roberthammer 582 Posted February 11, 2008 Hi all , Am asking if in Arma possible to do Gold effect with .Rvmat somehow ? I mean something like in COD4. If yes , tell me how , ahead thx Share this post Link to post Share on other sites
Panda-PL- 0 Posted February 11, 2008 Hi all ,Am asking if in Arma possible to do Gold effect with .Rvmat somehow ? I mean something like in COD4. If yes , tell me how , ahead thx Yes it is. You need a "gold" colored enviromental map texture (take default one from BIS and manipulate it, it's the one with fish-eye view of landscape), then use the BIS examples Glass rvmat, but in the mat editor edit it to have any texture with full alpha (use color texture option for example) instaed of "Fresnel Glass" texture. Share this post Link to post Share on other sites
roberthammer 582 Posted February 11, 2008 Thx Panda , i will try , but is possible to use this effect with NMaping ? //: Edit It's working , but only in 3rd person , not in 1st person , rvmat is set right like in 3rd person and in buldozer is working but not ingame , why is not working ? Â Share this post Link to post Share on other sites
Panda-PL- 0 Posted February 12, 2008 rvmat is set right like in 3rd person and in buldozer is working but not ingame , why is not working ? Â Screens? "It's not working" doesn't tell what's going on actually. It should, we have for example A10 cockpit that has working glass effects. Share this post Link to post Share on other sites
roberthammer 582 Posted February 12, 2008 News it's now working Here are some pics ,but is hard to regoznize that effect Pic Pic 2 Pic 3 what u think ? Share this post Link to post Share on other sites
Panda-PL- 0 Posted February 12, 2008 hard to regoznize that effect I think you need to lower alpha on the original texture (the texture, not the one in material). The lower the alpha the more visible the enviroment map is, but setting it too low will change the weapon into a mirror. Share this post Link to post Share on other sites
roberthammer 582 Posted February 12, 2008 Where i can Lower that Alpha , because i using only this one material rvmat <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={1.000000,1.000000,1.000000,0.000000}; specularPower=24.600000; renderFlags[]= { "NoAlphaWrite" }; nextPass="RH_aks\gsklo-pass2.rvmat"; PixelShaderID="Glass"; VertexShaderID="Glass"; class Stage1 { texture="#(argb,8,8,3)color(1,1,1,1,CO)"; uvSource="none"; Filter="Trilinear"; }; class Stage2 { texture="RH_aks\tex\envg_co.paa"; uvSource="none"; Filter="Trilinear"; }; If not in this , can u tell me where ? Â Share this post Link to post Share on other sites
Sergei_Q 0 Posted February 12, 2008 Where i can Lower that Alpha , because i using only this one material rvmat That's the material, he's talking about the alpha channel in the texture PAA itself. Or so I believe - I really have no idea. Share this post Link to post Share on other sites
Panda-PL- 0 Posted February 12, 2008 If not in this , can u tell me where ? Â Quote[/b] ](the texture, not the one in material) Share this post Link to post Share on other sites
roberthammer 582 Posted February 12, 2008 i tryed different enviromental map and i think looks better and shining too now THX Panda for Help ! You are the best in O2 Share this post Link to post Share on other sites
Panda-PL- 0 Posted February 12, 2008 i tryed different enviromental map and i think looks better and shining too now Hmmm.... A bit weird, since if base texture has full alpha you shouldn't be seeing much of the enviroment map (and I am not sure if I see any effect)... Try applying any semi-transparent texture to your AK to see how alpha channel works (don't save of course). Share this post Link to post Share on other sites
roberthammer 582 Posted February 12, 2008 I have tryed that , almost same as now . BTW i tryed smooth edges and now looks like this Share this post Link to post Share on other sites
Panda-PL- 0 Posted February 12, 2008 I have tryed that , almost same as now . You sure you didn't save as _CO.paa? That would clear the alpha channel. Share this post Link to post Share on other sites
roberthammer 582 Posted February 12, 2008 yea i know , but now is good Share this post Link to post Share on other sites
roberthammer 582 Posted February 29, 2008 Got little question for u , is possible make shining inside the buliding? I mean something like this : you have golden gun and outside is shining but if u go inside building or building's shadow shining goes off Share this post Link to post Share on other sites