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[Solved?] Uhh... What the? (Head bug)

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Alright so one of the weirdest thing that ever happened to me while i was using my custom head (And custom uniform)

 

So i begin playing around with TPW_Fall to capture some screenshots. Here is the first one.

 

https://gyazo.com/fcf89d3c28333a864355c6bc14703e3f

 

As you can see... He has a brown hair.

 

But after a little bit of helicopter ragdoll...

 

This happens

 

https://gyazo.com/5a524da998a773c5962445e5bad4562a

 

What the? It was brown now its black. just as i wanted it. I wanted it black and then the game glitched out somehow and granted me this head which i actually have a .PAA file which clearly states the hair black.

 

So i killed myself after by exploding the chopper and offroad

 

i restarted the scenario and my hair is brown...

 

Here is my code apparently.

class CfgFaces
{
	class Default
	{
		class Default;
	};

	class Man_A3: Default
	{
		class WhiteHead_04;
		
		class Sotiris_M: WhiteHead_04
                {
                        displayname="Sotiris Militidas"; // Between the quotation marks, add the name of your face. This is how it will appear in the Virtual Arsenal etc. This can also begin with the prefix '$STR' (e.g. "$STR_New_Face_01"); but that's for localization purposes, I won't get bogged down in those details here. I only mention it, in case you see it elsewhere and wonder what it's all about.
                        texture="\Renegade\Heads\Data\head_sotiris_co.paa"; // This is a very important line! Be sure to check it for typos. An example path to the texture file could look something like this: "\Resist\Heads\Data\Steinacher_co.paa". This would mean, we have a PBO entitled 'Resist', with a folder in it entitled 'Heads', and a folder in that entitled 'Data', and, finally, in that, a .paa file entitled 'Steinacher_co.paa'. I would recommend adding the '_co' suffix for the main colour texture you've created. 
                        head="DefaultHead_A3"; // The actual model for your custom face. For instance, if you used Stavrou's head, with the pony tail, the physical shape of the head would be different and therefore, would have a different entry here. Most just use the default head defined here.
                        identityTypes[]={}; // This is used to identify which units will have your custom face by default; you can leave it alone, it's not really important for what you're trying to achieve.
                        author="Velocity-Overdrive"; // Your name goes here :) 
                        material="A3\Characters_F\Heads\Data\m_white_04.rvmat"; // This is another very important line! Depending on just how good you want your face to look, you may want to add a custom RVMAT, with accompanying specular (SMDI) and normal map (NOHQ) textures. Though a vital part of custom faces, I really can't go into too much detail here, as it's quite an in-depth subject and an art form in its own right! If you've only made minor changes to an existing face texture, you should be able to get away with inheriting the standard RVMAT - which you can do by deleting this line entirely. 
                        textureHL="\Renegade\Heads\Data\hl_sotiris_co.paa"; // Path to texture for hands and legs (HL). You shouldn't need to change this.
                        materialHL="\A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat"; // Path to material (RVMAT) for hands and legs (HL). You shouldn't need to change this.
                        textureHL2="\Renegade\Heads\Data\hl_sotiris_co.paa"; // Second path (anyone know why there's an HL2?) to texture for hands and legs (HL). You shouldn't need to change this.
                        materialHL2="\A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat"; // Second path (anyone know why there's an HL2?) to material for hands and legs (HL). You shouldn't need to change this.
                        materialWounded1="Path_to_Face_Material_when_Wounded.rvmat"; // Path to a wounded face texture. I'd recommend using the same path as the 'material=' path for your face, if you want an easy ride. Add a wounded texture if you fancy getting a bit more creative.
                        materialWounded2="Path_to_Face_Material_when_Wounded.rvmat"; // Second path to a wounded face texture (again, not too sure why we have two; though I'm sure some bright spark will let me know! :D)

        };
    };
};

This is insanely weird as i have been tracking down the issue and a ragdoll fixed it for me...

 

Cheers! P.S The .paa file clearly states its black. If i use my custom rvmat my face becomes dark brown and my hair black.. If i use the normal A3 rvmat the hair becomes brown and the face stays the same...

 

EDIT: Somehow my face returned to normal... I havent played around with the .RVMAT but im pretty sure i triggered something... Woops.

 

Edited by Velocity-Overdrive
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This is probably due to materials (.rvmat) and wounds. You use a default material for your regular material, but the wounded material is either different or it doesn't exist, so when the head transitions into the wounded state, a different material is applied that does not alter the diffuse texture (the .paa texture you used).

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This is probably due to materials (.rvmat) and wounds. You use a default material for your regular material, but the wounded material is either different or it doesn't exist, so when the head transitions into the wounded state, a different material is applied that does not alter the diffuse texture (the .paa texture you used).

Ah... This must be it! Thanks mate! So i gotta change the wounds texture? Im apparently wanting the one with black hair, Not the brown one (Been an issue on a long time)

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Ah... This must be it! Thanks mate! So i gotta change the wounds texture? Im apparently wanting the one with black hair, Not the brown one (Been an issue on a long time)

 

No, the texture is the same, the material changes. This is the line that sets the default material for the head:

material="A3\Characters_F\Heads\Data\m_white_04.rvmat";

These lines affect the material of the head when you are wounded:

materialWounded1="Path_to_Face_Material_when_Wounded.rvmat";
materialWounded2="Path_to_Face_Material_when_Wounded.rvmat"; 

As you can see, the wounded material (.rvmat) is different. I'm assuming "Path_to_Face_Material_when_Wounded.rvmat" doesn't really exist, so there is no material applied to the head when wounded.

