Jantemplar 0 Posted October 27, 2010 (edited) Hey guys, Have been working on some super shader, but am now a little stumped. See Below! Caution, Above 100 kb What it looks like http://i264.photobucket.com/albums/ii191/Jantemplar/monarofail.jpg What its meant to look like http://i264.photobucket.com/albums/ii191/Jantemplar/monarofail2.png And the Rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0.25097999,0.25097999,0.25097999,1}; specularPower=40; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="DU_Monaro_Cop\Textures\nohq\MONARO_cop_basic_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="DU_Monaro_Cop\Textures\dt\Monaro_DT.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; 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="DU_Monaro_Cop\Textures\as\skin_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="DU_Monaro_Cop\Textures\smdi\MONARO_cop_basic_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(1.3,7)"; uvSource="none"; }; class Stage7 { texture="DU_Monaro_Cop\Textures\co\env_co.paa"; uvSource="none"; }; So yeah, its a bit weird, if you need any more info, post up, would be glad to get this fixed. Any help would be appreciated, Thanks, Jan. Edited October 27, 2010 by Jantemplar Share this post Link to post Share on other sites
roberthammer 582 Posted October 27, 2010 (edited) Hmm weird Try this rvmat of BIS Golf ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 0.41, 0.4, 1.0}; specularPower = 1000.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "ca\wheeled2\vwgolf\data\vwgolf_body_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 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, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "ca\wheeled2\vwgolf\data\vwgolf_body_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "ca\wheeled2\vwgolf\data\vwgolf_body_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0.65,0.06)"; uvSource = "none"; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "none"; }; On that pic looks like Nohq texture bug or SMDI Btw are you using TexView 2 ? If no try save all textures with it Edited October 27, 2010 by RobertHammer Share this post Link to post Share on other sites
[frl]myke 14 Posted October 27, 2010 IMHO it is a issue with detail maps (stage 2) and/or ambient shadow maps (stage 4). Try to set those to generic ARGB maps: class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.000000, 0.000000, 0.000000}; up[] = {0.000000, 1.000000, 0.000000}; dir[] = {0.000000, 0.000000, 0.000000}; pos[] = {0.000000, 0.000000, 0.000000}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1.000000, 0.000000, 0.000000}; up[] = {0.000000, 1.000000, 0.000000}; dir[] = {0.000000, 0.000000, 0.000000}; pos[] = {0.000000, 0.000000, 0.000000}; }; }; If it turns out to be one of those, you might have to rework your textures accordingly to solve the problem. Share this post Link to post Share on other sites
Jantemplar 0 Posted October 27, 2010 Myke;1777114']IMHO it is a issue with detail maps (stage 2) and/or ambient shadow maps (stage 4). Try to set those to generic ARGB maps:If it turns out to be one of those' date=' you might have to rework your textures accordingly to solve the problem.[/quote'] Tried this first, still did not work. It was really weird. Hmm weirdTry this rvmat of BIS Golf Code: ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 0.41, 0.4, 1.0}; specularPower = 1000.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "ca\wheeled2\vwgolf\data\vwgolf_body_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 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, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage4 { texture = "ca\wheeled2\vwgolf\data\vwgolf_body_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage5 { texture = "ca\wheeled2\vwgolf\data\vwgolf_body_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0.65,0.06)"; uvSource = "none"; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "none"; }; On that pic looks like Nohq texture bug or SMDI Btw are you using TexView 2 ? If no try save all textures with it Worked like a charm, Its weird, i compared it to mine, only different was Fresnel. Added in my bit, and it look like a charm. Thanks for all the help guys, first time that every happened. Anyway, heres how it turned out: http://i264.photobucket.com/albums/ii191/Jantemplar/Monaroawesome.jpg Share this post Link to post Share on other sites
max power 21 Posted October 28, 2010 It looks like there's a problem with the surface properties of your unit. It's probably the smdi map or normal map, but who knows without looking at it. Try setting your normal map and smdi map to some procedural defaults, and making sure the path to your environment map is correct. Stylistically, the values for your rvmat could be better for car paint. Ambient[]={1,1,1,1}; Diffuse[]={1,1,1,1}; ForcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]=0.5; specularPower=500; fresnel(0.65,0.06) These values would be better. Share this post Link to post Share on other sites