Glass Tutorial, Virtual reflective glass Material .rvmat tutorial |
Glass Tutorial, Virtual reflective glass Material .rvmat tutorial |
Nov 15 2007, 01:47
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#1
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Member Group: Addon Maker Posts: 32 Joined: 12-November 06 From: London, UK Member No.: 61 |
Due to the amount of requests for help from the community and modelers regarding O2 modeling. I am going to start posting some basic and small O2 modeling Mini-Tutorials in this Section
The first tutorial: Virtual Reflective Glass. I have put together a basic folder to be used with this tutorial. Please download glass.rar and unpack to your models working folder in Oxygen 2 PE Folder contains 6 files glass_ca.paa glass_ca.tga (targa copy for editing purposes) reflect_co.paa reflect_co.tga (targa copy for editing purposes) reflective_glass.rvmat (material file) glass-pass2.rvmat (material file) These files can be used as a basis to apply reflective glass effects to all your models. STEP 1 Open the model you want to apply the reflective glass to in the Oxygen 2 PE editor. STEP 2 Apply the glass texture to the polygons you want to be glass or transparent, you can use the texture I have made (glass_ca.paa) or any other glass texture you want to use for your model. HINT: I normally seperate my mesh with the polygons I want to use as glass and give it a name in the "Named Selection" eg -glass. It is easier to work with when I apply the glass texture to the selection. Now the texture is applied and the selection is transparent but does not look like glass yet. STEP 3 Go to the folder where you unpacked the glass.rar file and open the reflective_glass.rvmat file with the Material Editor or by double clicking on the file. A Material Editor screen will pop up as seen in the image bellow. NOTE: if you opened the file in the Material Editor by double-clicking on it you have to press File/Open and open the file in the editor again otherwise you cannot edit it. Don't know why it does that but seems to be a glitch with the software. Scroll down to the bottom of the material editor and only change the following entries. a: is the specular power you want for you glass. HINT: the lower the value the more reflective the glass becomes, play around with the setting using the slider to suit your requirements. NOTE: do not change the stage config no 1 as this is the standard FresnelGlass setting used by the ArmA graphics engine. b: Stage 2 is for a texture that will give your glass a reflective aspect of the environment around you. I have used the standard BIS one as bellow but you could actually make one to suit your environment. This is also a good way to apply reflection to your models rearview mirrors. Just change the UV texture from the glass one to a non transparent mirror type texture. Click in the Source Name field and select the reflect_co.paa file from where you placed it in your model's work file. c: This is the path to a material file (glass-pass2.rvmat) with an alpha pass. You can look at that file but do not change anything as that is a standard setting. Click Browse and select the glass-pass2.rvmat file from where you placed it in your model's work file. Save the file and close the material editor. STEP 4 Open your model in Oxygen 2 PE and select the glass named selection or the selection you want to apply the reflective glass material file to. d: Click on the yellow folder on the right of the material field and select the reflective_glass.rvmat file from where you placed it in your model's work file. Press Apply and then ok. STEP 5 View the model with buldozer and there you have it lovely virtual reflective glass. You can play around with the Specular Power settings as in step a: above to get more or less reflection off your glass. Hope this tutorial helps and gives a little understanding of how the ArmA material files are applied. -------------------- |
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Nov 15 2007, 02:03
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#2
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Hipster addonmaker Group: Former .info Serviceman Posts: 2,090 Joined: 1-November 06 From: Kingdom of the Netherlands Member No.: 10 |
Pinned and link posted in Tutorial Links topic
Mirror those files Deadeye -------------------- |
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Nov 15 2007, 20:39
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#3
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huns not dead Group: Former .info Serviceman Posts: 329 Joined: 12-November 06 From: Pannonia Member No.: 72 |
Bloody hell, thanks. This is usefull
-------------------- HUNS
NOT DEAD |
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Nov 15 2007, 21:06
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#4
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
Thx for the time
Added this one to our tutorial section, I also mirrored the pics and files (hope you don't mind) http://www.armedassault.info/index.php?cat...icles&id=13 Good job ! -------------------- |
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Nov 15 2007, 23:12
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#5
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
yeah good tutorial m8
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Dec 4 2007, 12:57
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#6
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ArmA.info Sarcasm Society's Gentleman Usher of the Banstick Group: Former .info Serviceman Posts: 1,781 Joined: 1-November 06 From: Old-Europe Member No.: 11 |
As Armed-Assault.de are down (atm) you can find the tutorial with images here :
http://www.armedassault.info/index.php?cat...rials&id=13 -------------------- |
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Dec 5 2007, 09:45
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#7
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Member Group: Addon Maker Posts: 32 Joined: 12-November 06 From: London, UK Member No.: 61 |
links are fixed now, we moved hosts to armedassault.info so had to fix all links
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