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Fox '09

Shadows make diffuse invisible?

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Hi everyone, I've ran into a problem with my RVMAT.

class StageTI
{
   texture="ca\characters_e\us\data\tex1_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.35686275,0.35686275,0.35686275,0};
specularPower=1;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
   texture="foxus\foxus_specialforces_2005\data\sfod\sfod_05_gear4_nohq.paa";
   uvSource="tex";
   class uvTransform
   {
       aside[]={1,0,0};
       up[]={0,1,0};
       dir[]={0,0,0};
       pos[]={0,0,0};
   };
   Filter="Anizotropic";
};
class Stage2
{
   texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,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="tex1";
   class uvTransform
   {
       aside[]={1,0,0};
       up[]={0,1,0};
       dir[]={0,0,0};
       pos[]={0,0,0};
   };
};
class Stage4
{
   texture="";
   uvSource="tex";
   class uvTransform
   {
       aside[]={1,0,0};
       up[]={0,1,0};
       dir[]={0,0,0};
       pos[]={0,0,0};
   };
};
class Stage5
{
   texture="foxus\foxus_specialforces_2005\data\sfod\sfod_05_gear4_smdi.paa";
   uvSource="tex";
   class uvTransform
   {
       aside[]={1,0,0};
       up[]={0,1,0};
       dir[]={0,0,0};
       pos[]={0,0,0};
   };
   Filter="Anizotropic";
};
class Stage6
{
   texture="#(ai,64,64,1)fresnel(1,0.7)";
   uvSource="none";
};
class Stage7
{
   texture="foxus\foxus_specialforces_2005\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};
   };
   Filter="Anizotropic";
};

arma2oa_2012_04_24_22_19_14_23.jpg

Image of the problem. (glove)

Any ideas? i've tried disabling parts of the RVMAT without any avail, even in buldozer it doesn't show up. I can replace the RVMAT with something else but I'd like to know what causes this.

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It looks like it's probably your _as map stage.

Try replacing the empty string with a procedural texture.

The _AS maps occlude ambient shading, so stuff that you pick up from your env map. This is what lights your models on the 'dark side'. If the _AS map is all black, then they won't be receiving any ambient/diffuse lighting. My theory is your empty string is causing it to compute as if it was a 0 value for all pixels, instead of 1 like you're probably going for.

Edited by Max Power

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