seysen
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Cannot load texture #(ai,32,128,1)irradiance when using .rvmat
seysen replied to seysen's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Re-saving using the Material Editor has helped. All done. -
Cannot load texture #(ai,32,128,1)irradiance when using .rvmat
seysen posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
I want to add normal map to models in my addon. So I used NormalMap Vertex shader & Pixel shader like it described on example. I have some similar models. On one of models object1.rvmat looks like this: PixelShaderID="NormalMap"; VertexShaderID="NormalMap"; class Stage1 { texture="x\addons\object1_no.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture=â€#(ai,32,128,1)irradiance(8)â€; uvSource="none"; }; It works fine. On the second model object2.rvmat looks like this: PixelShaderID="NormalMap"; VertexShaderID="NormalMap"; class Stage1 { texture="x\addons\object2_no.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture=â€#(ai,32,128,1)irradiance(8)â€; uvSource="none"; }; And with it Buldozer tells me "Cannot load texture #(ai,32,128,1)irradiance." The differences between 2 rvmat's are path to the normal map texture. One of it works. Second and more show error. What I'm doing wrong? -
Kick player with Script in Trigger
seysen replied to Heaney's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
serverCommand (probably) has been disabled in 1.59 -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
seysen replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
seysen replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I mean how many customers technically supports ACRE. Is there a limit due to the scripts? -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
seysen replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
How many players (clients) support ACRE? -
State of Multiplayer match types. Now and 8-10 years ago.
seysen replied to BLSmith2112's topic in ARMA 2 & OA - MULTIPLAYER
One of our players play from US without any problems. You just need to measure real ping to the server to estimate acceptability of a pvp play on this server -
Sorry. There is so many threads, that I can't read it all
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Where you find this hellicopter? I ask you because I work in aviation industry and I do not know about the existence of this hellicopter. It isn't real.
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There is some script errors .RPT listing: Error Generic error in expression File JDG_carrier\scr\fx_steamShot.sqf, line 2
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There is some problems with elivators http://s013.radikal.ru/i323/1108/6d/ac9cb91dd4bc.png >100kb http://s49.radikal.ru/i125/1108/1e/2c0ba5ae8b86.png >100kb In spite of this good job!!! Good luck!!!
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Arma 2 Addon request thread
seysen replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
1. I think it's necessary to make replacement RPG-7 - RPG-7V with optical scope. Because of really all RPG-7 includes optical scope. 2. It will be interesting to see Tank assistance combat vehicle BMPT in ArmA2. 3. ArmA2 comes short of island with cities with modern buildings, like Petrovichi in OFP. 4. All Tanks needs inside decoration, also it needs in other vehicles without it. 5. Arma2 needs working periscopes in all vehicles whit it.