Stiltman 3 Posted January 17, 2012 Hey, im having this issue i cant seem to figure out, been testing alot of things and gone through all pages of the editing forum here :) problem is that when in cargo of the vehicle the sun glare is going through the body and blinding you, also things in the cargo feel unusually bright, and when going to third person outside everything is really bright before it adjusts. any thoughts? Share this post Link to post Share on other sites
soul_assassin 1750 Posted January 17, 2012 Did you make a ShadowVolume - Cargo lod? It should contain just a box that encloses your whole interior geometry. Share this post Link to post Share on other sites
Stiltman 3 Posted January 17, 2012 yeah, shadowVolume - view cargo is there with a big box that is bigger than the interior. ---------- Post added at 06:29 PM ---------- Previous post was at 06:13 PM ---------- hmm, unsure if this fixed it or not. but i had a look at the "view - cargo - geometry" lod, and it was exactly the same in my model as the "shadowvolume - view cargo", (big square hard edge) so i tried copy parts of the view geometry to the view cargo one, not entirely sure but feel like the "seethrough sun" is gone. white parts inside the cabin still shine bright like they were affected by sunlight though and exiting or 3rd person is really bright before adjusting. could the "view - cargo - geometry" have made the issue of the sun? Share this post Link to post Share on other sites
max power 21 Posted January 17, 2012 Are the normals of the shadow volume perhaps oriented in the wrong direction? Share this post Link to post Share on other sites
ProfTournesol 956 Posted January 17, 2012 And the "always in shadow" settings of the vertices isn't available anymore in the new version of O2 ? Share this post Link to post Share on other sites
max power 21 Posted January 17, 2012 I think that governed vertex lighting not shadow casting or 'light blocking'. Share this post Link to post Share on other sites
ProfTournesol 956 Posted January 17, 2012 I think that governed vertex lighting not shadow casting or 'light blocking'. Yep but that's how i understood this : white parts inside the cabin still shine bright like they were affected by sunlight though and exiting or 3rd person is really bright before adjusting. I might be wrong though. Share this post Link to post Share on other sites
max power 21 Posted January 17, 2012 I see what you mean. He can adjust the lighting in the rvmat since those vertex properties are no longer available. Share this post Link to post Share on other sites
ProfTournesol 956 Posted January 17, 2012 I see what you mean. He can adjust the lighting in the rvmat since those vertex properties are no longer available. Ah ok, so it has changed. Thanks. Share this post Link to post Share on other sites
soul_assassin 1750 Posted January 17, 2012 question copied to: http://armastack.info/index.php/discussions/viewcargo-problem-with-sun please reveal your solution once it is found! Share this post Link to post Share on other sites
Synide 0 Posted January 19, 2012 any thoughts? In your 'ShadowVolume - View Cargo' LoD does it have double-sided poly's, triangulated, with all sharp-edges? In your 'View-Cargo' LoD what are the details of the .rvmat(s) (if any) you have mapped to the inside? Share this post Link to post Share on other sites
Stiltman 3 Posted January 19, 2012 the 'ShadowVolume - View Cargo', i made it same way you make any shadow lod, also tried copying one straight off the A1 sample model strykers, still same results. although i have tried a bit diffrent rvmats, this is the current and first used rvmat for the interior. 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=76; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="sam_amv\data\kto_in_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="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="sam_amv\data\kto_in_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="sam_amv\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