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Iceman_TF_Timberwolf

Old Man update causes lighting/texture issues with custom faces

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Hey all,

 

Booted up Arma today to test some things. I noticed that some of the heads in ASCZ_Heads and all of the heads in my Arma 3 Females mod are having issues with the arms and legs textures being completely white or having screwed up lighting. 

 

Does anyone have an idea of how I could fix this? I am using custom arm/leg textures for these modifications.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2021778690

 

Would appreciate any help y'all can give. 

 

Thanks much! 

 

Sam

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class StageTI
{
    texture="A3\Characters_F\Heads\Data\hl_ti_ca.tga";
};

ambient[]={2,2,2,1};
diffuse[]={0.40,0.38,0.35,1};
forcedDiffuse[]={0.200000,0.400000,0.400000,0.100000};
emmisive[]={0.800000,0.300000,0.650000,0.700000};
specular[]={0.3,0.3,0.3,1};
specularPower=30;
PixelShaderID="Skin";
VertexShaderID="Skin";

class Stage1
{
    texture="A3\Characters_F\Heads\Data\hl_muscular_nohq.tga";
    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(0,0,0,0,MC)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="A3\Characters_F\Heads\Data\hl_white_hairy_1_co.tga";
    //texture="#(argb,8,8,3)color(0.3,0.3,0.2,0.1,SDM)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage4
{
    texture="A3\Characters_F\Heads\Data\hl_muscular_as.tga";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="A3\Characters_F\Heads\Data\hl_white_hairy_smdi.tga";
    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(0.5,0.3)";
    uvSource="none";
};

I would start with redoing RVMAT for arms/legs. In your RVMAT you have CO texture in stage responsible for normal map. Your RVMAT has also quite high fresnel value. Above I've attached example of correct RVMAT so you can experiment with it a little bit

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2 hours ago, krzychuzokecia said:

@reyhard
Just wondering, but is this RVMAT issue with custom textures connected to the issue of Virtual Arsenal targets not showing damage?

Not at all, it's more likely something with fix to hitPart event handler.

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@Iceman_TF_Timberwolf: if you're using the materialHL1 entry in your cfgFaces, you'll need to switch to materialHL2.

Or the other way around, can't remember...

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3 hours ago, reyhard said:

fix to hitPart event handler

Sorry for continuing the off-topic, but are there any details available for that? Change-log only mentions change to explosives not returning proper part.

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