Ok, just so its clear what I'm talking about: This is the original texture2material conversion in BIS's config bin. Its in the materials.hpp file. Now does anybody know how to use this stuff for other textures? Into which class do I have to write the CfgTextureToMaterial class (I tried vehicle class)?
// Conversion of textures to materials is done when loading model.
// It is therefore not neccessary (and it is not possible) to define materials
// for textures that are assigned to shape runtime (like dammaged windows).
// Original materials will be used for such faces.
class CfgTextureToMaterial
{
class CarGlass
{
textures[]=
{
"data\jeep4x4_glass.paa",
"data\jeep_kab_sklo1.paa",
"data\jeep_kab_sklo2.paa",
"data\jepp4x4_glass.paa",
"data\jepp_kab_sklo1.paa",
"data\jepp_kab_sklo2.paa",
"data\scud_sklo.paa",
"data\scud_sklo2.paa",
"data\scud_sklo3.paa",
"data\scud_sklo4.paa",
};
material=#SpecularGlass;
};
class AirborneGlass
{
textures[]=
{
"data\jeep_kab_sklo1.paa",
"data\uh60_kab_sklo2.paa",
"data\uh30_cargo_pilotdoors.paa",
"data\uh60_cargo_dvereokno.paa",
"data\uh60_gunner_okna.paa",
"data\ah-1_kabina_predokno.paa",
"data\ah-1_kabina_zadokno.paa",
"data\ah-1_kabina_topokno.paa"
};
material=#SpecularGlass;
};
class Metal
{
textures[]=
{
"data\mutt_frontg.pac",
"data\mutt_kapotag.pac",
"data\mutt_sklog.pac",
"data\mutt_sideg.pac"
};
material=#Metal;
};
class AirBorneMetal
{
textures[]=
{
"data\ah-1_1_pokus.pac",
"data\ah-1_2_pokus.pac",
"data\ah-1_opak_pokus.pac",
"data\ah-1_kabina_predo.paa",
"data\ah-1_kabina_topokno.paa",
"data\ah-1_kabina_zadokno.paa",
"data\cobra_rotor_top.pac",
"data\cobra_rotor_top.pac",
"data\cobra2_kridlo_predni.pac",
"data\cobra2_kanon_front_b.pac",
"data\cobra2_kulas_front.paa",
"data\cobra2_kanon_side.pac",
"data\cobra2_vejfuk.paa",
"data\cobra3_cumak.pac",
"data\ah-1_bottom1.pac",
"data\ah-1_bottom2.pac"
};
material=#Metal;
};
class RifleMetal
{
textures[]=
{
"data\m16_pmp_1s.pac",
"data\m16_pmp_ph.pac",
"data\m16_pmp_lod.paa",
"data\m16_pmp_lod_gif.pac",
"data\m4_1.pac",
"data\m4_2.pac",
"data\m4_miridla.pac",
"data\xm177_1s.pac",
"data\xm177_ph.pac",
"data\xm177_details.pac"
};
material=#RifleMetal;
};
};
class CfgMaterials
{
// Water material is used for sea landscape parts
class Water
{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
//diffuse[] = {0,0,0,0};
//ambient[] = {0,0,0,0};
//diffuse[] = {0,0,0,0};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.4,0.4,0.45,0};
//specular[] = {1,1,1,0};
specularPower = 6;
emmisive[] = {0,0,0,0};
//emmisive[] = {0,0.5,0.5,0};
};
// Terrain material is used for terrain solid ground
class Terrain
{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.03,0.03,0.03,0};
specularPower = 3;
emmisive[] = {0,0,0,0};
//emmisive[] = {0,0.5,0.5,0};
};
class SpecularGlass
{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.8,0.8,0.8,0};
specularPower = 5;
emmisive[] = {0,0,0,0};
};
class Metal
{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.2,0.2,0.2,0};
//specular[] = {1,1,1,1};
specularPower = 5;
emmisive[] = {0,0,0,0};
};
class RifleMetal
{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.2,0.2,0.2,0};
//specular[] = {1,1,1,1};
specularPower = 5;
emmisive[] = {0,0,0,0};
};
};