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Brennie Boi

RVMAT changes not applying with non-original versions

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Hey there! 

So I'm trying to extend an existing mod (ParagonGearReduced) so that I can add another item to the list. If say I retexture the blade part, and even copying the original RVMAT file completely will not allow it to be modified. Thing is this script in particular uses 2 parts of RVMAT in the original script, so I feel like it could be conflicting there. 

		class DamageSystem
    	{
    	    class GlobalHealth
    	    {
    	        class Health
    	        {
    	            hitpoints=6969;
    	            healthLevels[]={{1, {"ParagonGearREDUCED\Karambit\data\Karambit.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade.rvmat"}}, {0.7, {"ParagonGearREDUCED\Karambit\data\Karambit.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade.rvmat"}}, {0.51, {"ParagonGearREDUCED\Karambit\data\Karambit_damage.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade_damage.rvmat"}}, {0.3, {"ParagonGearREDUCED\Karambit\data\Karambit_damage.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade_damage.rvmat"}}, {0.01, {"ParagonGearREDUCED\Karambit\data\Karambit_destruct.rvmat", "ParagonGearREDUCED\Karambit\data\Karambit_Blade_destruct.rvmat"}}};
    	        };
			};
		};

This is how the original format for the RVMAT's look, and is implied in my script and will function properly. If I change it to mine, it'll break the RVMAT's completely, and cause the blade to never take on an RVMAT. Not getting any errors in appdata so I gotta learn how to set up a server for debugging. Would appreciate if anybody could simulate the same thing on their end. 

Here's an example of my RVMAT

///////////////////////////////////////////////////////
//     RVMAT Generated using DayZ Texture Baker      //
// █▀▀█ █░░█ █░░ █▀▀█ █▀▀▄ █░█ █▀▀█   █▀▀ █▀▀█ █▀▄▀█ //
// █░░█ █▀▀█ █░░ █▄▄█ █░░█ █▀▄ █▄▄█ ░ █░░ █░░█ █░▀░█ //
// █▀▀▀ ▀░░▀ ▀▀▀ ▀░░▀ ▀░░▀ ▀░▀ ▀░░▀ █ ▀▀▀ ▀▀▀▀ ▀░░░▀ //
///////////////////////////////////////////////////////

#define _ARMA_

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {1,1,1,1};
specular[] = { 1.0, 1.0, 1.0, 1 };
specularPower = 100.0;
PixelShaderID = "Super";
VertexShaderID = "Super";
class TexGen0
{
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};
class TexGen7
{
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};
class Stage1
{
	texture = "CF_Karambit_OLD\data\Karambit1_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 = "#(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 = "CF_Karambit_OLD\data\Karambit1_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 = "CF_Karambit_OLD\data\Karambit1_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(1.1,0.3)";
	uvSource = "tex";
	class uvTransform {
		aside[] = { 1, 0, 0 };
		up[] = { 0, 1, 0 };
		dir[] = { 0, 0, 1 };
		pos[] = { 0, 0, 0 };
	};
};
class Stage7
{
	texture = "dz\data\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};
	};
};
class Stage8
{
	texture = "CF_Karambit_OLD\data\Karambit1_EM.paa";
	texGen = "0";
	uvSource = "tex";
};

Here's an exmaple of the original

ambient[]={1, 1, 1, 1};
diffuse[]={1, 1, 1, 1};
forcedDiffuse[]={0, 0, 0, 0};
emmisive[]={0, 0, 0, 1};
specular[]={0.1, 0.1, 0.1, 0.5};
specularPower=60;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="ParagonGearREDUCED\Karambit\data\Karambit_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="ParagonGearREDUCED\Karambit\data\Karambit_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="ParagonGearREDUCED\Karambit\data\Karambit_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(1.37,0.25)";
    uvSource="none";
};
class Stage7
{
    texture="dz\data\data\env_land_co.paa";
    useWorldEnvMap="true";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1, 0, 0};
        up[]={0, 1, 0};
        dir[]={0, 0, 0};
        pos[]={0, 0, 0};
    };
};

 

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