digitalcenturion 20 Posted October 2, 2013 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? 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! Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 2, 2013 When in doubt, in O2 manually delete all faces in that area, then replace. ReMapping can unfortunately be a small challenge. Share this post Link to post Share on other sites
icewindo 29 Posted October 3, 2013 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"; }; Share this post Link to post Share on other sites
xendance 3 Posted October 3, 2013 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. Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 6, 2013 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. Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 8, 2013 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 Share this post Link to post Share on other sites
roberthammer 582 Posted October 8, 2013 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 Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 9, 2013 Those spaces were added by the forum software dont know why, they are without spaces in O2. Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 15, 2013 I still have the error, is there any certain settings i need to have in binPbo? Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 15, 2013 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. Share this post Link to post Share on other sites
digitalcenturion 20 Posted October 16, 2013 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" Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 16, 2013 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 Share this post Link to post Share on other sites
abs 2 Posted October 25, 2013 http://i.imgur.com/ynj8DPj.png This is what my workspace looks like. You texture path should look like: \dgc\dgc_combine\combine\basichelmet\data\newhelmet _co.paa Abs Share this post Link to post Share on other sites
Nock_3d 10 Posted November 6, 2013 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 Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 6, 2013 Need to sort the faces. Select all glass faces and MOVE TOP Share this post Link to post Share on other sites