logan83 11 Posted August 27, 2015 Hi dudes, im makin a PMC mod and one of the vehicles ive included has giving me head pain... its a chevrolet suburban, with two issues, when i shoot to the car, the impact sounds like metal or glass, depending where i shoot, but the particles are like sand :( it hurt my eyes :S how can i Fix This? The other issue, its in the mirrors, i want to put PIP mirrors, but i cant, this is my CFG // Pip Imagen Retrovisores class RenderTargets { class LeftMirror { renderTarget = "rendertarget0"; /// parameter renderTarget defines which texture shall the source be mapped at (only the rendertargetX part is used) class CameraView1 { /// class CameraView1 is a subclass of this source and contains all the parameters for rendered scene pointPosition = "PIP0_pos"; /// pointPosition and pointDirection should be respective memory points in model pointDirection = "PIP0_dir"; renderQuality = 2; /// renderQuality is in range from 0 to 2 and defines quality of rendering for said source renderVisionMode = 4; /// renderVisionMode defines the vision mode - 0 = HDR, 1 = NightVision, 2 = ThermalVision, 3 = Color, 4 = Mirror fov = 0.7; /// fov defines field of view of this source }; }; class RightMirror { renderTarget = "rendertarget1"; class CameraView1 { pointPosition = "PIP1_pos"; pointDirection = "PIP1_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; class FrontCam { renderTarget = "rendertarget2"; class CameraView1 { pointPosition = "PIP2_pos"; pointDirection = "PIP2_dir"; renderQuality = 2; renderVisionMode = 4; fov = 0.7; }; }; }; }; Im Not having any errors simply dont work, searching in BIWiky i found this: "renderTarget: what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0)" but cant Understand this and dont know how do this... its chinese for my :S Sorry about my english Guys :( Share this post Link to post Share on other sites
BadHabitz 235 Posted August 27, 2015 Add to rvmat in text editor:glass rvmatsurfaceInfo="a3\data_f\penetration\glass.bisurf";any metal body rvmatsurfaceInfo="a3\data_f\penetration\metal_plate_thin.bisurf"; 1 Share this post Link to post Share on other sites
logan83 11 Posted August 27, 2015 Thanks BadHabitz!! i suppose the problem was im using arma II bisurf files includes in my pbos... ill try with the arma III ones... thank u again :) Share this post Link to post Share on other sites
x3kj 1247 Posted August 27, 2015 it doesnt work either if binarize.exe didnt find the rvmats when binarizing. Share this post Link to post Share on other sites
logan83 11 Posted August 27, 2015 ok this works!, now some help with this?????? : "renderTarget: what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0) Share this post Link to post Share on other sites