FAT69 1 Posted March 8, 2012 could someone please explain why my custom trees turn black when i shoot at them? is it searching for a damage model or a decal, or does it need a lightmap? does it have something to do with the damage tree flag in the gem lod? the p3d is below the 1000 poly count so i don't use shadow volumes,but i have experiment with them, also with shadow volume 1000 lod wich is especialy for trees! it is selfshaded and casting shadow correctly this sounds stupid maybe but i'm gonna say it annyway the only thing i need is one unbinarized good working mlod example of a tree,and of we go,but no....lets keep it binarized so people can't learn from there experience! Share this post Link to post Share on other sites
bushlurker 46 Posted March 8, 2012 There's a sample LINDA model available HERE if it's of any help.... B Share this post Link to post Share on other sites
Sealife 22 Posted March 8, 2012 is it searching for a damage model or a decal, or does it need a lightmap? what material file have you got on the Firegeo lod ? with the whole tree turning black when shot sounds a bit drastic , trees are usually placed direct in Visitor and there class / dammage class etc placed in Geo Lod Have you made a config for this tree and if so what have you classed it has ? this chap did release some stuff about trees maybe he can help or has left some info http://forums.bistudio.com/showthread.php?104825-mikebart-s-Project-s Share this post Link to post Share on other sites
FAT69 1 Posted March 10, 2012 i don't have a material on the firegeo lod because i thought that wassn't Necessary,sorry but i'm not that experianced on the geometry lod i have renderflags map = tree CanOcclude = 0 class = tree Damage = tree below is a part of the class in config.ccp class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class Static : Land {}; class Building : Static {}; class NonStrategic : Building {}; class Fence : NonStrategic {}; class WireFence: Fence {}; class House: NonStrategic {}; class ViewTower2: House{}; class small_palm: ViewTower2 { model="\jurrasic_fauna\small_palm.p3d"; armor=2000; scope=2; VehicleClass="jurrasic_faunaVehicleClass"; displayName="small_palm"; icon = "\jurrasic_fauna\textures\icons\small_palm_icon_ca.paa"; mapSize = 8; i have tried different classes like class thing and building etc but nothing seems to solve the problem btw thanks for the quick reply guys :) and thanks for the example tree bushlurker ;) Share this post Link to post Share on other sites
bushlurker 46 Posted March 10, 2012 You don't need a config at all for trees... ... in the GeoLOD... canOcclude = 0 dammage = tree //TWO "m"'s map = tree class = tree shadow = hybrid sbsource = explicit preferShadowVolume = 0 frequent = 1 ...and optionally... placement = slope for the fireGeo - assign something like..... CA\data\penetration\foliage.rvmat B Share this post Link to post Share on other sites
Synide 0 Posted March 10, 2012 (edited) arrg, perpetuating the spelling mistake... the valid LoDProp 'damage' was added a long time ago... it should be used. damage=tree class=tree should be class=treesoft or class=treehard As Bush said, one of the 'foliage' like .rvmat's from 'ca\data\penetration' should be mapped to the 'foliage' topo faces in your FireGeo LoD. And, 'ca\data\penetration\wood.rvmat' (this is probably the more important one to specify) should be mapped to the trunk, stump & root faces. See, O2PE Manual for more information. Edited March 11, 2012 by Synide Share this post Link to post Share on other sites
FAT69 1 Posted March 11, 2012 Hey thanks guys,this is good info! i will alter my config and take a look at the GeoLOD,especialy the dammage flag ;) and assign something like you mentioned on the firegeo i'll let you know how it turns out ;) again,thanks very much you guys ---------- Post added at 18:31 ---------- Previous post was at 17:40 ---------- uhhh....guys,i don't have ca\data :s and i can't find it in my addon dir either in main arma2 so i don't know how to get to the rvmats you've metioned i know how to unpbo,but i it ain't there,how can i solve this ---------- Post added at 18:51 ---------- Previous post was at 18:31 ---------- sorry guys,i found them inside the Ca.pbo so ignore last reply ;) Share this post Link to post Share on other sites