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eagledude4

RVMat's in bulldozer

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I have a few question in regards to rvmats.

1. Can I use the rvmats in the MatTemplates without modifying them?

2. When applying the Shining.rvmat from the MatTemplates to my vehicle, it shows incredibly dark. Did I do something wrong?

screenshot_zps4b8b9bd3.png

Edited by eagledude4

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I would look up rvmats on the biki and find which one you want to work with and then make a new custom one. Ideally, any values in the rvmat would be tuned to any maps you have created for your addon.

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okay, but this material should shine, like material used for flares of reflectors,

shame BIS gave broken material as example , now also i found this topic cause i have the same problem,

i want to make my own shining material , i used this example and i also have black all,

this material should work for shine of lamps, reflectors etc, without any NOHQ, SMDI etc.

material which is named blesk.rvmat or flash.rvmat is binarized :/

i wanted to make lamp material, i used shining.rvmat (only not binarized examples from examples given by BIS) and instead of lamp i have black,

binarized materials from ca/data/ such as blesk, blesk2, flash... are binarized

Edited by vilas

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have you tried BIS example materials ? try them and you will see that shining.rvmat from Arma2 examples is ... totally black

so how can addonmakers learn materials if BIS example is broken ?

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Dont know .....

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={1,1,1,0};
specularPower=20.4;
PixelShaderID="Super";
VertexShaderID="Super";
class StageTI
{
texture="rkttu22m3\blu\bf_1_ti_ca.paa";
}; 
class Stage1
{
texture="rkttu22m3\blu\bf_1_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="rkttu22m3\blu\bf_1_dt.paa";
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="rkttu22m3\blu\bf_1_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="rkttu22m3\blu\bf_1_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(2.68,3.69)";
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};
};
};

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I don't really understand what's broken about the rvmat example. Which one is broken?

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BIS gave following material in "Example" folder (with Russian MLOD)

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

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

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

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

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

specularPower=1;

PixelShaderID="Normal";

VertexShaderID="Basic";

and when i apply it, it is as this guy shown, black nothing

BIS has binarized "blesk" material which shines

or it needs next stages ? i wanted to have non-staged material (no NOHQ, no SMDI, no AS cause i do not need them to lamp, reflector flare) to use it on lamps

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BIS gave following material in "Example" folder (with Russian MLOD)

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

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

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

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

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

specularPower=1;

PixelShaderID="Normal";

VertexShaderID="Basic";

and when i apply it, it is as this guy shown, black nothing

BIS has binarized "blesk" material which shines

or it needs next stages ? i wanted to have non-staged material (no NOHQ, no SMDI, no AS cause i do not need them to lamp, reflector flare) to use it on lamps

Odd. I don't seem to have those rvmats in the russian soldier package. There are some 2 pass flash rvmats in the arma 1 examples.

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