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bravo 6

rvmat examples

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@Bravo6... lol, I know what your computer probs are like, I've had those sorts of situations before too... let's take this out of ear shot from this silly little chap... pm me your texture for your grass and i'll have a squizzy.

Cheers.

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I think I'm not using a smdi map. Its just the simple rvmat for the clutter plants and the ground textures.

Maybe i need to change a little bit the original Sat_lco.png and the data *_co.paa.

I had to create this thread because for me (my computer) the hole procedure takes a lot of time, to input the mask and sat, and to binarize.. Every test i do to see the changes are really boring for me and atm I have no free time to do it.

I had something to suggest but I look at the clock and I realize I have to go to work now and I have no time to check it. I'll just blank the post then and come back to it tonight if I have time. I am interested in the outcome at any rate.

Synide has hated me ever since I said that people shouldn't use booleans. Evidently he loves them *a lot* if he's still sore about it :p

Edited by Max Power

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One thing crossed my mind while posting in other thread.

Recently in BinPBO program I forgot to add the "*.rvmat" in the BinPBO Options window, like the following:

List of files to copy directly:

*.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;* .ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*. bisurf;*.rvmat

Do you guys think this has to do with the issue? I mean colors being so bright?

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You can try it, but I think not. ArmA 2 seems to like things that are binarized.

To be honest, if it's not the actual texture and it's not to do with the tuning of the specular properties, I'm a bit at a loss as to what might be the cause. I see that you have the ambient and diffuse settings for the rvmat already very low, and the specular properties zeroed out. If the problem is not to due with some strange alpha channel problem, and if you're not missing a render step, and if the normals of the geometry are intact, the lighting should function properly.

Is this clutter you are creating?

Perhaps try the NormalMapGrass pixel shader, and give the normal map a procedural colour map. The default one for normal maps should give you just a neutral normal map.

Edited by Max Power

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