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Thread: ARMA1 Glass in ARMA2 - help

  1. #1

    ARMA1 Glass in ARMA2 - help

    Hi I am trying to convert a helo from ARMA1 into ARMA2.
    I have it all working in the game except for the glass, It is opaque so I can't see through it. I have tried playing around with the .paa file in Photoshop but to no avail.
    does anyone have any suggestions on how to fix the glass please.

    SD

  2. #2
    Sounds like a material problem rather than an image problem.

  3. #3
    I have copied the A1 env_co.paa file to my addon and used those material files for a no-shadow glass in the nh90 conversion:

    glass_no_shadow.rvmat

    glass_2nd.rvmat

    You may have to correct the "modem_nh90\" path in the glass_no_shadow.rvmat. It seems to work in A2.

    BR,
    mike

  4. #4
    Thanks mate but I am still having trouble.
    How are these files used? and how do I know what to rename the rvmat files too?
    sorry to be a bit of a numpty but I have never edited anything in ARMA before so I am starting slowly
    do these rvmap files need to be compiled? if so by which program?

    SD
    Last edited by Soupdragon; Jul 2 2009 at 10:17.

  5. #5
    rvmats don't need to be named anything. They are applied per poligon on your model. If you're using o2, select the polies you want to apply them to and hit 'e'. Then find the material field in the lower right hand of the poly statistics dialogue and plug in your rvmat.

    Rvmats don't need to be binarized to have a gander at them in bulldozer, but for checking anything out ingame you should binarize your addon into a pbo file using binpbo. Make sure that the rvmat files are included in the files to binarize under the binpbo options menu.

  6.   This is the last Developer post in this thread.   #6
    BI Developer
    Join Date
    Jun 11 2007
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    Brno, Czech Republic
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    648
    Don't binarize the new rvmats for glass, make sure you add an *.rvmat exception to BinPBO as it can't handle binarizing the new shaders.

    Use the following RVMAT file for glass (this is for A10 interior glass, for exterior use a different environment texture ideally):

    Code:
    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, 0.0};
    specularPower = 1000.0;
    PixelShaderID = "Glass";
    VertexShaderID = "Glass";
    
    class Stage1 {
    	texture = "#(ai,32,128,1)fresnel(0.8,0.56)";
    	uvSource = "none";
    };
    
    class Stage2 {
    	texture = "ca\a10\data\env_co.paa";
    	uvSource = "none";
    };
    Don't use the two-pass rvmat shader from ArmA1, use the new ArmA2 shaders.
    "He will come to death. An image of the splendor of the kings of men in glory, undimmed before the breaking of the world."

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