eagledude4 3 Posted October 15, 2012 (edited) 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? Edited October 15, 2012 by eagledude4 Share this post Link to post Share on other sites
max power 21 Posted October 19, 2012 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. Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 20, 2012 Usually goes black when theres something wrong with your NOHQ file/definition Share this post Link to post Share on other sites
eagledude4 3 Posted October 21, 2012 Thanks for the replies Share this post Link to post Share on other sites
vilas 477 Posted January 13, 2013 (edited) 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 January 13, 2013 by vilas Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 14, 2013 I never use binarized RVMAT's Vilas, just the text file. Works fine. Share this post Link to post Share on other sites
vilas 477 Posted January 15, 2013 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 ? Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 15, 2013 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}; }; }; Share this post Link to post Share on other sites
max power 21 Posted January 15, 2013 I don't really understand what's broken about the rvmat example. Which one is broken? Share this post Link to post Share on other sites
vilas 477 Posted January 15, 2013 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 Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 16, 2013 non-staged material ? Why not just leave the material field blank ? Share this post Link to post Share on other sites
max power 21 Posted January 17, 2013 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. Share this post Link to post Share on other sites