Synide – User talk

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The following is temporary...
<blockquote>Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.  
----
This is my init.sqf file I use in all my missions.
It correctly identifies in what context the init.sqf file is being run.


<code><nowiki>/*
As written in http://community.bistudio.com/wiki/ArmA:_RVMAT
        Synide
value of each pixel is calculated with RVMAT values and engine lighting values.
        11/6/2007
        v1.0
       
Things to note...


If you are there at mission launch from that point on your 'Context'
Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular.  
will always be 'MP_CLIENT' and will stay as such even when you respawn.
If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission
and select a new playable character or the same playable character you will
become a 'JIP_CLIENT'.  
If you join an inprogress mission you will be a 'JIP_CLIENT' from that
point till the mission ends.
*/
//init.sqf
debug=false;


if (isServer) then
When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values.</blockquote> [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}134290c3fb57034d4ebf2ab6bf49ea89;act=ST;f=76;t=68158; Specular Map info. from Armoured Sheep]
{
  if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";};
}else{
  if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";};
};


call compile preprocessFileLineNumbers "scripts\common\init.sqf";
[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}df217ce91fb8aa1c98a227c3387ceab3;act=ST;f=76;t=68241; Shadow Volume info from Armoured Sheep]
call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context];


processInitCommands;
(Note to self)
finishMissionInit;
At some stage it might be a good idea (of course it may just as well not be...) to have a listing of common rvmat material settings with a reference picture.
</nowiki></code>
Maybe specifying shaders, values etc. for common materials such as metals, masonary etc.
Might be something OFPEC might be more suited too as it may get 'out of hand' with a 'thousand' blood textures/materials or something just as stupid... anyhow, this is a reminder note to look at it in the future...


Things to note about the above for MP only.
(Another Note to self)
 
Start a discussion at some stage on the forums regarding bringing new character models in.
*If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn.
Specificaly, different sized models from the current BIS content.
*If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
This discussion would result in some general consensus regarding one (or more) 'sizes'.
*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
That is, all current rtm's and units are based around a model size of 1.8 metres. (apart from some which are unit specific ones...)If there was some community consensus, then perhaps (as an example) one could have some 5'6" (165cm) characters, or 4-5 ft. characters.
Also, a characters volume would need to agreed upon. These, sorts of issues would only be necessary if there was a desire to have rtm's that could work with models from disparate sources. Also, a naming convention, similar maybe to bis's but also including a size reference.
----
[quote=Armored_Sheep,April 23 2008,03:56]For working animated material that is bind to vehicle damage you need:


=== LOD Stuff ===
1) selection on your model that contains faces with animated material (switch one rvmat to another)
 
2) damage materials
A typical 'character' model has approx. '''16''' LOD's.
3) section defined in model.cfg for the animated selection
 
4) hitzone definition in config.cpp in class HitPoint* where the selection is written
<b>10000</b> is the 'Stencil Shadow' LOD.
5) class dammage in config.cpp where switching materials are defined
* What is LOD <b>10010</b>?
6) Model and all its sources must be binarised (packed) in PBO[/quote]
 
What is the <b>11000</b> LOD, seems to have approx. 1/3 of the Poly's of a 'Stencil Shadow' LOD.
 
What is LOD <b>11010</b>?
 
 
 
 
 
=== Model Stuff ===
 
 
*'''OFP2_ManSkeleton''' (has 75 Bones)
 
**neck
***neck1
****head
*****lbrow
*****mbrow
*****rbrow
*****lmouth
*****mmouth
*****rmouth
*****eyelids (10)
*****llip
**weapon
**launcher
**camera
**spine
**spine1
**spine2
**spine3
**pelvis
**leftshoulder (20)
**leftarm
**leftarmroll
**leftforearm
**leftforearmroll
**lefthand
**lefthandring
**lefthandring1
**lefthandring2
**lefthandring3
**lefthandpinky1 (30)
**lefthandpinky2
**lefthandpinky3
**lefthandmiddle1
**lefthandmiddle2
**lefthandmiddle3
**lefthandindex1
**lefthandindex2
**lefthandindex3
**lefthandthumb1
**lefthandthumb2 (40)
**lefthandthumb3
**rightshoulder
**rightarm
**rightarmroll
**rightforearm
**rightforearmroll
**righthand
**righthandring
**righthandring1
**righthandring2 (50)
**righthandring3
**righthandpinky1
**righthandpinky2
**righthandpinky3
**righthandmiddle1
**righthandmiddle2
**righthandmiddle3
**righthandindex1
**righthandindex2
**righthandindex3 (60)
**righthandthumb1
**righthandthumb2
**righthandthumb3
**leftupleg
**leftuplegroll
**leftleg
**leftlegroll
**leftfoot
**lefttoebase
**rightupleg (70)
**rightuplegroll
**rightleg
**rightlegroll
**rightfoot
**righttoebase (75)


