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Found 15 results

  1. another day another problem so I work on a little mod to make FIA, in Opfor side, more "aggressive" with stuff that already in game, i disabled randomization and load the injury rvmats for the nato WDL uniform, for the sniper with the full body uniform, the blood displayed well the two characters with tshirts, the blood displayed only on the pants (look the second image) this is the code class O_ZU_Medic_tsblue: O_G_medic_F { scope = 2; scopeCurator = 2; scopeArsenal = 2; author = "$STR_A3_Bohemia_Interactive"; model = "\A3\characters_F\BLUFOR\b_soldier_02.p3d"; uniformClass = "U_O_ZU_Medic_tsblue"; hiddenSelections[] = {"Camo", "camo2"}; hiddenSelectionsTextures[] = {"\A3\characters_f\BLUFOR\data\clothing_wdl_co.paa","\a3\characters_f\Common\data\basicbody_blue_co.paa"}; linkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_blue, ItemMap, ItemCompass, ItemWatch, ItemRadio, }; respawnLinkedItems[] = {V_PlateCarrierk_nflg, H_MilCap_blue, ItemMap, ItemCompass, ItemWatch, ItemRadio,}; class Wounds { tex[] = {}; mat[] = { "A3\Characters_F\BLUFOR\Data\clothing1.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat", "A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat" }; }; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"",false];"; }; }; i have to make 16 characters , but i want they with full features thanks in advance p.s. the code to stop the randomization, it's the correct one, the one on the wiki does not work
  2. Hello there, I'm really green to using the Object Builder, and I'm just starting with making simple barriers. I noticed that using samples rvmat available online, AI seem to be keeping track of me behind the barrier while some other sample models which I used don't let the AI track me behind it. I'm curious which properties of the rvmat/bisurf used on these models determines whether the model component is going to be opaque or transparent to AI. Thank you in advance.
  3. I wanna make the situation of like the "RED DAWN" movie, "World in Conflict" game. (not for life gameplay) But any A3 city police add-ons are almost "short-sleeved uniform" not match winter maps. So I'd to make a (long sleeved) uniform like an American POLICE. Not SWAT or FBI or some. City Police (like a DPD, SPD, LAPD, NYPD etc...). That using retexture of CUP or PROJECT OPFOR. or another way. Therefore, I want to change some textured material of uniform but I don't know how to changes that Rvmat. Or did someone know "long-sleeved USA Police officer Uniform"? If knew that, please tell me.
  4. How does making an rvmat work? Is there any tutorials or videos? How would i go about adding normals, bumps, specs, illum(meaning light functions) and gloss(also how to adjust it). Any help will be greatly appreciated.
  5. I'm having a bit of difficulty adding in the gloss effect to help create reflections on metal and visor in object builder. I also do have normal maps that I need to implement. Is there any simple methods and or videos on such topic? How would I go about the RVMAT for the models i have(its for a playermodel I plan on adding in as a mod). Any help with this and you will be credited for the help with every mod release. Thanks!
  6. 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
  7. Hey guys, I am making a new model (one of my first ever) and I am trying to simulate a translucent red glass for the back lights on the car like in this picture. https://gyazo.com/c2b99acb7abae508fd05fdc3f085c798 But this is what I end up with. https://gyazo.com/03975503ee0f4826570086bbf157a1d0 This is the face properties. https://gyazo.com/1049b7a39af6a82d6ce3558685608f9e Any help would be appreciated as I am currently pulling my hair out. Thanks for reading!
  8. hey guys ive just generated my layers in Map frames, after I click okay I get a error file popping up saying "11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dirt.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dry_grass.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_forest_pine.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_grass_green.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_soil.rvmat" ) Source file cannot be opened..." what do I have to do over come this ?
  9. Hi! Guys I need help my first project. I am stucked at creating material for my model. When I apply just diffuse texture, everything works just fine, but I cannot get working other textures. I am currently trying out Super Shader, but with same results over and over again. When I apply RVMAT on my model, textures will not show up and lighting will mess up badly (I tried to recalculate normals). Do you have any idea what Im doing wrong? I have some experiences with coding, but Im pretty new to this kind of stuff. I tried to use tga as well as paa texture without success (buldozer did some work with tga textures but at the end didnt used them and kept model grey) Screen from Buldozer (only diffuse texture) https://imgur.com/AOBY3Uo Screen from Buldozer (with RVMAT) https://imgur.com/MvhiCxL Screen from Substance Painter https://imgur.com/2ayLvAt Here is my RVMAT ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 //Normal map (_NO or _NOHQ) { texture="DrugsAndCoins\textures\Briefcase_nohq.paa"; uvSource="tex"; }; class Stage2 // Detail map (_DT) { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)"; uvSource="tex"; }; class Stage3 //Macro map (_MC) { texture="#(argb,8,8,3)color(0,0,0,0)"; uvSource="tex"; }; class Stage4 //AmbientShadow map (_AS) { texture="DrugsAndCoins\textures\Briefcase_as.paa"; uvSource="tex"; }; class Stage5 // Specular map SMDI { texture="DrugsAndCoins\textures\Briefcase_smdi.paa"; uvSource="tex"; }; class Stage6 //Frenel { texture="#(ai,64,64,1)fresnel(1.3,7)"; uvSource="none"; }; class Stage7 //environment map { texture="ca\air\data\env_co.paa"; uvSource="none"; };
