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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
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@ -1,9 +1,9 @@
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ambient[] = {0.2, 0.8, 0.1, 1};
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diffuse[] = {0.2, 0.8, 0.1, 1};
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forcedDiffuse[] = {0.2, 0.8, 0.1, 1};
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emmisive[] = {0.2, 0.8, 0.1, 1};
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specular[] = {0.0, 0.0, 0.0, 0.0};
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specularPower = 0.0;
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ambient[] = {1.0, 1.0, 1.0, 1.0};
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diffuse[] = {1.0, 1.0, 1.0, 1.0};
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forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
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emmisive[] = {100, 500, 100, 1.0};
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specular[] = {0.0, 0.0, 0.0, 1.0};
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specularPower = 100;
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renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
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PixelShaderID = "Normal";
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VertexShaderID = "Basic";
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@ -1,9 +1,9 @@
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ambient[] = {0.8, 0.1, 0.1, 1};
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diffuse[] = {0.8, 0.1, 0.1, 1};
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forcedDiffuse[] = {0.8, 0.1, 0.1, 1};
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emmisive[] = {0.8, 0.1, 0.1, 1};
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specular[] = {0.0, 0.0, 0.0, 0.0};
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specularPower = 0.0;
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ambient[] = {1.0, 1.0, 1.0, 0.1};
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diffuse[] = {1.0, 1.0, 1.0, 1.0};
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forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
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emmisive[] = {1000, 100, 10, 1.0};
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specular[] = {0.0, 0.0, 0.0, 1.0};
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specularPower = 100;
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renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
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PixelShaderID = "Normal";
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VertexShaderID = "Basic";
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@ -1,9 +1,9 @@
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ambient[] = {1, 0.98, 0.137, 1};
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diffuse[] = {1, 0.98, 0.137, 1};
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forcedDiffuse[] = {1, 0.98, 0.137, 1};
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emmisive[] = {1, 0.98, 0.137, 1};
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specular[] = {0.0, 0.0, 0.0, 0.0};
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specularPower = 0.0;
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ambient[] = {1.0, 1.0, 1.0, 0.1};
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diffuse[] = {1.0, 1.0, 1.0, 1.0};
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forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
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emmisive[] = {1000, 1000, 0.0, 1.0};
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specular[] = {0.0, 0.0, 0.0, 1.0};
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specularPower = 100;
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renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
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PixelShaderID = "Normal";
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VertexShaderID = "Basic";
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@ -6,13 +6,13 @@
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#define _ARMA_
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//Class weapons : Data\bullettracer\Data\tracer_green.rvmat{
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ambient[] = {1.0,1.0,1.0,3.25};
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ambient[] = {1.0, 1.0, 1.0, 1.0};
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diffuse[] = {1.0, 1.0, 1.0, 1.0};
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forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
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emmisive[] = {1.0,1.0,1.0,1.0};
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emmisive[] = {100, 500, 100, 1.0};
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specular[] = {0.0, 0.0, 0.0, 1.0};
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specularPower = 1.0;
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renderFlags[] = {"NoZWrite","AddBlend"};
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specularPower = 100;
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renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
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PixelShaderID = "Normal";
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VertexShaderID = "Basic";
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//};
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@ -6,13 +6,13 @@
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#define _ARMA_
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//Class weapons : Data\bullettracer\Data\tracer_red.rvmat{
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ambient[] = {1.0,1.0,1.0,3.25};
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ambient[] = {1.0, 1.0, 1.0, 0.1};
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diffuse[] = {1.0, 1.0, 1.0, 1.0};
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forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
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emmisive[] = {1.0,1.0,1.0,1.0};
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emmisive[] = {1000, 100, 10, 1.0};
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specular[] = {0.0, 0.0, 0.0, 1.0};
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specularPower = 1.0;
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renderFlags[] = {"NoZWrite","AddBlend"};
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specularPower = 100;
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renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
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PixelShaderID = "Normal";
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VertexShaderID = "Basic";
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//};
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#define _ARMA_
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//Class weapons : Data\bullettracer\Data\tracer_yellow.rvmat{
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ambient[] = {1.0,1.0,1.0,3.25};
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ambient[] = {1.0, 1.0, 1.0, 0.1};
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diffuse[] = {1.0, 1.0, 1.0, 1.0};
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forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0};
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emmisive[] = {1.0,1.0,1.0,1.0};
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emmisive[] = {1000, 1000, 0.0, 1.0};
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specular[] = {0.0, 0.0, 0.0, 1.0};
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specularPower = 1.0;
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renderFlags[] = {"NoZWrite","AddBlend"};
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specularPower = 100;
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renderFlags[] = {"NoZWrite", "NoAlphaWrite", "AddBlend"};
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PixelShaderID = "Normal";
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VertexShaderID = "Basic";
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//};
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