zooloo75 834 Posted May 1, 2016 Hi, I am working on my BloodLust mod. I am new to modeling for ArmA. I have created a plane (flat surface) in Blender, and exported to a .p3d. The plane does not appear to receive shadows, or appears to be lit by the sun regardless if exposed to it or not. I am using "a3\data_f\default_alpha.rvmat" for my plane's material. The plane acts as a billboard, receiving a custom texture via script (setObjectTexture). The images are .paa with an alpha channel. Plane in shadow (looks incorrect): http://i.imgur.com/hQv4jrx.jpg Plane exposed to light (looks fine): http://i.imgur.com/nG4vJVx.jpg Plane on wall in shadow (altered normal): http://i.imgur.com/DHk1qSF.jpg Plane on wall exposed to light (altered normal): http://i.imgur.com/1jhXp9T.jpg Object Builder view: http://i.imgur.com/yRQU6Xk.png Thanks in advance. Share this post Link to post Share on other sites
Jackal326 1181 Posted May 1, 2016 It could be one of two things (AFAIK): Possible solution 1: Select the plane in Object Builder (as you've done in last screenshot) and press F5 to re-calculate the normals. Save the P3D, re pack and see if it works. Possible solution 2: It could be the RVMAT at fault. If solution 1 doesn't work, try removing the rvmat and saving, repacking etc. Share this post Link to post Share on other sites
PuFu 4600 Posted May 1, 2016 can you post your rvmat here? also your blood texture is missing the _ca suffix Share this post Link to post Share on other sites
zooloo75 834 Posted May 1, 2016 I'll try out the above solutions y'all have provided and report back on it. Thanks. Share this post Link to post Share on other sites
zooloo75 834 Posted May 1, 2016 Here's "a3/data_f/default_alpha.rvmat" class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; }; 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 = 10; PixelShaderID = "Normal"; VertexShaderID = "Basic"; renderFlags[] = {"NoZWrite"}; Share this post Link to post Share on other sites
saltatormortis 12 Posted May 1, 2016 do you want your blood too shine? if not why you have a 1 inside the emmisive value? mfg ps havnt played myself with the emmisive values so its only a guess 1 Share this post Link to post Share on other sites
zooloo75 834 Posted May 1, 2016 do you want your blood too shine? if not why you have a 1 inside the emmisive value? mfg ps havnt played myself with the emmisive values so its only a guess I'll try making my own .rvmat based off of the one I'm using right now without the emission value. Share this post Link to post Share on other sites
zooloo75 834 Posted May 1, 2016 My RVMAT still appears bright indoors/in shadows class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; }; ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,0}; specular[] = {0,0,0,0}; specularPower = 0; PixelShaderID = "Normal"; VertexShaderID = "Basic"; renderFlags[] = {"NoZWrite"}; Share this post Link to post Share on other sites
scorch_052 127 Posted May 2, 2016 This occured with OPTRE for several vehicles we had. The issue turned out to be improper conversion to .paa format. try renaming the file to blood_ca.png or something THEN converting it to a .paa. If that doesn't work, do the same thing, but, with .co instead. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted May 2, 2016 If that doesn't work, do the same thing, but, with .co instead. If _ca doesn't work do yourself a favour and DON'T use _co for these texture(s). _CO is a 1-bit alpha and will look shit. Share this post Link to post Share on other sites
zooloo75 834 Posted May 2, 2016 This occured with OPTRE for several vehicles we had. The issue turned out to be improper conversion to .paa format. try renaming the file to blood_ca.png or something THEN converting it to a .paa. If that doesn't work, do the same thing, but, with .co instead. Will try this out, thanks. Share this post Link to post Share on other sites
x3kj 1247 Posted May 2, 2016 _ca suffix creates DXT5 compression with 8 bit alpha during conversion. Textures in DXT5 format do not receive any shadows in the engine apparently (same issue with my dxt5's). So it's not your fault. Doesn't matter if you rename it to _co conversion. It's still a DXT5. I reported it a while ago on feedback tracker, but we all know that means nothing... If _ca doesn't work do yourself a favour and DON'T use _co for these texture(s). _CO is a 1-bit alpha and will look shit. So does blood (or any other transparency map) that does not receive shadows... You can pick one: plague or cholera. Track textures for tanks in A3 are DXT1 btw. Share this post Link to post Share on other sites
Kydoimos 916 Posted May 2, 2016 You could also try adding the AlwaysInShadow flag on the rvmat too, to stop it from shining? Share this post Link to post Share on other sites