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Objects "showing" through glasses

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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. 

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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};
	};
};

 

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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};
	};
};

 

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Do you not want it to show through glass? After all, most glass is see through

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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:

 

cUrFGEg.png

 

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

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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.

  • Like 1

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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)

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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.

iP9OuyM.png

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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 :(

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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

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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

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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!

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