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SGT Fuller

Helmet Shines when in shaded area

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Was wondering if anyone didnt mind looking over this rvmat to tell me why my helmet shines so much when in a building or in a shaded area.

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=100;
PixelShaderID="Normal";
VertexShaderID="Basic";
class Stage1
{
texture="USAF_SFS\Helmet_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(0.5,0.5,0.5,0.5,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="USAF_SFS\Helmet_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="USAF_SFS\Helmet_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(1,0.7)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage7
{
texture="USAF_SFS\env_land_co.paa";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};

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question: texture="USAF_SFS\env_land_co.paa"; did you make your own environment texture file? If not, your path is wrong

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No i didnt..it came from arma 1..i tried pathing it to the default arma 3 env_land_co.paa but it didnt work..im just not getting what the issue is

Edited by fullerpj

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Try reducing your specular to 0.

Abs

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Hmm, it seems to shade correctly, it just doesn't receive shadows. So it probably doesn't have anything to do with specular.

What about the fresnel in Stage6?

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Hmm, it seems to shade correctly, it just doesn't receive shadows. So it probably doesn't have anything to do with specular.

What about the fresnel in Stage6?

Can you elaborate on this more?

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Use Super shader instead of basic shaders

[color=#000000][font=Lucida Console]PixelShaderID="Super";
[/font][/color][color=#000000][font=Lucida Console]VertexShaderID="Super";[/font][/color]

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Im not good at rvmats but i am looking at one of mine and on

stage 7 i have source name: a3\data_f\env_land_co.paa

and stage 6 i have #(ai,64,64,1)fresnel(7.53,5.44)

another stage 6 i have #(ai,32,128,1)fresnel(9.7,3.1)

last one stage 6 #(ai,64,64,1)fresnel(1.6,0.8)

Edited by alexboy

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