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lukinator96

Rvmat break the skeleton

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Hello.

I am doing a model of different A2 assets. Previously I've ported some vests/helmets, and everything is working just good. But whenever I get rvmat assigned to the character model, so I can get normal maps etc working - I get this. After short amount of time the MLOD disappear and get replaced by the next mlods, which I did not touch for this moment, so there are just hands and legs from the model template. I've tried messing with them, but got me no result. Game keeps replace them with next detail mlod. If I touch them - nothing expect for head/hands appear. First person view is working just fine TBH. Model is here, rvmat is working. I am deeply confused, so alike iconic quote - you are my only hope.
Rvmats assigned to hands do not cause this - only linkin my own model. Model config is stock from BI samples, so nothing fancy to look at, though you can find rvmat and screen of the problem inside spoilers.
 

Spoiler

zEY_3e6dUhI.jpg

Spoiler

class StageTI
{
    texture="lk_ia\mbg_old_ussoldier_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="lk_ia\inf_NOHQ.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
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    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
{
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex1";
    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 Stage4
{
    texture="lk_ia\inf_as.paa";
    uvSource="tex1";
    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 Stage5
{
    texture="#(argb,8,8,3)color(0,0,0,0,SMDI)";
    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 Stage6
{
    texture="#(ai,64,64,1)fresnel(1,0.7)";
    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 Stage7
{
    texture="a3\data\env_co.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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For my surprise, searching through forum for another problem solution I've found the "hiddenselectionsmaterials" config line which fixed all my problem. 

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