allarvendla 10 Posted April 7, 2015 Hello guys! I have created a custom texture for a backpack (B_Kitbag_Base). New texture Works fine, but I also want to change NOHQ map. This means I need to change RVMAT. I created custom RVMAT and made a change in my config.cpp to point at it. But as I added the line hiddenSelectionsMaterials[] = {"edf\Data\edf_kitbag_medic_nohq.paa"}; It screwed up the models materials. Model lost shadow and seems to be half transparent: http://i.gyazo.com/297e4dfffd3c02815327366969d6bc87.png (216 kB) At first I thought there is something wrong with my RVMAT file and tried using original RVMAT (in its original direction). That gave same result. config.cpp: class B_Kitbag_Base; class Bacpack_Medic_Forest_retexture: B_Kitbag_Base { scope = 2; displayName = "EDF Kitbag Medic [Forest]"; picture="\edf\data\ui\edf_kitbag_medic_icon_co.paa"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\edf\data\forest\edf_kitbag_forest_medic_co.paa"}; hiddenSelectionsMaterials[] = {"\edf\data\edf_kitbag_medic.rvmat"}; }; RVMAT code: class StageTI { texture="a3\data_f\default_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="edf\Data\edf_kitbag_medic_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(0.5,0.5,0.5,1,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="a3\weapons_f\ammoboxes\bags\data\backpack_fast_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="a3\weapons_f\ammoboxes\bags\data\backpack_fast_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="none"; }; class Stage7 { texture="a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Any thoughts and suggestions are more then welcome :) Share this post Link to post Share on other sites
Jackal326 1181 Posted April 7, 2015 RVMAT code: class StageTI { texture="a3\data_f\default_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; [b][color="#FF0000"]forcedDiffuse[]={0,0,0,1};[/color][/b] emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="edf\Data\edf_kitbag_medic_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(0.5,0.5,0.5,1,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}; }; }; [color="#FF0000"]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}; }; };[/color] class Stage5 { texture="a3\weapons_f\ammoboxes\bags\data\backpack_fast_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; [color="#FF0000"]class Stage6 { texture="#(ai,64,64,1)fresnelGlass()"; uvSource="none"; };[/color] class Stage7 { texture="a3\data_f\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; The parts highlighted in red are the areas I changed. My main guess its stage6 with the fresnel glass stuff. So change that (and only that first. If that doesn't work try the other two changes. If they still don't work I have no idea... Also, it may sound simple but check your texture paths and filenames are correct. Its amazing what difference a missing normal map can make to a model. Share this post Link to post Share on other sites
allarvendla 10 Posted April 8, 2015 Jackal326, thanks for the suggestions. Tried all of your ideas, but still no joy :/ Share this post Link to post Share on other sites
Jackal326 1181 Posted April 8, 2015 Hmm, strange. How are you converting the texture? I assume you're saving it as a 32bit TGA/PNG and then using TexView to save as a _co.paa? Share this post Link to post Share on other sites
allarvendla 10 Posted April 8, 2015 I assume you're saving it as a 32bit TGA/PNG and then using TexView to save as a _co.paa? Yes, exactly like that :) And I know that custom RVMAT is being used, because I can see that my custom NOHQ map is there. Also, I tried using only hiddenSelectionsMaterials without hiddenSelectionsTextures and still got the same result. And as I stated in OP that I even tried using original RVMAT file. I did it like this: hiddenSelectionsMaterials[] = {"A3\weapons_f\ammoboxes\bags\data\backpack_fast.rvmat"}; Did not change a thing. Only way to have normal backpack is if I don't add hiddenSelectionsMaterials. But then it does not look exactly how I want it to look :'( Share this post Link to post Share on other sites
allarvendla 10 Posted April 9, 2015 Made a small video of the problem I am having. Maybe this will spark new ideas :) Share this post Link to post Share on other sites
Mickyleitor 183 Posted April 9, 2015 It happens to me too changing the Heli helmet materials and really can't get it working so finally I decided to not change the material maps.. But I'm curious what It's causing this.. Share this post Link to post Share on other sites
allarvendla 10 Posted April 10, 2015 Ok, as a last resort I turned to Hex editing (not the most "legal" way of doing things, I know), but that fixed it. So, my question now is, should I submit a ticket for the issue? Or is there still a mistake in my code (rvmat or config - maybe I am using hiddenSelectionsMaterials wrong??)? Share this post Link to post Share on other sites