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.kju

Stagex

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

Quote[/b] ] Shader specific setting

Selecting shader.

PixelShaderID=".....";

VertexShaderID=".....";

Each shader uses specific "Stages"

class StageX

Each stage defines parameters for shader calculation, usually as links to effect bitmaps.

* texture= (name and path to effect bitmap texture)

* Filter="Anisotropic";

Default is Anisotropic, but in some situations you can use Point, Linear, Trilinear.

* uvSource="tex";

can be: none, tex, tex1 (second UV set)

* class uvTransform

Offset, deformation or repeating of texture in given UV set.

I love the BIKI in times like these.

Okay so what should this tell me???

---

Lets start more simple:

Source file : p_023-028_l01_l02_l03_l06.rvmat

Source location: sara\Data\Layers

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage0 {

texture = "ca\sara\data\layers\s_023_028_lco.paa";

texGen = 3;

};

Assigns the sat textures ... okay, got that.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage1 {

texture = "ca\sara\data\layers\m_023_028_lco.paa";

texGen = 4;

};

Assigns the layer map masks ... okay, got that.

Position (pos) is defined in texGen3 and 4:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TexGen3 {

uvSource = "worldPos";

class uvTransform {

aside[] = {0.001953, 0.0, 0.0};

up[] = {0.0, 0.0, 0.001953};

dir[] = {0.0, -0.001953, 0.0};

pos[] = {-21.5313, 13.7813, 0.0};

};

};

class TexGen4 {

uvSource = "worldPos";

class uvTransform {

aside[] = {0.001953, 0.0, 0.0};

up[] = {0.0, 0.0, 0.001953};

dir[] = {0.0, -0.001953, 0.0};

pos[] = {-21.5313, 13.7813, 0.0};

};

};

---

Now what about that stuff???

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TexGen0 {

uvSource = "tex";

class uvTransform {

aside[] = {1.0, 0.0, 0.0};

up[] = {0.0, 1.0, 0.0};

dir[] = {0.0, 0.0, 1.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class TexGen1 {

uvSource = "tex";

class uvTransform {

aside[] = {10.0, 0.0, 0.0};

up[] = {0.0, 10.0, 0.0};

dir[] = {0.0, 0.0, 10.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class TexGen2 {

uvSource = "tex";

class uvTransform {

aside[] = {10.0, 0.0, 0.0};

up[] = {0.0, 10.0, 0.0};

dir[] = {0.0, 0.0, 10.0};

pos[] = {0.0, 0.0, 0.0};

};

};

class Stage2 {

texture = "ca\sara\data\travajih_mco.paa";

texGen = 0;

};

class Stage3 {

texture = "ca\sara\data\travajih_detail_nohq.paa";

texGen = 1;

};

class Stage4 {

texture = "ca\sara\data\travajih_detail_co.paa";

texGen = 2;

};

class Stage5 {

texture = "ca\sara\data\pisek_mco.paa";

texGen = 0;

};

class Stage6 {

texture = "ca\sara\data\pisek_detail_nohq.paa";

texGen = 1;

};

class Stage7 {

texture = "ca\sara\data\pisek_detail_co.paa";

texGen = 2;

};

class Stage8 {

texture = "ca\sara\data\pisekpoust_mco.paa";

texGen = 0;

};

class Stage9 {

texture = "ca\sara\data\pisekpoust_detail_nohq.paa";

texGen = 1;

};

class Stage10 {

texture = "ca\sara\data\pisekpoust_detail_co.paa";

texGen = 2;

};

class Stage11 {

texture = "ca\sara\data\skalaj_mco.paa";

texGen = 0;

};

class Stage12 {

texture = "ca\sara\data\skalaj_detail_nohq.paa";

texGen = 1;

};

class Stage13 {

texture = "ca\sara\data\skalaj_detail_co.paa";

texGen = 2;

};

Cheers. wink_o.gif

PS:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> * uvSource="tex";

can be: none, tex, tex1 (second UV set)

It seems "worldPos" is valid too in certain situations.. wink_o.gif

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Merci beaucoup! thumbs-up.gif

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