AveryTheKitty 2626 Posted June 9, 2014 (edited) Atm, I am editing the OPFOR and BLUFOR soldiers to have different Normal and SMDI maps. I know BI's standpoint on Hexing, and I didn't want to go through all the hassle of hexing so a friend of mine recommended changing the paths in the RVMAT files. I copied the RVMAT files into the texture directory, here's the path to RVMAT: "A3_Aegis\Aegis\ir\data\characters\clothing.rvmat" <-- SMDI and Normal maps in same directory. Now, I have changed the paths inside to go to the custom textures I've made: BLUFOR: raP StageTI V ambient diffuse forcedDiffuse emmisive specular specularPower – PixelShaderID Super VertexShaderID Super Stage1 – Stage2 P Stage3 Stage4 ª Stage5 b Stage6 Stage7 X texture a3\characters_f\blufor\data\clothing1_ti_ca.paa – texture a3_aegis\aegis\us\data\characters\clothing1_nohq.paa uvSource tex uvTransform õ P aside up dir pos P texture #(argb,8,8,3)color(0.5,0.5,0.5,1,DT) uvSource tex uvTransform ¥ aside up dir pos texture #(argb,8,8,3)color(0,0,0,0,MC) uvSource tex uvTransform O ª aside up dir pos ª texture a3\characters_f\blufor\data\clothing1_as.paa uvSource tex uvTransform b aside up dir pos b texture a3_aegis\aegis\us\data\characters\clothing1_smdi.paa uvSource tex uvTransform à aside up dir pos texture #(ai,64,64,1)fresnel(1,0.7) uvSource none X texture a3\data_f\env_co.paa useWorldEnvMap true uvSource tex uvTransform ³ aside up dir pos Injury: raP # StageTI V ambient diffuse forcedDiffuse emmisive specular specularPower – PixelShaderID Super VertexShaderID Super Stage1 – Stage2 P Stage3 Stage4 ¿ Stage5 w Stage6 1 Stage7 m # texture a3\characters_f\blufor\data\clothing1_ti_ca.paa – texture a3_aegis\aegis\us\data\characters\clothing1_nohq.paa uvSource tex uvTransform õ P aside up dir pos P texture #(argb,8,8,3)color(0.5,0.5,0.5,1,DT) uvSource tex uvTransform ¥ aside up dir pos texture a3\characters_f\blufor\data\clothing1_injury_mc.paa uvSource tex uvTransform d ¿ aside up dir pos ¿ texture a3\characters_f\blufor\data\clothing1_as.paa uvSource tex uvTransform w as OPFOR: raP ú StageTI V ambient diffuse forcedDiffuse emmisive specular specularPower d PixelShaderID Super VertexShaderID Super Stage1 †Stage2 L Stage3 ü Stage4 ¦ Stage5 P Stage6 Stage7 D ú texture a3\characters_f\opfor\data\clothing_ti_ca.paa †texture a3_aegis\aegis\ir\data\characters\clothing_nohq.paa uvSource tex uvTransform ñ L aside up dir pos L texture #(argb,8,8,3)color(0.5,0.5,0.5,1,DT) uvSource tex uvTransform ¡ ü aside up dir pos ü texture #(argb,8,8,3)color(0,0,0,0,MC) uvSource tex uvTransform K ¦ aside up dir pos ¦ texture #(argb,8,8,3)color(1,1,1,1,AS) uvSource tex uvTransform õ P aside up dir pos P texture a3_aegis\aegis\ir\data\characters\clothing_smdi.paa uvSource tex uvTransform *** aside up dir pos texture #(ai,64,64,1)fresnel(1,0.7) uvSource none D texture a3\data_f\env_co.paa useWorldEnvMap true uvSource tex uvTransform Ÿ ú aside up dir pos ú Injury: raP StageTI V ambient diffuse forcedDiffuse emmisive specular specularPower d PixelShaderID Super VertexShaderID Super Stage1 †Stage2 L Stage3 ü Stage4 ¹ Stage5 c Stage6 Stage7 W texture a3\characters_f\opfor\data\clothing_ti_ca.paa †texture a3_aegis\aegis\ir\data\characters\clothing_nohq.paa uvSource tex uvTransform ñ L aside up dir pos L texture #(argb,8,8,3)color(0.5,0.5,0.5,1,DT) uvSource tex uvTransform ¡ ü aside up dir pos ü texture a3\characters_f\opfor\data\clothing_injury_mc.paa uvSource tex uvTransform ^ ¹ aside up dir pos ¹ texture #(argb,8,8,3)color(1,1,1,1,AS) uvSource tex uvTransform c aside up dir pos c texture a3_aegis\aegis\ir\data\characters\clothing_smdi.paa uvSource tex uvTransform À aside up dir pos texture #(ai,64,64,1)fresnel(1,0.7) uvSource none W texture a3\data_f\env_co.paa useWorldEnvMap true uvSource tex uvTransform ² aside up dir pos RVMAT Code is all above. Ingame however, the normal, SMDI, and thermal maps don't show up. I honestly can't figure this out, anyone know how to fix? Thanks in advance. Edited June 9, 2014 by Nightmare515 Share this post Link to post Share on other sites
Comm512 10 Posted June 10, 2014 Nice to read that you solved your problem. What was the problem? I myself am having trouble applying a new .rvmat file to an existing model. Could you share what you did to fix your issue? Share this post Link to post Share on other sites