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Loggieman

class wounds problem?

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I have a problem with class wounds not working in game
heres the config bit:
"

class croaf_inf_uniform_g3_empty_cropatwd: croaf_inf_uniform_base 
    {
        author = "Loggieman";
        model = "\a3\characters_f\blufor\b_soldier_01.p3d";
        uniformClass = "croaf_inf_uniform_g3_empty_cropatwd"; 
        hiddenSelections[] = {"camo","insignia"}; 
        hiddenSelectionsTextures[] = {"croaf_inf\data\uniform_g3_CROPATWD_co.paa"}; 
        hiddenSelectionsMaterials[] = {"croaf_inf\data\uniform_g3.rvmat"};
        class Wounds
        {
            tex[] = {};
            mat[] = {"croaf_inf\data\uniform_g3.rvmat","croaf_inf\data\uniform_g3_injury.rvmat","croaf_inf\data\uniform_g3_injury.rvmat"};
        };
    };

"

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Random question but I assume all of the relevant .rvmat files actually exist and their paths are correct?

Moreover are the rvmats correctly formatted?

Here is a (working) example for comparison:


class StageTI
{
	texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 150;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
	texture = "SSQN_Equipment\Data\crye_clothing_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 = "SSQN_Equipment\Data\crye_clothing_injury_mc.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage4
{
	texture = "SSQN_Equipment\Data\crye_clothing_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 = "SSQN_Equipment\Data\crye_clothing_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};
	};
};
//};

 

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3 hours ago, Jackal326 said:

Random question but I assume all of the relevant .rvmat files actually exist and their paths are correct?

Moreover are the rvmats correctly formatted?

Here is a (working) example for comparison:



class StageTI
{
	texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 150;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
	texture = "SSQN_Equipment\Data\crye_clothing_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 = "SSQN_Equipment\Data\crye_clothing_injury_mc.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage4
{
	texture = "SSQN_Equipment\Data\crye_clothing_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 = "SSQN_Equipment\Data\crye_clothing_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};
	};
};
//};

 

yes, the rvmats are good, example: I refferenced the "uniform_g3_injury.rvmat" in the hiddenselectionmaterials, and in game it appears like it should when shot
injury rvmat
"class StageTI
{
    texture = "croaf_inf\data\hot_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=150;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="croaf_inf\data\uniform_g3_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="croaf_inf\data\uniform_g3_mc.paa";
    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(1,1,1,1,AS)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="croaf_inf\data\uniform_g3_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};
    };
};

"

Edited by Loggieman

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On 1/13/2020 at 8:17 PM, Loggieman said:

I refferenced the "uniform_g3_injury.rvmat" in the hiddenselectionmaterials, and in game it appears like it should when shot

Then I don 't understand whats wrong?

If they work and you appear wounded when you're shot, how are they broken?

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No, it dosent work when shot, the rvamat stays the same, it dosent change to the injury.rvmat, i meant to say that when the injury.rvmat is referenced in the place of the normal rvmat it appers in game with blood on the uniform. Hence both rvmats are nicely configured and placed in the right folders. The issiue is that, for some reason, when the character is wearing the uniform and gets shot, the normal rvmat dosent change to the injury rvmat

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Wounds are not working when hiddenSelectionMaterials are used. That's engine limitation

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35 minutes ago, reyhard said:

Wounds are not working when hiddenSelectionMaterials are used. That's engine limitation

So can i create a new class which will inherit from this one and not use the hiddenselectionsmaterials where i will define class wounds. Or is it simply that in order to work properly, the model has to have the hiddenselectionsmaterials prediefinded in .p3d and then class wounds defined in the config file?

 

I feel like i have seen the vanilla models working with class wounds and haveing the base rvmat retextured, i think it was hawians 77th mod or somethig like that.

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35 minutes ago, Loggieman said:

Or is it simply that in order to work properly, the model has to have the hiddenselectionsmaterials prediefinded in .p3d and then class wounds defined in the config file?

It needs to have wounds baked into p3d. Pretty sure there is no way to have wound textures working with hiddenSelectionMaterials

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