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tofarley

Updating rvmat at runtime?

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Hey all. I was wondering if it is possible to update the rvmat at runtime, or if there is another trick that would allow me to adjust the transparency of a model on the fly.

I've successfully imported my custom model into A3 (thanks to Al's Blender Toolbox, Maczer's Rig script, and BI's reference files) but I'd like for this particular model to "fade out", rather than simply disappear when de-spawned.

It seems that the way lighting is interpreted is handled in the rvmats, so if I could access those properties during runtime, I could achieve this effect. A friend of mine recommended "swapping out" the models with another model in a various state of transparency, but in addition to sounding terribly clunky and resource intensive, I'm not even sure the engine would swap the models fast enough to create the illusion of something fading out of existence.

Thanks for any help you can provide.

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You can view "ingame" data in O2 buldozer viewer (such as rvmat changes, etc). Get you close for actual ingame testing.

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Thanks for the reply WarLord554, but since the rvmat is specified by model, is there any way to actually adjust those settings in-game in real-time?

Thanks.

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You can swap a material on a model for a different (already defined) one. Other then that, i can't think of any other way.

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That sounds like it might do the trick. Any tips on how to accomplish that? I haven't seen anything about changing the rvmat through scripting or anything.

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That sounds like it might do the trick. Any tips on how to accomplish that? I haven't seen anything about changing the rvmat through scripting or anything.

There is recently added scripting command - setObjectMaterial, that might do the trick. Same rules as setObjectTexture apply thou.

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That looks perfect. I thought I had combed the depths of the scripting reference. Thanks!

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