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Jantemplar

Super Shader, Weird effect

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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 by Jantemplar

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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 by RobertHammer

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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.

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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 weird

Try 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

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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.

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