konyo 14 Posted April 7, 2011 Im trying to get a white texture on the A319 at the moment but im having some trouble. With the rvmats defined on the model when i previw in buldozer the texture is not a white colour, instead its a kind of dull gray colour.. but if i remove the rvmat it shows up white, but then i loose all the detail? Dose anyone know how to get it white with the rvmats? regards, konyo Share this post Link to post Share on other sites
roberthammer 582 Posted April 7, 2011 hmm , show some pics and rvmat settings too Share this post Link to post Share on other sites
konyo 14 Posted April 7, 2011 hmm , show some pics and rvmat settings too Sure :) Here you go: Share this post Link to post Share on other sites
roberthammer 582 Posted April 7, 2011 (edited) you are not using SMDI? also try Super shader http://community.bistudio.com/wiki/Super_shader Edited April 7, 2011 by RobertHammer Share this post Link to post Share on other sites
Baraka 10 Posted April 7, 2011 Why are there 2 _NOHQ´s? It´s the same .paa so maybe that´s the proplem. Try it with an one-colour _smdi to in your specular stage. Just for a test. Share this post Link to post Share on other sites
konyo 14 Posted April 7, 2011 you are not using SMDI? also try Super shader http://community.bistudio.com/wiki/Super_shader Ok sorry for being sounding nooby but is SMDI another type of texture to define in the rvmat file? And I'll try using the super shaders. Why are there 2 _NOHQ´s?It´s the same .paa so maybe that´s the proplem. Try it with an one-colour _smdi to in your specular stage. Just for a test. Hmmm, I don't know why there are 2 NOHQs, its my 1st time usig rvmats so changed the original a319 to match it's static model. Will try this later though Share this post Link to post Share on other sites
roberthammer 582 Posted April 7, 2011 (edited) Try this example ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="ca\weapons\data\aimpoint_NOHQ.paa"; uvSource="tex"; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)"; uvSource="tex"; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; }; class Stage4 { texture="#(argb,8,8,3)color(0,1,1,1)"; uvSource="tex"; }; class Stage5 { texture="ca\weapons\data\aimpoint_SMDI.paa"; uvSource="tex"; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.36,1.22)"; uvSource="none"; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource="none"; }; Of course rename those paths and files SMDI is specular map used in arma 2 Edited April 7, 2011 by RobertHammer Share this post Link to post Share on other sites
konyo 14 Posted April 7, 2011 Try this example ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="ca\weapons\data\aimpoint_NOHQ.paa"; uvSource="tex"; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)"; uvSource="tex"; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; }; class Stage4 { texture="#(argb,8,8,3)color(0,1,1,1)"; uvSource="tex"; }; class Stage5 { texture="ca\weapons\data\aimpoint_SMDI.paa"; uvSource="tex"; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.36,1.22)"; uvSource="none"; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource="none"; }; Of course rename those paths and files SMDI is specular map used in arma 2 do I put that code in the rvmat file? Or a sperate one then path it to the rvmat? Will have to try it tomorrow when I finish work, so will post back then Share this post Link to post Share on other sites
roberthammer 582 Posted April 7, 2011 (edited) that code paste into your rvmat and those lines with NOHQ , SMDI change those paths to proper paths of your textures and i think you must create the smdi file - look at this old tutorial ftp://ftp.armedassault.info/armad/docs/LS_Normal_Specular_Mapping_Tutorial.pdf Edited April 7, 2011 by RobertHammer Share this post Link to post Share on other sites
konyo 14 Posted April 7, 2011 that code paste into your rvmat and those lines with NOHQ , SMDI change those paths to proper paths of your textures and i think you must create the smdi file - look at this old tutorial ftp://ftp.armedassault.info/armad/docs/LS_Normal_Specular_Mapping_Tutorial.pdf Ok thanks, will post back here tomorrow with the results :) Share this post Link to post Share on other sites
PuFu 4600 Posted April 7, 2011 do I put that code in the rvmat file? Or a sperate one then path it to the rvmat? Will have to try it tomorrow when I finish work, so will post back then you can open rvamts with A2 material editor or as text (with your favourite text editor - notepad++) Share this post Link to post Share on other sites
