.kju [PvPscene]
Jan 1 2008, 06:51
http://community.bistudio.com/wiki/ArmA:_RVMAT
Quote[/b] ] Shader specific setting
Selecting shader.
PixelShaderID=".....";
VertexShaderID=".....";
Each shader uses specific "Stages"
class StageX
Each stage defines parameters for shader calculation, usually as links to effect bitmaps.
* texture= (name and path to effect bitmap texture)
* Filter="Anisotropic";
Default is Anisotropic, but in some situations you can use Point, Linear, Trilinear.
* uvSource="tex";
can be: none, tex, tex1 (second UV set)
* class uvTransform
Offset, deformation or repeating of texture in given UV set.
I love the BIKI in times like these.
Okay so what should this tell me???
---
Lets start more simple:
Source file : p_023-028_l01_l02_l03_l06.rvmat
Source location: sara\Data\Layers
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage0 {
texture = "ca\sara\data\layers\s_023_028_lco.paa";
texGen = 3;
};[/QUOTE]
Assigns the sat textures ... okay, got that.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage1 {
texture = "ca\sara\data\layers\m_023_028_lco.paa";
texGen = 4;
};[/QUOTE]
Assigns the layer map masks ... okay, got that.
Position (pos) is defined in texGen3 and 4:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TexGen3 {
uvSource = "worldPos";
class uvTransform {
aside[] = {0.001953, 0.0, 0.0};
up[] = {0.0, 0.0, 0.001953};
dir[] = {0.0, -0.001953, 0.0};
pos[] = {-21.5313, 13.7813, 0.0};
};
};
class TexGen4 {
uvSource = "worldPos";
class uvTransform {
aside[] = {0.001953, 0.0, 0.0};
up[] = {0.0, 0.0, 0.001953};
dir[] = {0.0, -0.001953, 0.0};
pos[] = {-21.5313, 13.7813, 0.0};
};
};[/QUOTE]
---
Now what about that stuff???
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TexGen0 {
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class TexGen1 {
uvSource = "tex";
class uvTransform {
aside[] = {10.0, 0.0, 0.0};
up[] = {0.0, 10.0, 0.0};
dir[] = {0.0, 0.0, 10.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class TexGen2 {
uvSource = "tex";
class uvTransform {
aside[] = {10.0, 0.0, 0.0};
up[] = {0.0, 10.0, 0.0};
dir[] = {0.0, 0.0, 10.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "ca\sara\data\travajih_mco.paa";
texGen = 0;
};
class Stage3 {
texture = "ca\sara\data\travajih_detail_nohq.paa";
texGen = 1;
};
class Stage4 {
texture = "ca\sara\data\travajih_detail_co.paa";
texGen = 2;
};
class Stage5 {
texture = "ca\sara\data\pisek_mco.paa";
texGen = 0;
};
class Stage6 {
texture = "ca\sara\data\pisek_detail_nohq.paa";
texGen = 1;
};
class Stage7 {
texture = "ca\sara\data\pisek_detail_co.paa";
texGen = 2;
};
class Stage8 {
texture = "ca\sara\data\pisekpoust_mco.paa";
texGen = 0;
};
class Stage9 {
texture = "ca\sara\data\pisekpoust_detail_nohq.paa";
texGen = 1;
};
class Stage10 {
texture = "ca\sara\data\pisekpoust_detail_co.paa";
texGen = 2;
};
class Stage11 {
texture = "ca\sara\data\skalaj_mco.paa";
texGen = 0;
};
class Stage12 {
texture = "ca\sara\data\skalaj_detail_nohq.paa";
texGen = 1;
};
class Stage13 {
texture = "ca\sara\data\skalaj_detail_co.paa";
texGen = 2;
};
[/QUOTE]
Cheers. http://forums.bistudio.com/oldsmileys/wink_o.gif
PS:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> * uvSource="tex";
can be: none, tex, tex1 (second UV set)[/QUOTE]
It seems "worldPos" is valid too in certain situations.. http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ] Shader specific setting
Selecting shader.
