DSabre 2332 Posted June 5, 2017 I have noticed some random behaviour with rvmats across different addons/pbos: My planes all receive their glass from my aircraft library addon (rvmat and paa). A few updates ago I noticed that the rvmat seems to get stored inside the p3d though when i build the p3d of the plane addon. is this correct? Now whenever I update my aircraft library addon sometimes it works, some other times it seems to magically get an old rvmat stored inside one of the p3ds? I thought that if I put the newest definition / my aircraft library in top of loading order it would help. but it seems it is totally random? any ideas? what I want - and sometimes it works too. what I often get instead, same addons! Share this post Link to post Share on other sites
zgmrvn 95 Posted June 8, 2017 On 05/06/2017 at 2:50 PM, [Dust]Sabre said: rvmat seems to get stored inside the p3d they are not, all of your models are looking for a glass rvmat file located in one of your pbos Share this post Link to post Share on other sites
p1nga 23 Posted June 9, 2017 There is most definitely RVMAT data baked into the p3d. Quote LodMaterial Basically... A direct replication of the information in the given .rvmat file Quote LodMaterial { asciiz RvMatName; // "ca\characters\data\soldier_captive_hhl.rvmat" ulong Type; // 9 == Arma, 10==VBS2,11==Arrowhead D3DCOLORVALUE Emissive; D3DCOLORVALUE Ambient; D3DCOLORVALUE Diffuse; D3DCOLORVALUE forcedDiffuse; D3DCOLORVALUE Specular; D3DCOLORVALUE Specular2; //Usually same as Specular float SpecularPower; ulong PixelShaderId; //See enumPixelShaderId ulong VertexShaderId; //See enumVertexShaderId LongBool Arma1UnKnownBool;//A2 deprecated, always 1 //A1 mostly 1 otherwise 0 ulong Arma1AnIndex; //A2 deprecated, always 1 //A1 0,1 or 2 asciiz BiSurfaceName; // "ca\data\Penetration\plastic.bisurf" LongBool Arma1Mostly0x01; //A2 deprecated, always 1 //A1 rarely zero ulong RenderFlags; //Generally 0 ulong nTextures; ulong nTransforms; // always same as nTextures LodStageTexture StageTextures [nTextures]; LodStageTransform StageTransforms[nTransforms]; if type>=10//vbs2/arma2 LodStageTexture DummyStageTexture;// see special, additional byte for THIS stagetexture endif } How this is all affected by the order in which pbo's are loaded i have no idea. Share this post Link to post Share on other sites