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clawhammer

Strange bug with the Squad.xml Logo on infantry :(

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I found a strange issue with the sfs iam currently playing with:

arma2OA20100808201309352e9fa380jpg.jpg

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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