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rtruxler

rvmat texture values

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Hey everyone. I've read as much as I can on the rvmat format, but I can't for the life of me make sense of what you can put for the "texture=" part of a Stage.

Passing a bitmap is obvious:

texture="mytexture.tga"

but what about the special arguments for texture, ie:

texture="#(argb,2,8,3)color(1,1,1,1,DT)";

I found the above line in someone's rvmat but I really have no idea what it's doing. I put that in the stage for a specular map (after the normal map), but what's the significance of the argb part, and what's the significance of the DT part?

Also, what are all of the possibilities of things I could put in there besides a bitmap??

I'm really just trying to get a NormalMap or NormalMapSpecularMap pixel shader going with a constant value for the specularity and specular power.

I tried using the NormalMap pixel shader and then use the material editor to manually change the specularity color and spec power, but it seems that if you use a pixel shader, those settings get overridden.

Thanks,

Rob

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When I wanted to use a specific value as color source, I used the following:

texture = "#(rgb,8,8,3)color(0.5,0.5,1,1)";

I guess the first numbers show the values in bits (8 for red, green, blue, 3 for transparency. But this is only a guess), the last numbers show the color values (half red, half green, full blue, no transparency... must be a bumpmap).

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Procedurally generated textures. The DT refers to the type of texture (in that case, detail texture). Can also produce Macro textures I believe (MC). Present in ArmA also, but not often used outside the BIS models.

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Is there any documentation for the full syntax of procedural textures? Like .. what is possible other than DT and MC? It would be nice to fill out a page on the wiki with this kind of info, because to a beginner at BIS mods, the fact that (rgb,x,x,x) refers to bit size instead of actual rgb values is a real surprise.

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