schultzit 65 Posted April 1, 2016 Hello! I'm banging my head on the wall on a particular model that's got a strange error. This is how the model looks in buldozer - all fine!: this is how it looks in game (ouch): it looks like the multimat .rvmat doesnt work in game for some reason I can't seriously figure out. the rvmat: ambient[]={0.57500011,0.57500011,0.57500011,1}; diffuse[]={0.57500011,0.57500011,0.57500011,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.31700015,0.31700015,0.31700015,1}; specularPower=35.5; PixelShaderID="Multi"; VertexShaderID="Multi"; class TexGen0 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen1 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen2 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen3 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen4 { uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen5 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen6 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen7 { uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage0 { texture="2017\map_data_2017\textures\concrete_dirty_slabs_co.paa"; texGen="0"; }; class Stage1 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_co.paa"; texGen="1"; }; class Stage2 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_brick_co.paa"; texGen="2"; }; class Stage3 { texture="a3\structures_f\data\metal\metal05_co.paa"; texGen="3"; }; class Stage4 { texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mask.paa"; texGen="4"; }; class Stage5 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="5"; }; class Stage6 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_smdi.paa"; texGen="6"; }; class Stage7 { texture="2017\map_data_2017\textures\terraced_house_brick_dtsmdi.paa"; texGen="7"; }; class Stage8 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="3"; }; class Stage9 { texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mc.paa"; texGen="4"; }; class Stage10 { texture="2017\buildings2_2017\ind_estate\data\ind_est_as.paa"; texGen="4"; }; class Stage11 { texture="a3\structures_f\data\concrete\concrete_old_nohq.paa"; texGen="0"; }; class Stage12 { texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_nohq.paa"; texGen="1"; }; class Stage13 { texture="2017\map_data_2017\textures\terraced_house_brick_nohq.paa"; texGen="2"; }; class Stage14 { texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="3"; }; does anybody have any idea? There's no missing files since PBOProject packs it with no errors... Nothing in the RPT aswell. Thanks in advance ;) Share this post Link to post Share on other sites
six_ten 208 Posted April 1, 2016 Do you have two UV sets and nothing in the texture field of the model? Share this post Link to post Share on other sites
PuFu 4599 Posted April 1, 2016 can you please post the MC and AS maps? (for buildings you should use ADS not AS maps btw) Share this post Link to post Share on other sites
schultzit 65 Posted April 1, 2016 Thanks for your support PuFu and Sixteen! The two uv sets look fine, if they were fubared I would have seen the same problem in buldozer - but it works in buldozer! PuFu- I'm at work now, but I'll upload the textures later. I always used_as for my multimats, what's the difference? Share this post Link to post Share on other sites
schultzit 65 Posted April 1, 2016 Ah here's thethe difference LightMaps _AS - ambient shadow texture contains stored information "how much ambient light is in given place'. White color means full ambient lighting. 0 means none.In fact only channel which is taken advantage of is G - it's thus important that information is correctly in him. Rest of channels doesn't matter and anything can be placed there (may be same as in G). _ADS - similar map like previous with difference that channel B (blue) keeps information about diffusion shadow. That one will be used when normal shadows aren't (either they off or too far). Green will have to be brighter to match the results AS would give you (~150%? ~40% gamma). Share this post Link to post Share on other sites
six_ten 208 Posted April 1, 2016 I haven't used any ADS maps in my multishaders (though I will start replacing the AS with them now that I see what ADS does) and haven't had the problem you're experiencing. They're not the cause of the problem you're having. Can you post a screen of your UV map -- I see that none of the texture definitions are tiled, they're all 1:1 -- aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; Share this post Link to post Share on other sites
schultzit 65 Posted April 2, 2016 UV SET 0 (I selected the multimat parts): UV SET 1: Share this post Link to post Share on other sites
Mickyleitor 183 Posted April 3, 2016 Hi,Try setting up your Stage7 to use TexGen 2 insted of 7 (TexGen 7 is using UV Map Set 1 which I'm surely it's not intended). Also, use this template to make your rvmat more clearly for your eyes, you will be benefited :P (Well for me it's)PS: Forum editor make it a terrible code view :angry: diffuse[]={0.57500011,0.57500011,0.57500011,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0.31700015,0.31700015,0.31700015,1}; specularPower=35.5; PixelShaderID="Multi"; VertexShaderID="Multi"; class TexGen5 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class TexGen6 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class TexGen7 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; // BLACK class TexGen0 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class Stage0 {texture="2017\map_data_2017\textures\concrete_dirty_slabs_co.paa"; texGen="0";}; class Stage5 {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="0";}; class Stage11 {texture="a3\structures_f\data\concrete\concrete_old_nohq.paa"; texGen="0";}; // RED class TexGen1 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class Stage1 {texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_co.paa"; texGen="1";}; class Stage6 {texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_smdi.paa"; texGen="1";}; class Stage12 {texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_roof_nohq.paa"; texGen="1";}; // GREEN class TexGen2 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class Stage2 {texture="2017\buildings2_2017\ind_estate\data\ind_estate_building_brick_co.paa"; texGen="2";}; class Stage7 {texture="2017\map_data_2017\textures\terraced_house_brick_dtsmdi.paa"; texGen="2";}; class Stage13 {texture="texture="2017\map_data_2017\textures\terraced_house_brick_nohq.paa"; texGen="2";}; // BLUE class TexGen3 {uvSource="tex"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class Stage3 {texture="texture="a3\structures_f\data\metal\metal05_co.paa"; texGen="3";}; class Stage8 {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="3";}; class Stage14 {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; texGen="3";}; // MASK, MC, AS/ADS class TexGen4 {uvSource="tex1"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};}; class Stage4 {texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mask.paa"; texGen="4";}; class Stage9 {texture="2017\buildings2_2017\ind_estate\data\ind_unit_ext_mc.paa"; texGen="4";}; class Stage10 {texture="2017\buildings2_2017\ind_estate\data\ind_est_as.paa"; texGen="4";}; Share this post Link to post Share on other sites
schultzit 65 Posted April 3, 2016 Hello! Yeah that format is way more readable, unfortunately that didnt solve my issue :( Thanks anyways Share this post Link to post Share on other sites