  10. Problem scenario: a vehicle with interior and windows. For ViewCargo, single-sided window texture /w alpha (and its rvmat) is faced towards the interior. The question is: - how to illuminate the face with external light source like road lamp to have rvmat working for passenger INSIDE the vehicle? What settings one have use on rvmat to make it happen? I checked "NoZWrite" and "NoAlphaWrite" and didn't found much difference, if any at all. I hope some material/texture guru will be able to help me with this. NightIntruder
  11. Hi, So i'm making some kind of rock for arma 3. I want the same model to work for different type of rocks. I made some hidden selections for the textures, but I also want to have a "hiddenselectiontexture[] = " config parameter like for rvmat. Is it possible ? Do I have to use https://community.bistudio.com/wiki/setObjectMaterial Or is there a "hiddenselectionsMateriel[] " ? Thank you
  12. Hey guys, I've got 2 separate issues with a model of mine. I made a ball and I basically want it to roll down a hill with Physx. This all works, partly. This is the p3d with textures: https://puu.sh/sPkxb/a71ff2427e.zip config: class ref_ball_big : Land_DuctTape_F { author = ""; simulation="thing"; scope = 2; displayName = "Big ball"; vehicleClass = "r_ent"; hiddenSelections[] = {""}; hiddenSelectionsTextures[] = {"\ref_losttemple\ballbig\ballbig_co.paa"}; model = "ref_losttemple\ballbig\ballbig"; armor = 100; destrType = "DestructMan"; mass = 500; }; I'm new at this, and I've been reading up a lot and making progress. First issue: Only after I enabled the physx (setVelocity) the ball collides with players/objects. As soon as it comes to a stop it doesn't have any form of collision. I have a Geometry with Component01 and mass. It's fully closed. What am I missing? Fixed this issue. Apparently I didn't build the last pbo with the component. Second issue: I'm completely new to texturing. Somethings wrong with the texture of the ball, some parts aren't colored correctly and appear to 'shine through'. This is probably because I messed up either the rvmat or the ballbig_nohq.paa. The mapping and everything is correct (done with blender), it's just that somehow the colors are a bit off.Image of the ball. What I did now is just save the ballbig_co.paa and nohq.paa, and I'm guessing that is wrong. I don't really need the ball to look fancy so I don't mind the ball having no structure at all (from my understand that's what the nohq does. What would be the best approach to this? I've tried looking up what the different stages mean, but I'm having a hard time finding any good documentation on it. The arma wiki is a bit vague on this. Rvmat (also in the zip): Any help would be greatly appreciated!
  13. Hi, i'm facing an unknown issue : Here is my folder : \EMOGLOBINSKY\Test_building\Data\ \EMOGLOBINSKY = main user folder \Test_building = folder of the object with .p3D, config.cpp and Rvmat \Data = folder wit textures If i write texture="p\EMOGLOBINSKY\Test_building\Data\bricks_red_horizontal_b_co.paa"; It's an absolute path and my texture can be seen in Object builder. If i write texture="\EMOGLOBINSKY\Test_building\Data\bricks_red_horizontal_b_co.paa"; i don't shows up. I tried everyway to write this path and nothing worked so far... What am I doing wrong ?
  14. We are releasing some information related to materials basics, texture maps etc. You may find them useful for Your projects. 1. RVMAT Basics (SuperShader, MultiMaterial, SkinShader, Procedural/Glass/Water/Detail/Normal/Specular/Tree etc. maps) URL: http://community.bistudio.com/wiki/RVMAT_basics Done: SuperShader for MAX and MAYA (no .fx files yet) http://community.bistudio.com/wiki/Super_shader Done: MultiMaterial for MAX (no sample .mcr script yet) http://community.bistudio.com/wiki/Multimaterial Done: SkinShader (no sample MAYA cgfx (screenshot) yet) http://community.bistudio.com/wiki/Skin_shader Done: Face wound textures http://community.bistudio.com/wiki/Face_Wound_Textures Done: Static Environmental Reflections (published mainly for compatibility reason as SuperShader (includes environmental map/fresnel) replacing this functionality) http://community.bistudio.com/wiki/Static_Environmental_Reflections * - some hints about physical properties at bottom http://community.bistudio.com/wiki/RVMAT_basics#Physical_properties (including Bullet Penetrability ) 2. Texture Map Types (includes HQ NM) URL: http://community.bistudio.com/wiki/Texture_Map_Types 3. Post Process effects URL: http://community.bistudio.com/wiki/Post_process_effects 4. Unit ergonomics (Soldier model proportions) URL: http://community.bistudio.com/wiki/Soldier_model_proportions 5. Weapons settings (some informations about weapon configs) http://community.bistudio.com/wiki/Weapons_settings 6. Damage: http://community.bistudio.com/wiki/Damage updated in BIKI: http://community.bistudio.com/wiki?title=Weapons_settings&diff=57833&oldid=56416 http://community.bistudio.com/wiki?title=Bullet_penetrability&diff=57836&oldid=52134 http://community.bistudio.com/wiki?title=RVMAT_basics&diff=57820&oldid=52837 while it's minor i hope it helps bit :) 7. other documentation per demand and as needed @TBD NOTE: Please don't edit these wiki pages w/o some prior discussion with BI staff as we will add more info into these in future ... Per demand => if it's possible i will see what can be done about such requests ... if you not post here just bug me on ARMA2 irc channel
  15. In Porto, everything seemed normal, same for the soldiers there. Just another routine patrol. But this time, it goes horribly wrong and the soldiers find themselves fighting for their lifes. Can you survive? http://www.youtube.com/watch?v=lKVrRQQNDBs Rate, Comment and Subscribe! The mission is avalible on www.armaholic.com and is currently on the front page.
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