PixelShaderID=".....";
VertexShaderID=".....";
Each shader uses specific "Stages"
class StageX
Each stage defines parameters for shader calculation, usually as links to effect bitmaps.
* texture= (name and path to effect bitmap texture)
* Filter="Anisotropic";
Default is Anisotropic, but in some situations you can use Point, Linear, Trilinear.
* uvSource="tex";
can be: none, tex, tex1 (second UV set)
* class uvTransform
Offset, deformation or repeating of texture in given UV set.
I love the BIKI in times like these.
Okay so what should this tell me???
---
Lets start more simple:
Source file : p_023-028_l01_l02_l03_l06.rvmat
Source location: sara\Data\Layers
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage0 {
texture = "ca\sara\data\layers\s_023_028_lco.paa";
texGen = 3;
};[/QUOTE]
Assigns the sat textures ... okay, got that.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Stage1 {
texture = "ca\sara\data\layers\m_023_028_lco.paa";
texGen = 4;
};[/QUOTE]
Assigns the layer map masks ... okay, got that.
Position (pos) is defined in texGen3 and 4:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TexGen3 {
uvSource = "worldPos";
class uvTransform {
aside[] = {0.001953, 0.0, 0.0};
up[] = {0.0, 0.0, 0.001953};
dir[] = {0.0, -0.001953, 0.0};
pos[] = {-21.5313, 13.7813, 0.0};
};
};
class TexGen4 {
uvSource = "worldPos";
class uvTransform {
aside[] = {0.001953, 0.0, 0.0};
up[] = {0.0, 0.0, 0.001953};
dir[] = {0.0, -0.001953, 0.0};
pos[] = {-21.5313, 13.7813, 0.0};
};
};[/QUOTE]
---
Now what about that stuff???
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class TexGen0 {
uvSource = "tex";
class uvTransform {
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 1.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class TexGen1 {
uvSource = "tex";
class uvTransform {
aside[] = {10.0, 0.0, 0.0};
up[] = {0.0, 10.0, 0.0};
dir[] = {0.0, 0.0, 10.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class TexGen2 {
uvSource = "tex";
class uvTransform {
aside[] = {10.0, 0.0, 0.0};
up[] = {0.0, 10.0, 0.0};
dir[] = {0.0, 0.0, 10.0};
pos[] = {0.0, 0.0, 0.0};
};
};
class Stage2 {
texture = "ca\sara\data\travajih_mco.paa";
texGen = 0;
};
class Stage3 {
texture = "ca\sara\data\travajih_detail_nohq.paa";
texGen = 1;
};
class Stage4 {
texture = "ca\sara\data\travajih_detail_co.paa";
texGen = 2;
};
class Stage5 {
texture = "ca\sara\data\pisek_mco.paa";
texGen = 0;
};
class Stage6 {
texture = "ca\sara\data\pisek_detail_nohq.paa";
texGen = 1;
};
class Stage7 {
texture = "ca\sara\data\pisek_detail_co.paa";
texGen = 2;
};
class Stage8 {
texture = "ca\sara\data\pisekpoust_mco.paa";
texGen = 0;
};
class Stage9 {
texture = "ca\sara\data\pisekpoust_detail_nohq.paa";
texGen = 1;
};
class Stage10 {
texture = "ca\sara\data\pisekpoust_detail_co.paa";
texGen = 2;
};
class Stage11 {
texture = "ca\sara\data\skalaj_mco.paa";
texGen = 0;
};
class Stage12 {
texture = "ca\sara\data\skalaj_detail_nohq.paa";
texGen = 1;
};
class Stage13 {
texture = "ca\sara\data\skalaj_detail_co.paa";
texGen = 2;
};
[/QUOTE]
Cheers. http://forums.bistudio.com/oldsmileys/wink_o.gif
PS:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> * uvSource="tex";
can be: none, tex, tex1 (second UV set)[/QUOTE]
It seems "worldPos" is valid too in certain situations.. http://forums.bistudio.com/oldsmileys/wink_o.gif