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So i tried around with rvmats lately but mine doesnt seems to work, im trying on a simple brick texture as shown below.

I cant find any "templates" for these. the only rvmat "template" i found was one for the glass i use and i tried to  change it a bit. can someone take a look at the code please and or correct it?

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,0};
specular[] = {1,1,1,1};
specularPower = 60;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
	texture = "Bricks\Bricks\test22\Bricks040_NORM.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage2
{
	texture = "Bricks\test2\Bricks040_AO.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1.0,0,0};
		up[] = {0,1.0,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage3
{
	texture = "#(argb,8,8,3)color(0.1,0.1,0.1,0.0,MC)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage4
{
	texture = "Bricks\test2\Bricks040_SPEC.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,1};
	};
};
class Stage5
{
	texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {5,0,0};
		up[] = {0,5,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage6
{
	texture = "Bricks\test2\Bricks040_DISP.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage7
{
	texture = "a3\data_f\env_co.paa";
	useWorldEnvMap = "true";
	uvSource = "tex";
	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};
	};
};

FfiqVW9.png

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Your rvmat wont work because you're not only using the wrong texture naming conventions but half of your RVMAT is in the wrong Stages.

Check this example below and edit accordingly. Though please note you'll need to edit your texture names (_NORM > _NOHQ, _COLOR > _CO and _SPEC > _SMDI)- Dont just rename the .paas, rename the TGA/PNG sources and reconvert in Image2PAA or TexView, that way TexView will apply the relevant filters during conversion.

class StageTI
{
	texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={1,1,1,1};
specularPower=50;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
	texture="SJB_A3_Rifles\data\SCAR\SCAR_H_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(0.5,0.5,0.5,0.5,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="SJB_A3_Rifles\data\SCAR\SCAR_H_as.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage5
{
	texture="SJB_A3_Rifles\data\SCAR\SCAR_H_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)fresnelGlass()";
	uvSource="none";
};
class Stage7
{
	texture="a3\data_f\env_land_co.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};

 

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39 minutes ago, Jackal326 said:

Your rvmat wont work because you're not only using the wrong texture naming conventions but half of your RVMAT is in the wrong Stages.

Check this example below and edit accordingly. Though please note you'll need to edit your texture names (_NORM > _NOHQ, _COLOR > _CO and _SPEC > _SMDI)- Dont just rename the .paas, rename the TGA/PNG sources and reconvert in Image2PAA or TexView, that way TexView will apply the relevant filters during conversion.


class StageTI
{
	texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={1,1,1,1};
specularPower=50;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
	texture="SJB_A3_Rifles\data\SCAR\SCAR_H_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(0.5,0.5,0.5,0.5,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="SJB_A3_Rifles\data\SCAR\SCAR_H_as.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};
class Stage5
{
	texture="SJB_A3_Rifles\data\SCAR\SCAR_H_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)fresnelGlass()";
	uvSource="none";
};
class Stage7
{
	texture="a3\data_f\env_land_co.paa";
	uvSource="tex";
	class uvTransform
	{
		aside[]={1,0,0};
		up[]={0,1,0};
		dir[]={0,0,0};
		pos[]={0,0,0};
	};
};

 

Thank you so much! its working now. im very new to this (obviously) 🙂

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4 minutes ago, Dreamshot-068069dd371912f1 said:

Thank you so much! its working now. im very new to this (obviously) 🙂

No worries. Glad you got it working.

 

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there are various default rvmats in P:\A3\Data_F\ if you have your tools and P drive development environment set up correctly

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