Rvmat File Format: Difference between revisions

From Bohemia Interactive Community
(Add TexGen info, thanks to Dedmen)
m (Fix)
Line 9: Line 9:
The minimum construct of an rvmat file is as below; however, it is recommended to use {{Link|#TexGen}} as described above to save on {{hl|uvTransform}} declarations.
The minimum construct of an rvmat file is as below; however, it is recommended to use {{Link|#TexGen}} as described above to save on {{hl|uvTransform}} declarations.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class NameOfRvmatFile
// rgba values being replaced by the value of your choice
Ambient[] = { r, g, b, a };
Diffuse[] = { r, g, b, a };
ForcedDiffuse[] = { r, g, b, a };
emmisive[] = { r, g, b, a };
specular[] = { r, g, b, a };
specularPower = 64.0;
PixelShaderID = "Normal";
VertexShaderID = "BasicAlpha";
class Stage0
{
{
// rgba values being replaced by the value of your choice
texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
Ambient[] = { r, g, b, a };
uvSource = "tex";
Diffuse[] = { r, g, b, a };
Filter = "Point";
ForcedDiffuse[] = { r, g, b, a };
};
emmisive[] = { r, g, b, a };
// ...
specular[] = { r, g, b, a };
class StageLast
specularPower = 64.0;
{
PixelShaderID = "Normal";
texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
VertexShaderID = "BasicAlpha";
uvSource = "tex";
class Stage0
Filter = "Point";
{
texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
uvSource = "tex";
Filter = "Point";
};
// ...
class StageLast
{
texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
uvSource = "tex";
Filter = "Point";
};
};
};
</syntaxhighlight>
</syntaxhighlight>

Revision as of 15:20, 7 May 2025

Rvmat files are the texture (material) files introduced with Armed Assault.

The text they contain are classic token pair and classname structures. As such, they are raPifiable just like a config or a mission.sqm. Normally, Rvmats are raPified before use by the game engine, but, just like similar files (e.g mission.sqm) they can be passed in text form and let the engine compile it there and then. Doing so however creates an engine load lag time before game start.


Base Format

The minimum construct of an rvmat file is as below; however, it is recommended to use TexGen as described above to save on uvTransform declarations.

// rgba values being replaced by the value of your choice
Ambient[] = { r, g, b, a };
Diffuse[] = { r, g, b, a };
ForcedDiffuse[] = { r, g, b, a };
emmisive[] = { r, g, b, a };
specular[] = { r, g, b, a };
specularPower = 64.0;
PixelShaderID = "Normal";
VertexShaderID = "BasicAlpha";
class Stage0
{
	texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
	uvSource = "tex";
	Filter = "Point";
};
// ...
class StageLast
{
	texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
	uvSource = "tex";
	Filter = "Point";
};

Note that PixelShaderID is a clear example of Rap files NOT being the popularly termed 'binarised' files. If it were binarised, BasicAlpha would be integer 3.


TexGen Usage

TexGen usage prevents uvTransform to be reminded in every stage.

ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 1, 10 };
specular[] = { 1, 1, 1, 1 };
specularPower = 100;
PixelShaderID = "SuperExt";
VertexShaderID = "Super";

class TexGen0
{
	uvSource = "tex";
	class uvTransform
	{
		aside[] = { 1, 0, 0 };
		up[] = { 0, 1, 0 };
		dir[] = { 0, 0, 1 };
		pos[] = { 0, 0, 0 };
	};
};

class TexGen1
{
	uvSource = "none";
};

class Stage1
{
	texture = "z\wolf\addons\wolflogo\tex\wolflogo_nohq.paa";
	texGen = 0;
};
class Stage2
{
	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
	texGen = 0;
};
class Stage3
{
	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
	texGen = 0;
};
class Stage4
{
	texture = "z\wolf\addons\wolflogo\tex\wolflogo_as.paa";
	texGen = 0;
};
class Stage5
{
	texture = "z\wolf\addons\wolflogo\tex\wolflogo_smdi.paa";
	texGen = 0;
};
class Stage6
{
	texture = "#(ai,64,64,1)fresnel(1.29,0.01)";
	texGen = 1;
};
class Stage7
{
	texture = "a3\data_f\env_co.paa";
	texGen = 0;
};
class Stage8
{
	texture = "z\wolf\addons\wolflogo\tex\wolflogo_em.paa";
	texGen = 0;
};