTag line 39 has the
It might be plain required for some tags to have matching materials. For example if you wanna use normalMaps too. It's look weird when they don't match. |
problem with |
okey yeah didn't think of that. But we still only want to select matching ones if they have the same size. With your above solution it would be possible to associate a texture with no material. But it wouldn't be possible to just have one texture with many random materials. |
* Allow custom materials for tags * Fix quickTag * More betterer
Allows to use custom materials (rvmat) for tag's.
Adds additional "materials" array to the config.
When there are the same number of materials as textures, it will select a random texture and the corresponding material. If the numbers are different it will select random texture and random material.
Allows for things like this:
Glow-in-the-dark tags.
Next question would be if we also want to directly implement a glow-in-the-dark spraycan directly in ACE.