[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}80c14cab8ca372df9a0a12fad8eda748;act=ST;f=80;t=72938; Damage Textures]
----
----


== M1_Abrams.p3d ==
== Undocumented O2Script 'callRuntime' command parameters ==
 
:* Has <b>19</b> LOD's.
:* 1,2,3.5,7,10,15,20,1000,1200,10000,10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry),11000 and 11010.


:* <b>The first LOD in the file</b> (which ever LOD that might be...) has <b>6302</b> Poly's.
Following is a list of (so far anyway) undocumented O2 commands that can be called via the O2Script command 'callRuntime'.
:: This first LOD has 20 Components
::: otochlaven (has 735 selected faces)
::: otocvez (has 1634 selected faces)
::: zasleh (has 1 selected face)
::: otocvelitele (has 651 selected faces)
::: poklop_commander (has 432 selected faces)
::: poklop_gunner (has 170 selected faces)
::: proxy:\ca\temp\proxies\abrams\gunner.01
::: proxy:\ca\wheeled\flag_alone.01
::: proxy:\ca\temp\proxies\abrams\commander.01
::: otochlavenvelitele (has 2668 selected faces)
::: feedtray_cover (has 85 selected faces)
::: bolt (has 6 selected faces)
::: charging_handle (has 50 selected faces)
::: \ca\weapons\m2_static.01 (has 1158 selected faces)
::: zasleh_1 (has 1 selected face)
::: telo (has 6297 selected faces)
::: damagehide (has 792 selected faces)
::: damagevez (has 317 selected faces)
::: proxy:\ca\weapons\zasleh2_proxy.001 (has 1 selected face)
::: proxy:\ca\weapons\zasleh2_proxy.002 (has 1 selected face)


:* Has 1 property. (lodnoshadow=1)
eg.


_LoD callRuntime "isolatedpts";


<b>M1A1Skeleton</b> (has 81 Bones)
:: From O2Script make a call to the runtime to 'select isolated points'.


*koll1
facegraph
*koll2
*koll3
*koll4
*koll5
*koll6
*koll7
*koll8
*kolp1
*kolp2 (10)
*kolp3
*kolp4
*kolp5
*kolp6
*kolp7
*kolp8
*podkolol1
**kolol1
**podkolol1_hide
*podkolol2 (20)
**kolol2
**podkolol2_hide
*podkolol3
**kolol3
**podkolol3_hide
*podkolol4
**kolol4
**podkolol4_hide
*podkolol5
**kolol5 (30)
**podkolol5_hide
*podkolol6
**kolol6
**podkolol6_hide
*podkolol7
**kolol7
**podkolol7_hide
*podkolol8
**kolol8
**podkolol8_hide (40)
*podkolop1
**kolop1
**podkolop1_hide
*podkolop2
**kolop2
**podkolop2_hide
*podkolop3
**kolop3
**podkolop3_hide
*podkolop4 (50)
**kolop4
**podkolop4_hide
*podkolop5
**kolop5
**podkolop5_hide
*podkolop6
**kolop6
**podkolop6_hide
*podkolop7
**kolop7 (60)
**podkolop7_hide
*podkolop8
**kolop8
**podkolop8_hide
*ukaz_rychlo
*ukaz_rychlo2
*ukaz_rpm
*ukaz_radar
*hodinova
*minutova (70)
*kompas
*ukazsmer
*damagehide
*otocvez
**otochlaven
**otocvelitele
***otochlavenvelitele
***poklop_commander
**poklop_gunner
**damagevez (80)
*poklop_driver


