Rvmat File Format: Difference between revisions
Lou Montana (talk | contribs) m (Fix) |
Lou Montana (talk | contribs) m (Fix) |
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== Base Format == | == Base Format == | ||
The minimum construct of an rvmat file is as below; however, it is recommended to use {{Link|#TexGen}} as described | The minimum construct of an rvmat file is as below; however, it is recommended to use {{Link|#TexGen Usage|TexGen}} as described below to save on {{hl|uvTransform}} declarations. | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
// rgba values being replaced by the value of your choice | // 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 }; | emmisive[] = { r, g, b, a }; | ||
specular[] = { r, g, b, a }; | specular[] = { r, g, b, a }; | ||
specularPower = 64.0; | specularPower = 64.0; | ||
pixelShaderID = "Normal"; | |||
vertexShaderID = "BasicAlpha"; | |||
class Stage0 | class Stage0 | ||
{ | { | ||
Line 28: | Line 29: | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
=== Values === | |||
* {{hl|ambient}} | |||
* {{hl|diffuse}} | |||
* {{hl|forcedDiffuse}} | |||
* {{hl|emmisive}} | |||
* {{hl|specular}} | |||
* {{hl|specularPower}} | |||
* {{hl|pixelShaderID}} | |||
* {{hl|vertexShaderID}} | |||
==== Stage ==== | |||
* {{hl|texture}} | |||
* {{hl|uvSource}} | |||
* {{hl|filter}} | |||
== TexGen Usage == | == TexGen Usage == | ||
TexGen usage prevents {{hl|uvTransform}} to be | TexGen usage prevents {{hl|uvTransform}} to be redeclared in every stage. | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
Line 41: | Line 58: | ||
specular[] = { 1, 1, 1, 1 }; | specular[] = { 1, 1, 1, 1 }; | ||
specularPower = 100; | specularPower = 100; | ||
pixelShaderID = "SuperExt"; | |||
vertexShaderID = "Super"; | |||
class TexGen0 | class TexGen0 |
Revision as of 02:13, 8 May 2025
Rvmat files are the texture (material) files introduced with Armed Assault. Their syntax is similar to that of a config file.
Base Format
The minimum construct of an rvmat file is as below; however, it is recommended to use TexGen as described below 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"; // default uvSource is "tex"
Filter = "Point";
};
// ...
class StageLast
{
texture = "#(rgb,8,8,3)color(0,0,1,1,SMDI)";
Filter = "Point";
};
Values
- ambient
- diffuse
- forcedDiffuse
- emmisive
- specular
- specularPower
- pixelShaderID
- vertexShaderID
Stage
- texture
- uvSource
- filter
TexGen Usage
TexGen usage prevents uvTransform to be redeclared 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;
};