clawhammer 10 Posted August 9, 2010 I found a strange issue with the sfs iam currently playing with: It happens after i applied the Termal Maps, all squad.xml logo's are now black O.o How can i fix it? What info you need? Here are some of my confs: armysf_at_acu.rvmat: class StageTI { texture="ArmySF\Textures\ACU\AT\armysf_at_acu_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.47999999,0.47999999,0.47999999,1}; specularPower=60.200001; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="ArmySF\Textures\ACU\AT\armysf_at_acu_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="ArmySF\Textures\ACU\AT\armysf_at_acu_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="ArmySF\Textures\ACU\AT\armysf_at_acu_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.7)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; armysf_at_wound1.rvmat class StageTI { texture="ArmySF\Textures\ACU\AT\armysf_at_acu_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="ArmySF\Textures\ACU\AT\armysf_at_acu_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="ArmySF\Textures\armysf_wound1_mc.paa" ; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="ArmySF\Textures\soldier_wound_as.paa" ; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="ca\characters\data\us_soldier_wound1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.7)"; uvSource="none"; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class CfgVehicles { class US_Delta_Force_EP1; // External class reference class US_Delta_Force_TL_EP1; // External class reference class US_Delta_Force_Medic_EP1; // External class reference class US_Delta_Force_MG_EP1; // External class reference class armysf_acu_at : US_Delta_Force_EP1 { vehicleClass = "USArmySFacuVehClass"; faction = "USArmySFFacClass"; displayName = "SF AT"; model = "\ArmySFASO\Models\ACU\armysf_acu_at.p3d\armysf_acu_Clawhammer.p3d"; portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca"; identityTypes[] = {"USMC_Glasses", "Head_USMC"}; faceType = "Man"; scope = public; nightVision = true; canCarryBackPack = 1; backpack = ""; camouflage = 0.6; // how dificult to spot - bigger - better spotable Icon = "\Ca\characters\data\map_ico\i_komandos_CA.paa"; weapons[] = {"M4A1_RCO_GL", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"}; respawnweapons[] = {"M4A1_RCO_GL", "M9", "NVGoggles", "Binocular", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio"}; respawnmagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203"}; class Wounds { tex[] = {}; mat[] = {"ca\characters\data\us_hhl.rvmat", "ca\characters\data\us_hhl_wound1.rvmat", "ca\characters\data\us_hhl_wound2.rvmat", "ArmySF\Textures\acu\GL\armysf_gl_acu.rvmat", "ArmySF\Textures\acu\GL\armysf_gl_wound1.rvmat", "ArmySF\Textures\acu\GL\armysf_gl_wound2.rvmat"}; }; }; Hope you can help me to fix that ;) THANKS! 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