Material Templates: Difference between revisions

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=Basic material settings=
{{TOC|side}}
== Air ==
== Air ==
{|width=800px border=0  text-vallign=top| <!-- tabulka AIR -->
 
|[[File:Podklad vehicle air.jpg|200px]]
<!-- | [[File:Podklad vehicle air.jpg|200px|thumb]] -->
{| class="wikitable valign-top"
! Metal - Helicopter
! Glass
! Metal - Fighter
! Rubber
|-
|-
|
|
{|border=0|
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#9cb8ed|Kov - Helicopter
Ambient[] = { 1, 1, 1, 1 };
Metal - Helicopter
Diffuse[] = { 1, 1, 1, 1 };
|width=200px bgcolor=#9cb8ed|Sklo
ForcedDiffuse[] = { 0, 0, 0, 0 };
Glass
emmisive[] = { 0, 0, 0, 0 };
|width=200px bgcolor=#9cb8ed|Kov - Fighter
</syntaxhighlight>
Metal - Fighter
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#9cb8ed|Guma
specular[] = { 0.15 };
Rubber
</syntaxhighlight>
|-
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#d5d5d5| <!-- tabulka AIR / Kov Helicopter -->
specularPower = 90;
Ambient[]={1,1,1,1};
</syntaxhighlight>
Diffuse[]={1,1,1,1};
<syntaxhighlight lang="cpp">
ForcedDiffuse[]={0,0,0,0};
fresnel(1.36,0)
emmisive[]={0,0,0,0};
</syntaxhighlight>
<span style=color:red>specular[]=0.15;
{{hl|CA\data\env_land_co.tga}}


specularPower=90;
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 1.0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 1000;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnelGlass(2.1) // or
fresnel(0.81,2.2)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


fresnel(1.36,0)
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.15 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 90;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(2.68,3.69)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


CA\data\env_land_co.tga
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.05 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 8;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(3.48,0.03)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}
|}


|width=200px bgcolor=#d5d5d5| <!-- tabulka AIR / Sklo -->
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]=1;


specularPower=1000;
<!-- [[File:Podklad vehicle tracked.jpg|200px|thumb]] -->
 
== Tracked ==
fresnelGlass(2.1)
nebo fresnel(0.81,2.2)
 
CA\data\env_land_co.tga
 
|width=200px bgcolor=#d5d5d5| <!-- tabulka AIR / Kov Fighter -->
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]=0.15;
 
specularPower=90
 
fresnel(2.68,3.69)
 
CA\data\env_land_co.tga
 
|width=200px bgcolor=#d5d5d5| <!-- tabulka AIR / Guma -->
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]={0.05};
 
specularPower=8;
 
fresnel(3.48,0.03)
 
CA\data\env_land_co.tga
|}
|}


== Tracked ==
{| class="wikitable valign-top"
{|width=800px border=0  text-vallign=top| <!-- tabulka Tracked -->
! Metal
|[[File:Podklad vehicle tracked.jpg|200px]]
! Metal - cast iron
! Plastics
! Wood
|-
|-
|
|
{|border=0|
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#67a98e|Kov
Ambient[] = { 1, 1, 1, 1 };
Metal
Diffuse[] = { 1, 1, 1, 1 };
|width=200px bgcolor=#67a98e|Kov - litina
ForcedDiffuse[] = { 0, 0, 0, 0 };
Metal - cast iron
emmisive[] = { 0, 0, 0, 0 };
|width=200px bgcolor=#67a98e|Plasty
</syntaxhighlight>
Plastics
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#67a98e|Dřevo
specular[] = { 0.14 };
Wood
</syntaxhighlight>
|-
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#d5d5d5| <!-- tabulka Tracked / Kov -->
specularPower = 70;
Ambient[]={1,1,1,1};
</syntaxhighlight>
Diffuse[]={1,1,1,1};
<syntaxhighlight lang="cpp">
ForcedDiffuse[]={0,0,0,0};
fresnel(0.45,0.35)
emmisive[]={0,0,0,0};
</syntaxhighlight>
<span style=color:red>specular[]={0.14};
{{hl|CA\data\env_land_co.tga}}


specularPower=70;
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.14 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 30;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(0.45,0.35)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


fresnel(0.45,0.35)
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.05 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 40;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(0.75,0.8)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


