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Cunico

RVMAT Questions

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So I have ran into this issue while trying to redo some of my textures and RVMAT's but I don't understand what causes this?

arma3_2013_08_28_18_34_26_54.jpg

Whenever it's in a shadow or w.e it goes completely black. Is this because I didn't apply the RVMAT to every LOD model? I guess that would be a question I am unsure about...does the RVMAT have to be applied to all LODS for it to work properly? or is it another issue. THanks for your help in advance.

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It's kind of difficult to say what you might be doing wrong when you don't post a copy of your .rvmat code...

But no, you don't need to apply a .rvmat to all LODs

Edited by da12thMonkey

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It's kind of difficult to say what you might be doing wrong when you don't post a copy of your .rvmat code...

Code? you mean like open it up in the text editor and post that info?

class StageTI

{

texture="fshemaghs\Data\faceD.paa";

};

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

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

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

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

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

specularPower=150;

PixelShaderID="Super";

VertexShaderID="Super";

class Stage1

{

texture="fshemaghs\Data\faceD_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="fshemaghs\Data\faced_occ.paa";

uvSource="tex";

class uvTransform

{

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

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

dir[]={0,0,0};

pos[]={0,0,0};

};

};

class Stage5

{

texture="fshemaghs\Data\faceD_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(1,0.7)";

uvSource="none";

};

class Stage7

{

texture="fshemaghs\Data\faceD.paa";

uvSource="tex";

class uvTransform

{

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

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

dir[]={0,0,0};

pos[]={0,0,0};

};

};

There you go.

---------- Post added at 01:02 ---------- Previous post was at 01:01 ----------

ooops, ok I fixed the shadow issue I just forgot to post the SPECULAR map in the RVMAT. New issue, how do I tone down the shinyness in the RVMAT?

Example: arma3_2013_08_28_19_03_50_71.jpg

Edited by Cunico

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Code? you mean like open it up in the text editor and post that info?

Yea. I myself, and I think quite a lot of other addon makers actually create .rvmats in a text editor rather than MatEditor.exe - but it's useful in general to check over the raw code.

Good that you got that issue sorted though

If you want to reduce the shinyness, go into the green channel of your _smdi and make it darker to reduce specular intensity.

You can also reduce specular power by making the blue channel darker, but I think the black/white scale on specular power depends on the specularpower value you assign at the top of the .rvmat (in your case specularPower=150; so white in the blue channel would be a pixel with specular power = 150, 50% grey would be specularpower~75). If _SMDI only covers one type of material (in this case, cloth) and has no need for variation in the specular power on a per-pixel basis, you can just make the blue channel all white and reduce the overall specular power with that maximum value written in the .rvmat (i.e reduce it from specularpower=150, to a lower number).

This is a basic overview of what difference specular intensity and power make:

MaterialSettings.jpg

As you see, intensity affects brightly the light if reflected, and power affects how hard or diffused the specular highlights are.

I have to ask though, what is this texture?:

"fshemaghs\Data\faced_occ.paa"

An ambient occlusion map? AFAIK this should have a suffix _AS.paa not _OCC.paa (unless BIS have added a new texture map type called _OCC)

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Hmm, that seemed to do something now its just a matter of time til I get the right level I like. Faced_occ.paa is the occlusion map, not really to sure about it, as davegary90 sent me a bunch of rvmat textures and that is how he had them labled. Not going to lie I was a bit thrown off by the names as I am used to the names listed above.

---------- Post added at 03:17 ---------- Previous post was at 03:14 ----------

Oh, and once again thanks for all your help means a bunch.

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