roberthammer 582 Posted October 25, 2007 Hi all, I've spotted one thing when i was doing a job , Aimpoint night problem : BIS aimpoint on Custom M4 weapon BIS aimpoint on BIS M4 How to fix it?? Share this post Link to post Share on other sites
ravendk 25 Posted October 25, 2007 AFIK its a selection thing. Theres a working aimpoint in the SFF Recce pack at armaholic, feel free to use that (aimpoint) Share this post Link to post Share on other sites
roberthammer 582 Posted October 25, 2007 in that aimpoint Recce pack , it has same bug Share this post Link to post Share on other sites
Panda-PL- 0 Posted October 25, 2007 The order of faces is changed when copy-pasting. There is a semi-transparent texture in front of the dot that occludes it when it is on alpha layer below. Try selecting the glass texture surface that is in front of the dot (between the red dot and the camera) and using Faces->move top to solve this. Share this post Link to post Share on other sites
roberthammer 582 Posted October 25, 2007 Panda can u tell detailed ? ,because in front are 2 glass texures , dot , and last glass - which one ? I have tryed all ,but no fix . Share this post Link to post Share on other sites
Martin_BM 0 Posted October 25, 2007 Or try to use proper rvmat for aimpoint dot Share this post Link to post Share on other sites
Maddmatt 1 Posted October 25, 2007 Don't you need an RVMAT to make things glow? I don't know much about 3D modeling. But it's not gonna glow in the dark unless it's set to do so somehow. That first pic doesn't look as shiny/shaded, so maybe the RVMAT isn't being applied. I could be wrong, just guessing based on my limited 3D modeling knowledge. Edit: Martin_BM beat me to it. Share this post Link to post Share on other sites
Jackal326 1179 Posted October 25, 2007 As Martin_BM and Maddmatt have said, its all a matter of creating a working RVMAT to make it glow, below is an example of one that should work: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ambient[] = {1.0, 1.0, 1.0, 5.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0}; emmisive[] = {0.5, 0.5, 0.5, 1.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; Share this post Link to post Share on other sites
roberthammer 582 Posted October 25, 2007 BIG THX Jackal , this worked out Share this post Link to post Share on other sites