If you want the head to have the same material as when wounded, you'd change the material property. However, pointing to a non existent material is probably throwing errors somwhere. You probably just want to create a new .rvmat file that does behaves as you want it to and point all the materials to it. Some docs for .rvmats can be found here and here.

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No, the texture is the same, the material changes. This is the line that sets the default material for the head:

material="A3\Characters_F\Heads\Data\m_white_04.rvmat";
These lines affect the material of the head when you are wounded:

materialWounded1="Path_to_Face_Material_when_Wounded.rvmat";
materialWounded2="Path_to_Face_Material_when_Wounded.rvmat"; 
As you can see, the wounded material (.rvmat) is different. I'm assuming "Path_to_Face_Material_when_Wounded.rvmat" doesn't really exist, so there is no material applied to the head when wounded.

If you want the head to have the same material as when wounded, you'd change the material property. However, pointing to a non existent material is probably throwing errors somwhere. You probably just want to create a new .rvmat file that does behaves as you want it to and point all the materials to it. Some docs for .rvmats can be found here and here.

Oh... Okay thanks! However I can't open any RVMAT files as it sends me an error. The thing I'm trying to resolve is my character head becoming brown. The glitch somehow fixed it. Il try to find a way to fix the RVMAT error problem... So my hair can't be black cause the actual model has a blonde hair? The black merges with the blonde and it becomes brown....

I apologize as I'm a sucker when it comes to RVMAT stuff.

Thanks!

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Oh... Okay thanks! However I can't open any RVMAT files as it sends me an error. The thing I'm trying to resolve is my character head becoming brown. The glitch somehow fixed it. Il try to find a way to fix the RVMAT error problem... So my hair can't be black cause the actual model has a blonde hair? The black merges with the blonde and it becomes brown....

I apologize as I'm a sucker when it comes to RVMAT stuff.

Thanks!

 

The files are probably binarized. You'll need to unbinarise them with one of the tools like Mikeros to read them as plain text.

 

Basically what is happening is that the material is modifying how your texture looks. For example, you might be using a material for a bald head, which tries to make the part of the texture where the hair is, appear like skin, and it alters the color somewhat. For example, this also happens with the "custom" face option in the profile, so someone made a mod to correct it, you can see there how the material can tweak the textures drastically.

 

Unfortunately, I can't help you much further as I haven't really dealt with rvmats extensively. Someone in the modeling/texturing subforum might be of more assistance.

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The files are probably binarized. You'll need to unbinarise them with one of the tools like Mikeros to read them as plain text.

 

Basically what is happening is that the material is modifying how your texture looks. For example, you might be using a material for a bald head, which tries to make the part of the texture where the hair is, appear like skin, and it alters the color somewhat. For example, this also happens with the "custom" face option in the profile, so someone made a mod to correct it, you can see there how the material can tweak the textures drastically.

 

Unfortunately, I can't help you much further as I haven't really dealt with rvmats extensively. Someone in the modeling/texturing subforum might be of more assistance.

Oh okay, thanks a lot for your help! I though the RVMAT was a model... I'm wrong. Hopefully il sort this issue out with Mikeros tools and unbinarise the RVMAT.

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The files are probably binarized. You'll need to unbinarise them with one of the tools like Mikeros to read them as plain text.

 

Basically what is happening is that the material is modifying how your texture looks. For example, you might be using a material for a bald head, which tries to make the part of the texture where the hair is, appear like skin, and it alters the color somewhat. For example, this also happens with the "custom" face option in the profile, so someone made a mod to correct it, you can see there how the material can tweak the textures drastically.

 

Unfortunately, I can't help you much further as I haven't really dealt with rvmats extensively. Someone in the modeling/texturing subforum might be of more assistance.

Okay so i used the mod you got and used the RVMAT. It isnt brown anymore but its WAAAY to bright... I cant have my characters face to look like the one when the ragdoll fixed it...

 

Must i actually edit the .RVMAT Files and play around with the colours?

 

Thanks!

 

EDIT:

 

Okay then... I snapped my old .RVMAT file i got from one of my threads and now my face is black and hair is black? O.o

 

https://gyazo.com/eda4515826f8edd0dd673be994816709

 

The hair is exactly as i wanted it but now the skin colour isnt want i wanted...

Edited by Velocity-Overdrive

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Anyone? I fiddled around with the .RVMAT And checked some wiki sources and with no avail...

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If you want accurate results with the rvmat use the one that the base face you edited uses...You can make your own normal/specular maps as well in Photoshop with the correct plugins/know how.

And if you want black hair then don't rely on the bloody rvmat to do it, just edit the texture and make the hair darker...

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If you want accurate results with the rvmat use the one that the base face you edited uses...You can make your own normal/specular maps as well in Photoshop with the correct plugins/know how.

And if you want black hair then don't rely on the bloody rvmat to do it, just edit the texture and make the hair darker...

Mate I actually made the bloody hair black... It turned brown cause of the RVMAT issues. But thanks anyway!

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