shadeops21 170 Posted August 5, 2017 Hey, Fairly new to the retexturing game here. I've done a pretty large texture pack for a group that I've been rolling with for some time now, and we're finding that the uniforms I've re-skinned do not generate a thermal signature when worn. This is all fine, except that for assets like the Kerry's customised uniform (Combat pants with a civilian/guerrilla shirt) we're getting thermal signature on the shirt but not the pants... kinda makes it hard when we're using thermal optics on gunships to ID friendly forces. The G3 (NATO Combat uniform) assets (long sleeve, rolled sleeve and the version with the undershirt) have modified normal maps due to different pocket and kneepad designs, and the .rvmat file has been modified to reflect that. However, the only change between that and the vanilla .rvmat is the line that calls upon the normal map (_nohq). Yet the thermals are still affected (as seen below). I've seen other mods much like mine where the normal is different to the vanilla, yet they can get their thermal signature working. This is driving me crazy. On a smaller note, I'm also trying to add wounding textures to the uniforms as well. But I figure that with those it's just a matter of adding a few more files and lines of code, right? Share this post Link to post Share on other sites
R0adki11 3949 Posted August 5, 2017 8 minutes ago, shadeops21 said: snip can you post up your config? Share this post Link to post Share on other sites
shadeops21 170 Posted August 5, 2017 2 minutes ago, R0adki11 said: can you post up your config? The main uniform config or the .rvmat config? Share this post Link to post Share on other sites
R0adki11 3949 Posted August 6, 2017 8 hours ago, shadeops21 said: The main uniform config or the .rvmat config? Main config, you shouldn't need to change the default rvmats. Unless of course your not inheriting from Arma3 defaults and using your own? Share this post Link to post Share on other sites
x3kj 1247 Posted August 6, 2017 he most certainly changed rvmats, otherwise the termal texture would remain the same. the texture located in stageTI in rvmat is the thermal texture. The injury is however defined in the main config Share this post Link to post Share on other sites
shadeops21 170 Posted August 6, 2017 23 minutes ago, R0adki11 said: Main config, you shouldn't need to change the default rvmats. Unless of course your not inheriting from Arma3 defaults and using your own? Here's a segment (full config.cpp is too large to copy/paste here in its entirety) of the config from the CfgVehicles section that involves the affected uniform items. class TAC_Crye_USW_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass = "TAC_Crye_USW_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_SS_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat (Crye SS)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass = "TAC_Crye_USW_ss_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Ranger_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Tan/USW Combat (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass = "TAC_Crye_USW_Tan_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Ranger.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Ranger_SS_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Tan/USW Combat (Crye SS)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass = "TAC_Crye_USW_Ranger_ss_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Ranger.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Brown_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Tan/USW Combat (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass = "TAC_Crye_USW_Brown_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Brown.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Brown_SS_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Tan/USW Combat (Crye SS)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass = "TAC_Crye_USW_Brown_ss_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Brown.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Grey_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Grey/USW Combat (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass = "TAC_Crye_USW_Grey_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Grey.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Grey_SS_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Grey/USW Combat (Crye SS)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass = "TAC_Crye_USW_Grey_ss_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Grey.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Black_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Black/USW Combat (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d"; uniformClass = "TAC_Crye_USW_Tan_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Black.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Black_SS_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] Black/USW Combat (Crye SS)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_03.p3d"; uniformClass = "TAC_Crye_USW_Tan_ss_Camo"; hiddenSelections[] = {"Camo","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW_Black.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Tee_Ranger_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat (Crye Tee)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "TAC_Crye_USW_Camo"; hiddenSelections[] = {"Camo", "Camo2", "Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW.paa", "TACCLOTHES\Data\undershirt_ranger.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT", "TACCLOTHES\Data\undershirt.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Tee_Brown_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat (Crye Tee)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "TAC_Crye_USW_Camo"; hiddenSelections[] = {"Camo", "Camo2", "Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW.paa", "TACCLOTHES\Data\undershirt_brown.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT", "TACCLOTHES\Data\undershirt.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Tee_Grey_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat (Crye Tee)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "TAC_Crye_USW_Camo"; hiddenSelections[] = {"Camo", "Camo2", "Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW.paa", "TACCLOTHES\Data\undershirt_grey.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT", "TACCLOTHES\Data\undershirt.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Tee_Black_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat (Crye Tee Black)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "TAC_Crye_USW_Camo"; hiddenSelections[] = {"Camo", "Camo2", "Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_G3_USW.paa", "TACCLOTHES\Data\undershirt_black.paa"}; hiddenSelectionsMaterials[] = {"TACCLOTHES\Data\TAC_G3.RVMAT", "TACCLOTHES\Data\undershirt.