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Multimaterials show in Buldozer, but not in Game

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Hi Folks,

 

If someone could hint me in the right direction regarding my Multimaterial issue .. id be thankful forever!

I have been struggling with that for several hours now and can't get it working ..

As the topic implies - My Multimaterials/Textures (Multimaterial 1, Multimaterial 2 , Glass Texture, Glass Material) are displayed in Buldozer, but only the Stage0-Texture is shown in Game ..



74b0BR.jpg74bBIg.jpg

 

RVMAT (MULTI 1)

Spoiler

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    = 50;
PixelShaderID    = "Multi";
VertexShaderID    = "Multi";
// BLACK
class TexGen0     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen5     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage0    {texture="fs\fs_b_core\data\fs_b_PlstrOut01_Wht_co.paa";     texGen="0";};
class Stage5    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";         texGen="5";};
class Stage11    {texture="fs\fs_b_core\data\fs_b_PlstrOut01_nohq.paa";         texGen="0";};
// RED
class TexGen1     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen6     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage1    {texture="fs\fs_b_core\data\fs_b_ConcPln01_Drk_co.paa";        texGen="1";};
class Stage6    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";        texGen="6";};
class Stage12    {texture="fs\fs_b_core\data\fs_b_ConcPln01_nohq.paa";        texGen="1";};
// GREEN
class TexGen2     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen7     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage2    {texture="fs\fs_b_core\data\fs_b_DeckPln01_Drk_co.paa";        texGen="2";};
class Stage7    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";        texGen="7";};
class Stage13    {texture="fs\fs_b_core\data\fs_b_DeckPln01_nohq.paa";        texGen="2";};
// BLUE
class TexGen3     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage3    {texture="fs\fs_b_core\data\fs_b_GravelGrnt01_Drk_co.paa";texGen="3";};
class Stage8    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";        texGen="3";};
class Stage14    {texture="fs\fs_b_core\data\fs_b_GravelGrnt01_nohq.paa";texGen="3";};
// MASK, MC, AS/ADS
class TexGen4     {uvSource="tex1";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage4    {texture="fs\fs_b_mansion\mansion1c\data\fs_mansion1c_multi1_mask.paa";    texGen="4";};
class Stage9    {texture="fs\fs_b_mansion\mansion1c\data\fs_mansion1c_multi1_mc.paa";    texGen="4";};
class Stage10    {texture="#(argb,8,8,3)color(1,1,1,1,ADS)";            texGen="4";};

RVMAT (MULTI 2)

Spoiler

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    = 50;
PixelShaderID    = "Multi";
VertexShaderID    = "Multi";
// BLACK
class TexGen0     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen5     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage0    {texture="fs\fs_b_core\data\fs_b_PlstrIn01_Wht_co.paa";     texGen="0";};
class Stage5    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";         texGen="5";};
class Stage11    {texture="fs\fs_b_core\data\fs_b_PlstrIn01_nohq.paa";         texGen="0";};
// RED
class TexGen1     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen6     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage1    {texture="fs\fs_b_core\data\fs_b_TilesIn01_co.paa";        texGen="1";};
class Stage6    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";        texGen="6";};
class Stage12    {texture="fs\fs_b_core\data\fs_b_TilesIn01_nohq.paa";        texGen="1";};
// GREEN
class TexGen2     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class TexGen7     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage2    {texture="fs\fs_b_core\data\fs_b_ParquetPln01_Snd_co.paa";    texGen="2";};
class Stage7    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";        texGen="7";};
class Stage13    {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";        texGen="2";};
// BLUE
class TexGen3     {uvSource="tex";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage3    {texture="fs\fs_b_core\data\fs_b_Carpet01_Gry_co.paa";        texGen="3";};
class Stage8    {texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)";        texGen="3";};
class Stage14    {texture="fs\fs_b_core\data\fs_b_Carpet01_nohq.paa";        texGen="3";};
// MASK, MC, AS/ADS
class TexGen4     {uvSource="tex1";    class uvTransform{aside[]={1,0,0};    up[]={0,1,0};    dir[]={0,0,1};    pos[]={0,0,0};};};
class Stage4    {texture="fs\fs_b_mansion\mansion1c\data\fs_mansion1c_multi2_mask.paa";    texGen="4";};
class Stage9    {texture="fs\fs_b_mansion\mansion1c\data\fs_mansion1c_multi2_mc.paa";    texGen="4";};
class Stage10    {texture="#(argb,8,8,3)color(1,1,1,1,ADS)";            texGen="4";};

 

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Id suggest two things

1) As it appears you're packing two different mods for this (fs_b_core and fs_b_mansion) id suggest making sure you're repacking both of those addons and outputting to the correct directory
2) If that's not the case unpack the PBO in your addons folder, check all the textures are there and the paths haven't changed in your rvmat.

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i encountered the same issue yesterday evening. I'll let you know, should i find the solution before someone else does. (Not particularly likely though... someone hijacked my PC and secretly installed Cyberpunk2077 :D ...)

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Thanks both!
@Jack4607I re-packed both of them several times already and checked (unpacked) it afterwards - It looks all like it should look like 😕
@x3kj Yay! I could keep my pc safe from this virus until now - But i think it is just a matter of time until it gets me too

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Poolpunk asked me to take a quick look at the issue and he kindly provided the data to look into. The issue is a fairly tricky bug that's (afaik) undocumented.

Multimaterial will only work when the reference UV (texgen4) is strictly within 0,0-1,1 bounds.
In the sample here it was not working because the individual UV groups were offset from that center frame.

Moving them back to it fixes the issue.
yt5dEFJ.png

There is no easy straightforward way to see which of these tiles is 0,0-1,1. One has to either check tex coordinates directly, or simply create a plane, select it, then have it highlighted in the UV editor in O2. The plane is created with the exact same 0,0-1,1 coordinates. If you're using DCCT like Blender or 3DSMax then it should be a lot easier to see the UV's origin and staying within bounds.

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And the correct answer has been provided by Mondkalb!🥇What a great, detailed response - Thanks a lot!! Tell me if you you need anything 🙋‍♂️

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