cssx3 10 Posted September 28, 2018 Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks Share this post Link to post Share on other sites
Noks - Ohliger 4 Posted September 29, 2018 Does the same error appear with other glasses? How do you make the transparency of the car's glass? (texture + rvmat). Share this post Link to post Share on other sites
cssx3 10 Posted September 29, 2018 The same error appear by every glasses and cars. So idk how to fix it :/ With my other headgears I don't get this error. Share this post Link to post Share on other sites
Noks - Ohliger 4 Posted September 29, 2018 So it certainly comes from the helmet itself. Can you please send the material file applied to your helmet (.rvmat file) Share this post Link to post Share on other sites
cssx3 10 Posted September 30, 2018 ambient[]={1,1,1,3.3}; diffuse[]={0.8,0.8,0.8,0.8}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]= {0.1, 0.100000, 0.100000, 1.000000}; specularPower=40; /// Glossiness; 1 = high, 64 = middle, 1000 = none PixelShaderID = "NormalMapDetailSpecularDIMap"; // The pixelshader // The pixelshader tells what stages (modes) the face should use. VertexShaderID = "NormalMap"; class Stage1 { // The "NormalMap" texture="r\rl\addons\textures\misc\Helmet_NormalMap.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 { // The "Detail" texture="r\rl\addons\textures\misc\Helmet_DiffuseMap.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 Stage3 { // The "SpecularDIMap" texture="r\rl\addons\textures\misc\Helmet_SpecularMap.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}; }; }; Share this post Link to post Share on other sites
Noks - Ohliger 4 Posted October 1, 2018 Try using this one then tell me if the problem persists. #define _ARMA_ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.3,0.3,0.3}; specularPower = 60; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "r\rl\addons\textures\misc\Helmet_NormalMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "r\rl\addons\textures\misc\Helmet_DiffuseMap.paa"; 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(0.75,0.75,0.75,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "r\rl\addons\textures\misc\Helmet_SpecularMap.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 = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; 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
Noks - Ohliger 4 Posted October 1, 2018 Also do not forget to create visual LODs for your objects! Share this post Link to post Share on other sites
warlord554 2065 Posted October 1, 2018 Do you not want it to show through glass? After all, most glass is see through Share this post Link to post Share on other sites
cssx3 10 Posted October 2, 2018 9 hours ago, warlord554 said: Do you not want it to show through glass? After all, most glass is see through This is what I mean: 10 hours ago, Noks - Ohliger said: Try using this one then tell me if the problem persists. #define _ARMA_ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.3,0.3,0.3}; specularPower = 60; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "r\rl\addons\textures\misc\Helmet_NormalMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "r\rl\addons\textures\misc\Helmet_DiffuseMap.paa"; 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(0.75,0.75,0.75,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "r\rl\addons\textures\misc\Helmet_SpecularMap.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 = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; 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}; }; }; and really thanks, I will try it when I'm back at home Share this post Link to post Share on other sites
UK_Apollo 476 Posted October 2, 2018 In Object Builder, select the glass faces on the car and then Faces > Move Top. If it also happens on a vanilla vehicle, like a Hunter, please show a screenshot. 1 Share this post Link to post Share on other sites
warlord554 2065 Posted October 2, 2018 Ahhhhhhhhh gotcha. Check your alpha faces in O2. Highlight helmet, faces tab, move top (I think is the path, I'm not at my computer) Share this post Link to post Share on other sites
cssx3 10 Posted October 8, 2018 On 2.10.2018 at 1:20 PM, UK_Apollo said: In Object Builder, select the glass faces on the car and then Faces > Move Top. If it also happens on a vanilla vehicle, like a Hunter, please show a screenshot. Share this post Link to post Share on other sites
cssx3 10 Posted October 8, 2018 On 2.10.2018 at 10:22 PM, warlord554 said: Ahhhhhhhhh gotcha. Check your alpha faces in O2. Highlight helmet, faces tab, move top (I think is the path, I'm not at my computer) I tried it multiple times, but it seems not working :( Share this post Link to post Share on other sites
cssx3 10 Posted October 8, 2018 On 1.10.2018 at 10:55 PM, Noks - Ohliger said: Try using this one then tell me if the problem persists. #define _ARMA_ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.3,0.3,0.3}; specularPower = 60; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "r\rl\addons\textures\misc\Helmet_NormalMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "r\rl\addons\textures\misc\Helmet_DiffuseMap.paa"; 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(0.75,0.75,0.75,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "r\rl\addons\textures\misc\Helmet_SpecularMap.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 = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; 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}; }; }; At first, the helmet looks much better (ty), but it also not solving my problem Share this post Link to post Share on other sites
PuFu 4600 Posted October 8, 2018 use proper texture suffixes : https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules is your diffuse texture 32bit (RGBA) with proper naming 1 Share this post Link to post Share on other sites
Noks - Ohliger 4 Posted October 13, 2018 Oh yes, this is something I forgot to tell you. As PuFu said, you need to use proper texture suffixes. When TexView is converting your .png file (for example) to a .paa file, it applies a filter on your image and this filter is different for every suffixe. (It will certainly not solve your issue but that's a good thing to know) Helmet_NormalMap.paa --> Helmet_nohq.paa Helmet_DiffuseMap.paa --> Helmet_dt.paa Helmet_SpecularMap.paa --> Helmet_smdi.paa Share this post Link to post Share on other sites
cssx3 10 Posted November 2, 2018 Now I'm back to the topic. It wasn't a rvmat error or something alse.. It was an error on the model itself "idk what the error was" After reimporting from blender it was still working. Thanks for your help! Share this post Link to post Share on other sites