hidesel


<b>Animation Selections</b> (61 in total)
unhidesel


{| border="1"
locksel
! No. !! AnimSelection !! AnimSource
|-
|-
|align="middle"| [0] ||align="middle"| damageHide ||align="middle"| damage
|-
|align="middle"| [1] ||align="middle"| HatchDriver ||align="middle"| hatchDriver
|-
|align="middle"| [2] ||align="middle"| Wheel_kolL1 ||align="middle"| wheelL
|-
|align="middle"| [3] ||align="middle"| Wheel_koloL1  ||align="middle"| wheelL
|-
|align="middle"| [4] ||align="middle"| Wheel_podkoloL1 ||align="middle"| damper
|-
|align="middle"| [5] ||align="middle"| Wheel_kolP1 ||align="middle"| wheelR
|-
|align="middle"| [6] ||align="middle"| Wheel_koloP1  ||align="middle"| wheelR
|-
|align="middle"| [7] ||align="middle"| Wheel_podkoloP1 ||align="middle"| damper
|-
|align="middle"| [8] ||align="middle"| Wheel_kolL2 ||align="middle"| wheelL
|-
|align="middle"| [9] ||align="middle"| Wheel_kolP2 ||align="middle"| wheelR
|-
|align="middle"| [10] || align="middle"| Wheel_koloL2  ||align="middle"| wheelL
|-
|align="middle"| [11] || align="middle"| Wheel_koloL3  ||align="middle"| wheelL
|-
|align="middle"| [12] || align="middle"| Wheel_koloL4  ||align="middle"| wheelL
|-
|align="middle"| [13] || align="middle"| Wheel_koloL5  ||align="middle"| wheelL
|-
|align="middle"| [14] || align="middle"| Wheel_koloL6  ||align="middle"| wheelL
|-
|align="middle"| [15] || align="middle"| Wheel_koloL7  ||align="middle"| wheelL
|-
|align="middle"| [16] || align="middle"| Wheel_koloP2  ||align="middle"| wheelR
|-
|align="middle"| [17] || align="middle"| Wheel_koloP3  ||align="middle"| wheelR
|-
|align="middle"| [18] || align="middle"| Wheel_koloP4  ||align="middle"| wheelR
|-
|align="middle"| [19] || align="middle"| Wheel_koloP5  ||align="middle"| wheelR
|-
|align="middle"| [20] || align="middle"| Wheel_koloP6  ||align="middle"| wheelR
|-
|align="middle"| [21] || align="middle"| Wheel_koloP7  ||align="middle"| wheelR
|-
|align="middle"| [22] || align="middle"| Wheel_podkoloL2 ||align="middle"| damper
|-
|align="middle"| [23] || align="middle"| Wheel_podkoloL3 ||align="middle"| damper
|-
|align="middle"| [24] || align="middle"| Wheel_podkoloL4 ||align="middle"| damper
|-
|align="middle"| [25] || align="middle"| Wheel_podkoloL5 ||align="middle"| damper
|-
|align="middle"| [26] || align="middle"| Wheel_podkoloL6 ||align="middle"| damper
|-
|align="middle"| [27] || align="middle"| Wheel_podkoloL7 ||align="middle"| damper
|-
|align="middle"| [28] || align="middle"| Wheel_podkoloL8 ||align="middle"| damper
|-
|align="middle"| [29] || align="middle"| Wheel_podkoloP2 ||align="middle"| damper
|-
|align="middle"| [30] || align="middle"| Wheel_podkoloP3 ||align="middle"| damper
|-
|align="middle"| [31] || align="middle"| Wheel_podkoloP4 ||align="middle"| damper
|-
|align="middle"| [32] || align="middle"| Wheel_podkoloP5 ||align="middle"| damper
|-
|align="middle"| [33] || align="middle"| Wheel_podkoloP6 ||align="middle"| damper
|-
|align="middle"| [34] || align="middle"| Wheel_podkoloP7 ||align="middle"| damper
|-
|align="middle"| [35] || align="middle"| Wheel_podkoloP8 ||align="middle"| damper
|-
|align="middle"| [36] || align="middle"| podkoloL1_hide_damage ||align="middle"| damage
|-
|align="middle"| [37] || align="middle"| podkoloL2_hide_damage ||align="middle"| damage
|-
|align="middle"| [38] || align="middle"| podkoloL3_hide_damage ||align="middle"| damage
|-
|align="middle"| [39] || align="middle"| podkoloL4_hide_damage ||align="middle"| damage
|-
|align="middle"| [40] || align="middle"| podkoloL5_hide_damage ||align="middle"| damage
|-
|align="middle"| [41] || align="middle"| podkoloL6_hide_damage ||align="middle"| damage
|-
|align="middle"| [42] || align="middle"| podkoloL7_hide_damage ||align="middle"| damage
|-
|align="middle"| [43] || align="middle"| podkoloL8_hide_damage ||align="middle"| damage
|-
|align="middle"| [44] || align="middle"| podkoloP1_hide_damage ||align="middle"| damage
|-
|align="middle"| [45] || align="middle"| podkoloP2_hide_damage ||align="middle"| damage
|-
|align="middle"| [46] || align="middle"| podkoloP3_hide_damage ||align="middle"| damage
|-
|align="middle"| [47] || align="middle"| podkoloP4_hide_damage ||align="middle"| damage
|-
|align="middle"| [48] || align="middle"| podkoloP5_hide_damage ||align="middle"| damage
|-
|align="middle"| [49] || align="middle"| podkoloP6_hide_damage ||align="middle"| damage
|-
|align="middle"| [50] || align="middle"| podkoloP7_hide_damage ||align="middle"| damage
|-
|align="middle"| [51] || align="middle"| podkoloP8_hide_damage ||align="middle"| damage
|-
|align="middle"| [52] || align="middle"| damageVez ||align="middle"| damage
|-
|align="middle"| [53] || align="middle"| MainTurret  ||align="middle"| mainTurret
|-
|align="middle"| [54] || align="middle"| MainGun ||align="middle"| mainGun
|-
|align="middle"| [55] || align="middle"| ObsTurret ||align="middle"| obsTurret
|-
|align="middle"| [56] || align="middle"| ObsGun  ||align="middle"| obsGun
|-
|align="middle"| [57] || align="middle"| HatchCommander  ||align="middle"| hatchCommander
|-
|align="middle"| [58] || align="middle"| OtocVelitele_damage ||align="middle"| damage
|-
|align="middle"| [59] || align="middle"| poklop_commander_damage ||align="middle"| damage
|-
|align="middle"| [60] || align="middle"| poklop_driver_damage  ||align="middle"| damage
|-
|}


