Material - Tree: Difference between revisions

From Bohemia Interactive Community
Category: Arma 2: Editing
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Shader for trees in ARMA 2 which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map.
Shader for trees in {{arma2}} which instead of diffused and ambient attenuation uses lightmap from alpha-channel of MC map.
Contrary to other shaders it is diffuse component will be used always not just only until fadeaway of casted shadows.
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 ===


ambient[]={1.000000,1.000000,1.000000,1.000000};
<syntaxhighlight lang="cpp">
diffuse[]={1.000000,1.000000,1.000000,1.000000};
ambient[] = { 1.000000, 1.000000, 1.000000, 1.000000 };
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
diffuse[] = { 1.000000, 1.000000, 1.000000, 1.000000 };
emmisive[]={0.000000,0.000000,0.000000,1.000000};
forcedDiffuse[] = { 0.000000, 0.000000, 0.000000, 0.000000 };
specular[]={0.501961,0.274510,0.109804,1.000000};
emmisive[] = { 0.000000, 0.000000, 0.000000, 1.000000 };
specularPower=120.000000;
specular[] = { 0.501961, 0.274510, 0.109804, 1.000000 };
PixelShaderID="Tree";
specularPower = 120.000000;
VertexShaderID="TreeNoFade";
PixelShaderID = "Tree";
class Stage1 // Normal map  
VertexShaderID = "TreeNoFade";
{
 
  texture="ca\plants2\Tree\data\t_fagus2s_0_NO.tga";
class Stage1 // Normal map
  uvSource="tex";
{
  class uvTransform
texture = "ca\plants2\Tree\data\t_fagus2s_0_NO.tga";
  {
uvSource = "tex";
  aside[]={1.000000,0.000000,0.000000};
class uvTransform
  up[]={0.000000,1.000000,0.000000};
{
  dir[]={0.000000,0.000000,0.000000};
aside[] = { 1.000000, 0.000000, 0.000000 };
  pos[]={0.000000,0.000000,0.000000};
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 Stage2 // Light mapa
  class uvTransform
{
  {
texture = "CA\plants2\Tree\Data\t_fagus2s_koruna_1lod_MC.tga";
  aside[]={1.000000,0.000000,0.000000};
uvSource = "tex1";
  up[]={0.000000,1.000000,0.000000};
class uvTransform
  dir[]={0.000000,0.000000,0.000000};
{
  pos[]={0.000000,0.000000,0.000000};
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 };
	};
};