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logan83

Chevrolet SubUrban, Pip and material issues

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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?

 

pkB5sX6.jpg

 

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 :(

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Add to rvmat in text editor:

glass rvmat
surfaceInfo="a3\data_f\penetration\glass.bisurf";


any metal body rvmat
surfaceInfo="a3\data_f\penetration\metal_plate_thin.bisurf";

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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 :)

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it doesnt work either if binarize.exe didnt find the rvmats when binarizing.

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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) 

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