opteryx 1562 Posted October 12, 2015 I am having some very dark shadows on my model after applying _mc and _as pic And when I pan away from the model it gradually goes dark pic Here's my rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapMacroASSpecularMap"; VertexShaderID="NormalMap"; class Stage1 { texture="P:\test\data\norm\hangar_nohq.tga"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture = "P:\test\data\Floor_decal_mc.tga"; uvSource = "tex1"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "P:\test\data\test_as.paa"; uvSource = "tex1"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; ; class Stage4 { texture="P:\test\data\norm\generic_sm.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; What's wrong? Also, is there any way to apply an _mc and completely ditching the _as? Share this post Link to post Share on other sites
PuFu 4600 Posted October 13, 2015 MC is used as a shadow buffer at the distance. Can you post your .MC here? for buildings it is better to use .ADS instead. Share this post Link to post Share on other sites
p1nga 23 Posted October 13, 2015 Also, you should not be using a direct link in the rvmat for paths.... texture="P:\test\data\norm\hangar_nohq.tga"; texture="test\data\norm\hangar_nohq.tga"; Share this post Link to post Share on other sites
opteryx 1562 Posted October 13, 2015 MC is used as a shadow buffer at the distance. Can you post your .MC here? for buildings it is better to use .ADS instead. I thought _mc was a way to apply decals without having to use polyplanes? Also, you should not be using a direct link in the rvmat for paths.... texture="P:\test\data\norm\hangar_nohq.tga"; texture="test\data\norm\hangar_nohq.tga"; Thanks, corrected. Share this post Link to post Share on other sites
PuFu 4600 Posted October 13, 2015 a few questions here, after having a brief look over it: 1. why are you using "NormalMapMacroASSpecularMap" instead of a "SuperShader"? Why don't you simply use multimat rvmat instead? 2. there is no Uv coordinates in second Uv set (tex1) you use for the .AS and .MC maps...hence they are simply not used. 3. Your shadowvolume should have no UV coordinates (open UV editor in O2, select all and delete). 4. You have 3 uv sets. Uv set 0 is used. 1 and 2 not. if not, deleted those before packing ;) MC map can be used to overlay stuff over, correct (or in fact to "tint") The alpha channel is used to control the intensity of the overlay. White full, black none. That said, it is also used as a shadowbuffer. As i said above, neither AS or MC is used in the files you sent. Share this post Link to post Share on other sites
opteryx 1562 Posted October 13, 2015 a few questions here, after having a brief look over it: 1. why are you using "NormalMapMacroASSpecularMap" instead of a "SuperShader"? Why don't you simply use multimat rvmat instead? 2. there is no Uv coordinates in second Uv set (tex1) you use for the .AS and .MC maps...hence they are simply not used. 3. Your shadowvolume should have no UV coordinates (open UV editor in O2, select all and delete). 4. You have 3 uv sets. Uv set 0 is used. 1 and 2 not. if not, deleted those before packing ;) MC map can be used to overlay stuff over, correct (or in fact to "tint") The alpha channel is used to control the intensity of the overlay. White full, black none. That said, it is also used as a shadowbuffer. As i said above, neither AS or MC is used in the files you sent. 1. I guess I'm just looking for a simple solution to add dirt noise to break up the repeating texture tiling. 2. That's weird, my model has UV coordinates in both UV sets. PIC 3. Deleted, didn't do anything though. 4. As you can see in the pic I posted I only have two UV sets :huh: It's almost as if you're describing another version of the model, but I have tripple checked. Really strange. I might look into multimat instead, but I was hoping this would be an easier solution. -edit- You can clearly see the dirt decal _mc working here, but I still have the issue with the shadow. Share this post Link to post Share on other sites
opteryx 1562 Posted October 14, 2015 Found the problem, had to rename test_as.paa to test_as.tga in the rvmat. Share this post Link to post Share on other sites