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Thread: Something wrong with rvmat and/or the paa files

  1. #1

    Something wrong with rvmat and/or the paa files

    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.)

    Code:
    // 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.
    Last edited by DrMojo; Apr 29 2012 at 00:27. Reason: Replaced PNGs with JPEGs

  2. #2
    When you say they are reskins of the KSK, are you saying that they are BIS's KSK models that you altered and applied new rvmats and textures to?

    Also, be advised of the forum rules. There is a 100 kb limit for displaying pics. Unfortunately, 4 out of 5 of your pics are in violation of that rule.


    Quote Originally Posted by The Forum Rules
    §15) Do not hotlink images over 100kb (102400 bytes) in size
    Do not link images over 100kb using the IMG tags to display an image in your post. If you wish to post an image larger then 100 kb feel free to post the URL instead of hotlinking.
    Last edited by Max Power; Apr 29 2012 at 00:15.


    Please use the CWR2 CBT to help us provide a better experience.

  3. #3
    Quote Originally Posted by Max Power View Post
    When you say they are reskins of the KSK, are you saying that they are BIS's KSK models that you altered and applied new rvmats and textures to?
    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.

  4. #4
    Unfortunately, reverse engineering (hex editing, unbinarizing) BIS's models is contrary to the EULA.

    You can change the textures of most models for reskinning them using hiddenselectionstextures in a config addon. For this all you need is some new textures and the names of the hidden selections of the model. You can get those from the six config browser.

    If you have any further questions regarding that method of reskinning, you can search this forum (OFPEC also has a lot of resources), or start a new thread if you can't find an answer.

    Regrettably, and I don't mean to put too fine a point on this, but any attempt to distribute your unauthorized models will result in an instantaneous permaban here, and may have reprocussions on other community sites. If you have any specific questions about anything I have said, feel free to PM me

    Topic closed.

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