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digitalcenturion

Hole in mesh in-game. Also RVMAT troubles.

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Hia, so I have some mesh troubles.. after the last export from 3ds max my mesh has a weird hole on one side.. I fixed some geometry there so probably that's the problem but I can't find any evidence in neither O2 nor 3ds max that there's any flipped faces. I tried to reset X-forms and export again but no dice. Any ideas what is wrong?

2013_10_02_00003.jpg

image.jpg

Also, the RVMATs are driving me up the wall.. If I have something that works in O2 and bulldozer it does not work in game and vice-versa... What gives? Can anybody post a sample RVMAT for an item like this and explain exactly how the paths should be?

Thank you!

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When in doubt, in O2 manually delete all faces in that area, then replace.

ReMapping can unfortunately be a small challenge.

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Also, the RVMATs are driving me up the wall.. If I have something that works in O2 and bulldozer it does not work in game and vice-versa... What gives? Can anybody post a sample RVMAT for an item like this and explain exactly how the paths should be?

Make sure you go to BinPBO -> options and add *.rvmat to the list of files to be copied directly. Encrypted rvmats may cause problems.

As for the rvmat itself I'd start with a simple rvmat containing only a nohq map and the env_co map. Later you can expand with AS and SMDI maps, play around with the specular power, etc. MC maps are needed for the bloodtexture maps. Also see this:

http://forums.bistudio.com/showthread.php?86018-RVMAT-basics-(SuperShader-MultiMaterial-SkinShader-Procedural-etc)

See this sample here for a working starter rvmat (copy text and save as .rvmat file) :

ambient[]={1,1,0.99999946,1};

diffuse[]={1,1,0.99999946,1};

forcedDiffuse[]={0,0,0,0};

emmisive[]={0,0,0,1};

specular[]={0.05882353,0.05882353,0.05882353,1};

specularPower=28.299999;

PixelShaderID="Super";

VertexShaderID="Super";

class Stage0

{

texture="#(rgb,8,8,3)color(0.5,0.5,0.5,1,CO)";

uvSource="tex";

};

class Stage1

{

texture="addon\data\texture_nohq.tga";

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,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="#(argb,8,8,3)color(0,0,1,1,SMDI)";

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(4.95,4.95)";

uvSource="none";

};

class Stage7

{

texture="a3\data_f\env_land_co.paa";

uvSource="none";

};

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Just an idea: Could it be that the normal of that face is flipped? And that you have a double sided material in the 3d editor. And in game the material is just one sided.

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Thx Icewindo will try those RVMATs. I fixed the flipped faces in 3ds max, don't know what it was but did a symmetry modifier and then manually corrected the uvmap back.

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Well no dice so far... It gives me this error:

"Cannot load texture

dgc\dgc_combine\combine\basichelmet\data\newhelmet_co.paa"

In O2 I have the follwing paths entered:

Texture

dgc\dgc_combine\combine\basichelmet\data\newhelmet_co.paa

Material

dgc\dgc_combine\combine\basichelmet\data\combinehelmet.rvmat

My RVMAT copied from Icewindos:

ambient[]={1,1,0.99999946,1};
diffuse[]={1,1,0.99999946,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.05882353,0.05882353,0.05882353,1};
specularPower=28.299999;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage0
{
texture="#(rgb,8,8,3)color(0.5,0.5,0.5,1,CO)";
uvSource="tex";
};
class Stage1
{
texture="COMBINE\basichelmet\data\newhelmet_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,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="#(argb,8,8,3)color(0,0,1,1,SMDI)";
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(4.95,4.95)";
uvSource="none";
};
class Stage7
{
texture="a3\data_f\env_land_co.paa";
uvSource="none";
};

My directory structure:

P:\DGC\DGC_Combine\COMBINE\basichelmet\data

Location of mod config.cpp

Location of helmet p3d

Location of helmet texture and rvmat

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your textures and rvmat lines should not have any space between - dgc\dgc_combine\combine\basichelmet\data\newhelmet _co.paa > dgc\dgc_combine\combine\basichelmet\data\newhelmet_co.paa

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DOUBLE CHECK spaces in names ..... they are an simple and common mistake

Also try;

In O2 open "Tools" -> "Mass Textures and Material renaming"

Check the list

Is there a second RVMAT listed?

Is newhelmet_co.paa listed twice? (A sure sign that theres an error in the text, i.e. a space)

Any in RED? (A sure sign its not found)

BTW, your RVMAT looks wrong;

class Stage1
{
texture="COMBINE\basichelmet\data\newhelmet_nohq.paa";
uvSource="tex";
class uvTransform
{

That texture path looks like another problem.

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If my data directory structure looks like this:

P:\DGC\DGC_Combine\COMBINE\basichelmet\data

What should the texture path in O2 look like?

O2 only found one paa and one rvmat when using "Tools" -> "Mass Textures and Material renaming"

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Well hopefull those who proscribe the the "named workspace" will answer, because I don't / never have used "name spaces" (i.e. DGC)

But my guess;

Drop dgc\

from dgc\dgc_combine\combine\basichelmet\data\newhelmet_co.paa

If that doesnt work, drop;

Drop dgc\dgc_combine

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hey guy i just start working on model for Arma also

But my problem is i can see the hole after i put the model Glass [with texture alpha channel] on the model

if i remove the glass mesh is look fine.

is not just one hole have like 3-4 hole in the mesh. i am game Artist for Unreal 3 I know how model for game work

but this problem i never see before in Unreal engine

if you have any idea please help. thank you

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