unlocksel


----
recalcnorms


== UH_60MG.p3d ==
sortanims


Basically a good Air Model should have about <b>8</b> LOD's + the necessary LOD's.
squarizesel


:* Has <b>24</b> LOD's.
triangulatesel
:* 1,2,3,4,5,6,7,8, 1000, 1100, 1200, 10000, 10010, 1.0e13 (Geometry), 1.0e15 (Memory), 2.0e15 (LandContact), 5.0e15 (Hitpoints), 6.0e15 (View Geometry), 7.0e15 (Fire Geometry), 8.0e15 (View Cargo-Geometry), 1.3e16 (View Pilot-Geometry), 1.5e16 (View Gunner-Geometry), 11000 and 11010.


:* Has approx. <b>14768</b> Poly's in most detailed LOD.
selhidden


<b>UH60MGSkeleton</b> (has 34 Bones)
checkclosed


*velka vrtule
closetopo
*mala vrtule
*otocvez
**otochlaven
***gatling_1
*alt
*alt2
*nm_alt
*nm_alt2
*mph (10)
*mph2
*vert_speed
*vert_speed2
*rpm
*rpm2
*horizont_dive
**horizont
*horizont2_dive
**horizont2
*kompas (20)
*kompas2
*hodinova
*hodinova2
*minutova
*minutova2
*damagehide
*rotorshaft
*dampers
*damper_rear
*elevator (30)
*horizont_dive2
*otocvez_1
**otochlaven_1
***gatling_2 (34)


removecompo


----
createcompo


compoconvexhull


== ODOL v40 File Format ==
checkconvexcompo


=== Introduction ===
checkconvexity


The general file format of a ArmA ODOL v40 p3d model file is similar to the ODOL v7 format.
autosharp
The major differences are that in ArmA models there is now included (but not always) a model.cfg and the resolutions are ordered in the file in reverse numerical order.


