soupdragon 10 Posted June 14, 2009 Hi I am trying to convert a helo from ARMA1 into ARMA2. I have it all working in the game except for the glass, It is opaque so I can't see through it. I have tried playing around with the .paa file in Photoshop but to no avail. does anyone have any suggestions on how to fix the glass please. SD Share this post Link to post Share on other sites
max power 21 Posted June 15, 2009 Sounds like a material problem rather than an image problem. Share this post Link to post Share on other sites
modemmaik 53 Posted June 15, 2009 I have copied the A1 env_co.paa file to my addon and used those material files for a no-shadow glass in the nh90 conversion: glass_no_shadow.rvmat glass_2nd.rvmat You may have to correct the "modem_nh90\" path in the glass_no_shadow.rvmat. It seems to work in A2. BR, mike Share this post Link to post Share on other sites
soupdragon 10 Posted July 2, 2009 (edited) Thanks mate but I am still having trouble. How are these files used? and how do I know what to rename the rvmat files too? sorry to be a bit of a numpty but I have never edited anything in ARMA before so I am starting slowly :) do these rvmap files need to be compiled? if so by which program? SD Edited July 2, 2009 by Soupdragon Share this post Link to post Share on other sites
max power 21 Posted July 3, 2009 rvmats don't need to be named anything. They are applied per poligon on your model. If you're using o2, select the polies you want to apply them to and hit 'e'. Then find the material field in the lower right hand of the poly statistics dialogue and plug in your rvmat. Rvmats don't need to be binarized to have a gander at them in bulldozer, but for checking anything out ingame you should binarize your addon into a pbo file using binpbo. Make sure that the rvmat files are included in the files to binarize under the binpbo options menu. Share this post Link to post Share on other sites
rocket 9 Posted July 3, 2009 Don't binarize the new rvmats for glass, make sure you add an *.rvmat exception to BinPBO as it can't handle binarizing the new shaders. Use the following RVMAT file for glass (this is for A10 interior glass, for exterior use a different environment texture ideally): 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 = 1000.0; PixelShaderID = "Glass"; VertexShaderID = "Glass"; class Stage1 { texture = "#(ai,32,128,1)fresnel(0.8,0.56)"; uvSource = "none"; }; class Stage2 { texture = "ca\a10\data\env_co.paa"; uvSource = "none"; }; Don't use the two-pass rvmat shader from ArmA1, use the new ArmA2 shaders. Share this post Link to post Share on other sites