vilas 477 Posted December 13, 2008 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 Share this post Link to post Share on other sites
Jackal326 1181 Posted December 13, 2008 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? Share this post Link to post Share on other sites
vilas 477 Posted December 14, 2008 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 Share this post Link to post Share on other sites
modemmaik 53 Posted December 30, 2008 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 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted December 30, 2008 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. Share this post Link to post Share on other sites