The order of resolutions denoted in the header portion of the file is <b>not</b> necessarily the numerical order of the resolutions. (often the 11,000 resolution is the last in the header array)
makesharp
The header resolutions need to be sorted in descending order. The resultant sorted array of resolutions is the order in which they appear in the file.


mirroranim


==== Legend ====
halfrateanim


{| border="0"
texlist
!width="100"|Type
!width="300" align="left"|Description
|-
|-
|align="middle"|byte||align="left"| 8 bit (1 byte)
|-
|align="middle"|ushort||align="left"| 16 bit unsigned short (2 bytes)
|-
|align="middle"|int||align="left"| 32 bit signed integer (4 bytes)
|-
|align="middle"|float||align="left"| 32 bit signed single precision floating point value (4 bytes)
|-
|align="middle"|asciiz||align="left"| Null terminated (0x00) variable length ascii string
|-
|-
|}


matlist


proxylist


=== Structures ===
cropsel


<code><nowiki>
optimize
struct structP3DHeader
{
  string Filetype; //eg. ODOL
  int Version;    //eg. 0x2800 0000 = 40
  int NoOfResolutions;
  float[NoOfResolutions] HeaderResolutions;
}
</nowiki></code>


=== Enums ===
isolatedpts


<code><nowiki>
chkmapping
int enum PixelShaderId
{
  Normal = 0x00,
  NormalMap = 0x02,
  NormalMapMacroASSpecularMap = 0x14,
  NormalMapSpecularDIMap = 0x16,
  NormalMapMacroASSpecularDIMap = 0x18,
  AlphaShadow = 0x0C,
  AlphaNoShadow = 0x0D,
  Glass = 0x38,
  Detail = 0x06,
  NormalMapSpecularMap = 0x12
}
</nowiki></code>


<code><nowiki>
chkstvects
int enum VertexShaderId
{
  Basic = 0x00,
  NormalMap = 0x01,
  NormalMapAS = 0x0F
}
</nowiki></code>


=== File Format ===
chkfaces


<code><nowiki>
repairfaces


ODOLv40
degfaces
{
}
</nowiki></code>


=== Reference Tables ===
smoothgroups


Note: These are not part of the p3d model file but are reference tables used for processing.
countsections


==== Resolutions ====
getsections


<code><nowiki>
----
refResolutions
{
  float  Resolution;
  string ResolutionName;
}
</nowiki></code>
 
{| border="0"
!width="50" align="left"|Value
!width="150" align="left"|Value
!width="300" align="left"|Description
|-
|-
|align="left"|1.0e3||align="left"|1,000||align="left"|View Gunner
|-
|align="left"|1.1e3||align="left"|1,100||align="left"|View Pilot
|-
|align="left"|1.2e3||align="left"|1,200||align="left"|View Cargo
|-
|align="left"|1.0e4||align="left"|10,000||align="left"|Stencil Shadow
|-
|align="left"|1.001e4||align="left"|10,010||align="left"|Stencil Shadow 2
|-
|align="left"|1.1e4||align="left"|11000||align="left"|Shadow Volume
|-
|align="left"|1.101e4||align="left"|11010||align="left"|Shadow Volume 2
|-
|align="left"|1.0e13||align="left"|10,000,000,000,000||align="left"|Geometry
|-
|align="left"|1.0e15||align="left"|1,000,000,000,000,000||align="left"|Memory
|-
|align="left"|2.0e15||align="left"|2,000,000,000,000,000||align="left"|Land Contact
|-
|align="left"|3.0e15||align="left"|3,000,000,000,000,000||align="left"|Roadway
|-
|align="left"|4.0e15||align="left"|4,000,000,000,000,000||align="left"|Paths
|-
|align="left"|5.0e15||align="left"|5,000,000,000,000,000||align="left"|HitPoints
|-
|align="left"|6.0e15||align="left"|6,000,000,000,000,000||align="left"|View Geometry
|-
|align="left"|7.0e15||align="left"|7,000,000,000,000,000||align="left"|Fire Geometry
|-
|align="left"|8.0e15||align="left"|8,000,000,000,000,000||align="left"|View Cargo Geometry
|-
|align="left"|9.0e15||align="left"|9,000,000,000,000,000||align="left"|View Cargo Fire Geometry
|-
|align="left"|1.0e16||align="left"|10,000,000,000,000,000||align="left"|View Commander
|-
|align="left"|1.1e16||align="left"|11,000,000,000,000,000||align="left"|View Commander Geometry
|-
|align="left"|1.2e16||align="left"|12,000,000,000,000,000||align="left"|View Commander Fire Geometry
|-
|align="left"|1.3e16||align="left"|13,000,000,000,000,000||align="left"|View Pilot Geometry
|-
|align="left"|1.4e16||align="left"|14,000,000,000,000,000||align="left"|View Pilot Fire Geometry
|-
|align="left"|1.5e16||align="left"|15,000,000,000,000,000||align="left"|View Gunner Geometry
|-
|align="left"|1.6e16||align="left"|16,000,000,000,000,000||align="left"|View Gunner Fire Geometry
|-
|-
|}
 
