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Material specularity is defined by a curve ( Bidirectional reflectance function) that says how much light is reflected under all angles. This affects the precision of the shadow. Shadow buffer makes one soft shadow map calculated on GCard for whole scene from the viewport. Also when ambient and diffuse settings of the material are not equal (and ForceDiffuse!=0) result color is not correct. This results in fact that speculars are still present in shadows. Engine just subtracts diffuse light value on places where stencil shadow volume appears. Stencil buffer shadows are sharp and they are added after the whole scene has been drawn. Shadows are calculated in ArmA engine two types, depending on values in Video options and each model setting. Values for shading calculations are combined from textures, effect bitmaps, engine light settings (config) and material settings (*.rvmat). More complex materials use per pixel normal orientation. It is similar to well known Goraud shading model. Simple materials count lighting per vertex by interpolating light direction between face edges (normals). O = direction of light (1= pixel is lit, 0= pixel is in shadow) S = specular (setting of material glossiness and specularity) It is always present at same intensity all over the scene and its value is done by overcast setting) Engine has just one light source of directional light - sun or moon.) D is calculated as max(L.N,0)*sunLightColor - where L is light direction, N is surface direction (normal)Ī = ambient lighting (color and intensity. In real time render we still have to simplify so Artist must understand how shading works in engine to be able to prepare the most realistic looking surfaces.ĪrmA engine counts lighting as T * (D.o + A) + S.oĭ = diffuse lighting (color, intensity and direction. I use these anims for immersion in all my missions, and will add more animated units as time goes on.Lighting and shading is what makes 3D scenes appealing. All the Jets animation code snippets can be directly posted into a Trigger "on act" field as well.įor example This way you could set the Deck Crew to only start anims once players/unit is in an actual aircraft. Pretty self explanatory, drop the composition in and copy/paste the code snippets from the various units. Tested in SP, Local Host and Dedicated Server, all animations work perfectly. SwitchMoves have a lot more animation options. One being the AmbientAnim function, the other being switchMove.
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Also, between them there are two different ways of anims.
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The first video in the gallery shows the composition contents.Īll the units have the required snippets of code in their Init fields. Completely vanilla, does not create dependencies. (F2) Compositions-> "Steam Subscribed Content" -> "Accessories" A simple set of "drop in" Ambient Animations. Vanilla - No dependencies This composition can be found under :
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