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Dreamshot-068069dd371912f1

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Posts posted by Dreamshot-068069dd371912f1


  1. So i am struggling to fix all the UV´s. Some are Rotated, some are correctly as in the picture below. Is there an easy way to let all UV´s face the same direction (and/or) make it all the same size as some are slightly offscale ?

    Would be super cool if someone has an idea or tipp for me. The model is imported from blender and has all UV´s set correctly but obj. Builder seems to mess it up.

    jFNlzmn.png


  2. 39 minutes ago, Jackal326 said:

    Your rvmat wont work because you're not only using the wrong texture naming conventions but half of your RVMAT is in the wrong Stages.

    Check this example below and edit accordingly. Though please note you'll need to edit your texture names (_NORM > _NOHQ, _COLOR > _CO and _SPEC > _SMDI)- Dont just rename the .paas, rename the TGA/PNG sources and reconvert in Image2PAA or TexView, that way TexView will apply the relevant filters during conversion.

    
    class StageTI
    {
    	texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
    };
    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,1};
    emmisive[]={0,0,0,0};
    specular[]={1,1,1,1};
    specularPower=50;
    PixelShaderID="Super";
    VertexShaderID="Super";
    class Stage1
    {
    	texture="SJB_A3_Rifles\data\SCAR\SCAR_H_nohq.paa";
    	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(0.5,0.5,0.5,0.5,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="SJB_A3_Rifles\data\SCAR\SCAR_H_as.paa";
    	uvSource="tex";
    	class uvTransform
    	{
    		aside[]={1,0,0};
    		up[]={0,1,0};
    		dir[]={0,0,0};
    		pos[]={0,0,0};
    	};
    };
    class Stage5
    {
    	texture="SJB_A3_Rifles\data\SCAR\SCAR_H_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)fresnelGlass()";
    	uvSource="none";
    };
    class Stage7
    {
    	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};
    	};
    };

     

    Thank you so much! its working now. im very new to this (obviously) 🙂


  3. So i tried around with rvmats lately but mine doesnt seems to work, im trying on a simple brick texture as shown below.

    I cant find any "templates" for these. the only rvmat "template" i found was one for the glass i use and i tried to  change it a bit. can someone take a look at the code please and or correct it?

    ambient[] = {1,1,1,1};
    diffuse[] = {1,1,1,1};
    forcedDiffuse[] = {0,0,0,1};
    emmisive[] = {0,0,0,0};
    specular[] = {1,1,1,1};
    specularPower = 60;
    PixelShaderID = "Super";
    VertexShaderID = "Super";
    class Stage1
    {
    	texture = "Bricks\Bricks\test22\Bricks040_NORM.paa";
    	uvSource = "tex";
    	class uvTransform
    	{
    		aside[] = {1,0,0};
    		up[] = {0,1,0};
    		dir[] = {0,0,0};
    		pos[] = {0,0,0};
    	};
    };
    class Stage2
    {
    	texture = "Bricks\test2\Bricks040_AO.paa";
    	uvSource = "tex";
    	class uvTransform
    	{
    		aside[] = {1.0,0,0};
    		up[] = {0,1.0,0};
    		dir[] = {0,0,0};
    		pos[] = {0,0,0};
    	};
    };
    class Stage3
    {
    	texture = "#(argb,8,8,3)color(0.1,0.1,0.1,0.0,MC)";
    	uvSource = "tex";
    	class uvTransform
    	{
    		aside[] = {1,0,0};
    		up[] = {0,1,0};
    		dir[] = {0,0,0};
    		pos[] = {0,0,0};
    	};
    };
    class Stage4
    {
    	texture = "Bricks\test2\Bricks040_SPEC.paa";
    	uvSource = "tex";
    	class uvTransform
    	{
    		aside[] = {1,0,0};
    		up[] = {0,1,0};
    		dir[] = {0,0,1};
    		pos[] = {0,0,1};
    	};
    };
    class Stage5
    {
    	texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";
    	uvSource = "tex";
    	class uvTransform
    	{
    		aside[] = {5,0,0};
    		up[] = {0,5,0};
    		dir[] = {0,0,0};
    		pos[] = {0,0,0};
    	};
    };
    class Stage6
    {
    	texture = "Bricks\test2\Bricks040_DISP.paa";
    	uvSource = "tex";
    	class uvTransform
    	{
    		aside[] = {1,0,0};
    		up[] = {0,1,0};
    		dir[] = {0,0,0};
    		pos[] = {0,0,0};
    	};
    };
    class Stage7
    {
    	texture = "a3\data_f\env_co.paa";
    	useWorldEnvMap = "true";
    	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};
    	};
    };

    FfiqVW9.png


  4. 18 minutes ago, m1lkm8n said:

    In objectbuilder select all the alpha textures then go to faces and click move to top. 

    Thanks! now it works,

    i textured every part for its own and then merged all together. then on the finished building i had to move the glass faces to top aswell which i forgot.

    Works fine now!

    Tgv7EZy.png


  5. So, im onto this problem for several hours now. im texturing a building rn but some of the objects/walls behind my glass are white. i tried to fix the faces, move the faces to the top, repair, turning and so on but it still wont work. i really dont know what i could more.

    does anyone of you have an idea?

    W5RsfmK.png


  6. So currently my friend is mapping and i am texturing and scripting the object that we want to add to the game.

    so we had the problem that i had to change something on a folder and we didnt know how to update the old one in the library in terrain builder.

    so we deleted the folder and added the updated one- obviously it didnt worked as we hoped.

    is there a save method to do so?

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