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AveryTheKitty

RVMAT pathing help needed!

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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 by Nightmare515

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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?

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