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Törni

Damaged vehucles

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I have few questions:

1)

Quote[/b] ]class Damage {

tex[] = {};

mat[] = {"GNT_PiperWII\Warrior0.rvmat", "GNT_PiperWII\Warrior0.rvmat", "GNT_PiperWII\Warrior0_destruct.rvmat",};

};

1st rvmat means normal material, 2nd rvmat means half dammaged and 3rd full dammaged material??

2)

Quote[/b] ]class Stage3

{

texture="#(argb,8,8,3)color(1,1,1,1)";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

};

Is this stage3 in rvmat file necessary? if yes, what does it do?

3)

Quote[/b] ] sections[]=

{

"vrtule staticka","vrtule blur","clan","clan_sign","zbytek"

};

do I have to use the name of selection "zbytek" or can I use another name (for example "zbytek2") ?

THX for answers help.gif

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1. yep

2. depends on shader used

3. yep, see and edit selectionDamage in cfgvehicles

selectionDamage? I dont know it. Could u post here any code with it?

...cuz in Gnat code there isnt any selectionDamage

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what i need is:

non functional ammo crates ... without "gear" action

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Faust @ Jan. 06 2008,00:04)]
1. yep

2. depends on shader used

3.  yep, see and edit selectionDamage in cfgvehicles

selectionDamage? I dont know it. Could u post here any code with it?

...cuz in Gnat code there isnt any selectionDamage

Also if you don't have done that, look through BIS example models. And you don't need selectionDamage, so don't look into standart config because there is no selectionDamage.

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Quote[/b] ]there is no selectionDamage.

false

though there's default value "zbytek" defined for base classes - you can always use it. but the question was different wink_o.gif

another thing - with proper model without selection "zbytek" (or any otherdefined) damaged parts will just darken like in old good ofp ))

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For damage oxidized textures all you need is selection zbytek or karoserie(or any other name), and define it in HitClass, and also materials in class Damage, add it as section in model.cfg, cfgModel. You are just confusing people with selectionDamage..

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In Oxygen i select all faces of LOD 0 and create new selection called "zbytek". body_co.paa and tex1.rvmat is applied to LOD 0.

Config:

Quote[/b] ]

class CfgPatches

{

class FFRadio

{

units[] = {};

weapons[] = {};

requiredVersion = 0.10;

requiredAddons[] = {};

};

};

class cfgSkeletons

{

class FFRadio_Skeleton

{

isDiscrete=1;

skeletonInherit="";

skeletonBones[]=

{

};

};

};

class cfgModels

{

class FFRadio

{

sectionsInherit="";

sections[]=

{

"zbytek"

};

skeletonName="FFRadio_Skeleton";

};

};

class CfgVehicleClasses

{

class FFObjects

{

displayName = "FF Objects";

};

};

class CfgVehicles

{

class Thing;

class FFRadio: Thing

{

model="\FF_Radio\Radio";

vehicleclass="FFObjects";

armor=50;

scope=2;

displayname="Radio";

icon="\FF_Radio\icon_ca.paa";

mapsize = 1;

destrType = "DestructEngine";

simulation = "thing";

selectiondamage="zbytek";

class Damage

{

tex[] = {};

mat[] = {"FF_Radio\tex1.rvmat","FF_Radio\tex1.rvmat","FF_Radio\tex2.rvmat"

};

};

};

tex1.rvmat:

Quote[/b] ]ambient[]={1.0,1.0,1.0,1.0};

diffuse[]={1.0,1.0,1.0,1.0};

forcedDiffuse[]={0.0,0.0,0.0,0.0};

emmisive[]={0.0,0.0,0.0,1.0};

specular[]={0.1,0.1,0.1,0.1};

specularPower=20.0;

PixelShaderID="NormalMapMacroASSpecularDIMap";

VertexShaderID="NormalMapAS";

class Stage1

{

texture="FF_Radio\tex\body_nohq.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

};

class Stage2

{

texture="FF_Radio\tex\body_co.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

};

class Stage3

{

texture="#(argb,8,8,3)color(1,1,1,1)";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

};

class Stage4

{

texture="FF_Radio\tex\body_smdi.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

tex2.rvmat (destructed)

Quote[/b] ]ambient[]={1.0,1.0,1.0,1.0};

diffuse[]={1.0,1.0,1.0,1.0};

forcedDiffuse[]={0.0,0.0,0.0,0.0};

emmisive[]={0.0,0.0,0.0,1.0};

specular[]={0.1,0.1,0.1,0.1};

specularPower=100.0;

PixelShaderID="NormalMapMacroASSpecularDIMap";

VertexShaderID="NormalMapAS";

class Stage1

{

texture="FF_Radio\tex\body_nohq.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

};

class Stage2

{

texture="ca\data\destruct\vehicle_destr1024_1024_mc.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.2,0.0,0.0};

pos[]={0.2,0.0,0.0};

};

};

class Stage3

{

texture="#(argb,8,8,3)color(1,1,1,1)";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

};

class Stage4

{

texture="FF_Radio\tex\body_smdi.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.0,0.0,0.0};

up[]={0.0,1.0,0.0};

dir[]={0.0,0.0,0.0};

pos[]={0.0,0.0,0.0};

};

Result: Doesnt work

Questions:

1) what i did wrong? (..or what I forget to do)

2) do i have to use _mc in destruct texture? ( like this "vehicle_destr1024_1024_mc.paa")

3) did I use that selectiondamage="zbytek"; correctly ?

Looking forward for answers like 1)all 2)maybe 3)no rofl.gif

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you're making static object - all my words are about vehicles, i just never ported simple static object in game. i don't even know if damage type you wanted is supported for static - look through standart objects first

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