Tisor 17 Posted June 12, 2015 (edited) Hi all, I'm having trouble while setting up some rvmats trough glass. Being more specific, I've been modelling a lightbar for my car. Actually I had this problem before when I made the Whelen Liberty but now it's more noticeable. Strange thing is, when seen on bulldozer, it's seen like this: http://i.gyazo.com/33615a641ba0cf3e82dc8f829e1793f6.png (328 kB) It looks quite nice for what I'm aiming for. But when I get it in game, in the night, It's seen like this: http://i.gyazo.com/8ff84710aa0afd199723d65a5d545fa5.png (170 kB) And like this on the day: http://i.gyazo.com/bce245812da52d4e6c4d8c0aea8e0bea.png (561 kB) I've notice that the light just become white. Same is happening to the yellow lights in the back: http://i.gyazo.com/e18a1d874e63208a150cb5d9dfd79013.png (392 kB) I know I'm missing something on the RVMATs... but what? I tried to change buldozer to nighttime trying to see if I make some changes on the rvmat but no success... Bulzoder starts flashing. RVMAT applied to blue lights is: a3\data_f\lights\car_beacon_blue_emit.rvmat RVMAT applied to yellow lights is: ambient[]={0.81176472,0.83529413,0,5}; diffuse[]={0.68235296,0.65098041,0.0078431377,1}; forcedDiffuse[]={0.54509807,0.52156866,0.0039215689,0}; emmisive[] = {23000, 13400, 1438, 1}; specular[]={0.99215686,0.96862745,0.0078431377,0.63999999}; specularPower=40.6; renderFlags[]= { "AddBlend" }; PixelShaderID="Normal"; VertexShaderID="Basic"; And the one applied to the blue glass is: surfaceInfo="data\glass.bisurf"; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={1,1,1,0}; specularPower=1000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; 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[]={8,0,0}; up[]={0,8,0}; 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="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="#(argb,8,8,3)color(0,1,1,1,SMDI)"; 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)fresnelGlass(2.1)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_co.paa"; uvSource="none"; }; Any ideas on what could be happening? Does it have any fix I'm missing or is just that Buldozer renders different than ingame? EDIT: The target is to get his on nightime: http://gyazo.com/a278b73809a50f168698707586fc43f4 Edited June 12, 2015 by Tisor Share this post Link to post Share on other sites
cowcancry 10 Posted June 12, 2015 Try to select your transparent glass and Faces -> Move top. It's common problem - white textures through glass Share this post Link to post Share on other sites
Tisor 17 Posted June 12, 2015 Try to select your transparent glass and Faces -> Move top. It's common problem - white textures through glass If this would happen, on the day they won't be seen... Of course this is already done Share this post Link to post Share on other sites
cowcancry 10 Posted June 12, 2015 (edited) Do you apply any ca textures on blue and yellow lights? ADDED:another test, try not to binarize model and test, just pack it Edited June 12, 2015 by Cowcancry Share this post Link to post Share on other sites