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Hey,

I´ve managed to get a detail map (_dt) with Super shader (.rvmat) in game.

Everything is working quiet well, only that the colours are way too strong,

it basically miss readys the alpha channel. Colours which should be at

about 10% visibility are at almost 100%. Does anyone had experience with

that problem before?

 

Ps: For the texture, I have exported the texture_ca.png to texture_ca.paa

and renamed it to texture_dt.paa. (exporting as ca works better than dt, see pictures)

 

What the texture should look like http://fs5.directupload.net/images/170414/gn8dqwb3.png

 

What it looks like with _ca export http://fs5.directupload.net/images/170414/x5gbdevp.png

 

What it looks like with _dt export http://fs5.directupload.net/images/170412/ihxtojl9.png

(ignore the error, solved already)

 

Thanks for helping!

MfG Benno

 

.rvmat file

Spoiler

ambient[]={1,1,0.99999994,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0.30000001,0.30000001,0.30000001,0};
specularPower=90;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "a3\structures_f\data\Concrete\concrete_smallwall_clear_nohq.paa";
uvSource = "tex1";

class uvTransform {
    aside[] = {1, 0, 0};
    up[] = {0, 1, 0};
    dir[] = {0, 0, 0};
    pos[] = {0, 0, 0};
};
};

class Stage2 {
texture="mb_test\data\concrete_wall_01_dt.paa";
uvSource="tex";
class uvTransform
{
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,1};
    pos[]={0,0,0};
};
Filter="Linear";
};

class Stage3 {
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex1";

class uvTransform {
    aside[] = {1, 0, 0};
    up[] = {0, 1, 0};
    dir[] = {0, 0, 0};
    pos[] = {0, 0, 0};
};
};

class Stage4 {
texture = "#(argb,8,8,3)color(0,1,1,1)";
uvSource="tex1";
class uvTransform
{
    aside[]={1,0,0};
    up[]={0,1,0};
    dir[]={0,0,1};
    pos[]={0,0,0};
};
};


class Stage5 {
texture = "a3\structures_f\data\Concrete\concretewall_smdi.paa";
uvSource = "tex1";

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(0,0)";
uvSource = "none";
};

class Stage7 {
texture = "#(argb,8,8,3)color(0,0,0,0,CO)";
uvSource = "tex1";

class uvTransform {
    aside[] = {1.0, 0.0, 0.0};
    up[] = {0.0, 1.0, 0.0};
    dir[] = {0.0, 0.0, 0.0};
    pos[] = {0.0, 0.0, 0.0};
};
};

class StageTI {
texture = "#(argb,1,1,1)color(0,0,0,0,TI)";
};

 

 

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2. Detail map

Detail map of type _DT.

Detail maps add to diffusion map inside one stage another repeating texture to reach greater fineness for close view onto big surfaces which would too complicated to cover with oversized texture resolution.

WARNING: DetailTexture (_DT) has painting saved inside alpha-channel (RGB components are ignored while this texture is converted from TGA to PAA). Because shader in a way multiplying detail texture with colored diffusion component, it is necessary that average color of detail texture should be 50% grey. Otherwise if material with detail texture is cutoff inside lower LOD then it may result into visible change of texture brightness (MipMapping is applied with distance and angle). 

texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";

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Thanks @PuFu

what I got from this is basically that the colours shouldnt be too strong,

so the detail texture should be 50% desaturated. Or does it?

If so, it poorly did not worked for me.

(Im not a native speaker, maybe did I simply misread this part?)

 

Benno

 

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Your "background color", parts where you don't want your detail map to affect diffuse map, must be 50% grey, RGB(128, 128, 128).

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Thanks alot @zgmrvn,

didnt not know that before. Works just as I wanted it to be

(Left side with, right one without decals)

 

neu36wtk.png

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