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cssx3

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About cssx3

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  1. Now I'm back to the topic. It wasn't a rvmat error or something alse.. It was an error on the model itself "idk what the error was" After reimporting from blender it was still working. Thanks for your help!
  2. At first, the helmet looks much better (ty), but it also not solving my problem
  3. I tried it multiple times, but it seems not working :(
  4. This is what I mean: and really thanks, I will try it when I'm back at home
  5. ambient[]={1,1,1,3.3}; diffuse[]={0.8,0.8,0.8,0.8}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]= {0.1, 0.100000, 0.100000, 1.000000}; specularPower=40; /// Glossiness; 1 = high, 64 = middle, 1000 = none PixelShaderID = "NormalMapDetailSpecularDIMap"; // The pixelshader // The pixelshader tells what stages (modes) the face should use. VertexShaderID = "NormalMap"; class Stage1 { // The "NormalMap" texture="r\rl\addons\textures\misc\Helmet_NormalMap.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage2 { // The "Detail" texture="r\rl\addons\textures\misc\Helmet_DiffuseMap.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; class Stage3 { // The "SpecularDIMap" texture="r\rl\addons\textures\misc\Helmet_SpecularMap.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.000000, 0.000000, 0.000000}; up[] = {0.000000, 1.000000, 0.000000}; dir[] = {0.000000, 0.000000, 0.000000}; pos[] = {0.000000, 0.000000, 0.000000}; }; };
  6. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  7. The same error appear by every glasses and cars. So idk how to fix it :/ With my other headgears I don't get this error.
  8. Hi, I have the problem, that my helmet is showing through glasses. Anyone know how to fix it? Here are an example: https://imgur.com/a/kq7l1po Thanks
  9. Hello, if my own headgear is on the ground, there is no model (it is invisible) What I've to change in my config? enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class polizei_einsatzhelm_var { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; class polizei_einsatzhelm : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Polizei Einsatzhelm"; author = "CSSx3"; picture = "\Polizeihelm\rl_icon_polizeihelm.paa"; model = "\Polizeihelm\rl_polizeihelm.p3d"; class ItemInfo : HeadgearItem { mass = 1; uniformModel = "\Polizeihelm\rl_polizeihelm.p3d"; modelSides[] = {3, 1}; class HitpointsProtectionInfo { class Head{ hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 10; // addition to armor of referenced hitpoint passThrough = 0.6; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; };
  10. Hi, I want to create an rvmat for a custom headgear. I have created a specular map for it, but I don't know how to scripting it. Does anyone a tutorial or can help me? Thanks
  11. Ah, Thanks. Yea its a little bit strange to change it in the OB. I'll try to adjust it in Blender itself.
  12. Hi, how can I make a selection like in this picture? http://imgur.com/YpDvXg4 Thanks Regards CSSx3
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