 
==== Material Stages ====
 
The number of material stages is dependant on the type of Shader that is used to process the material by the ArmA game engine.
 
<code><nowiki>
refShaderStages
{
  int PixelShaderId;
  int NoOfStages;
};
</nowiki></code>
 
{| border="0"
!width="350" align="left"|PixelShaderId
!width="50" align="left"|NoOfStages
|-
|-
|align="left"|PixelShaderId.Normal||align="left"|0
|-
|align="left"|PixelShaderId.NormalMapSpecularDIMap||align="left"|2
|-
|align="left"|PixelShaderId.AlphaNoShadow||align="left"|0
|-
|align="left"|PixelShaderId.AlphaShadow||align="left"|0
|-
|align="left"|PixelShaderId.NormalMapMacroASSpecularDIMap||align="left"|4
|-
|align="left"|PixelShaderId.Glass||align="left"|2
|-
|align="left"|PixelShaderId.Detail||align="left"|1
|-
|align="left"|PixelShaderId.NormalMap||align="left"|3
|-
|align="left"|PixelShaderId.NormalMapMacroASSpecularMap||align="left"|4
|-
|align="left"|PixelShaderId.NormalMapSpecularMap||align="left"|2
|-
|-
|}

Latest revision as of 15:57, 12 March 2024

Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.

As written in http://community.bistudio.com/wiki/ArmA:_RVMAT value of each pixel is calculated with RVMAT values and engine lighting values.

Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular.

When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values.

Specular Map info. from Armoured Sheep

Shadow Volume info from Armoured Sheep

(Note to self) At some stage it might be a good idea (of course it may just as well not be...) to have a listing of common rvmat material settings with a reference picture. Maybe specifying shaders, values etc. for common materials such as metals, masonary etc. Might be something OFPEC might be more suited too as it may get 'out of hand' with a 'thousand' blood textures/materials or something just as stupid... anyhow, this is a reminder note to look at it in the future...

(Another Note to self) Start a discussion at some stage on the forums regarding bringing new character models in. Specificaly, different sized models from the current BIS content. This discussion would result in some general consensus regarding one (or more) 'sizes'. That is, all current rtm's and units are based around a model size of 1.8 metres. (apart from some which are unit specific ones...)If there was some community consensus, then perhaps (as an example) one could have some 5'6" (165cm) characters, or 4-5 ft. characters. Also, a characters volume would need to agreed upon. These, sorts of issues would only be necessary if there was a desire to have rtm's that could work with models from disparate sources. Also, a naming convention, similar maybe to bis's but also including a size reference.


[quote=Armored_Sheep,April 23 2008,03:56]For working animated material that is bind to vehicle damage you need:

1) selection on your model that contains faces with animated material (switch one rvmat to another) 2) damage materials 3) section defined in model.cfg for the animated selection 4) hitzone definition in config.cpp in class HitPoint* where the selection is written 5) class dammage in config.cpp where switching materials are defined 6) Model and all its sources must be binarised (packed) in PBO[/quote]

Damage Textures


Undocumented O2Script 'callRuntime' command parameters

Following is a list of (so far anyway) undocumented O2 commands that can be called via the O2Script command 'callRuntime'.

eg.

_LoD callRuntime "isolatedpts";

From O2Script make a call to the runtime to 'select isolated points'.

facegraph

hidesel

unhidesel

locksel

unlocksel

recalcnorms

sortanims

squarizesel

triangulatesel

selhidden

checkclosed

closetopo

removecompo

createcompo

compoconvexhull

checkconvexcompo

checkconvexity

autosharp

makesharp

mirroranim

halfrateanim

texlist

matlist

proxylist

cropsel

optimize

isolatedpts

chkmapping

chkstvects

chkfaces

repairfaces

degfaces

smoothgroups

countsections

getsections