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Robster

Proper rvmat for underground objects ?

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Hello everyone,

We have these underground structures, caves and tunnels system... ok

But once we are under the ground alleys, hallways and corridors look as much bright as any normal object ingame...

Now I have to make some sort of soil earth roof for caves and the same problem occurs, I mean, this foundation looks a lot brighter than the terrain itself... I tried using the same texture used for surrounding terrain and the same terrain rvmat but it didn't help...

So I think that this might be related to rvmat, assuming that you can manage the amount of light that any object may reflect... I want these objects become darker, with no light reflection, as its suppoused they are buried in the ground...

Perhaps I'm doing it wrong and the solution comes from doing some shadow LODs or defining rvmat properties at some other LOD, i.e., geometry LOD...

Any help or advice will be much appreciated :D

Edited by Robster

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Hi

If bis managed it inside a house then in a cave should be same, unfortunately I don't think bis managed it in house, maybe light etc is relating to player and they forgot he sometimes will be inside .

I haven't tried for sometime but pls see if in a house this light is correct in patches they did maybe fix. If not then inthinkmitsnengine problem still.

In past was things in O2 always in shadow, shadow lod ,occlusion etc etc but in O2 these days a lot says obsoleted

Good luck

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Try adding "AlwaysInShadow" to your rvmat render flags. I haven't tried it but it might work - it was developed for this purpose.

renderFlags[] = {"AlwaysInShadow"};

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You can try changing the environment map. If you're using an env map that's for the sunny outdoors and you're in a cave, things are probably not going to look right.

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Thanks MaxP... i'm trying to learn rvmat basics, sort of difficult stuff... how do you know which env map suits for caves? i've seen that env_land_co.paa and env_cloth_co.paa ... do I have to change to some of these? or I have to do a new env file? how do i do that? using tex2view? i do apologize for my ignorance...

EDIT: I read that Lower ambient values can be used on surfaces where global ambient should be reduced, such as Interiors. It is usually made using Ambient Light maps.

would it help for these purposes... ? how can i make an ambient light map? :confused:

Edited by Robster

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......Now I have to make some sort of soil earth roof for caves and the same problem occurs, I mean, this foundation looks a lot brighter than the terrain itself... I tried using the same texture used for surrounding terrain and the same terrain rvmat but it didn't help...

Just to clarrify , you are talking about the actual above ground terrain textures in this part,? If so, I think its because ArmA mip-maps the terrain texture differently to the object texture.

In my own experiments I've found that I had to change the scale of the object texture till the diffences were less obvious, then break it up and hide it a bit with well placed vegetation

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Just to clarrify , you are talking about the actual above ground terrain textures in this part,? If so, I think its because ArmA mip-maps the terrain texture differently to the object texture.

yes, and you are guessing right... ground textures belong to their own type: "land color" or "_lco" type, not "ico" as many confusingly say...

I tried to use the same rvmat for an object texture but it didn't work, so I decided to write here with not muck luck yet

Also I made an object with the clutter as proxy on top... but that didn't help neither cause at the same place there was the cave with roadway properties at bottom, so all clutter disappeared... :(

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