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Casual_Ranger_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat Casual (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla5_1.p3d"; uniformClass = "TAC_Crye_USW_Casual_Camo"; hiddenSelections[] = {"camo1","camo2","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_BU_ranger.paa", "TACCLOTHES\Data\TAC_G3_USW.paa"}; hiddenSelectionsMaterials[] = {"", "TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Casual_Brown_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat Casual (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla5_1.p3d"; uniformClass = "TAC_Crye_USW_Casual_Camo"; hiddenSelections[] = {"camo1","camo2","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_BU_brown.paa", "TACCLOTHES\Data\TAC_G3_USW.paa"}; hiddenSelectionsMaterials[] = {"", "TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Casual_Grey_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat Casual (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla5_1.p3d"; uniformClass = "TAC_Crye_USW_Casual_Camo"; hiddenSelections[] = {"camo1","camo2","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_BU_grey.paa", "TACCLOTHES\Data\TAC_G3_USW.paa"}; hiddenSelectionsMaterials[] = {"", "TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class TAC_Crye_USW_Casual_Black_Uniform: B_Soldier_F { author = "BI & Pix"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "[TAC] USW Combat Casual (Crye)"; identityTypes[] = {"Head_NATO","G_NATO_default"}; genericNames = "NATOMen"; faction = "TAC_TER"; model = "\A3\Characters_F_EPB\Guerrilla\ig_guerrilla5_1.p3d"; uniformClass = "TAC_Crye_USW_Casual_Camo"; hiddenSelections[] = {"camo1","camo2","Insignia"}; hiddenSelectionsTextures[] = {"TACCLOTHES\Data\TAC_BU_black.paa", "TACCLOTHES\Data\TAC_G3_USW.paa"}; hiddenSelectionsMaterials[] = {"", "TACCLOTHES\Data\TAC_G3.RVMAT"}; weapons[] = {"Throw","Put"}; respawnWeapons[] = {"Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; The first classnames, Crye_###_Uniform are the long sleeve NATO Combats. Crye_###_SS_Uniform are the rolled sleeve ones (Recon Uniform). Crye_###_Tee_ are the undershirt/t-shirts, and Crye_###_Casual are Kerry's Worn Fatigues. And here is my rvmat, modified to read the altered normal map (_nohq). class StageTI { texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa"; }; ambient[] = {0.5,0.5,0.5,1}; diffuse[] = {0.5,0.5,0.5,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,1}; specularPower = 150; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "TACCLOTHES\Data\G3_nohq.paa"; 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\characters_f\blufor\data\clothing1_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(1,0.7)"; uvSource = "none"; }; class Stage7 { texture = "a3\data_f\env_co.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; Share this post Link to post Share on other sites
R0adki11 3949 Posted August 6, 2017 Looks fine for me, so the only thing with rvmat is that you changed is the normal map (_nohq)? Share this post Link to post Share on other sites
shadeops21 170 Posted August 6, 2017 Correct. Only that one line where the normal map is located. Everything else is identical. Share this post Link to post Share on other sites
Whitefame 16 Posted August 6, 2017 class StageTI and the ti_ca file is what determines thermal texture so its kinda weird that it changes when you replace the normal texture. Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 7, 2017 The problem could be to do with hiddenSelectionsMaterials[]. Try removing them and see if the problem persists. Share this post Link to post Share on other sites
shadeops21 170 Posted August 7, 2017 12 hours ago, UK_Apollo said: The problem could be to do with hiddenSelectionsMaterials[]. Try removing them and see if the problem persists. If I do that, I lose the custom RVMAT and the default normal map is visible over the custom textures. Which is something I'm avoiding as details like the pockets, seams, kneepads and such are different on the retexture when compared against the vanilla uniform. Share this post Link to post Share on other sites
UK_Apollo 476 Posted August 7, 2017 There are problems with hiddenSelectionMaterials and damage textures if I remember correctly. There may be ways around it (different rvmats in different LOD's?) - someone else may know more. If you don't even want to try it to see the effect on your problem, that's up to you. Share this post Link to post Share on other sites
shadeops21 170 Posted August 9, 2017 On 07/08/2017 at 10:30 PM, UK_Apollo said: There are problems with hiddenSelectionMaterials and damage textures if I remember correctly. There may be ways around it (different rvmats in different LOD's?) - someone else may know more. If you don't even want to try it to see the effect on your problem, that's up to you. I've already tried all of the logical steps: default rvmats, removing the hidden selection materials line. As I explained before, when I do that, the thermal works fine but the LOD on the normal maps doesn't match the colour map. It's why I came here: nothing I read or searched up gave me any indication as to why it was behaving like this. I've even taken apart and compared against similar mod sets and have come up empty. Share this post Link to post Share on other sites
TroyT 6 Posted July 29, 2021 On 8/8/2017 at 9:01 PM, shadeops21 said: I've already tried all of the logical steps: default rvmats, removing the hidden selection materials line. As I explained before, when I do that, the thermal works fine but the LOD on the normal maps doesn't match the colour map. It's why I came here: nothing I read or searched up gave me any indication as to why it was behaving like this. I've even taken apart and compared against similar mod sets and have come up empty. I know this was a long time ago, but did you ever get "hiddenSelectionsMaterials" to work in your config? I'm beating my head against this right now. Share this post Link to post Share on other sites
shadeops21 170 Posted July 29, 2021 4 hours ago, TroyT said: I know this was a long time ago, but did you ever get "hiddenSelectionsMaterials" to work in your config? I'm beating my head against this right now. My mistake (which I finally rectified years after my thread here, and shamefully admit I only finally learned about a year ago) was not having my Addon Builder configured correctly. I didn't have the "List of files to copy directly" set to include the .rvmat files. So when my pbo was being made, the material files were being omitted from the build, and with no rvmats, no lighting/shading and no thermals. 1 Share this post Link to post Share on other sites
TroyT 6 Posted July 29, 2021 Thanks for the comment but, damn, I was hoping for a different answer. My rvmats are attaching while using hiddenSelectionsMaterials but the textures aren't loading. Share this post Link to post Share on other sites
shadeops21 170 Posted July 29, 2021 4 hours ago, TroyT said: Thanks for the comment but, damn, I was hoping for a different answer. My rvmats are attaching while using hiddenSelectionsMaterials but the textures aren't loading. I would check your file pathing to each of the applicable texture files within the RVMAT with respect to the normal map, specular map, etc, and make sure there aren’t any typos in any of them. Share this post Link to post Share on other sites
TroyT 6 Posted July 29, 2021 Yeah, those would show up when the rvmat is assigned within the model though. The same file works in that case. Share this post Link to post Share on other sites