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gtaarmyjames

Glass texture not working? PLZ help!

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Ok, so I am trying to create building, and the front windows need to be transparent like glass, but whenever I attempt to use a transparent texture it just turns opaque. I have tried everything... I have tried converting a .png to a .paa, and I have tried a .tga to .png as these are the only solutions anyone has had for me online. I even tried using a BI glass texture found in structures_f, and even that was opaque. I really don't know what to do. So another thing I tried was making a simple object, and texturing a little bit of it to be a window, and here is the result...ZtvcNni.jpg?1I took the liberty of pointing out where the window was supposed to be. As you can see, it is completely Opaque and brown. Here's the actual texture (png on this website)1ccbxAa.jpg?1as you can see, I am doing everything right (to my knowlege), I have the .paa path properly set in Object Builder. If you have any advice, i'd love to hear it!

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Are you also using the correct texture naming rules and saving the PNG as a WhateverYourFilenameIs_ca.paa

 

EDIT: Also just saw you tried BI textures, so I'm going to guess your RVMAT is the cause as hawaiian suggested.

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The only reason why I am using a BI texture this time, is because I just needed something quick, it's not like I was going to use this. And yes, I have the file named testGlass_ca.paa

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Here is the .rvmat...

 

#define _ARMA_

//Class structures_f_data : Windows\glass.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.066667,0.062745,0.058824,1};
specularPower = 2000;
renderFlags[] = {"NoZWrite"};
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage5
{
    texture = "a3\structures_f\data\windows\glass_smdi.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(9.6,0.9)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage7
{
    useWorldEnvMap = "true";
    texture = "a3\data_f\env_land_co.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
//};

 

 

 

This was just a copy from ArmA 3 Samples found on Steam.
 

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Try this:

#define _ARMA_

//Class structures_f_data : Windows\glass.rvmat{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.066667,0.062745,0.058824,1};
specularPower = 2000;
//renderFlags[] = {"NoZWrite"};
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage5
{
    texture = "a3\structures_f\data\windows\glass_smdi.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(9.6,0.9)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage7
{
    useWorldEnvMap = "true";
    texture = "a3\data_f\env_land_co.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};

If it works, all I did was comment out the 'renderflags' section.

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sorry, sometimes it's just those "little" things we forget :)

 

edit: what's your rvmat like?

So, why would i need the dxt1? Sorry, inever got any education about game development or modding games so i appologise for my poor texturing skills :P

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DXT1 is for solid/opaque texturing, as for DXT5, is for translucent textures like glass. I was making sure you were using DXT5 since you're making a "see through" texture.

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As far as I'm aware, TexView automatically allocates the correct DXT settings as long as you use the correct naming convention (which we've established you are), so its a moot point.

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As far as I'm aware, TexView automatically allocates the correct DXT settings as long as you use the correct naming convention (which we've established you are), so its a moot point.

Yeah i noticed that, thats why i was confused about if you need it to be dxt1. I do appologise for not updating my work with you guys but i havent had the time to do anything this week.

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