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vilas

dead soldier shines

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what property in lod or maybe binarisation causes following problem:

after dead (in night) all "changing" textures as hands, face is shining

doing my soldiers i used BIS examples, i used head, i was not touching head textures , nor materials

what can cause such bug that dead soldiers face and hands shine in the night

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Buggered wounds in the config that point to buggered materials? If its just the "wounded" parts that cause this problem, its one of the two. Perhaps binarizing the model without the wound rvmats present?

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i took BIS model of unit , i just remodelled mesh, make new texture, new RVMAT for uniform, but face RVMAT remained BIS made

in texture i have captive HHL wounds used

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Hi vilas,

I have recently adapted the wounds for another mod. I have tested the wounds and on my rig, they seem not to shine.

wound1.rvmat wound2.rvmat

config looks like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">...

class Wounds

{

tex[]={};

mat[]={

"ca\characters\data\us_hhl.rvmat",

"ca\characters\data\us_hhl_wound1.rvmat",

"ca\characters\data\us_hhl_wound2.rvmat",

"xxx\norm_body.rvmat",

"xxx\wound1.rvmat",

"xxx\wound2.rvmat"

};

};

Which hhl.rvmat's exactly do you use? May be some have a too high specular value?

May be you can fix this by including the hll-rvmat's into you addon, instead of using the BI-ones.

BR,

mike

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Have a look at the wound .rvmats your config is directing to.

If the first three values in 'emissive' are greater than 0, change them back to 0. The line should look like this once you're done.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">emissive[] = {0,0,0,1};

If that doesn't work, some of the QG units have luminous faces: Can't remember which ones exactly (either the prisoners or guerillas I think), but I'd check their .rvmats (if you have QG) to see how they differ from stock ArmA models. Might indicate what's wrong.

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