cssx3
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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!
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At first, the helmet looks much better (ty), but it also not solving my problem
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I tried it multiple times, but it seems not working :(
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This is what I mean: and really thanks, I will try it when I'm back at home
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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}; }; };
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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
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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.
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cssx3 started following Vest, selecting blue verticels, Objects "showing" through glasses and rvmat for headgear?
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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
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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 }; }; }; }; };
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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
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Ah, Thanks. Yea its a little bit strange to change it in the OB. I'll try to adjust it in Blender itself.
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Hi, how can I make a selection like in this picture? http://imgur.com/YpDvXg4 Thanks Regards CSSx3