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Tisor

RVMAT trought glass problem

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Hi all,

I'm having trouble while setting up some rvmats trough glass.

Being more specific, I've been modelling a lightbar for my car. Actually I had this problem before when I made the Whelen Liberty but now it's more noticeable.

Strange thing is, when seen on bulldozer, it's seen like this:

http://i.gyazo.com/33615a641ba0cf3e82dc8f829e1793f6.png (328 kB)

It looks quite nice for what I'm aiming for. But when I get it in game, in the night, It's seen like this:

http://i.gyazo.com/8ff84710aa0afd199723d65a5d545fa5.png (170 kB)

And like this on the day:

http://i.gyazo.com/bce245812da52d4e6c4d8c0aea8e0bea.png (561 kB)

I've notice that the light just become white. Same is happening to the yellow lights in the back:

http://i.gyazo.com/e18a1d874e63208a150cb5d9dfd79013.png (392 kB)

I know I'm missing something on the RVMATs... but what? I tried to change buldozer to nighttime trying to see if I make some changes on the rvmat but no success... Bulzoder starts flashing.

RVMAT applied to blue lights is: a3\data_f\lights\car_beacon_blue_emit.rvmat

RVMAT applied to yellow lights is:

ambient[]={0.81176472,0.83529413,0,5};
diffuse[]={0.68235296,0.65098041,0.0078431377,1};
forcedDiffuse[]={0.54509807,0.52156866,0.0039215689,0};
emmisive[] = {23000, 13400, 1438, 1};
specular[]={0.99215686,0.96862745,0.0078431377,0.63999999};
specularPower=40.6;
renderFlags[]=
{
"AddBlend"
};
PixelShaderID="Normal";
VertexShaderID="Basic";


And the one applied to the blue glass is:

surfaceInfo="data\glass.bisurf";
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={1,1,1,0};
specularPower=1000;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
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[]={8,0,0};
	up[]={0,8,0};
	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="#(argb,8,8,3)color(0,1,1,1,SMDI)";
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)fresnelGlass(2.1)";
uvSource="none";
};
class Stage7
{
texture="a3\data_f\env_co.paa";
uvSource="none";
};

Any ideas on what could be happening? Does it have any fix I'm missing or is just that Buldozer renders different than ingame?

EDIT: The target is to get his on nightime: http://gyazo.com/a278b73809a50f168698707586fc43f4

Edited by Tisor

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Try to select your transparent glass and Faces -> Move top. It's common problem - white textures through glass

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Try to select your transparent glass and Faces -> Move top. It's common problem - white textures through glass

If this would happen, on the day they won't be seen... Of course this is already done

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Do you apply any ca textures on blue and yellow lights?

ADDED:another test, try not to binarize model and test, just pack it

Edited by Cowcancry

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