madmedic 0 Posted September 10, 2009 I have been looking through all the threads I could find about RVMATs, and still have not been able to get mine working.:confused: Could someone in the know please give me a simple example of an RVMAT that I can apply to the red dot inside of an aimpoint to make it glow brightly ALL THE TIME?... and not be affected by shadows? Mine gets dark when it is in a shadow, or at night time.:mad: I would greatly appreciate it!!!!! ALSO... Does anybody know the name of the RVMAT that is applied to the aimpoint glass in ARMA2 ? Again... any help will be greatly appreciated. Share this post Link to post Share on other sites
roberthammer 582 Posted September 10, 2009 m4_optics_red_front.rvmat ambient[] = {1.0, 0.413, 0.413, 1.0}; diffuse[] = {1.0, 0.413, 0.413, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 0.3, 0.0, 1.0}; specularPower = 500.0; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "ca\weapons\data\aimpoint_glass_nohq.paa"; 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}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; 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}; }; }; class Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; 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}; }; }; class Stage5 { texture = "ca\weapons\data\aimpoint_glass_smdi.paa"; 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}; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0.015,0.07)"; uvSource = "none"; }; class Stage7 { texture = "ca\data\env_land_orange_co.paa"; uvSource = "none"; }; m4_optics.rvmat ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {0.824999, 1.0, 0.82, 1.0}; specularPower = 500.0; renderFlags[] = {"NoZWrite", "NoAlphaWrite"}; 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, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 1.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)"; 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 Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,MC)"; 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 Stage4 { texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; 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 Stage5 { texture = "ca\weapons\data\aimpoint_glass_smdi.paa"; 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 Stage6 { texture = "#(ai,32,128,1)fresnel(0.6,0.25)"; 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 Stage7 { texture = "ca\weapons\data\env_acog_co.paa"; 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}; }; }; point.rvmat ambient[] = {0.0, 100.0, 0.0, 1.0}; diffuse[] = {0.0, 0.0, 0.0, 1.0}; forcedDiffuse[] = {1.0, 1.0, 1.0, 0.0}; emmisive[] = {1.0, 1.0, 1.0, 1.0}; specular[] = {0.0, 0.0, 0.0, 1.0}; specularPower = 1.0; renderFlags[] = {"AddBlend"}; PixelShaderID = "Normal"; VertexShaderID = "Basic"; I hope this will help :) Share this post Link to post Share on other sites
madmedic 0 Posted September 10, 2009 (edited) Thanks RobertHammer!!!! Trying them right now! UPDATE WORKS GREAT!.... THANKS! Edited September 10, 2009 by madmedic Share this post Link to post Share on other sites