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?
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?
MSI P55-GD65 | Core i5 750 @ 2.67GHz | 4GB DDR3 | ATI HD 5970 (Asus EAH5970/G/2DIS/2GD5) | OCZ Revo 120GB PCIe SSD | 2x OCZ Vertex 4 120GB |
Windows 7 64bit Home Premium | Catalysts 13.1 | ArmA2 OA 1.62.0.101480 (beta) +BAF +PMC +ACR | ArmA2 1.11.0.86734 | ArmA 1.18.0.5281 | OFP 1.0.0.96
Be smart, use Sprocket!
What they exactly are? Used to define damage effects on vehicles? Material definitions?
*.rvmat file is somewhat compressed/binarized/whatever config.cppOriginally Posted by (Törni @ May 20 2007,20:46)
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[] =
{
1,
1,
1,
1
}; // array ambient[4]
diffuse[] =
{
1,
1,
1,
1
}; // array diffuse[4]
forcedDiffuse[] =
{
0,
0,
0,
0
}; // array forcedDiffuse[4]
emmisive[] =
{
0,
0,
0,
0
}; // array emmisive[4]
specular[] =
{
1,
1,
1,
0
}; // array specular[4]
specularPower = 30;
PixelShaderID = "NormalMapSpecularDIMap";
VertexShaderID = "NormalMap";
class Stage1
{
texture = "ca\air\data\ah1z_body_nohq.paa 4;;
uvSource = "tex";
class uvTransform
{
aside[] =
{
1,
0,
0
}; // array aside[3]
up[] =
{
0,
1,
0
}; // array up[3]
dir[] =
{
0,
0,
0
}; // array dir[3]
pos[] =
{
0,
0,
0
}; // array pos[3]
}; // class uvTransform
}; // class Stage1
class Stage2
{
texture = "ca\air\data\ah1z_body_smdi.paa 4;;
uvSource = "tex";
class uvTransform
{
aside[] =
{
1,
0,
0
}; // array aside[3]
up[] =
{
0,
1,
0
}; // array up[3]
dir[] =
{
0,
0,
0
}; // array dir[3]
pos[] =
{
0,
0,
0
}; // array pos[3]
}; // class uvTransform
}; // class Stage2[/QUOTE]
Mikero's Eliteness is the only tool currently able to 'Rapify' .cpp text files back into a binarized format.
Mikero
Oh, and the .rvmat files contain pointers to the 'normal map' and 'specular map' versions of their counterpart 'diffuse' textures which all and sundry have been 'skinning' to alter soldier uniforms etc. + some additional info for use by the 'shaders' for rendering.........
Hibernating (indefinitely/permanently/intermittently)... may respond to , possibly.
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'm actively looking for an answer) .rvmat is also used for texture layers in terrain if I remember correctly.
@torni...
.rvmat files may or may not be present for just about any texture in the game.
If you are looking for specific 'damaged' textures for a given unit and/or object in the game you would track them down by looking in the config.cpp where the 'unit/object' is defined.
eg. tracked.pbo>config.cpp
class T72>class Damage
As an example one of the .rvmat files mentioned is "ca\tracked\data\detailmapy\t72_me tal_destruct.rvmat"
If you unrapify this file into t72_metal_destruct.cpp you'll notice in Stage2 it refers to the texture "ca\data\destruct\vehicle_destr1024_10 24_mc.paa"
open this texture from the ca.pbo file...
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.