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jasin

Model changing color in game?

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During a spout of boredom I decided to try out modelling in Arma 3. I went through Mondkalb's tutorial without a problem.

However, when I made my own model (of a cannon), the textures messed up when I got it into Arma.

The model in bulldozer:

http://puu.sh/5avTX.png (125 kB)

The model in game:

http://puu.sh/5avTF.jpg (377 kB)

While the blue looks kinda cool, it's still irritating.

Textures

Also, this line is being spammed in my .rpt:

Warning: jas_cannon\jas_cannon.p3d:0 Error while trying to generate ST for points: 352, 344, 346[/Quote]

Help?

Edited by Jasin
Failed image links

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Well, for starters ... none of the imagery is accessible in your post. If you can fix that, it will certainly make trying to assist you easier. ;)

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Apologies, the Dropbox links failed. Fixed.

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Texture sizes should be to 2^, for example 1024x1024, 2048x2048, 2048x1024.

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Are you using any RVMATs? That's the only thing that I've seen that causes textures to change colour.

Abs

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Texture sizes should be to 2^, for example 1024x1024, 2048x2048, 2048x1024.

Thanks, resizing my _NOHQ texture to 2048x2048 fixed the problem (No idea why).

Are you using any RVMATs? That's the only thing that I've seen that causes textures to change colour.

I am, yes.

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Good you found it.

That's the only thing that I've seen that causes textures to change colour.

Shadows and shadow LODs can, but it's a little easier to sus out.

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I am, yes.

I think I 'might' know what is causing this.

Check in your RVMAT for a line (near the top) that looks like this:

diffuse[]={X,X,X}; // (Where X is a float number value)

This is a diffuse bias value that allows you to tint the whole colour of the material. If you want your RVMAT to not change the colour at all, you must make sure that it reads something like:

diffuse[]={1,1,1}; // (All numbers the same value, could be 0.5,0.5,0.5 if you wanted it to be slightly darker).

This might be the cause, I would guess yours could currently look like this:

diffuse[]={1,1,1.5}; // Or something similar.

----------

you will also notice that there are similar statements for both 'specular' and 'ambient'. These are referring to the specular colour value (The colour of your shiny highlights) and the colour of the ambient lighting around your model. If you want there to be no 'tint' then make sure these are the same also.

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