Material - Tree: Difference between revisions
Category: Arma 2: Editing
Lou Montana (talk | contribs) m (Text replacement - "^ " to "") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
| Line 1: | Line 1: | ||
Shader for trees in | Shader for trees in {{arma2}} which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map. | ||
Contrary to other shaders | Contrary to other shaders its diffuse component will always be used, not just only until fadeaway of casted shadows. | ||
RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set. | RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set. | ||
=== Example of such material === | === Example of such material === | ||
<syntaxhighlight lang="cpp"> | |||
ambient[] = { 1.000000, 1.000000, 1.000000, 1.000000 }; | |||
diffuse[] = { 1.000000, 1.000000, 1.000000, 1.000000 }; | |||
forcedDiffuse[] = { 0.000000, 0.000000, 0.000000, 0.000000 }; | |||
emmisive[] = { 0.000000, 0.000000, 0.000000, 1.000000 }; | |||
specular[] = { 0.501961, 0.274510, 0.109804, 1.000000 }; | |||
specularPower = 120.000000; | |||
PixelShaderID = "Tree"; | |||
VertexShaderID = "TreeNoFade"; | |||
class Stage1 // Normal map | |||
{ | |||
texture = "ca\plants2\Tree\data\t_fagus2s_0_NO.tga"; | |||
uvSource = "tex"; | |||
class uvTransform | |||
{ | |||
aside[] = { 1.000000, 0.000000, 0.000000 }; | |||
up[] = { 0.000000, 1.000000, 0.000000 }; | |||
dir[] = { 0.000000, 0.000000, 0.000000 }; | |||
pos[] = { 0.000000, 0.000000, 0.000000 }; | |||
}; | |||
}; | |||
class Stage2 // Light mapa | |||
{ | |||
texture = "CA\plants2\Tree\Data\t_fagus2s_koruna_1lod_MC.tga"; | |||
uvSource = "tex1"; | |||
class uvTransform | |||
{ | |||
aside[] = { 1.000000, 0.000000, 0.000000 }; | |||
up[] = { 0.000000, 1.000000, 0.000000 }; | |||
dir[] = { 0.000000, 0.000000, 0.000000 }; | |||
pos[] = { 0.000000, 0.000000, 0.000000 }; | |||
}; | |||
}; | |||
</syntaxhighlight> | |||
{{GameCategory|arma2|Editing}} | |||
Latest revision as of 18:06, 25 February 2026
Shader for trees in Arma 2 which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map. Contrary to other shaders its diffuse component will always be used, not just only until fadeaway of casted shadows. RGB values from MC map - macromap thus second colormap wihtin 2UV set are here multipled with main diffuse (CO) map within 1.UV set.
Example of such material
ambient[] = { 1.000000, 1.000000, 1.000000, 1.000000 };
diffuse[] = { 1.000000, 1.000000, 1.000000, 1.000000 };
forcedDiffuse[] = { 0.000000, 0.000000, 0.000000, 0.000000 };
emmisive[] = { 0.000000, 0.000000, 0.000000, 1.000000 };
specular[] = { 0.501961, 0.274510, 0.109804, 1.000000 };
specularPower = 120.000000;
PixelShaderID = "Tree";
VertexShaderID = "TreeNoFade";
class Stage1 // Normal map
{
texture = "ca\plants2\Tree\data\t_fagus2s_0_NO.tga";
uvSource = "tex";
class uvTransform
{
aside[] = { 1.000000, 0.000000, 0.000000 };
up[] = { 0.000000, 1.000000, 0.000000 };
dir[] = { 0.000000, 0.000000, 0.000000 };
pos[] = { 0.000000, 0.000000, 0.000000 };
};
};
class Stage2 // Light mapa
{
texture = "CA\plants2\Tree\Data\t_fagus2s_koruna_1lod_MC.tga";
uvSource = "tex1";
class uvTransform
{
aside[] = { 1.000000, 0.000000, 0.000000 };
up[] = { 0.000000, 1.000000, 0.000000 };
dir[] = { 0.000000, 0.000000, 0.000000 };
pos[] = { 0.000000, 0.000000, 0.000000 };
};
};