max power 21 Posted April 7, 2011 There's a feature in the rvmat editor that allows you to edit-as-text. You'd make a new file or replace the current one with that map. The problem you're having is not the shader you're using. You're using a normalmapspeculardimap (nohq+smdi) type, but you're defining two normal maps in the passes. In the normal map, the red and green channels are usually mostly 50% grey, and the blue channel is usually mostly white. Since the smdi map uses the green channel as a specular map and the blue channel as a gloss map, I'd wager that your dull aircraft is on account of the low values in your specular map channel. The super shader is the way to go anyways. It will give you a nice environmental reflection for your aircraft. For the maps you don't have (the shader has passes for normal map, smdi map, detail map, macro map, ambient shadow map), there is a procedural colour chooser for when you're selecting your map. Choose the one that corresponds to the map you're using (for instance, as for ambient shadow map). Share this post Link to post Share on other sites
konyo 14 Posted April 8, 2011 (edited) Ok, well ive re done the SMDI and NOHQ retexture and got 2 different results from one supershader, and one non supershader. The one i edited to use supershader, when i loaded it in Buldozer the whole plane was black colour :confused: Dont know what happend there, this was the config i was using for it : ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.69999999,0.69999999,0.69999999,1}; specularPower=180; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="kyo_Hostage_A319\Textures\Data\Fuse1_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; Filter="Trilinear"; }; class Stage2 { texture="kyo_Hostage_A319\Textures\Data\Fuse1_SMDI.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; Filter="Trilinear"; }; And the one i didnt use supershader for but just refined the SMDI file inside instead of having 2 nohq textures had a kind of chrome gray colour lol, Click here for the picture. Any ideas of whats happening now? Sorry to be a right pain :o EDIT : Just put the original rvmat back in and removed one of the 2 NOHQ files so now its only using one, and its a better colour white now that don’t look grey :) Edited April 8, 2011 by konyo Share this post Link to post Share on other sites
roberthammer 582 Posted April 8, 2011 (edited) konyo - LOL , use my example ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="kyo_Hostage_A319\Textures\Data\Fuse1_NOHQ.paa"; uvSource="tex"; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; }; class Stage4 { texture="#(argb,8,8,3)color(0,1,1,1)"; uvSource="tex"; }; class Stage5 { texture="kyo_Hostage_A319\Textures\Data\Fuse1_SMDI.paa"; uvSource="tex"; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.36,1.22)"; uvSource="none"; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource="none"; }; Your problem is - you got wrong written rvmat to use super shader Edited April 8, 2011 by RobertHammer Share this post Link to post Share on other sites
konyo 14 Posted April 8, 2011 (edited) konyo - LOL , use my example ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="kyo_Hostage_A319\Textures\Data\Fuse1_NOHQ.paa"; uvSource="tex"; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; }; class Stage4 { texture="#(argb,8,8,3)color(0,1,1,1)"; uvSource="tex"; }; class Stage5 { texture="kyo_Hostage_A319\Textures\Data\Fuse1_SMDI.paa"; uvSource="tex"; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.36,1.22)"; uvSource="none"; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource="none"; }; Your problem is - you got wrong written rvmat to use super shader Ohh all of it, I took the stages 3 out as there were defended colours in o2 so though it was taken out another Addon so changed it to match mine lol. But yeah works fine, got a nice shine to it now but had to remove texture 7 as its the landrovers. Left it blank? :) Thanks RobertHammer :) Edited April 8, 2011 by konyo Share this post Link to post Share on other sites
roberthammer 582 Posted April 8, 2011 texture at Stage7 is the reflection map , why you want to remove it? Share this post Link to post Share on other sites
konyo 14 Posted April 8, 2011 Because when I loaded it into bulldozer it said could not find texture? Share this post Link to post Share on other sites
roberthammer 582 Posted April 8, 2011 (edited) Because when I loaded it into bulldozer it said could not find texture? Download the file http://www.mediafire.com/?wygarh23870vbw6 and then paste into your folder and then rename the Stage7 texture path Like this texture = "kyo_Hostage_A319\Textures\Data\env_land_co.paa"; Edited April 8, 2011 by RobertHammer Share this post Link to post Share on other sites
konyo 14 Posted April 8, 2011 Download the file http://www.mediafire.com/?wygarh23870vbw6 and then paste into your folder and then rename the Stage7 texture pathLike this texture = "kyo_Hostage_A319\Textures\Data\env_land_co.paa"; Ahh yes all done now, see the reflection of the landscape on the skin :) Thankyou for all your help :) Share this post Link to post Share on other sites
roberthammer 582 Posted April 8, 2011 no problem ;) Share this post Link to post Share on other sites