marco-polo-iv 0 Posted July 17, 2009 config your binpbo tool under copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat then new *.rvmat files will work regreetz Marco Share this post Link to post Share on other sites
USSRsniper 0 Posted July 17, 2009 Marco-Polo-IV;1368287']config your binpbo tool under copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat then new *.rvmat files will work regreetz Marco I have it set up like this, but it still binirizing the rvmats into actual model. Share this post Link to post Share on other sites
eble 3 Posted July 18, 2009 I have it set up like this, but it still binirizing the rvmats into actual model. Ok this workaround works: bninarize the addon as normal, then depbo it, copy the rvmats from the unbinarized version to the bin version and re-pbo the file. Southy Share this post Link to post Share on other sites
rocket 9 Posted July 19, 2009 Ok this workaround works:bninarize the addon as normal, then depbo it, copy the rvmats from the unbinarized version to the bin version and re-pbo the file. Southy Just note, if you do that, you won't be able to create a signed addon for use on dedicated servers require a signed addon. Share this post Link to post Share on other sites
rstratton 0 Posted July 19, 2009 u can sign a pbo without binarizing it. ive unrapped the binarized rvmats and they are the exact same as the original Share this post Link to post Share on other sites
USSRsniper 0 Posted July 22, 2009 Ok this workaround works:bninarize the addon as normal, then depbo it, copy the rvmats from the unbinarized version to the bin version and re-pbo the file. Southy Doesn't work for me for some reason :eek: Share this post Link to post Share on other sites
rstratton 0 Posted July 22, 2009 same for me unpacking the pbo and putting the unbinarized rvmats in and repacking it does not work Share this post Link to post Share on other sites
thesun 14 Posted July 30, 2009 Guys, i wanted to ask if anyone here knows which .rvmat is used for rearview mirrors? Is it the same one that's used for glass or completely different one? Share this post Link to post Share on other sites
roberthammer 582 Posted July 30, 2009 Guys, i wanted to ask if anyone here knows which .rvmat is used for rearview mirrors? Is it the same one that's used for glass or completely different one? Try this one ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,1.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.750000,0.800000,0.700000,1.000000}; specularPower=60.000000; renderFlags[]={"NoZWrite"}; PixelShaderID="Normal"; VertexShaderID="Basic"; or you can use same rvmat as glass :cool: Share this post Link to post Share on other sites
thesun 14 Posted July 30, 2009 Thanks mate, I tried them both and i like the glass one more. Share this post Link to post Share on other sites
t_d 47 Posted July 30, 2009 CA\Data\mirror.rvmat: //Class mirror.rvmat{ ambient[] = {0.097,0.097,0.097,1}; diffuse[] = {0.097,0.097,0.097,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {2,2,2,0}; specularPower = 330; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; 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 = "#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "#(argb,8,8,3)color(1,1,1,1,SMDI)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage6 { texture = "#(argb,8,8,3)color(1,1,1,1,CO)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "ca\data\env_mirror_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; //}; Share this post Link to post Share on other sites
thesun 14 Posted July 30, 2009 Worked like a charm, thanks T_D !:) Share this post Link to post Share on other sites
EricM 0 Posted July 31, 2009 Can someone post the rvmat of the hind ? I'm trying to get a similar look for the MI28, but I can't get the super shader to look reflective or show ambient shadows... though it seems I've done everything accordingly to the first post of this thread... Anyone could help ? Share this post Link to post Share on other sites
t_d 47 Posted July 31, 2009 CA/Air2/Mi35/data/mi35_sklo.rvmat //Class mi35_sklo.rvmat{ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,1}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,1}; specularPower = 1000; renderFlags[] = {"NoZWrite","NoAlphaWrite"}; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "ca\air2\mi35\data\mi35_004_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(0.5,0.5,0.5,0,MC)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage4 { texture = "#(rgb,8,8,3)color(1,1,1,1,AS)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage5 { texture = "ca\air2\mi35\data\mi35_004_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(2.1)"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; //}; Share this post Link to post Share on other sites
