callmejaf 0 Posted April 28, 2018 Hey guys, I am making a new model (one of my first ever) and I am trying to simulate a translucent red glass for the back lights on the car like in this picture. https://gyazo.com/c2b99acb7abae508fd05fdc3f085c798 But this is what I end up with. https://gyazo.com/03975503ee0f4826570086bbf157a1d0 This is the face properties. https://gyazo.com/1049b7a39af6a82d6ce3558685608f9e Any help would be appreciated as I am currently pulling my hair out. Thanks for reading! Share this post Link to post Share on other sites
Jackal326 1181 Posted May 6, 2018 Generally the coloured face will be over-written by the RVMAT you've applied. As an example, here is a glass rvmat with a red tint. ambient[]={0.602020,0.000000,0.000000,1.000000}; // play with these values to get the desired red (keep same/very similar to below) diffuse[]={0.602020,0.000000,0.000000,1.000000}; // play with these values to get the desired red (keep same/very similar to above) forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.607843,0.000000,0.000000,1.000000}; specularPower=13.500000; PixelShaderID="NormalMapSpecularDIMap"; VertexShaderID="NormalMap"; class Stage1 { texture="SJB_A3_WPNS\m4\pso_glass_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="SJB_A3_WPNS\m4\pso_glass_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; 1 Share this post Link to post Share on other sites