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arma:texturing:material_editor_tut [2007/11/17 05:52] – created initial page snakemanarma:texturing:material_editor_tut [2024/08/01 14:33] (current) – links added. snakeman
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-====== Material Editor Tutorial ======+====== ArmA 1 Material Editor Tutorial ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 **Material Editor Tutorial** by Linker Split **Material Editor Tutorial** by Linker Split
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 It seems to be hard to use, but I can assure it is not as you can think. The purpose of this program is simply to create particular effects on textures that you apply to the model, such as Specularity, Reflection, material in general. It seems to be hard to use, but I can assure it is not as you can think. The purpose of this program is simply to create particular effects on textures that you apply to the model, such as Specularity, Reflection, material in general.
  
-Indeed MatEditor generates a RVMAT file that you have to apply to the model itself via modelling program [[arma:tools:oxygen2|Oxygen 2]], then you will see the results on buldozer.+Indeed MatEditor generates a RVMAT file that you have to apply to the model itself via modeling program [[arma:tools:oxygen2|Oxygen 2]], then you will see the results on buldozer.
  
 ====== Configuration ====== ====== Configuration ======
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 After having installed the program, you will have this window: After having installed the program, you will have this window:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-01.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-01.jpg }}
  
 Before using MatEditor, you should configure it, in order to have a clear point of view about it, and its power. Before using MatEditor, you should configure it, in order to have a clear point of view about it, and its power.
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 First, go to File -> Options... A window will pop up: First, go to File -> Options... A window will pop up:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-02.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-02.jpg }}
  
 In the "Template and Types folder" you must put the MatTemplates located in the subcreted Drive P:\ (when you install O2, you will have the P:\ drive) so, your line would be: In the "Template and Types folder" you must put the MatTemplates located in the subcreted Drive P:\ (when you install O2, you will have the P:\ drive) so, your line would be:
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 **P:\MatTemplates** **P:\MatTemplates**
  
-Then you have to select your preferred text editor (I have editplus2, Worldpad is good too)+Then you have to select your preferred text editor (I have editplus2, EditPadPro is good too)
  
 Now after this passage, if you go to the main MatEditor window, you’ll see this: Now after this passage, if you go to the main MatEditor window, you’ll see this:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-03.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-03.jpg }}
  
 Now the second and secondary step is to configure your own RVMAT options (in case the default templates don't fit your needs) Now the second and secondary step is to configure your own RVMAT options (in case the default templates don't fit your needs)
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 Click File -> Type manager and another window will pop up: Click File -> Type manager and another window will pop up:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-04.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-04.jpg }}
  
 Here it is were you define flags, vertex shader, pixel shader and so on. Here it is were you define flags, vertex shader, pixel shader and so on.
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 - NoZWrite  - NoZWrite 
  
-Face is not counted in Z-buffer. Used for alpha transparent surfaces laid over another face to fix shadow artefacts. (for example squad logo).+Face is not counted in Z-buffer. Used for alpha transparent surfaces laid over another face to fix shadow artifacts. (for example squad logo).
  
 - NoColorWrite  - NoColorWrite 
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 Select the "Type" box, and change it from <free type> to "type 1" (the one we saved) as I did in the image below Select the "Type" box, and change it from <free type> to "type 1" (the one we saved) as I did in the image below
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-05.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-05.jpg }}
  
 After having selected it you'll have this one: After having selected it you'll have this one:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-06.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-06.jpg }}
  
 Can you see at the bottom 2 identical boxes: stage config. Can you see at the bottom 2 identical boxes: stage config.
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 This is the most important part of this tutorial since it explains how to create the "effects" on models. This is the most important part of this tutorial since it explains how to create the "effects" on models.
  
-Before contInuing I recommend you to take a look at my Tutorial about [[arma:texturing:normal_specular_tut|Normal and Specular mapping tutorial]].+Before continuing I recommend you to take a look at my Tutorial about [[arma:texturing:normal_specular_tut|Normal and Specular mapping tutorial]].
  
 So let's make a metal material for example. We need to define the Ambient, the Diffuse, the Force Diffuse, the Emissive, the Specular, the Specular Power and the two stages. So let's make a metal material for example. We need to define the Ambient, the Diffuse, the Force Diffuse, the Emissive, the Specular, the Specular Power and the two stages.
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 Configure the properties as in the image: Configure the properties as in the image:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-07.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-07.jpg }}
  
 As you can see, in the two "stage boxes" I added the source name of a normal map texture, and of a Specular map one. For your model you should do the same. As you can see, in the two "stage boxes" I added the source name of a normal map texture, and of a Specular map one. For your model you should do the same.
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 Now simply save the work as **metal.rvmat**, open O2, select the faces you want to have the new material, press E and in the "material" box, write the path to the file: Now simply save the work as **metal.rvmat**, open O2, select the faces you want to have the new material, press E and in the "material" box, write the path to the file:
  
-{{ http://tactical.nekromantix.com/images/wiki/MatEditTut-08.jpg }}+{{ https://pmc.editing.wiki/images/MatEditTut-08.jpg }}
  
 Now run your buldozer, and see the results! Now run your buldozer, and see the results!
arma/texturing/material_editor_tut.1195278778.txt.gz · Last modified: 2007/11/17 05:52 by snakeman

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