meshcarver 12 Posted January 2, 2013 Hi, I've got a texture sheet of 1024 * 1024. Now, it's got on it the diffuse for wood, metal and cloth. Is there a way so that when someone shoots/walks over it etc that different sounds/particles will come off the relevant areas of the texture..? So when you shoot the metal part, it's "SPANG!" and sparks fly off it- when you shoot the wood it "BOK! (Lol...)" and splinters come from it..? Is this something to do with the masks I've seen..? Cheers guys, Marc Share this post Link to post Share on other sites
vilas 477 Posted January 2, 2013 (edited) no, not masks first of all you must understand difference between visible and nonvisible materials for eye it is a matter if it shines like metal or mate like fabric or satine like plastic - you can do it on one material , one texture but making different parts of SMDI, 99.9% of cases i do this only by SMDI, when i do vehicle, i make different "pink" for bumpers of car, different "pink" for glass elements and different for metal parts, and black for rubber or mate elements, than you have metallic painted car which shines with mate rubber tyres and satine dashboard , all by one rvmat and one smdi, other thing is shot-bullet effect or walk sound effect you apply materials not visible in fire-geometry lod or in roadway lod , they are not visible for player but visible for engine, than you have sparks or leaves or splinters or dust it is rvmat applied only to some boxes in fire geo lod you can make 1 building out of 1 texture, but you will have : - building look rvmat in lods 1, 3, 6, 9... - glass, concrete, wood, metal rvmats in fire geo lod for selected elements (remember to do separate box, cylinder than) - metal, carpet (noiseless) materials in roadway lod for selected elements effect materials we use from ca/data/ where you have folders like penetration for example, there are materials used for fire geometry lod (those sparks, leaves, dust, glass sparks, splinters etc. when bullet hits element) Edited January 2, 2013 by vilas Share this post Link to post Share on other sites
meshcarver 12 Posted January 2, 2013 Excellent, cheers Vilas..! Share this post Link to post Share on other sites
meshcarver 12 Posted January 6, 2013 So for visible material, do you meam you have to draw the wood on one texture sheet, and the metal on another..? Or can they be both on a same sheet with different specular channel if you see what i mean? Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 7, 2013 Your "visible" or main texture is 1 file, can have any number of different appearances on it (metal wood water whatever) Your "appearance" (containing specular data) texture is another file (i.e SMDI), and determines the differences between plastic, metal, wood etc. This is defined in your RVMAT that goes in any faces "Material" definition. That specular channel file can also have many different appearances on it. Best thing, open your CA folder and look at (using TexView2) example xxxx_ca.paa and the coresponding xxxx_sdmi.pa and all the other variants. As Vilas said, bullet impact effects (sound and particle) and foot-fall sounds are defined different. Share this post Link to post Share on other sites
max power 21 Posted January 7, 2013 Well, technically the smdi map is a diffusion, specular, and gloss map together. It dictates the differences in reflectivity of a surface, but other things like index of refraction in the fresnel equation can influence the look as well. Share this post Link to post Share on other sites
meshcarver 12 Posted January 7, 2013 Cheers guys, Thats really cleared it up for me. So much like any other computer game textures really..! I thought for a moment, you might have to have different metals,woods etc on different sheets as i've read some pretty unclear descriptions over the past week. Of all these structures i've been bullding are still just in the 3d app. Im soon going to get one into the game and FULLY working, lods, geo, fire etc everything, sounds... Just so i can properly familiarise myself with the process. Share this post Link to post Share on other sites
vilas 477 Posted January 7, 2013 (edited) So for visible material, do you meam you have to draw the wood on one texture sheet, and the metal on another..? Or can they be both on a same sheet with different specular channel if you see what i mean? i suppose you have BIS tools , so please unPbo at least one my addon, take a look at civil cars addon, not SMDI maps there , you will see that for example car-body area on texture is "one kind of pink", while plastic dashboard is "other kind of pink", reflectors are "almost white" , rubber on tyres is "red, not pink" (it is the same texture) so of course YES, but i am not at home, so i cannot post here my SMDI , but please for example unPbo my addon and check SMDI textures inside, by different "pink" , white or black (before making it SMDI in texviewer) you can make different look , different shine or mate on one material, it can look like a plastic, like a rubber, like a steel, like a glass just by different "pink" http://ofp.gamepark.cz/_hosted/vilas/screens/svdk.jpg http://img253.imageshack.us/img253/4318/111mnh.jpg note - see metal shine and wood mate ? http://img580.imageshack.us/img580/3113/nowy1l.jpg not bumpers, tyres/tires vs body and reflectors, moreover, interior is totally mate and nothing shines on fabric elements and seats so you simply must mask(corel)/select(photoshop) yourself areas that will be later metal, glass , wood, Edited January 7, 2013 by vilas Share this post Link to post Share on other sites