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gtaarmyjames

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About gtaarmyjames

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  1. gtaarmyjames

    Glass texture not working? PLZ help!

    Yeah i noticed that, thats why i was confused about if you need it to be dxt1. I do appologise for not updating my work with you guys but i havent had the time to do anything this week.
  2. gtaarmyjames

    Glass texture not working? PLZ help!

    So, why would i need the dxt1? Sorry, inever got any education about game development or modding games so i appologise for my poor texturing skills :P
  3. gtaarmyjames

    Glass texture not working? PLZ help!

    Here is the .rvmat... #define _ARMA_ //Class structures_f_data : Windows\glass.rvmat{ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.066667,0.062745,0.058824,1}; specularPower = 2000; renderFlags[] = {"NoZWrite"}; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; uvSource = "tex"; 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 = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "a3\structures_f\data\windows\glass_smdi.paa"; uvSource = "tex"; 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(9.6,0.9)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { useWorldEnvMap = "true"; texture = "a3\data_f\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; //}; This was just a copy from ArmA 3 Samples found on Steam.
  4. gtaarmyjames

    Glass texture not working? PLZ help!

    The only reason why I am using a BI texture this time, is because I just needed something quick, it's not like I was going to use this. And yes, I have the file named testGlass_ca.paa
  5. Ok, so I am trying to create building, and the front windows need to be transparent like glass, but whenever I attempt to use a transparent texture it just turns opaque. I have tried everything... I have tried converting a .png to a .paa, and I have tried a .tga to .png as these are the only solutions anyone has had for me online. I even tried using a BI glass texture found in structures_f, and even that was opaque. I really don't know what to do. So another thing I tried was making a simple object, and texturing a little bit of it to be a window, and here is the result...I took the liberty of pointing out where the window was supposed to be. As you can see, it is completely Opaque and brown. Here's the actual texture (png on this website)as you can see, I am doing everything right (to my knowlege), I have the .paa path properly set in Object Builder. If you have any advice, i'd love to hear it!
  6. Hello, So my problem today is that I cannot figure out how to correctly make a semi transparent texture work for the glass of a building that I am making for iHaze.co.uk . I have the rest of the model taken care of, and using separate .paa's. But whenever I try to convert a slightly transparent image to a .paa with texview2, the image just turns into solid colors. I have everything else of the building taken care of. I am new to modeling and texturing for ArmA, and any games period. If anyone could please help with the glass, that would be more than appreciated. Thanks :)
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