Add white tracers, adjust red, green, yellow

- Green, Red, and Yellow tracers have been adjusted a little and show up
better in daylight now
- Added White tracers for bullets and shells
This commit is contained in:
Drofseh 2018-01-18 04:26:53 -08:00
parent 294eb1872f
commit 79c68dd39d
14 changed files with 87 additions and 36 deletions

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@ -20,6 +20,7 @@ class CfgAmmo {
class B_556x45_Ball_Tracer_Red: B_556x45_Ball {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
class B_556x45_Ball_Tracer_Green: B_556x45_Ball {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green
class B_556x45_Ball_Tracer_Yellow: B_556x45_Ball {model = PATHTOF(ace_TracerYellow2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_yellow
// class B_556x45_Ball_Tracer_White: B_556x45_Ball {model = PATHTOF(ace_TracerWhite2.p3d);}; //New class for testing
class B_65x39_Caseless: BulletBase {model = PATHTOF(ace_TracerRed2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_red
class B_65x39_Caseless_green: B_65x39_Caseless {model = PATHTOF(ace_TracerGreen2.p3d);}; //Replaces \A3\Weapons_f\Data\bullettracer\tracer_green

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@ -15,3 +15,27 @@ class CfgPatches {
};
#include "CfgAmmo.hpp"
// CfgMagazines and CfgWeapons are included for testing only and may be removed for release version.
// There is also an ammo class B_556x45_Ball_Tracer_White commented out in CfgAmmo
// this should also be uncommented when testing white tracers.
/*
class CfgMagazines {
class 200Rnd_556x45_Box_Tracer_F;
class 200Rnd_556x45_Box_Green_F : 200Rnd_556x45_Box_Tracer_F {
ammo = "B_556x45_Ball_Tracer_Green";
displayName = "5.56 mm 200Rnd Tracer (Green) Box";
};
class 200Rnd_556x45_Box_White_F : 200Rnd_556x45_Box_Tracer_F {
ammo = "B_556x45_Ball_Tracer_White";
displayName = "5.56 mm 200Rnd Tracer (White) Box";
};
};
class CfgWeapons {
class LMG_03_base_F;
class LMG_03_F : LMG_03_base_F {
magazines[] = {"200Rnd_556x45_Box_F","200Rnd_556x45_Box_Red_F","200Rnd_556x45_Box_Tracer_F","200Rnd_556x45_Box_Tracer_Red_F","200Rnd_556x45_Box_Green_F","200Rnd_556x45_Box_White_F"};
};
};
*/

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@ -1,9 +1,9 @@
ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
emmisive[] = {100, 500, 100, 1};
specular[] = {0, 0, 0, 1};
specularPower = 100;
ambient[] = {0.2, 0.8, 0.1, 1};
diffuse[] = {0.2, 0.8, 0.1, 1};
forcedDiffuse[] = {0.2, 0.8, 0.1, 1};
emmisive[] = {100, 400, 100, 1};
specular[] = {0, 0, 0, 0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

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@ -1,9 +1,9 @@
ambient[] = {1, 1, 1, 0.1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
ambient[] = {0.8, 0.1, 0.1, 1};
diffuse[] = {0.8, 0.1, 0.1, 1};
forcedDiffuse[] = {0.8, 0.1, 0.1, 1};
emmisive[] = {1000, 100, 10, 1};
specular[] = {0, 0, 0, 1};
specularPower = 100;
specular[] = {0, 0, 0, 0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

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@ -0,0 +1,9 @@
ambient[] = {1, 0.98, 0.98, 1};
diffuse[] = {1, 0.98, 0.98, 1};
forcedDiffuse[] = {1, 0.98, 0.98, 1};
emmisive[] = {250, 250, 400, 1};
specular[] = {0, 0, 0, 0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

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@ -1,9 +1,9 @@
ambient[] = {1, 1, 1, 0.1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
emmisive[] = {1000, 1000, 0, 1};
specular[] = {0, 0, 0, 1};
specularPower = 100;
ambient[] = {1, 0.98, 0.137, 1};
diffuse[] = {1, 0.98, 0.137, 1};
forcedDiffuse[] = {1, 0.98, 0.137, 1};
emmisive[] = {500, 500, 0, 1};
specular[] = {0, 0, 0, 0};
specularPower = 0.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

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@ -6,12 +6,12 @@
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_green.rvmat{
ambient[] = {1, 1, 1, 1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
emmisive[] = {100, 500, 100, 1};
specular[] = {0, 0, 0, 1};
specularPower = 100;
ambient[] = {1,1,1,3.25};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {100, 400, 100, 1};
specular[] = {0,0,0,1};
specularPower = 1.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

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@ -6,12 +6,12 @@
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_red.rvmat{
ambient[] = {1, 1, 1, 0.1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
ambient[] = {1,1,1,3.25};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {1000, 100, 10, 1};
specular[] = {0, 0, 0, 1};
specularPower = 100;
specular[] = {0,0,0,1};
specularPower = 1.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

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@ -0,0 +1,18 @@
////////////////////////////////////////////////////////////////////
//Produced from mikero's Dos Tools using dll 3.17
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_yellow.rvmat{
ambient[] = {1,1,1,3.25};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {250, 250, 400, 1};
specular[] = {0,0,0,1};
specularPower = 1.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};

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@ -6,14 +6,13 @@
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_yellow.rvmat{
ambient[] = {1, 1, 1, 0.1};
diffuse[] = {1, 1, 1, 1};
forcedDiffuse[] = {0, 0, 0, 0};
emmisive[] = {1000, 1000, 0, 1};
specular[] = {0, 0, 0, 1};
specularPower = 100;
ambient[] = {1,1,1,3.25};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {500, 500, 0, 1};
specular[] = {0,0,0,1};
specularPower = 1.0;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};