rtruxler
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So .. I'm trying to preview my model in Buldozer (this happens for every model, even a simple cube without textures) and when I launch Buldozer, I get an error popup that says "No entry '.profilePathDefault'" I can hit OK and buldozer continues to load, but then the screen remains black and buldozer hangs. At that point I can't close buldozer at all, even using ctrl+alt+del and ending the process, it still will not close. ---------- Post added at 03:45 PM ---------- Previous post was at 03:43 PM ---------- Solution: reinstall oxygen. On a side note: in buldozer/profiles/oxygen/Users/Administrator, there was a file that cannot be removed whose filename is "Administrator." Seems funny having a file that doesn't have an extension and can't be removed. Anyway my problem is solved with the reinstallation.
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The fully-lighted property on the vertices is having no effect... I have flat shading across the faces, but each face still has different intensities in OFP. Maybe this is a problem with using oxygen 2 to export old p3d versions to ofp? Maybe I gotta go get the old oxygen version? Thanks for the help by the way.
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Yup, I've done that, and it seems like it's mostly working, although there's one face that still appears slightly brighter than the rest. I have all points set as "fully lighted" and the whole model appears grey except for one face which is white. But what's more frustrating is that I'm trying to make it all solid green and that's having no effect. Is there a way to set the vertex colors in O2? I tried changing the face color in O2, but that just appears how it looks in the 3D preview window. When I export, binarize, etc. it still is white. What should I set the face properties be so that it properly gets assigned my material in the config.cpp? Should I give it the fake green.paa texture or should I set its material to "GREEN_material" ? I can tell that when I change the config.cpp it's having no effect, so I probably just haven't set the right value in the right place on the 3d model. Thanks!
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hey everyone. I'm using O2 to make a model that I want to appear totally green (no lighting applied, just color rgb=0,1,0)). I've tried (to no avail) using a material definition in config.cpp, here's what I have: class CfgTextureToMaterial { class GNTAn12Shine { textures[]= { "green.paa" }; material="#GREEN_material"; }; }; class CfgMaterials { class GREEN_material { ambient[]={0.000000,1.000000,0.000000,1.000000}; diffuse[]={0.000000,1.000000,0.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000}; emmisive[]={0.000000,1.000000,0.000000,1.000000}; specular[]={0.000000,1.000000,0.000000,1.000000}; specularPower=60.000000; PixelShaderID="Normal"; VertexShaderID="Basic"; }; }; All of the faces in my model refer to a (non-existent) texture called "green.paa," and I'm expecting the config.cpp to translate those texture references to the above material. Is this correct? When I fire up OFP, I see my model but it's grey instead of green, and it has lighting still. Any help?
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Is there any documentation for the full syntax of procedural textures? Like .. what is possible other than DT and MC? It would be nice to fill out a page on the wiki with this kind of info, because to a beginner at BIS mods, the fact that (rgb,x,x,x) refers to bit size instead of actual rgb values is a real surprise.
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Hey everyone. I've read as much as I can on the rvmat format, but I can't for the life of me make sense of what you can put for the "texture=" part of a Stage. Passing a bitmap is obvious: texture="mytexture.tga" but what about the special arguments for texture, ie: texture="#(argb,2,8,3)color(1,1,1,1,DT)"; I found the above line in someone's rvmat but I really have no idea what it's doing. I put that in the stage for a specular map (after the normal map), but what's the significance of the argb part, and what's the significance of the DT part? Also, what are all of the possibilities of things I could put in there besides a bitmap?? I'm really just trying to get a NormalMap or NormalMapSpecularMap pixel shader going with a constant value for the specularity and specular power. I tried using the NormalMap pixel shader and then use the material editor to manually change the specularity color and spec power, but it seems that if you use a pixel shader, those settings get overridden. Thanks, Rob