RhodesianScout 189 Posted September 19, 2015 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}; }; }; Share this post Link to post Share on other sites
Jackal326 1158 Posted September 19, 2015 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. 1 Share this post Link to post Share on other sites
RhodesianScout 189 Posted September 20, 2015 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}; }; }; Share this post Link to post Share on other sites
Jackal326 1158 Posted September 20, 2015 Perhaps try changing PixelShaderID = "NormalMapDetailSpecularMap"; VertexShaderID = "NormalMap"; to PixelShaderID="Super"; VertexShaderID="Super"; Share this post Link to post Share on other sites
Makad 30 Posted September 21, 2015 https://forums.bistudio.com/topic/63094-reflective-glass-tutorial/ Share this post Link to post Share on other sites
Jackal326 1158 Posted September 21, 2015 https://forums.bistudio.com/topic/63094-reflective-glass-tutorial/ A helpful tutorial, though not sure how helpful it will be in this instance considering the OP is making a sign, not reflective glass... 1 Share this post Link to post Share on other sites