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meshcarver

MC map in multishader

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Hi,

Could someone who knows please explain precisely what a Macro (MC) map is for the multishader please, and is it meant to be greyscale (IS it like an ambient map?) or purple, as I found BOTH examples in A2:OA folders..!?

I have looked and searched, but still I have no idea- I've ran out of places to look... this has got me stumped- it could be a box of frogs for all I know... :p

EDIT: forgot to mention, after doing some texts, alls it seems to do it "tint" the object? Why is this necessary please? For example, doing a green procedural texture for it makes the whole thing entirely green..?

Edited by meanmachine1

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It is generally used in the damage .rvmat set at stage 2 and 3 in the cpp damage.

it is usualy 32 bit and blood splats or other damge mask is shaded in as apropiate.

can be used for dust on a vehicle from the outset or blood on a zombie but these are usually fro variations only I.E dynamic dust or blood spots

Again I must protest all your questions are answered in the previously mentioned tutorials .

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I apologise mate, I really do, but I've spent literally weeks trying to complete this one little building following as many tuts/forums/old posts as possible.

Again, I am sorry for not finding out some things alone, but for example, yes, a LOT of tuts mention MC maps, but not one tells you how to make it, or what it's for..? Is it grey scale/same as AS (Purple), is it even NEEDED for a building that doesn't ruin..? If not, should the procedural be white? etc etc...

Why is it even in the multishader if it's for things like blood? You mean it could be a damage map for a building wall or something?

I sincerely appreciate your help btw Thromp.

I've reread your post numerous times now, and come to the conclusion it's not needed in a building? So a white MC procedural is fine?

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depends how far you want to go , you can use it a a damage overlay or leave it out altogether

best way is to unwrap an arma2 building one and see what they have done

as always find a bis building in game , study it in game , shoot it blow it up etc

find the type of building using nearest objects command line

download the all in one cpp from dev heaven study the configuration

find the model using the .cpp

download various community tools that allow you to unbinarise and check out the texture links

unbinarise the .rvmats and study

when exhausted all those things goto forums and

A. feedback your findings

B. ask questions in a properly formatted /story board with pictures of what you have done to get to the point where you can no longer progress

at the moment you are simply asking questions without proof of experimenting and in BIS games that's not the way to learn or progress ;)

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The MC texture in the multimaterial shader is not used for damage states at all. It is used to overlay a special "tint" or overall structure to the faces with the assigned material.

I recommend reading up on the mutli material tutorial.

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"The MC texture will be giving a special tint to the complete model. You can consider this the "real" texture, while the multiMaterial only defines textures that overlay to increase the resolution and fidelity of the applied texture. Similar to a Detail-map."

That part's a bit confusing..? I thought the "real" textures were the COs etc..?

If this only gives a tint, isn't it a sort of Alpha AS map thingy..?

Anyway, experimentation here I come..!

Cheers again Mondkalb..! :)

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Apologies , I could have sworn when I was adding dust overlays it was mc suffix I used and blood splats were the same , I'm not making things for a while , I should have checked first .

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