-FF-Faust 0 Posted January 5, 2008 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 Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 5, 2008 1. yep 2. depends on shader used 3. yep, see and edit selectionDamage in cfgvehicles Share this post Link to post Share on other sites
-FF-Faust 0 Posted January 5, 2008 1. yep2. 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 Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 5, 2008 unpack and look through stabdart configs. that's best example Share this post Link to post Share on other sites
zaphod 0 Posted January 5, 2008 what i need is: non functional ammo crates ... without "gear" action Share this post Link to post Share on other sites
USSRsniper 0 Posted January 6, 2008 Faust @ Jan. 06 2008,00:04)]1. yep2. depends on shader used 3. Â 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. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 6, 2008 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 another thing - with proper model without selection "zbytek" (or any otherdefined) damaged parts will just darken like in old good ofp )) Share this post Link to post Share on other sites
USSRsniper 0 Posted January 6, 2008 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.. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 6, 2008 ok, add selectiondamage=""; to your config and then try to achieve damage effects Share this post Link to post Share on other sites
-FF-Faust 0 Posted January 6, 2008 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 Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 6, 2008 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 Share this post Link to post Share on other sites