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STALKERGB

RVMAT question

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Hello everyone,

Seeing as there have been a couple RVMAT questions recently I thought I might as well add to them lol.

Anyway, I have been sorting out some new _as maps for my units and aftr making them added them to the RVMAT and had a look in buldozer, I couldn't see any difference so packed the addon and had a look in ARMA2. I still couldn't see any difference.

I went back into O2 and deleted the extra UV sets (1 and 2) that weren't being used by anything so there was just a single UV set present, I still couldn't see anything new in buldozer BUT in ARMA2 I could see the _as map working.

Sooo....

I opened up the RVMAT and had a look at it. The only difference I could see was the highlighted area below.

rvmat.jpg

Is there a particular reason it is set to "tex1"? unlike all the others? I changed it to just "tex" and I could then see the _as map working in buldozer but are there any side affects to doing this?

Leaving it at "tex1" would just require me to make sure any unused UV sets are deleted I think.

Anyway, any insight would be appreciated.

STALKERGB

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it only selects wich uv map to use , you know the same model can have many uvmaps for different reasons eg generic scratchs needs a stretched uv map but the diffuse needs apropriat one so you make 2 uv sets/maps

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So if my model only has 1 UV map because there is no need for a second I might as well set it just to "tex"?

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yeah , that what you should since it appears that your as map has the same lay out as the _co map

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