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clawhammer

Bringing on the FLIR Light on my Units

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Yeah i know Special Forces are Special in tactics and STEALTH Missions but my SFs are a little bit too STEALTH ->

arma2OA2010070522104499a0f914bbjpg.jpg

Only the Heads and Hands are visible in FLIR (I beleive because these Parts are Standart OA Models wrapped on my Model).

So how can i make FLIR for the rest of the uniform? Do i have to create a texture or is it config work?

Hope you can help me!

Thank you very much!!

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Deadfast, still doesn't say how to fix so only the gun heats up on tanks when firing?

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@Clawhammer, you need to make a texture for the FLIR to work, something like:

MYTEXTURE_ti_ca.paa

The method Deafast linked above seems much more relevant to vehicles than infantry (i tried following it but it didn't help much).

A quick way to create a ti_ca map is to use the alpha/blue layers from your NOHQ and play around with the brightness and contrast to get it lookiing similar to a BIS ti map. Extract the Character_e.PBO and have a look at a TI map to compare to what you are making.

An example of one of my early attempts is below, this should all be in the ALPHA channel of your texture. The GREEN and BLUE channels should be completely black and the RED should be completely white. (making the RGB all red).

alphalayerti.jpg

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Got it, what now?

thx 4 help :)

what i have to do in oxygen and what i have to do with these rvmat stuff?

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Got it, what now?

thx 4 help :)

what i have to do in oxygen and what i have to do with these rvmat stuff?

you need to add an extra stage to your RVMAT, if you open a BIS RVMAT from OA you can't actually see the StageTI that defines the thermal map.

You need to open the RVMAT in notepad (or similar) to see it. To add it to your own RVMATs again, open with notepad and copy/paste:

class StageTI

{

texture="Your_pathname_to_thermal_map_ti_ca.paa";

};

I add this right at the top and it seems to work fine.

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ok,

i did what you said but i have still no luck :(

Just the head use FLIR but not the body

I put my paa file and rvmat here for debug:

http://rapidshare.com/files/408231712/armysf_gl_acu_ti.paa

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0,0,0,1};
specularPower=1;
PixelShaderID="NormalMapMacroASSpecularMap";
VertexShaderID="NormalMapAS";
class StageTI
{
texture="ArmySF\Textures\ACU\GL\armysf_gl_acu_ti.paa";
};
class Stage1
{
texture="ArmySF\Textures\ACU\GL\armysf_gl_nohq.paa";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0,0,0,0)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage3
{
texture="ArmySF\Textures\ACU\GL\armysf_gl_nohq.paa";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1,1,1,1)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};

Is there anythink still to do execpt putting the code into the rvmat and creating the *_ti.paa file?

Edited by Clawhammer

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hmm, the are two things that MAY be causing the issue:

1: I think you need to add _ca to the thermal map, so instead of:

armysf_gl_acu_ti.paa

It should be:

armysf_gl_acu_ti_ca.paa

I guess that could affect the way it appears on the unit.

2: The Class StageTI might need to be moved above the ambient/diffuse info, dont know if it makes a difference but BIS RVMATs place it there. So instead of:

ambient[]={1,1,1,1};

diffuse[]={1,1,1,1};

forcedDiffuse[]={0,0,0,1};

emmisive[]={0,0,0,1};

specular[]={0,0,0,1};

specularPower=1;

PixelShaderID="NormalMapMacroASSpecularMap";

VertexShaderID="NormalMapAS";

class StageTI

{

texture="ArmySF\Textures\ACU\GL\armysf_gl_acu_ti.paa";

};

It should be:

class StageTI

{

texture="ArmySF\Textures\ACU\GL\armysf_gl_acu_ti.paa";

};

ambient[]={1,1,1,1};

diffuse[]={1,1,1,1};

forcedDiffuse[]={0,0,0,1};

emmisive[]={0,0,0,1};

specular[]={0,0,0,1};

specularPower=1;

PixelShaderID="NormalMapMacroASSpecularMap";

VertexShaderID="NormalMapAS";

There isn't any extra steps that you need to do IIRC, hopefully doing the two steps above should fix it.

EDIT: As a side note, it may also be to do with the shader type being used but I doubt it,

PixelShaderID="NormalMapMacroASSpecularMap";

VertexShaderID="NormalMapAS";

AFAIK these wont use new shading features such as SMDI's unless changed to:

PixelShaderID="Super";

VertexShaderID="Super";

Like I say that probably isn't causing the issue though.

