OFPEC Forum
Addons & Mods Depot => Arma2 - O2 and Models/Modelling => Topic started by: DMarkwick on 24 Jan 2010, 21:28:46
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Does anyone know what the circular light texture(s) are/is called?
(http://img.photobucket.com/albums/v15/DMarkwick/arma22010-01-2419-16-42-71.jpg)
(http://img.photobucket.com/albums/v15/DMarkwick/arma22010-01-2419-20-22-84.jpg)
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hmm
they are lights formed from a memmory point arent they ?
if you have a ball you can place your own procedural/macro texture on it with
lightball setobjecttexture [1,"#(argb,8,8,3)color(0,1,0,1.0,CO)"]; green
but it wont light up unless you have a high shine rvmat on it .
alternatively you could easily make a small light addon.
which would be something like a dot in the memmory lod called light and then :
class cfgvehicles
{
class house;
class dbo_Light : house
{
scope = 2;
model = "\dbo_light\dbo_light";
destrType = "DestructTree";
class MarkerLights
{
class GreenStill
{
name = "light";
color[] = {
1.0042,
0.012,
0.003,
.5
};
ambient[] = {
0.05,
0.0,
0.0,
.51
};
brightness = 0.1;
blinking = 0;
};
};
};
};
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Well, you're right in that it (the light) is part of the model, but there must be a common texture that such lightsources refer to yes? The alternative is that each model has it's own texture for that use, which sounds a little inefficient to me :) I would have thought that although the light point is defined on the model, that the light itself is processed by the engine, which would include light effects i.e. the applies circular texture.
If I'm really lucky, that texture will be one single texture that is coloured for individual use.
I've found a bunch of similar textures but they seem to be used for internal camera reflection effects. I'm expecting a similar texture to be used for simple light sources on vehicles (i.e. all vehicle lights except main headlights & spotlights).
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its not a texture its light or coloured pixels
defined in this part of the config
color[] = {
1.0042,
0.012,
0.003,
.5
};
this will be drawn by the GPU like the bullet decals i suspect
sreetlamps are slightly different.
class StreetLamp
{
model = "";
destrType = "DestructTree";
simulation = "StreetLamp";
animated = 0;
colorDiffuse[] = {
0.9,
0.8,
0.6
};
colorAmbient[] = {
0.02,
0.02,
0.02
};
class HitPoints
{
class HitBulb
{
armor = 1;
material = 60;
name = "lampa";
passThrough = 1;
};
};
armorStructural = 1;
class Reflectors
{
class LampLight
{
color[] = {
0.9,
0.8,
0.6,
1
};
ambient[] = {
0.1,
0.1,
0.1,
1
};
position = "Light";
direction = "";
hitpoint = "lampa";
selection = "";
size = 0.5;
brightness = 0.2;
};
};
aggregateReflectors[] = {
};
armorLights = 1;
brightness = 0.15;
};
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Hmm that's a shame, I was thinking of replacing those stark circular images with something a little more appropriate :) that second image in particular is what made me think of it.
Thanks for the info anyway :)
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well you shouldnt give up
as you know BIS games need workarounds to survive and some people have removed light cones before now and other things. maybe you can turn off the default and attach your own or something
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Perhaps, but it would need to be done per vehicle right? Sounds like a lot more work than just the optimistic 1-texture fix I was hoping for :D
I'd like to know if it was feasible though, replacing such an effect with a single-size texture would look more appropriate I think. (Single-size as in always renders at the same size onscreen.)
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well i dont recall seeing the BIG lights you have on your second screen since early arma1 , but that maybe my setup.
it wouldnt be a massive job for you to get consistency on the brightness and ambience , but as you know, it would be very intrusive as far as it would mean messing with default configs.
what is that anyway is it BIS apache or something i cant even make it out lol ?
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Nah it's a Viper I think :)
Those big lights are the result of zooming in on the vehicle from distance, in this instance's case it's with the camera, but I notice it ingame when scoping or binoing.