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Thread: how do i create *.rvmat files?

  1. #1
    Sergeant Major 5133p39's Avatar
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    I need to know how can i make the *.rvmat files.
    I am able to unpack them via the ofppbo131 total commander plugin, but i can't pack them back into the "rvmat format" after editing.

    Does anyone know a way to do this?
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  2. #2
    What they exactly are? Used to define damage effects on vehicles? Material definitions?

  3. #3
    Sergeant Major 5133p39's Avatar
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    Author of the Thread
    Quote Originally Posted by (Törni @ May 20 2007,20:46)
    What they exactly are? Used to define damage effects on vehicles? Material definitions?
    *.rvmat file is somewhat compressed/binarized/whatever config.cpp
    What i was asking is: does anyone know how can i compress/binarize/whatever the *.cpp file into the *.rvmat file?
    And yes, it contains something which i would call material definitions:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ambient&#91;&#93; =
    {
    1,
    1,
    1,
    1
    }; // array ambient&#91;4&#93;
    diffuse&#91;&#93; =
    {
    1,
    1,
    1,
    1
    }; // array diffuse&#91;4&#93;
    forcedDiffuse&#91;&#93; =
    {
    0,
    0,
    0,
    0
    }; // array forcedDiffuse&#91;4&#93;
    emmisive&#91;&#93; =
    {
    0,
    0,
    0,
    0
    }; // array emmisive&#91;4&#93;
    specular&#91;&#93; =
    {
    1,
    1,
    1,
    0
    }; // array specular&#91;4&#93;
    specularPower = 30;
    PixelShaderID = &#34;NormalMapSpecularDIMap&#34;;
    VertexShaderID = &#34;NormalMap&#34;;
    class Stage1
    {
    texture = &#34;ca&#92;air&#92;data&#92;ah1z_body_nohq.paa&#3 4;;
    uvSource = &#34;tex&#34;;
    class uvTransform
    {
    aside&#91;&#93; =
    {
    1,
    0,
    0
    }; // array aside&#91;3&#93;
    up&#91;&#93; =
    {
    0,
    1,
    0
    }; // array up&#91;3&#93;
    dir&#91;&#93; =
    {
    0,
    0,
    0
    }; // array dir&#91;3&#93;
    pos&#91;&#93; =
    {
    0,
    0,
    0
    }; // array pos&#91;3&#93;
    }; // class uvTransform
    }; // class Stage1
    class Stage2
    {
    texture = &#34;ca&#92;air&#92;data&#92;ah1z_body_smdi.paa&#3 4;;
    uvSource = &#34;tex&#34;;
    class uvTransform
    {
    aside&#91;&#93; =
    {
    1,
    0,
    0
    }; // array aside&#91;3&#93;
    up&#91;&#93; =
    {
    0,
    1,
    0
    }; // array up&#91;3&#93;
    dir&#91;&#93; =
    {
    0,
    0,
    0
    }; // array dir&#91;3&#93;
    pos&#91;&#93; =
    {
    0,
    0,
    0
    }; // array pos&#91;3&#93;
    }; // class uvTransform
    }; // class Stage2[/QUOTE]

  4. #4
    Mikero&#39;s Eliteness is the only tool currently able to &#39;Rapify&#39; .cpp text files back into a binarized format.

    Mikero

    Oh, and the .rvmat files contain pointers to the &#39;normal map&#39; and &#39;specular map&#39; versions of their counterpart &#39;diffuse&#39; textures which all and sundry have been &#39;skinning&#39; to alter soldier uniforms etc. + some additional info for use by the &#39;shaders&#39; for rendering.........



    Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.

  5. #5
    I pumbed into these as I was trying to figure out how to make the game engine to switch damaged textures for a destroyed vehicles. (Still no luck but I&#39;m actively looking for an answer) .rvmat is also used for texture layers in terrain if I remember correctly.




  6. #6
    @torni...

    .rvmat files may or may not be present for just about any texture in the game.

    If you are looking for specific &#39;damaged&#39; textures for a given unit and/or object in the game you would track them down by looking in the config.cpp where the &#39;unit/object&#39; is defined.

    eg. tracked.pbo>config.cpp

    class T72>class Damage

    As an example one of the .rvmat files mentioned is "ca&#92;tracked&#92;data&#92;detailmapy&#92;t72_me tal_destruct.rvmat"

    If you unrapify this file into t72_metal_destruct.cpp you&#39;ll notice in Stage2 it refers to the texture "ca&#92;data&#92;destruct&#92;vehicle_destr1024_10 24_mc.paa"

    open this texture from the ca.pbo file...

  7. #7
    Damage effects should work with third party addons too. Currently they work only with BTR80. They work even with simple .paa or .pac textures.

    So it must be a class error in the addon configs. Have to do some reversed engineering tonight.




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