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zukov

berets in vaniila game

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there is another version of the black beret with a generic eagle (paratroopers?)

but hasn't only the co.paa texture, but even _nohq and _smdi textures

how to enable them? camo1 camo2 camo3?

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You need to write a .rvmat to include the _nohq and _smdi if there isn't one already, and use hiddenSelectionsMaterials in the config to apply that .rvmat, like you would use hiddenSelectionsTextures to apply the _co diffuse texture.

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i dpboized ;) the rvmat, I have to insert the all textures after this (the code)? like stage 6. 7 and so on? than put in data of my personal .pbo and write the path in config.cpp?

class Stage5 {

texture = "a3\characters_f_epc\blufor\data\headgear_beret02_colonel_smdi.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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You should just have to replace the "texture =" paths for whatever texture maps you want to replace, and keep all the other stages the same as they are currently. Each texture type has a particular stage in the.rvmat so you will be swapping them on a like-for-like basis (change the _nohq path to another _nohq file etc.)

IIRC, _nohq.paa (normal map) is in Stage 1 and _smdi.paa (specular map) is Stage 5 as you've shown above. If there are other texture types for that beret that you have seen (like an _AS.paa or something) you'll find those in one of the other stages.

Some stages you will see have texture = "#(argb,8,8,3)color(R,G,B,A,TYPE)"; - these are procedural textures that the game generates as a solid block of colour, so they don't actually have a .paa file associated with them and you wont really need to change them.

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Do you mean the NATO beret or normal beret.

If first use this:

class H_Beret_02;

class Your_beret_name : H_Beret_02 {

scope = 2;

weaponPoolAvailable = 1;

displayName = "Beret name";

picture = "\A3\characters_f_epb\BLUFOR\Data\UI\icon_h_beret02_ca.paa";

model = "\A3\characters_f_epb\BLUFOR\headgear_beret02";

hiddenSelections[] = {"camo"};

hiddenSelectionsTextures[] = {"Your\Path\texture_file.paa"};

class ItemInfo : ItemInfo {

allowedslots[] = {801, 901, 701, 605};

mass = 6;

uniformModel = "\A3\characters_f_epb\BLUFOR\headgear_beret02";

modelSides[] = {6};

armor = 0;

passThrough = 1;

hiddenSelections[] = {"camo"};

};

};

(You don't need an rvmat)

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(You don't need an rvmat)

If he wants to use the alternative _nohq and _smdi textures he's found (i.e the stuff he was asking about how to use), he most definitely does need a .rvmat

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If he wants to use the alternative _nohq and _smdi textures he's found (i.e the stuff he was asking about how to use), he most definitely does need a .rvmat

Yeah but he is talking about aditional stuff sharing the same model. Knowing this a simple retexture config will be enough! Normally you do need an rvmat indeed. ;)

Edited by DreamRebel

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Some of the berets badges have separate normal maps and the one baked into the model doesn't cut it because the normals don't match the insignia on the beret. The is certainly the case on the NATO beret with the different 111th ID badge, hence why class H_Beret_Colonel looks like this:

class H_Beret_Colonel: H_Beret_02
{
	author = "Bohemia Interactive";
	_generalMacro = "H_Beret_Colonel";
	displayName = "Beret [NATO] (Colonel)";
	hiddenSelectionsTextures[] = {"\A3\Characters_F_EPC\BLUFOR\Data\headgear_beret02_colonel_co.paa"};
	hiddenSelectionsMaterials[] = {"\A3\Characters_F_EPC\BLUFOR\Data\headgear_beret02_colonel.rvmat"};
	picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_H_Beret_Colonel_ca.paa";
};

And the above headgear_beret02_colonel.rvmat (assigned by hiddenSelectionsMaterials[]) has this .rvmat info to define separate normal maps and specular maps to the default ones baked into \A3\Characters_F_EPB\BLUFOR\headgear_beret02.p3d (displayed on the H_Beret_02 parent class):

class StageTI {
texture = "a3\characters_f_epb\blufor\data\headgear_beret02_ti_ca.paa";
};
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 = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "a3\characters_f_epc\blufor\data\headgear_beret02_colonel_norm.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(0.5,0.5,0.5,1,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 = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

class Stage5 {
texture = "a3\characters_f_epc\blufor\data\headgear_beret02_colonel_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(1,0.3)";
uvSource = "none";
};

class Stage7 {
texture = "a3\data_f\env_land_ca.paa";
useWorldEnvMap = "true";
uvSource = "tex";

class uvTransform {
	aside[] = {1, 0, 0};
	up[] = {0, 1, 0};
	dir[] = {0, 0, 0};
	pos[] = {0, 0, 0};
};
};

I'm assuming Zukov wants to use the headgear_beret02_colonel_eagle_nohq.paa and headgear_beret02_colonel_eagle_smdi.paa files that are in the same folder to go along with headgear_beret02_colonel_eagle_co.paa (it's almost the same as the 111th ID beret, but with a Col. rank badge defacing the 111ID insignia), but there's no existing .rvmat for those material files, like there is for the other headgear_beret02_colonel_[...].paa files, hence why I said he needs to make one and apply it like headgear_beret02_colonel.rvmat is done to the same model.

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Yeah but why do you want an rvmat? I mean you can hardly see the diffrence. Use a config with that .paa and your done. No one will look that close to the beret and see that there might be some NATO badge lines/shapes...

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Yeah but why do you want an rvmat?

Did you not read the OP or something?

The question asked was specifically about whether it was possible to use normal and specular maps other than the standard ones baked into the model. I'm fairly confident Zukov already knows how to use hiddenSelecionsTextures[] and wouldn't even bother asking how to change the _co.paa files alone if all he wanted to do was change the diffuse/colour of the beret (he has already written a few threads about simple retextures).

I'm just telling him how to do what he asked how to do. Whether it's worth doing in the long run is for him to decide after trying it.

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Ok, that makes sence. I get it. haha (I did read it but I thought he ment something else)

Edited by DreamRebel

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Yeah but why do you want an rvmat? I mean you can hardly see the diffrence. Use a config with that .paa and your done. No one will look that close to the beret and see that there might be some NATO badge lines/shapes...

if you don't use the modified rvmat the actual .smdi appears under the eagle, like the russian csat uniform over the CSAT uniform is very visible trust me

@DA12thMonkey thanks for the help!

Edited by Zukov

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