Jump to content
Sign in to follow this  
striker(PANDA)

Smdi

Recommended Posts

Hello Everyone, i have made a car, i want it to be a nice shine of yellow. I have this atm.

ambient[] = {1.0, 1.0,1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {1.0, 0.0, 0.0, 0.0};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {1.0, 1.0, 1.0, 1.0};
specularPower = 1000.0;
PixelShaderID = "Super";
VertexShaderID = "Super";

class Stage1 {
texture = "porche\yellow.paa";
uvSource = "tex";

class uvTransform {
	aside[] = {1.0,0,0};
	up[] = {0.0,1, 0.0};
	dir[] = {0.0, 0.0, 0.0};
	pos[] = {0.0, 0.0, 0.0};
};
};

class Stage2 {
texture = "porche\yellow_smdi";
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};
};
};

It doesnt seem to work...

Can anyone help me please?

Share this post


Link to post
Share on other sites

Your Specular map only controls how light affects the surface, to affect the color change your specular color within the rvmat.

Share this post


Link to post
Share on other sites

There are 7 stages in the "Super" rvmat file. You have to specify them all in the right order for the material to work. Refer to the supershader thread.

Share this post


Link to post
Share on other sites

I just need to know a simple metal texture look code for ArmA. Still trying but failing all the time

Share this post


Link to post
Share on other sites

Can't you copy one from any ArmA addons made by other people, or even the BIS rvmats ?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×