Sakai 1 Posted July 15, 2013 Hi there! With help I managed to get rvmats for one of my weapons and with honesty I never worked with rvmats before however all I need to do is apply RVMATS to the section of the gun for example I have RVMAT for a magazine because its a separate texture and so I apply the magazine RVMAT to the magazine and then the whole weapon to its own RVMAT however when I go and test out the weapon in the game, the game crashes when I want to load up in editor with the gun... RPT file shows nothing but if needed I will show you. Share this post Link to post Share on other sites
Divinitize 1 Posted July 15, 2013 Sorry how do you know it's being caused by the RVMATS? Share this post Link to post Share on other sites
Sakai 1 Posted July 15, 2013 Sorry how do you know it's being caused by the RVMATS? Because without RVMAT's assigned it works perfectly...? Share this post Link to post Share on other sites
PuFu 4600 Posted July 15, 2013 can post the rvmat here? Share this post Link to post Share on other sites
Sakai 1 Posted July 15, 2013 Sure however I believe its nothing to do with the RVMAT's inside but maybe I applied the RVMAT's wrongly? I don't know really.. Rifle RVMAT - class StageTI { texture = "aks74u\textures\74u_smdi.paa"; }; ambient[] = {1.0,1.0,1.0,1}; diffuse[] = {1.0,1.0,1.0,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.128,0.127,0.125,1}; specularPower = 145; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "aks74u\textures\74u_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {8,0,0}; up[] = {0,8,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "aks74u\textures\74u_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "aks74u\textures\74u_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,16,2,2)fresnel(10.4,8.3)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; //}; Magazine RVMAT - class StageTI { texture = "aks74u\textures\mag_smdi.paa"; }; ambient[] = {1.0,1.0,1.0,1}; diffuse[] = {1.0,1.0,1.0,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.128,0.127,0.125,1}; specularPower = 145; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "aks74u\textures\mag_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {8,0,0}; up[] = {0,8,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "aks74u\textures\mag_as.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "aks74u\textures\mag_smdi.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(ai,16,2,2)fresnel(10.4,8.3)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1.0,0.0,0.0}; up[] = {0.0,1.0,0.0}; dir[] = {0.0,0.0,0.0}; pos[] = {0.0,0.0,0.0}; }; }; //}; Share this post Link to post Share on other sites
Divinitize 1 Posted July 16, 2013 I thought all textures must be put into a "data" folder, maybe im wrong, maybe im not, give that a try isntead of your textures folder, be sure to change all the paths after if you do try Share this post Link to post Share on other sites
Sakai 1 Posted July 16, 2013 I thought all textures must be put into a "data" folder, maybe im wrong, maybe im not, give that a try isntead of your textures folder, be sure to change all the paths after if you do try Nothing like that applies, you can name your folders whatever you want. Share this post Link to post Share on other sites
Alwarren 2767 Posted July 16, 2013 I have never seen useWorldEnvMap = "true"; being used, have you tried to remove that? Share this post Link to post Share on other sites
Sakai 1 Posted July 16, 2013 I have never seen useWorldEnvMap = "true"; being used, have you tried to remove that? Still crashes :| Share this post Link to post Share on other sites
PuFu 4600 Posted July 16, 2013 seems fine over a brief look over it. You certain all your textures and in 2^n format, yes? (including normals, speculars etc) Share this post Link to post Share on other sites
Sakai 1 Posted July 16, 2013 seems fine over a brief look over it. You certain all your textures and in 2^n format, yes? (including normals, speculars etc) Would you be able to explain what you mean by 2^n Share this post Link to post Share on other sites
Alwarren 2767 Posted July 16, 2013 Would you be able to explain what you mean by 2^n A texture were each side is a power of two pixels, like 1,2,4,8,16 etc... typical sizes are 512, 1024, 2048. Share this post Link to post Share on other sites
Sakai 1 Posted July 16, 2013 A texture were each side is a power of two pixels, like 1,2,4,8,16 etc... typical sizes are 512, 1024, 2048. Aite that made my brain understand yes they all are in 2^n format Share this post Link to post Share on other sites
PuFu 4600 Posted July 16, 2013 A texture were each side is a power of two pixels, like 1,2,4,8,16 etc... typical sizes are 512, 1024, 2048. 2^0 = 0, not 1 :) Aite that made my brain understand yes they all are in 2^n format i have no clue out. have you tried using an existing rvmat that you know it works already? Share this post Link to post Share on other sites
Sakai 1 Posted July 16, 2013 2^0 = 0, not 1 :)i have no clue out. have you tried using an existing rvmat that you know it works already? Its a fresh model so It never had a RVMAT so one has been created. Share this post Link to post Share on other sites
Sakai 1 Posted July 16, 2013 try one of bis Not gonna work out well due the magazine has its own texture & rvmat as I wrote in the first post I believe I could of screw something inside the Oxygen when applying? Share this post Link to post Share on other sites
Alwarren 2767 Posted July 17, 2013 2^0 = 0, not 1 :) Actually, no. 2^0 = 1. Any number to the power of zero is one, actually :) Share this post Link to post Share on other sites
Foxtrop1 10 Posted July 17, 2013 what happend if you remove class StageTI { texture = "aks74u\textures\74u_smdi.paa"; }; ?? I never use this line in any rvmatt Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 17, 2013 No sure but heres an example A3 working rvmat ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={1,1,1,0}; specularPower=20.4; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="gnt_c185\tex\C185fuse_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="gnt_c185\tex\c185F_dt.paa"; 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="gnt_c185\tex\c185F_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="gnt_c185\tex\c185F_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(2.68,3.69)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture = "a3\data_f\env_land_co.paa"; uvSource = "none"; }; class StageTI { texture="gnt_c185\tex\c185F_ti_ca.paa"; }; Share this post Link to post Share on other sites
PuFu 4600 Posted July 17, 2013 Actually, no. 2^0 = 1. Any number to the power of zero is one, actually :) oh the shame! :) Share this post Link to post Share on other sites
shinkicker 5 Posted July 24, 2013 Are you binarizing your rvmats? I have the following options, under binPBO for 'List of files to copy directly' *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat I might be wrong here, but I remember not having the above clause for .rvmat and it either stopped the material from working or it crashed the game. Share this post Link to post Share on other sites
redstone 14 Posted August 25, 2013 (edited) I have never seen useWorldEnvMap = "true"; being used, have you tried to remove that? This is new parameter for rvmats, when it's true, as enviroment map is used map defined from island config(each usermade island can has own one.) I think it should be caused by stage6... Try this one: class Stage6 { texture="#(ai,64,64,1)fresnel(10.4,8.3)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,1}; pos[] = {0,0,0}; }; }; Edited August 25, 2013 by redstone Share this post Link to post Share on other sites
Alwarren 2767 Posted August 25, 2013 This is new parameter for rvmats, when it's true, as enviroment map is used map defined from island config(each usermade island can has own one.) Do these work with the binPBO we have? I know that e.g. the unhide for the hide animation needs a new binarization and therefore cannot be used with what we currently have... Share this post Link to post Share on other sites