EricM 0 Posted July 31, 2009 Thanks a lot, though I still can't see the reflection map... I'm baffled... Has anyone managed to make a reflective material with the super shader ? Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 31, 2009 did u try it in game? or just in bulldozer? if just in bulldozer make sure u unpack ca\data from arma2. it holds the cube maps. Share this post Link to post Share on other sites
EricM 0 Posted July 31, 2009 I'm trying ingame... Basicaly, using the same settings as the hind (except for color map smdi and nohq) doesn't give the same results at all... have you managed to make it work Soul Assasin ? Share this post Link to post Share on other sites
USSRsniper 0 Posted August 1, 2009 (edited) T_D, I think he was asking about the .rvmat for the main body of the HIND not the glass :D I'm trying ingame...Basicaly, using the same settings as the hind (except for color map smdi and nohq) doesn't give the same results at all... have you managed to make it work Soul Assasin ? Question wasn't directed at me, but the reflective material does work in game and bulldozer. Are you trying to binirize the model, or trying it ingame just by manually PBOing the addon?? Are you trying to make reflective glass? Because the rvmat which is posted by T_D does that. Here is the actual main body rvmat of HIND. Texture 001 CA/Air2/Mi35/data/mi35_001.rvmat // mi35_001.rvmat // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled ambient[] = {1, 1, 1, 1}; diffuse[] = {1, 1, 1, 1}; forcedDiffuse[] = {0, 0, 0, 1}; emmisive[] = {0, 0, 0, 1}; specular[] = {0.75, 0.8, 0.7, 1}; specularPower = 180; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "ca\air2\mi35\data\mi35_001_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 = "ca\air2\mi35\data\mi35_001_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 = "ca\air2\mi35\data\mi35_001_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(1.36,0.01)"; uvSource = "tex"; class uvTransform { aside[] = {1, 0, 0}; up[] = {0, 1, 0}; dir[] = {0, 0, 0}; pos[] = {0, 0, 0}; }; }; class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource = "none"; }; Edited August 1, 2009 by USSRsniper Share this post Link to post Share on other sites
EricM 0 Posted August 1, 2009 thanks but no luck so far for me... No matter how I tweak stage 6 (the fresnel or reflection "power" as I understand) it won't show. Or maybe it does but it's invisible... The reflective glass does work on the cockpit, so I don't get it... (I replaced the old reflective glass by the hind_sklo super shader and it works, just not on the fuselage...) Share this post Link to post Share on other sites
gms 0 Posted August 1, 2009 @EricM I think what the trouble linked with SMDI. Is the blue channel of SMDI white or dark (black)? If it is white then reflections shold work. Share this post Link to post Share on other sites
soul_assassin 1750 Posted August 1, 2009 gms is right. specular plays a role with reflections. Share this post Link to post Share on other sites
USSRsniper 0 Posted August 3, 2009 thanks but no luck so far for me...No matter how I tweak stage 6 (the fresnel or reflection "power" as I understand) it won't show. Or maybe it does but it's invisible... The reflective glass does work on the cockpit, so I don't get it... (I replaced the old reflective glass by the hind_sklo super shader and it works, just not on the fuselage...) Looked at the addon and it has separate PBO's maybe this si the problem? because all the supershaders that I got to work were the PBO's which have all the files inside (textures/rvmats/p3d) in different folders. Share this post Link to post Share on other sites
EricM 0 Posted August 4, 2009 Yes it may be the case. I used an older unbinarized version where everything is "packed" inside the same pbo and the materials work in O2/Buldozer now. Sadly, since the config file of this version isn't working, I can't test it ingame yet... Share this post Link to post Share on other sites
rocket 9 Posted August 4, 2009 I've been finding that when I binarize a PBO, even if I don't binarize the rvmats, that I lose all material data and only the diffuse textures are displayed. Anyone else noticing this? I am sure I didn't have this problem before... Share this post Link to post Share on other sites
USSRsniper 0 Posted August 4, 2009 I've been finding that when I binarize a PBO, even if I don't binarize the rvmats, that I lose all material data and only the diffuse textures are displayed. Anyone else noticing this? I am sure I didn't have this problem before... I have similar problem, only fix is to wait for the new BinPBO tool :rolleyes: It seems that when model is binirized some of the RVMAT data is actually baked into the p3d. Share this post Link to post Share on other sites