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RhodesianScout

Blender created objects all blueish in Arma

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Hi

 

 

I have being trying to create a simple sign for my mod with a transparent background.

Created in Blender and the sign looks correct there.

Use Oxygen or Object Builder to save the file....... 

Use TexView2 to create the file RHOD_Sign.paa

Viewing the RHOD_Sign.paa   in the paa texture viewer shows the picture correct and colors all correct

Create the pbo in the addons folder   copy it to Arma 3

 

 

When I test the object it is not the correct color and is bluish in color.

I thought it was something to do with the transparency but doing a picture without an alpha channel has the same result.

I think the issue is something to do with the rvmat because before I had the rvmat file created the object was dark brown or grey in color.

 

Any ideas would help as I have spent a week on this looking for a solution.

 

 

 

config.cpp

-------------

//Class config.bin{
class CfgPatches
{
 class RHOD_Sign
 {
  units[] = {"RHOD_Sign"};
  weapons[] = {};
  requiredVersion = 0.1;
  requiredaddons[] = {};
  version = "13/09/2015";
  fileName = "RHOD_Sign.pbo";
  author = "RhodesianScout";
 };
 
};
 
class CfgVehicles
{
class Static;
class RHOD_Sign : Static
{
scope = 2;
model = "RHOD_Sign\RHOD_Sign.p3d";
hiddenSelections[] = {"Camo"};
    hiddenSelectionsTextures[] = {"RHOD_Sign\data\RHOD_Sign.paa"};
displayname = "Rhodesian Sign";
vehicleClass = "Sign";
};
 
};
 

 

 

 

 

rvmat

====

 

ambient[]={1.5,1.5,1.5,1};
diffuse[]={0.5,0.5,0.5,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
texture="RHOD_Sign\data\RHOD_Sign.paa";
uvSource="tex";
class uvTransform
{
aside[]={10,0,0};
up[]={0,10,0};
dir[]={0,0,10};
pos[]={0,0,0};
};
};

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Why does your 'Stage1' point to the sign texture? Shouldn't that point to a _nohq.paa (i.e. a normal map).

 

Also, when saving your texture in TexView, save it as 'RHOD_Sign_ca.paa'. The _ca.paa suffix is used for textures with partial and/or full transparency. For more info check here.

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Why does your 'Stage1' point to the sign texture? Shouldn't that point to a _nohq.paa (i.e. a normal map).

 

Also, when saving your texture in TexView, save it as 'RHOD_Sign_ca.paa'. The _ca.paa suffix is used for textures with partial and/or full transparency. For more info check here.

 

Hi

 

Sorry I did not get back to you earlier...   I run my own business and had to go do real world stuff with customers all weekend.

 

A good tip and something I have tried today...but I am still getting a blue texture to the sign.

I am new to Blender and Arma 3 editing so I am missing something......I am just not understanding why the images are the corre4ct color in the paa file and then change color when seen in Arma........

 

 

I have learned a lot about the way this works but there is something I am missing.

 

In Blender I have :

   - Arma properties ticked

   

     Texture menu

         - image source    = P:\RHOD_Sign\RHOD_Sign.png

 

      Material Menu

         - Face Texture     = P:\RHOD_Sign\data\RHOD_Sign_ca.paa

         - RV Material File = P:\RHOD_Sign\data\RHOD_Sign.rvmat

 

 

 

 

 

config.cpp

 

#define _ARMA_
 
//Class config.bin{
class CfgPatches
{
 class RHOD_Sign
 {
  units[] = {"RHOD_Sign"};
  weapons[] = {};
  requiredVersion = 0.1;
  requiredaddons[] = {};
  version = "13/09/2015";
  fileName = "RHOD_Sign.pbo";
  author = "RhodesianScout";
 };
 
};
 
class CfgVehicles
{
class Static;
class RHOD_Sign : Static
{
scope = 2;
model = "RHOD_Sign\RHOD_Sign.p3d";
hiddenSelections[] = {"Camo"};
    hiddenSelectionsTextures[] = {"RHOD_Sign\data\RHOD_Sign_ca.paa"};
displayname = "Rhodesian Sign";
vehicleClass = "Signs";
};
 
};
 
 
 
 
 
 
 
 
RHOD_Sign.rvmat
 
#define _ARMA_
 
 
ambient[] = {1.0,1.0,1.0,1.0};
diffuse[] = {0.4,0.4,0.4,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,1.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {1.0,1.0,1.0,1.0};
specularPower = 1.0;
PixelShaderID = "NormalMapDetailSpecularMap";
VertexShaderID = "NormalMap";
class Stage1
{
texture = "RHOD_Sign\data\RHOD_Sign_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
 

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Perhaps try changing

PixelShaderID = "NormalMapDetailSpecularMap";
VertexShaderID = "NormalMap";

to

PixelShaderID="Super";
VertexShaderID="Super";

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