tracer adjustment initial commit

- allows ACE tracers to function properly at night
- all tracer rvmat's values have been changed to be closer or the same
as vanilla tracer rvmat values for the same tracer colour
- ace_shell_tracer_red is now a copy of ace_shell_tracer_yellow, but
using the red texture and rvmat.
This is because it had a completely different model then the other
ace_shell_tracer_xx models that was large, fuzzy, and translucent. it
made red tank tracers look like a big red cloud flying through the air.
* the new values for the rvmat's aren't perfect, but they work I will
probably tweak and test a little more
This commit is contained in:
Drofseh 2018-01-17 04:06:31 -08:00
parent 5e396a3793
commit cf5ada14cb
7 changed files with 40 additions and 39 deletions

View File

@ -1,9 +1,9 @@
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[] = {0.2, 0.8, 0.1, 1};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {100, 500, 100, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 100;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

View File

@ -1,9 +1,9 @@
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[] = {0.8, 0.1, 0.1, 1};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
ambient[] = {1.0, 1.0, 1.0, 0.1};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {1000, 100, 10, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 100;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

View File

@ -1,9 +1,9 @@
ambient[] = {1, 0.98, 0.137, 1};
diffuse[] = {1, 0.98, 0.137, 1};
forcedDiffuse[] = {1, 0.98, 0.137, 1};
emmisive[] = {1, 0.98, 0.137, 1};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
ambient[] = {1.0, 1.0, 1.0, 0.1};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {1000, 1000, 0.0, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 100;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";

View File

@ -6,13 +6,13 @@
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_green.rvmat{
ambient[] = {1.0,1.0,1.0,3.25};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {1.0,1.0,1.0,1.0};
specular[] = {0.0,0.0,0.0,1.0};
specularPower = 1.0;
renderFlags[] = {"NoZWrite","AddBlend"};
ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {100, 500, 100, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 100;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};

View File

@ -6,13 +6,13 @@
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_red.rvmat{
ambient[] = {1.0,1.0,1.0,3.25};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {1.0,1.0,1.0,1.0};
specular[] = {0.0,0.0,0.0,1.0};
specularPower = 1.0;
renderFlags[] = {"NoZWrite","AddBlend"};
ambient[] = {1.0, 1.0, 1.0, 0.1};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {1000, 100, 10, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 100;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};

View File

@ -6,13 +6,14 @@
#define _ARMA_
//Class weapons : Data\bullettracer\Data\tracer_yellow.rvmat{
ambient[] = {1.0,1.0,1.0,3.25};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {1.0,1.0,1.0,1.0};
specular[] = {0.0,0.0,0.0,1.0};
specularPower = 1.0;
renderFlags[] = {"NoZWrite","AddBlend"};
ambient[] = {1.0, 1.0, 1.0, 0.1};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
emmisive[] = {1000, 1000, 0.0, 1.0};
specular[] = {0.0, 0.0, 0.0, 1.0};
specularPower = 100;
renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";
//};