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.
 
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.</blockquote> [http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}134290c3fb57034d4ebf2ab6bf49ea89;act=ST;f=76;t=68158; Specular Map info. from Armoured Sheep]
 
[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}df217ce91fb8aa1c98a227c3387ceab3;act=ST;f=76;t=68241; 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.
----
----
This is my init.sqf file I use in all my missions.
[quote=Armored_Sheep,April 23 2008,03:56]For working animated material that is bind to vehicle damage you need:
It correctly identifies in what context the init.sqf file is being run.
 
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]
 
[http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s{{=}}80c14cab8ca372df9a0a12fad8eda748;act=ST;f=80;t=72938; 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


<code><nowiki>init_common    = compile preprocessfile "scripts\init_common.sqf";
proxylist
init_server    = compile preprocessfile "scripts\init_server.sqf";
init_client    = compile preprocessfile "scripts\init_client.sqf";
init_jip      = compile preprocessfile "scripts\init_jip.sqf";


Context = objNull;
cropsel
//isServer = call {if (local SERVER) then {true} else {false};}; // for use with v1.05, requires... GameLogic called 'SERVER' to be present on map.


if (isServer) then
optimize
{
  Context = "SP_SERVER";
  if (isnull player) then {Context = "MP_SERVER";};
}
else
{
  Context = "MP_CLIENT";
  if (isnull player) then {Context = "JIP_CLIENT";};
};


_handle = [] spawn init_common;
isolatedpts
waitUntil {scriptDone _handle;};


switch (Context) do
chkmapping
{
    case "MP_SERVER": {call init_server;};
   
    case "SP_SERVER": {call init_server; call init_client;};
   
    case "JIP_CLIENT": {};
   
    case "MP_CLIENT": {call init_client;};
};
</nowiki></code>


Things to note about the above for MP only.
chkstvects


*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.
chkfaces
*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'.
 
*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
repairfaces
 
degfaces
 
smoothgroups
 
countsections
 
getsections
 
----

Latest revision as of 14:57, 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