SGT Fuller 856 Posted February 14, 2014 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}; }; }; Share this post Link to post Share on other sites
PuFu 4600 Posted February 14, 2014 question: texture="USAF_SFS\env_land_co.paa"; did you make your own environment texture file? If not, your path is wrong Share this post Link to post Share on other sites
SGT Fuller 856 Posted February 14, 2014 (edited) 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 February 14, 2014 by fullerpj Share this post Link to post Share on other sites
abs 2 Posted February 14, 2014 Try reducing your specular to 0. Abs Share this post Link to post Share on other sites
SGT Fuller 856 Posted February 14, 2014 Tried that and no go.. Share this post Link to post Share on other sites
PuFu 4600 Posted February 14, 2014 care to put down a picture Share this post Link to post Share on other sites
xendance 3 Posted February 16, 2014 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? Share this post Link to post Share on other sites
SGT Fuller 856 Posted February 16, 2014 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? Share this post Link to post Share on other sites
roberthammer 582 Posted February 17, 2014 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] Share this post Link to post Share on other sites
SGT Fuller 856 Posted February 17, 2014 Super was what it was on before hand Share this post Link to post Share on other sites
alexboy 11 Posted February 18, 2014 (edited) 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 February 18, 2014 by alexboy Share this post Link to post Share on other sites