.kju 3245 Posted December 16, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Unknown flag AlphaInstancing Any idea guys? Every help is very much appreciated! Share this post Link to post Share on other sites
Linker Split 0 Posted December 16, 2007 well, I've never used the alphainstancing flag for an island.. why are you using it? I thought it was only for models... Share this post Link to post Share on other sites
.kju 3245 Posted December 17, 2007 Thanks for the hint Linker Split! Hm not sure. The source could also be a model ... We try to convert an OFP island with custom objects to ArmA.. Can please tell me where to set/disable this setting/value? Share this post Link to post Share on other sites
berghoff 11 Posted December 17, 2007 Can please tell me where to set/disable this setting/value? In the rvmat file. Share this post Link to post Share on other sites
.kju 3245 Posted December 17, 2007 Can you please be a bit more specific. Thanks! I couldn't find any more details in the BIKI and this forum, besides: Quote[/b] ]well, fo shadow, (i.e. grass model) I simply added a flag called Alphainstancing to the material RVMAT that should have the shadow not to be casted on terrain... Our rvmat for the islands: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// 1.rvmat - 15:09:42 12/17/07, generated in 0.06 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled PixelShaderID = "Terrain15"; VertexShaderID = "Terrain"; ambient[] = {0.9, 0.9, 0.9, 1.0}; diffuse[] = {0.9, 0.9, 0.9, 1.0}; forcedDiffuse[] = {0.02, 0.02, 0.02, 1.0}; emmisive[] = {0.0, 0.0, 0.0, 0.0}; specular[] = {0.0, 0.0, 0.0, 0.0}; specularPower = 0.0; class Stage0 { texture = "ace_island_base\t\data\layers\s_005_007_lco.paa"; texGen = 3; }; class Stage1 { texture = "ace_island_base\t\data\layers\m_001_004_lco.paa"; texGen = 4; }; class TexGen3 { uvSource = "worldPos"; class uvTransform { aside[] = {0.000977, 0.0, 0.0}; up[] = {0.0, 0.0, 0.000977}; dir[] = {0.0, -0.000977, 0.0}; pos[] = {-4.65625, 3.46875, 0.0}; }; }; class TexGen4 { uvSource = "worldPos"; class uvTransform { aside[] = {0.000977, 0.0, 0.0}; up[] = {0.0, 0.0, 0.000977}; dir[] = {0.0, -0.000977, 0.0}; pos[] = {-4.65625, 3.46875, 0.0}; }; }; class TexGen0 { uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 1.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class TexGen1 { uvSource = "tex"; class uvTransform { aside[] = {10.0, 0.0, 0.0}; up[] = {0.0, 10.0, 0.0}; dir[] = {0.0, 0.0, 10.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class TexGen2 { uvSource = "tex"; class uvTransform { aside[] = {10.0, 0.0, 0.0}; up[] = {0.0, 10.0, 0.0}; dir[] = {0.0, 0.0, 10.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "ace_island_base\t\data\travajih_mco.paa"; texGen = 0; }; class Stage3 { texture = "ace_island_base\t\data\travajih_detail_nohq.paa"; texGen = 1; }; class Stage4 { texture = "ace_island_base\t\data\travajih_detail_co.paa"; texGen = 2; }; class Stage5 { texture = "ace_island_base\t\data\pisek_mco.paa"; texGen = 0; }; class Stage6 { texture = "ace_island_base\t\data\pisek_detail_nohq.paa"; texGen = 1; }; class Stage7 { texture = "ace_island_base\t\data\pisek_detail_co.paa"; texGen = 2; }; class Stage8 { texture = "ace_island_base\t\data\pisekpoust_mco.paa"; texGen = 0; }; class Stage9 { texture = "ace_island_base\t\data\pisekpoust_detail_nohq.paa"; texGen = 1; }; class Stage10 { texture = "ace_island_base\t\data\pisekpoust_detail_co.paa"; texGen = 2; }; class Stage11 { texture = "ace_island_base\t\data\mesto_mco.paa"; texGen = 0; }; class Stage12 { texture = "ace_island_base\t\data\mesto_detail_nohq.paa"; texGen = 1; }; class Stage13 { texture = "ace_island_base\t\data\mesto_detail_co.paa"; texGen = 2; }; Share this post Link to post Share on other sites
Linker Split 0 Posted December 17, 2007 in that RVMAT there's no problem... cause as you can see, there aren't any renderFlags... Share this post Link to post Share on other sites
.kju 3245 Posted December 17, 2007 Thanks for looking into it Linker Split. Unable to find the string "renderFlag" or "alphainstancing" in our project files. Share this post Link to post Share on other sites
Linker Split 0 Posted December 17, 2007 are you using some third objects addon? Share this post Link to post Share on other sites
.kju 3245 Posted December 20, 2007 Hello again Linker Split we have a few custom objects in a pbo called WGL_SH_O (objects). So what should we look for? Share this post Link to post Share on other sites
Linker Split 0 Posted December 20, 2007 you should look for these objects, their RVMATS, see the flags they use Share this post Link to post Share on other sites