atmo 29 Posted November 20, 2018 Hi All, How do you create a see though object. I understand that you can re-texture (and re-material) objects. I been fiddling in the editor to try to re-texture a man.... this setVariable ["BIS_enableRandomization", false]; this setObjectMaterial [0, "\a3\data_f\default.rvmat"]; this setObjectTexture [0,'#(argb,8,8,4)color(0,0.3,0.1,0.3)']; I'm not sure I fully understand the materials and the #(argb,8,8,4)color(0,0.3,0.1,0.3) statement... with the argb bit what are the 8,8,4..? I know the color bit...are they the size of the texture? What's the 4? Channels? (later: ok, I got it.... ignore me) https://community.bistudio.com/wiki/Procedural_Textures Could any one link me to where this is discussed? I've search forum and wiki.... I want to create a see through object.... man/vehicle etc... Cheers. And thanks in advance... Atmo Share this post Link to post Share on other sites
atmo 29 Posted November 20, 2018 ack! Typical... two mins later I find this.. Share this post Link to post Share on other sites
atmo 29 Posted November 20, 2018 ….but that topic says you have to make your own custom textures...… but... this sort of does something... (for those of you still with me..) { this setObjectMaterial [_x, "A3\Structures_F\Data\Windows\window_set.rvmat"]; this setObjectTextureGlobal [_x,'#(argb,8,8,4)color(0.3,0.3,0.3,0.5)']; } forEach [0,1,2,3,4,5,6,7,8,9,10]; I replaced the object texture with what I presume is a see though window.... I'll keep searching.. still a bit weird on a man and a tank Share this post Link to post Share on other sites
atmo 29 Posted November 20, 2018 Definitely my favourite so far.... on a tank.. { this setObjectMaterial [_x, "A3\Data_F\mirror.rvmat"]; this setObjectTextureGlobal [_x,'#(argb,8,8,4)color(0.5,0.1,0.1,0.7)']; } forEach [0,1,2,3,4,5,6,7,8,9,10]; 1 Share this post Link to post Share on other sites
Larrow 2794 Posted November 21, 2018 9 hours ago, atmo said: with the argb bit what are the 8,8,4..? https://community.bistudio.com/wiki/Procedural_Textures#color Quote color #(format,width,height,number of mipmaps)color(r,g,b,a,texture type) format - texture color format (RGB nebo ARGB) width - number of pixels in X height - number of pixels in Y number of mipmaps - number of mipmaps r, g, b, a - texture channels (Red, Green, Blue, Alpha). Decimals have to be preceded by a 0 (e.g. 0.5 instead of .5). texture type - texture type which match texture name ending without "_" (optional) 1 Share this post Link to post Share on other sites
johnnyboy 3741 Posted November 21, 2018 Hey atmo, this is a great find! For humans, looks best on VR Entity. Alien Boomer!!! 1 1 1 Share this post Link to post Share on other sites
atmo 29 Posted November 21, 2018 5 hours ago, johnnyboy said: For humans, looks best on VR Entity. VR entity is maybe what I am looking for, nice one. Thanks. I'm imagining an army of Terminators right now.... It seems the 'glass.rvmat' and 'raindrop.rvmat' don't have enough 'opacity' especially when looking through it to the sky, it just disappears completely. It looks 'ghosty' but doesn't quite do it. I'll keep looking.. does anyone know of a 'smoky glass' material? Share this post Link to post Share on other sites
pierremgi 4737 Posted November 22, 2018 Playing with : { this setObjectMaterial [_x, "A3\Data_F\mirror.rvmat"]; this setObjectTextureGlobal [_x,'#(argb,8,8,3)color(0.1,0.1,0.1,0.2)']; } forEach [0,1,2,3,4,5,6,7,8,9,10]; I discovered that the mirrored image is always the same, without any link with the ambient environment! Always the same (Stratis?) house! Of course, less calculations. Share this post Link to post Share on other sites
atmo 29 Posted November 22, 2018 @pierremgi Yes, I found also that with the mirror Material you don't need the Texture at all so { this setObjectMaterial [_x, "A3\Data_F\mirror.rvmat"]; } forEach [0,1,2,3,4,5,6,7,8,9,10]; works well. Haven't tried it on a house yet! <Opens Arma!> Share this post Link to post Share on other sites
atmo 29 Posted November 22, 2018 Ah, no hiddenselections[] on buildings... Share this post Link to post Share on other sites
pierremgi 4737 Posted November 22, 2018 41 minutes ago, atmo said: @pierremgi Yes, I found also that with the mirror Material you don't need the Texture at all so { this setObjectMaterial [_x, "A3\Data_F\mirror.rvmat"]; } forEach [0,1,2,3,4,5,6,7,8,9,10]; works well. Haven't tried it on a house yet! <Opens Arma!> Not saying I applied to a house, just the Hunter mirrored image (when you look at hunter) is always the same reflected picture (you can see the same house, the same graveled road and the same trees) where ever the hunter is. setObjectTexture is important for colors and transparency. test with RainDrops.rvmat 1 Share this post Link to post Share on other sites
TheDusty01 3 Posted November 23, 2018 Hey, if you want "ghost" objects which are basically invisible and have no hitbox, do this: private _veh = "C_Offroad_01_F" createVehicle (position player); // Spawns offroad at players position _veh hideObject true; // Hides to object on the client where this command got executed If you want it MP compatible, do this: private _veh = "C_Offroad_01_F" createVehicle (position player); // Spawns offroad at players position /* Hides the given object (the offroad here) on every client and for those who are still joining or are going to join (=JIP). Works even though our JIP parameter for remoteExecCall is false since 'hideObjectGlobal' has built in JIP Executed by the server (via remoteExec) by request from the client */ [_veh, true] remoteExecCall ["hideObjectGlobal", 2, false]; If you are already on the server, just do: /* Call the script with your already existing vehicle as parameter. Example: [VehicleNameFromEditor] sapwn "hideObject.sqf"; */ if (!isServer) exitWith {}; private _veh = params [0, objNull, [objNull]]; // Hides the given object (the offroad here) on every client and for those who are still joining or are going to join (=JIP) _veh hideObjectGlobal true; Hope I was able to help. Regards, Dusty Share this post Link to post Share on other sites