When looking at the BIS bush/palm models they have two textures, a _CA and _NON named files. The first is the normal texture with alpha channel and second is the normal pink colored map.
RVMAT file for the vegetation in BIS setup looks like this:
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ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {0.7, 0.7, 0.7, 1.0};
forcedDiffuse[] = {0.3, 0.3, 0.3, 0.5};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {0.04, 0.04, 0.04, 1.0};
specularPower = 16.0;
PixelShaderID = "NormalMapSpecularThrough";
VertexShaderID = "NormalMapSpecularThroughNoFade";
class Stage1
{
texture = "vte_objects\tex\iban1_non.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0, 0.0, 0.0};
up[] = {0.0, 1.0, 0.0};
dir[] = {0.0, 0.0, 0.0};
pos[] = {0, 0, 0};
};
};
class Stage2
{
texture = "#(ai,32,32,1)treeCrown(0.3)";
uvSource = "none";
};
class Stage3
{
texture = "#(ai,32,32,1)treeCrownAmb(0.3)";
uvSource = "none";
};
Does anyone have any tips how to create vegetation normal/spec maps?