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trevormcneill

help importing diffuse,specular, gloss, and normals maps

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You need to make a .rvmat meterial file to archive things like specular and normal maps. You can either do it in a text editor like notepad, or with the help of MatEditor.exe

Some information on .rvmat:

http://community.bistudio.com/wiki/ArmA:_RVMAT

http://community.bistudio.com/wiki/RVMAT_basics

You can then apply them in O2 by selecting the faces you want to have that texture and material, and pressing the 'E' key to bring up the face properties window. Just enter the path to the diffuse in 'Texture' field and the path to your .rvmat that contains paths to your normal map and specular maps in the 'Material' field.

Your specular and gloss maps will need to be combined to form a _SDMI texture if you want per-texel specular intensity and specular power (gloss). Copy and paste your specular (intensity) map into the Green channel and paste the specular power (gloss) map into the Blue channel. The Red channel should normally be white.

Try to make sure you save your various texture images with filenames that follow these naming conventions for each type of material:

http://community.bistudio.com/wiki/Texture_Map_Types

The engine uses that naming suffix to encode important rendering information into the file when it converts the image from .tga to the game's native .paa format. You can sometimes get odd visual bugs on the model if you don't name the textures properly.

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