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spirit

custom road texture prob

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Hey ppl,

First of all some pics from both visitor and bulldozer from the snowtrack we try produce here.

snowtrack8dr9.th.jpg

img387....th.jpg

Been using the ces files from bis to change into a pbo called snow_roads.pbo.

We have snow_roads.pbo and in that a dir data.

Following files in main dir:

ces_d??.p3d files (straight parts)

ces_d10 ??.p3d files

cs_d6konec (end road).

Data file has the following:

- snowtracks_CA.paa

- snowtracks_SM.paa

- snowtracks_end.paa

- snowtracks_SMDI.paa

- snowtracks_NOHQ

- ces_snow.rvmat

Content rvmat:

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

specularPower = 20.0;

nextPass = "ca\roads\data\road-pass2.rvmat";

PixelShaderID = "NormalMapSpecularMap";

VertexShaderID = "NormalMap";

class Stage1 {

texture = "snow_roads\data\snowtracks_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 = "snow_roads\data\snowtracks_SM.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};

};

};

Now the road turns up fine in both visitor and ingame. The AI recognises the road but the settings from the rvmat seem not be used. No matter change of settings, ingame there seems be no difference of use. In bulldozer the rvmats are used, its just ingame where we dont see them being used. See difference in pics.

Is there more we need do to make this stuff work?

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are you binarizing when you create your road models?

if so, you need to double check that the binarized road model ends up with the .rvmat embedded in the odolv40 version of the model.

many people have odol models outputed from the build process that are not well formed. often it's because they don't have there build environment configured correctly.

an easy way to check is look in the 'temp' folder that's gets created during the build process.

open one of your road models in a hex editor and do a search for '.rvmat'.

If it's 'well formed' you should see the .paa's mentioned shortly after the position where you find .rvamt.

If there isn't mention of the .paa's then your .rvmat probably didn't get embedded properly in the model during the binarization phase and consequently won't operate properly in-game.

If on the other hand you are not binarizing your road models then double check that your .rvmat's are also copied over to your end pbo output and are all correctly mapped.

For binarized models the .rvmat's do not need to be in the final output .pbo.

For unbinarized models the .rvmat's need to be in the final output .pbo.

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Hey mate,

I go put this information over to my friend who made the roads for me this far. I tried both unbinned and binned.

Get back later

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@synide

Tx a lot mate. It was indeed a not good environment during binarization. Didnt even know ya could screw up there. Tx for puttin in the right direction.

Spirit

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