USSRsniper 0 Posted June 29, 2009 Was trying to import my addon from ArmA 1, everything works fine, except the materials for mirrors and glass. Got the rvmats from ArmA 2, used kegetys tools to unRap them and then applied them to my model, BINPbo reports the following errors. Error in statement: ar.SerializeEnum(RSB(pixelShaderID),_lod[0]._pixelShaderID,0,PSNormal) Error while loading material ussr_zaz968m\data\mirror.rvmat Error in statement: ar.SerializeEnum(RSB(pixelShaderID),_lod[0]._pixelShaderID,0,PSNormal) Error while loading material ussr_zaz968m\data\auta_skla.rvmat Share this post Link to post Share on other sites
rocket 9 Posted June 30, 2009 Don't rebinarize the RVMATs. Just use unbinarized ones (so add *.rvmat to the exceptions in BinPBO) Share this post Link to post Share on other sites
max power 21 Posted January 18, 2010 I'm getting a similar error. I get it regardless of whether I except *.rvmat in BinPBO. The materials will not show up in ArmA 2 unless I use the addon unbinarized. Here's my binbpo log file: Parse: 0 ms cwr_xm177e2\data\xm177e2_co.paa->C:\Users\Theo\AppData\Local\Temp\ARMAaddons\cwr_xm177e2\data\xm177e2_co.paa Parse: 0 ms Convert model p:\cwr_xm177e2\cwr_xm177e2.p3d -> C:\Users\Theo\AppData\Local\Temp\ARMAaddons\cwr_xm177e2\cwr_xm177e2.p3d Error in statement: ar.SerializeEnum(RSB(pixelShaderID),_lod[0]._pixelShaderID,0,PSNormal) Error while loading material cwr_xm177e2\data\2.rvmat Warning: Degenerated faces found in model p:\cwr_xm177e2\cwr_xm177e2.p3d:10000 Share this post Link to post Share on other sites
soul_assassin 1750 Posted January 18, 2010 can you post ur rvmat contents? Share this post Link to post Share on other sites
max power 21 Posted January 18, 2010 (edited) fo shizzle. 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[]={0.600000,0.600000,0.600000,1.000000}; specularPower=50.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage0 { texture="cwr_xm177e2\data\xm177e2_co.tga"; uvSource="tex"; }; class Stage1 { texture="cwr_xm177e2\data\xm177e2_nohq.tga"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0,DT)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage4 { texture="cwr_xm177e2\data\xm177e2_as.tga"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage5 { texture="cwr_xm177e2\data\xm177e2_smdi.tga"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1.36,7)"; uvSource="none"; }; class Stage7 { texture="CA\Data\env_co.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; Edited January 18, 2010 by Max Power :) Share this post Link to post Share on other sites
Synide 0 Posted January 19, 2010 Most don't usually specify a stage zero, although it's quite fine to do so, at least so I'm told, but as I never make use of the feature I can't comment whether there's a bug with processing them in some circumstances with the A2 tools suite. It'll just get mixed with your 'primary' texture (if you have one specified for these faces) like a macro texture. You probably already know this. The only other thing I noticed was your '_dt' texture had '0' for the alpha channel, when most use '1'. You're not using A1 tools are you? Some tricky setup with A1/A2 tools on the same system? Share this post Link to post Share on other sites
max power 21 Posted January 19, 2010 As far as I know I'm using all ArmA 2 tools. Those changes to the RVMAT had no effect. I've tried reinstalling binmake and binbpo a couple of times. Maybe I need to completely reinstall all of the tools? Adding RVMAT to the exception list in binpbo (files to copy directly) or not makes no difference. Share this post Link to post Share on other sites
HarryZhe 10 Posted January 19, 2010 I've never had rvmat issues with glass, but then again i've never copied the arma2 vanilla rvmats, I always made my own... I would like to be able to answer this though, so I might have a look when i get home Share this post Link to post Share on other sites
max power 21 Posted January 19, 2010 Well, here's the latest one. I pared it down a bit... no effect on the binarizer, though. 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[]={0.600000,0.600000,0.600000,1.000000}; specularPower=50.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="cwr_xm177e2\data\xm177e2_nohq.tga"; uvSource="tex"; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource="tex"; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; }; class Stage4 { texture="cwr_xm177e2\data\xm177e2_as.tga"; uvSource="tex"; }; class Stage5 { texture="cwr_xm177e2\data\xm177e2_smdi.tga"; uvSource="tex"; }; class Stage6 { texture="#(ai,64,64,1)fresnel(4.08,7.04)"; uvSource="tex"; }; class Stage7 { texture="CA\Data\env_co.paa"; uvSource="tex"; }; Share this post Link to post Share on other sites
max power 21 Posted January 20, 2010 (edited) Planck has been helping me get to the bottom of this. He is able to binarize my addon and have the materials show, but I am not. I decided to try to note the differences between the two packed PBOs and their contents and then replace components of each pbo, rePBO them, then run the addon in the game. The results of my experiment are as follows: Planck's pbo. PBO size = 3,183 KB P3d size = 683 KB RVMAT size = 1 KB Notes: Packed with CWR packing scripts written by T_D. paa textures are 1/3 the size of mine. No exceptions listed in BinPBO. Unpacked and repacked for experiment using cPBO by Kegetys. Test Results No alterations => Material displayed My p3d => No material displayed PBO Size = 3,549 KB My RVMAT => Material displayed PBO Size => 3,183 KB My pbo PBO size = 14,707 KB P3d size = 1,049 KB RVMAT size = 1 KB Notes: Packed with Binpbo. paa textures are 3 times larger than Planck's. Default exceptions in BinPBO + *.RVMAT Test Results No alterations => No material displayed Planck`s p3d => Material displayed PBO Size = 14,341 KB Planck`s RVMAT => No material displayed PBO Size =14,707 KB I must then conclude that the problem lies in the binarized p3d. edit: I got Planck to binarize with BinPBO. It works, same results as the packing tools for CWR. We've found that our BinPBO files are different sizes. This is odd because I installed the new tools a couple of times to reconfirm it wasn't my tools. I will now uninstall my tool suite, blank those directories, and reinstall them. edit: There was something wrong with my tools install. I completely reinstalled it and it works like a charm now. Thanks for your interest and replies. Edited January 20, 2010 by Max Power Share this post Link to post Share on other sites
Synide 0 Posted January 20, 2010 ah, well there's the giveaway... your .paa's being 3 times the size of Planck's versions means that your tools install was using A1 pal2pace.exe & it's accompanying .cfg to convert your .tga's to .paa. The .paa format changed from A1 to A2. A1 used LZSS compression and A2 uses LZO compression and thereby produces smaller compressed .paa's. A2's binarize expects LZO'd .paa's not LZSS'd .paa's. So, there was some tricky setup with your tools suite after all and you were partially using A1 tools with A2 tools, just not aware of it. Annoyingly time consuming isn't it. Share this post Link to post Share on other sites
max power 21 Posted January 20, 2010 Yes, it was a simple problem that was complicated to narrow down. It was aggravated by the fact that another addon developer I was sharing files with also had the same problem, so the logical conclusion was that Planck's work environment was magic, and there was something wrong with my files. Share this post Link to post Share on other sites
Darkhorse 1-6 16 Posted January 30, 2010 How would it take to fix this issue on another addon? I came across the same thing (I think. Your talking about the glass being a milky white instead of clear right?) on an addon I tried to convert from ArmA1 to ArmA2. Share this post Link to post Share on other sites