rtruxler
Jul 17 2009, 19:55
Hey everyone. I've read as much as I can on the rvmat format, but I can't for the life of me make sense of what you can put for the "texture=" part of a Stage.
Passing a bitmap is obvious:
texture="mytexture.tga"
but what about the special arguments for texture, ie:
texture="#(argb,2,8,3)color(1,1,1,1,DT)";
I found the above line in someone's rvmat but I really have no idea what it's doing. I put that in the stage for a specular map (after the normal map), but what's the significance of the argb part, and what's the significance of the DT part?
Also, what are all of the possibilities of things I could put in there besides a bitmap??
I'm really just trying to get a NormalMap or NormalMapSpecularMap pixel shader going with a constant value for the specularity and specular power.
I tried using the NormalMap pixel shader and then use the material editor to manually change the specularity color and spec power, but it seems that if you use a pixel shader, those settings get overridden.
Thanks,
Rob
Passing a bitmap is obvious:
texture="mytexture.tga"
but what about the special arguments for texture, ie:
texture="#(argb,2,8,3)color(1,1,1,1,DT)";
I found the above line in someone's rvmat but I really have no idea what it's doing. I put that in the stage for a specular map (after the normal map), but what's the significance of the argb part, and what's the significance of the DT part?
Also, what are all of the possibilities of things I could put in there besides a bitmap??
I'm really just trying to get a NormalMap or NormalMapSpecularMap pixel shader going with a constant value for the specularity and specular power.
I tried using the NormalMap pixel shader and then use the material editor to manually change the specularity color and spec power, but it seems that if you use a pixel shader, those settings get overridden.
Thanks,
Rob