Jump to content

DrMojo

Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About DrMojo

  • Rank
    Newbie
  1. Yep, hence the odd hexadecimal file name padding with the RVMAT. These aren't new models (or even actually "altered" beyond the texture paths), just new textures applied to an existing model. Apologies for the image size, I'd accidentally saved them as PNGs instead of JPEGs (except for apparently one PNG that was a JPEG). It's been fixed.
  2. So it's been about half a decade since I last created custom units in OFP/Arma, and my God have I lost my way. I'm having a major problem getting something to work. I mean, the textures are created fine (they're reskin/replacements of the KSK) and everything should theoretically work, but this happens: There's *minor* edits to the _nohq.paa and the _as.paa (things in those textures were on the diffuse that were no longer present in the reskin, and shouldn't have had normals/shadows on those nonexistent parts) Here's my rvmat, an adaptation of the Russian Flora's rvmat (as I figured it would be best to hit in the general area of that camo's materials for emissivity, etc.) // 1234567890ABCDEF_tex1.rvmat - 16:57:03 04/28/12, generated in 0.01 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled class StageTI { texture = "ca\characters_e\ger\data\tex1_ti_ca.paa"; }; 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 = 100.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "wip_mod\1234567890ABCDEF_tex1_nohq.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}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; 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}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; 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}; }; }; class Stage4 { texture = "wip_mod\1234567890ABCDEF_tex1_as.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}; }; }; class Stage5 { texture = "ca\characters_e\ger\data\tex1_smdi.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}; }; }; class Stage6 { texture = "##(ai,64,64,1)fresnel(1,0.7)"; 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}; }; }; class Stage7 { texture = "ca\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 unsure if the problem is: 1. The normal/shadow have been edited at all, and shouldn't have been/should have been regenerated some other way (all changes to them were done in the individual channels in Photoshop and resaved as a PAA) 2. The RVMAT is referencing two separate directories. 3. Something else is wrong in the RVMAT (I did just try to crib from another one) 4. Something else entirely. Like I said, last time I made any units was back in 2007, and I've forgotten almost everything I learned then.
×