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Using the "Super" Shader (RVMAT material)

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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

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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.

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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

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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.

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u can sign a pbo without binarizing it. ive unrapped the binarized rvmats and they are the exact same as the original

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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:

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same for me unpacking the pbo and putting the unbinarized rvmats in and repacking it does not work

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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?

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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:

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Thanks mate, I tried them both and i like the glass one more.

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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};

};

};

//};

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Worked like a charm, thanks T_D !:)

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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 ?

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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};

};

};

//};

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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 ?

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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.

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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 ?

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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 by USSRsniper

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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...)

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@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.

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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.

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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...

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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...

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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.

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