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fortune144

Shining Backpack

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Hey guys,

 

i retextured the large Bergan Backpack. But i think the backback is shining a lot. So how can i remove this shining effect from the rvmat file?

 

class B_Bergen_Base_F;
class SOR_B_Bergen_Dpm: B_Bergen_Base_F {
		scope=public;
		displayName="Bergen DPM Wdl";
		picture="\A3\Supplies_F_Exp\Bags\Data\UI\Icon_B_Bergen_digi_CA.paa";
		hiddenSelectionsTextures[]={"\basic_equipment\data\backpacks\bergen_dpm_wdl.paa"};
	};

Unbenannt.png

 

 

hiddenSelectionsMaterials[]={""}; is not working

 

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Quote

hiddenSelectionsMaterials[]={""}; is not working ? 

 

i want to remove the rvmat with this line.

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hiddenSelectionsMaterials[]={}; 

or delete line completely

 

If that does not work the .p3d has the textured mapped so you wont be able to remove it. Just find the rvmat its using edit it to your needs, then move to your addon folder and change the file location in config.cpp.

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I found the rvmat file but its the original from Bohemia. How can i remove the shining from that? 

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Did you open in Eliteness etc?

 

 

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Nope haven't heard from this tool. I deleted the content of the rvmat and the shining is gone but says that the rvmat file is not found. Does a default rvmat exist with no shadow etc.?

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Try this rvmat its similar to your backpack camo so it may work how you want it.

Just adjust file paths:

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.5,0.5,0.5,0};
specularPower = 150;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
	texture = "YOUR_MOD\Data\YOUR_BACKPACK_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 = "YOUR_MOD\data\YOUR_BACKPACK_as.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage5
{
	texture = "YOUR_MOD\data\YOUR_BACKPACK_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};
	};
};

 

 

or for an example this is a white gloss rvmat i have:

 

ambient[] = {0.8117647,0.8352941,0,5};
diffuse[] = {0.68235296,0.6509804,0.007843138,1};
forcedDiffuse[] = {0.54509807,0.52156866,0.003921569,0};
emmisive[] = {23500,23500,23500,1};
specular[] = {0.99215686,0.96862745,0.007843138,0.64};
specularPower = 40.6;
renderFlags[] = {"AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

That all it contains. 

You'll need to look at this  https://community.bistudio.com/wiki/ArmA:_RVMAT And adjust to your backpacks needs.
 

 

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So if you removed completely or changed 

hiddenSelectionsMaterials[]={}; 

From the config.cpp then its mapped in the model.p3d and there is no way to remove it.

 

Either play with those rvmats or send me the original rvmat and I'll adjust it for you :)

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No problem, I'm currently learning myself and this is what I have learnt in the past 2 weeks. So happy to share ;) 

Good luck !

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Just note that the gloss white rvmat is used for a white_co.paa that only contain a plain white square and add a gloss coat for texture on vehicles etc 

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When i use your rvmat it say cannot load. ah crap it's so much stuff to learn ^^

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