Will take a look at your Thermal Map texture too.

EDIT2: Right I just had a look at your armysf_gl_acu_ti.paa and it doesn't look like there is any real data in there, was just a little bit to the side of the GREEN and RED channels (see pic below). The channels should be as follows:

Pic below

RED: White

GREEN: Black

Blue: Black

Alpha: The data for the TI Map similar to what I posted earlier. (use BIS ti maps as reference).

Doing this will make the RGB channel bright red.

Edited by STALKERGB

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ok now it works, but i have the next issue:

arma2OA2010072218582153dfcd256ajpg.jpg

My units are now black?

what ive done?

Ive just changed this part:

PixelShaderID="Super";

VertexShaderID="Super";

Flir works but what the hell is now going on?

class StageTI
{
texture="ArmySF\Textures\ACU\AT\armysf_at_acu_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0,0,0,1};
specularPower=1;
PixelShaderID="Super";
VertexShaderID="Super"; 
class Stage1
{
texture="ArmySF\Textures\ACU\AT\armysf_at_nohq.paa";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0,0,0,0)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage3
{
texture="ArmySF\Textures\ACU\AT\armysf_at_as.paa";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1,1,1,1)";
uvSource="tex";
class uvTransform
{
	aside[]={1,0,0};
	up[]={0,1,0};
	dir[]={0,0,0};
	pos[]={0,0,0};
};
};

Edited by Clawhammer

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Hey mate, did you get any errors when you launched the game and placed the unit in the editor?

HAve you checked to see if FLIR works with it set to:

PixelShaderID="NormalMapMacroASSpecularMap";

VertexShaderID="NormalMapAS";

If it works with that then you could always leave it like that. The alternative is too add some more stages to the RVMAT with it in "super" (like you have atm).

Here is one of my RVMATs below:

class StageTI

{

texture="STKR_BritMTP\data\engineer_ti_ca.paa";

};

ambient[]={1,1,1,1};

diffuse[]={1,1,1,1};

forcedDiffuse[]={0,0,0,0};

emmisive[]={0,0,0,1};

specular[]={0.47999999,0.47999999,0.47999999,1};

specularPower=60.200001;

PixelShaderID="Super";

VertexShaderID="Super";

class Stage1

{

texture="STKR_BritMTP\data\engineer_nohq.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage2

{

texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage3

{

texture="#(argb,8,8,3)color(0,0,0,0,MC)";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage4

{

texture="STKR_BritMTP\data\engineer_as.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage5

{

texture="STKR_BritMTP\data\engineer_smdi.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage6

{

texture="#(ai,64,64,1)fresnel(1,0.7)";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage7

{

texture="ca\data\env_land_co.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

You will need to add the extra stages (as can be seen in my RVMAT) to make the super shader work properly, most of the stages you can just copy and paste as they don't directly refer to a texture such as Stage3 or Stage6. Stage7 just references a texture BIS use so that can be left alone too.

The only one you need to do any work with is Stage5 as it links a SMDI texture to you unit, you will need to make this texture in photoshop or something similar, have a look at the BIS ones from ARMA2/OA to see what they look like.

Hope that helps.

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Ok now it works :)

HOLY SHIT IT WORKS

THANK YOU VERY MUCH STALKERGB!!!

Edited by Clawhammer

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No problem mate :)

Here the wound RVMAT you needed :)

class StageTI

{

texture="STKR_BritMTP\data\engineer_ti_ca.paa";

};

ambient[]={1,1,1,1};

diffuse[]={1,1,1,1};

forcedDiffuse[]={0,0,0,0};

emmisive[]={0,0,0,1};

specular[]={1,1,1,1};

specularPower=100;

PixelShaderID="Super";

VertexShaderID="Super";

class Stage1

{

texture="STKR_BritMTP\data\engineer_nohq.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={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};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage3

{

texture="STKR_BritMTP\wounds\soldier_wound_mc.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage4

{

texture="STKR_BritMTP\wounds\soldier_wound_as.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage5

{

texture="STKR_BritMTP\wounds\soldier_wound_smdi.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage6

{

texture="#(ai,64,64,1)fresnel(1,0.7)";

uvSource="none";

};

class Stage7

{

texture="ca\data\env_land_co.paa";

uvSource="tex";

class uvTransform

{

aside[]={1,0,0};

up[]={0,1,0};

dir[]={0,0,0};

pos[]={0,0,0};

};

};

Edited by STALKERGB

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