nzdfcrash 33 Posted July 4, 2011 I have this issue on 3 vehicles ive been working on where the glass rvmats are working perfectly yet the rvmats for say the side of the vehicle dont show or are really weak. Down below is an example of one of rvmats at cause, Nohq, smdi and as textures are fine as far as i can see with no alpha channels and are fairly clean ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={0.75,0.80000001,0.69999999,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="anzac_utility_u1700_t\tex\mog_side_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="anzac_utility_u1700_t\tex\mog_dt.paa"; uvSource="tex"; class uvTransform { aside[]={3,0,0}; up[]={0,3,0}; 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="anzac_utility_u1700_t\tex\mog_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="anzac_utility_u1700_t\tex\mog_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(0.92,0.95)"; 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}; }; }; Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 4, 2011 You might need StageTI class. Share this post Link to post Share on other sites
STALKERGB 6 Posted July 4, 2011 Out of interest, do you binarize the PBO when you test it? IIRC BinPBO binarizes RVMATs which can break them... Share this post Link to post Share on other sites
nzdfcrash 33 Posted July 4, 2011 yep i always binarize. Will try altering binpbo when i get home from work tonight as this has only started happening since i last formatted. Ti tex will be added once i sort out the main rvmat/s. Share this post Link to post Share on other sites
Binkowski 26 Posted July 4, 2011 i used to have an issue with rvmats and binpbo back in arma1. the way i fixed it back then (and the way i still do it) is in the options of binpbo there should be a list at the top. i don't remember what it's called off the top of my head, but it has a bunch of files there that look like this *paa; (just an example). well, at the end of that i added *.rvmat; and the problem was fixed back then. i haven't changed that since. Share this post Link to post Share on other sites
STALKERGB 6 Posted July 5, 2011 yeah the list is of things that BinPBO should copy across directly rather than binarize, if you do as bink says then it'll just copy over the rvmats and they should work fine. Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 5, 2011 Yeh, I too like everyones been doing that ever since the tools first came out (well..... nearly everyone ;) ) But what I dont understand is why BIS didn't add it themselves to the tool set install, even after patches and updates to the tools have happened ..... ? And because they didn't its always suggested to me that we're doing something fundamentally wrong with our RVMATS that BIS has failed to mention ....... ...... or they're just slack on fixing ! :D Share this post Link to post Share on other sites
STALKERGB 6 Posted July 5, 2011 (edited) Gnat;1973833']Yeh' date=' I too like everyones been doing that ever since the tools first came out (well..... nearly everyone ;) )But what I dont understand is why BIS didn't add it themselves to the tool set install, even after patches and updates to the tools have happened ..... ? And because they didn't its always suggested to me that we're doing something fundamentally wrong with our RVMATS that BIS has failed to mention ....... ...... or they're just slack on fixing ! :D[/quote'] I believe Kegetys said (ages ago) that the RVMAT is "burnt" into the model, in a similar way to how a model.cfg is, so it could well be to do with that. Although bear in mind I may have mis-understood/remembered what he said! Either way, it's never worked for me unless I have added it to the copy directly list. I do recall that with my Irish units, some of the RVMATs worked while others didn't so maybe it half succeeded, I dunno... Edited July 5, 2011 by STALKERGB Share this post Link to post Share on other sites
nzdfcrash 33 Posted July 6, 2011 Ok its definately added in Binpbo yet i still have the same issue. Seems rather odd that its doing this when it hasn't in the last 3 years i've been using the tools. Share this post Link to post Share on other sites
max power 21 Posted July 7, 2011 Well, when I encounter weird problems I can't solve with rational problem solving, I export the model as a text file and reimport it into a new scene. What does the model look like in game? Just a diffuse texture with vertex shading or what? Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 7, 2011 one thing i've noticed are your stage 6 & 7 are non-conform to standard: class Stage6 { texture="#(ai,64,64,1)fresnel(0.45,0.2)"; uvSource="none"; }; class Stage7 { texture="ca\data\env_land_co.paa"; uvSource="none"; }; Share this post Link to post Share on other sites
nzdfcrash 33 Posted July 9, 2011 Heres the normals and other textures involved with the rvmat which may fingers crossed shed light on the issue http://www.gamefront.com/files/20533194/tex.7z Share this post Link to post Share on other sites
kuIoodporny 45 Posted July 10, 2011 http://dev-heaven.net/issues/22052 http://dev-heaven.net/issues/20455 looks similar? Share this post Link to post Share on other sites
nzdfcrash 33 Posted July 10, 2011 http://dev-heaven.net/issues/22052http://dev-heaven.net/issues/20455 looks similar? Damn near identical. FPDR Thanks bis (sarcasm) Share this post Link to post Share on other sites