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eyssix

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About eyssix

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  1. Isnt that what I've been doing? based on the ao map I baked the floor should no longer be pure black. maybe very little ao effect, but not pitch black. Is there anything else I can try to get an ambient shadow map to appear? As far as I can tell I've followed the rvmat to the letter and still no change in how it renders. Before I tried using the Macro AS shader type, but that simply rendered out my AS map as the pink nightmare.
  2. Disabling shadow on the vis lod results in no shadows cast. not even the large shadows that are normally there from the shadow lod. If im not mistaken shouldnt the as map supplement the shadow lod and appear as a combined effect? ---------- Post added at 22:42 ---------- Previous post was at 22:12 ---------- Here is a view with a simple triangulated cube shadow volume lod, you can see the floor that has the rvmat applied is pure black and then the exterior walkway has a normal shadow: http://i.imgur.com/2DTiZIs.jpg And then without the shadow checked in the visual lod in oxygen: http://i.imgur.com/Eobj0xA.jpg
  3. As far as I can tell based on the vbs3 sample assets, they all have shadow enabled. I have made sure that the shadow volume is closed / triangulated / and hard edges applied. here is the raw AO pass http://i.imgur.com/K7fDuHu.jpg ---------- Post added at 21:49 ---------- Previous post was at 21:16 ---------- I'm going to rebuild my shadow volume, oxygen has begun freezing when I select the shadow volume lod.
  4. So I ran through the setup again and re-baked my ao out to an as map, but the results were identical to before: http://i.imgur.com/aq2YGPg.jpg Here is my as map: http://i.imgur.com/wcdsfMh.jpg my vis lod settings: http://i.imgur.com/GtYC2ZF.jpg and my shadow volume settings: http://i.imgur.com/nCegDH2.jpg I tried turning off the shadow setting for my vis lod, but then it just didnt have any shadow at all. Anything stand out about the setup? anything I should post a screen of?
  5. good call, I know that my shadow lod is working as expected, but I think I need to check my visual lod render settings in oxygen.
  6. I'll give this a try tomorrow once I'm in the office. I had my suspicions, but I figured it shouldnt end up entirely black. We'll see if I can get any results by toning down my ao pass. Thanks for the help! I'll post again with some test results.
  7. if thats true then the bohemia community wiki is wrong: https://community.bistudio.com/wiki/Super_shader 4. AmbientShadow map Ambient shadow map _AS. Ambient shadow texture contains stored information "how much ambient light is in given place'. White color means full ambient lighting. 0 means none.In fact only channel which is taken advantage of is G - it's thus important that information is correctly in him. Rest of channels doesn't matter and anything can be placed there (may be same as in G). texture="#(argb,8,8,3)color(0,1,1,1)"; Placing white in both red and blue channels, and leaving the green Ambient Occlusion data in the green channel results in said pink nightmare which means that info is consistent: http://i.imgur.com/jOYEehv.png (199 kB) place that same data in red and fill green and blue results in a neon blue nightmare. So, I do not think that was the issue. Also in my rvmat, I've already pointed to my .paa files converted with addon packer. I've also tried using textview to convert. both yield same end result of deep shadows that are pitch black and no apparent result of an ambient shadow "ambient occlusion" effect. Any other ideas that I can try? anyone have experience using rvmats in VBS3? I realize this is an arma forum, but the documentation for vbs3 is horrendous. Is even using the super shader in VBS3 possible? If not is there another way to accomplish an AS map for VBS3?
  8. Sorry to dredge up an old thread from a year ago, but this thread is one of the only ones that discusses the rvmat for using ambient shadow maps for buildings. I'm attempting to do the same, but all I get is pure black in areas where the shadow volume casts shadows on the interior of my building: http://i.imgur.com/2w4r9PP.jpg (254 kB) http://i.imgur.com/q4CVBAj.jpg (280 kB) http://i.imgur.com/BXqmYQj.jpg (280 kB) I'm using a repeatable linoleum texture and then have a baked AO 2048x2048 TGA texture: http://i.imgur.com/QrCpC3J.jpg (149 kB) As far as I have read, the AS map only utilizes the green channel? no alpha? Here is the script in my rvmat: 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, 1.0}; specularPower = 56.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; uvSource = "tex1"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource = "tex1"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage4 { texture="vbs2\imms_biosim\structures\imms_biosim_bsl3_shadow\data\floor_grey_as.paa"; uvSource = "tex1"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage5 { texture = "#(argb,8,8,3)color(1,0,1,1,SMDI"; uvSource = "tex1"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1,0.7)"; uvSource = "none"; }; class Stage7 { texture = "vbs2\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; I'm not really sure what else to try. Any help would be excellent.
  9. eyssix

    Help with surface of model.

    What Sw4l said, having clean topology is required for oxygen. if there is an extra vert in there or and extra edge, youll get results like that.
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