CA\data\env_land_co.tga
|
 
<syntaxhighlight lang="cpp">
|width=200px bgcolor=#d5d5d5| <!-- tabulka Tracked / Kov litina -->
Ambient[] = { 1, 1, 1, 1 };
Ambient[]={1,1,1,1};
Diffuse[] = { 1, 1, 1, 1 };
Diffuse[]={1,1,1,1};
ForcedDiffuse[] = { 0, 0, 0, 0 };
ForcedDiffuse[]={0,0,0,0};
emmisive[] = { 0, 0, 0, 0 };
emmisive[]={0,0,0,0};
</syntaxhighlight>
<span style=color:red>specular[]=0.14};
<syntaxhighlight lang="cpp">
 
specular[] = { 0.01 };
specularPower=30;
</syntaxhighlight>
 
<syntaxhighlight lang="cpp">
fresnel(0.45,0.35)
specularPower = 60;
 
</syntaxhighlight>
CA\data\env_land_co.tga
<syntaxhighlight lang="cpp">
 
fresnel(0.45,0.35)
|width=200px bgcolor=#d5d5d5| <!-- tabulka Tracked / Plasty -->
</syntaxhighlight>
Ambient[]={1,1,1,1};
{{hl|CA\data\env_land_co.tga}}
Diffuse[]={1,1,1,1};
|}
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]={0.05};
 
specularPower=40
 
fresnel(0.75,0.8)
 
CA\data\env_land_co.tga
|width=200px bgcolor=#d5d5d5| <!-- tabulka Tracked / Dřevo -->
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]={0.01};
 
specularPower=60;


fresnel(0.45,0.35)
CA\data\env_land_co.tga
|}
|}


<!-- [[File:Podklad vehicle wheeled.jpg|200px|thumb]] -->
== Wheeled ==
== Wheeled ==
{|width=800px border=0  text-vallign=top| <!-- tabulka Wheeled -->
{| class="wikitable valign-top"
|[[File:Podklad vehicle wheeled.jpg|200px]]
! Metal - type HMMWV
! Metal - type GAZ Vodnik
! Car paint - New
! Car paint - Old
|-
|-
|
|
{|border=0|
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#df9a9a|Kov - typ HMMWV
Ambient[] = { 1, 1, 1, 1 };
Metal - type HMMWV
Diffuse[] = { 1, 1, 1, 1 };
|width=100px bgcolor=#df9a9a|Kov - typ GAZ Vodnik
ForcedDiffuse[] = { 0, 0, 0, 0 };
Metal - type GAZ Vodnik
emmisive[] = { 0, 0, 0, 0 };
|width=100px bgcolor=#df9a9a|Autolak - Nový
</syntaxhighlight>
Car paint - New
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#df9a9a|Autolak - Starý
specular[] = { 0.05 };
Car paint - Old
</syntaxhighlight>
|-
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#d5d5d5| <!-- tabulka Wheeled / Kov (typ Hmmvw)-->
specularPower = 30;
Ambient[]={1,1,1,1};
</syntaxhighlight>
Diffuse[]={1,1,1,1};
<syntaxhighlight lang="cpp">
ForcedDiffuse[]={0,0,0,0};
fresnel(7.53,5.44)
emmisive[]={0,0,0,0};
</syntaxhighlight>
<span style=color:red>specular[]={0.05};
{{hl|CA\data\env_land_co.tga}}


specularPower=30;
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.05 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 30;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(7.53,5.44)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


fresnel(7.53,5.44)
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.5 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 500;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(0.65,0.06)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


CA\data\env_land_co.tga
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.12 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 18;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(0.14,0.17)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}
|}


|width=100px bgcolor=#d5d5d5| <!-- tabulka Wheeled / Kov (typ UAZ) -->
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]={0.05};


specularPower=30;
<!-- [[File:Podklad soldier.jpg|200px|thumb]] -->
== Soldier ==


fresnel(7.53,5.44)
{| class="wikitable valign-top"
 
! Skin
CA\data\env_land_co.tga
! Eyes
 
! Eyes transparent
|width=100px bgcolor=#d5d5d5| <!-- tabulka Wheeled / Autolak -->
! Cloth
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]={0.5};
 
specularPower=500;
 
fresnel(0.65,0.06)
 
CA\data\env_land_co.tga
 
|width=100px bgcolor=#d5d5d5| <!-- tabulka Wheeled / Autolak OLD -->
Ambient[]={1,1,1,1};
Diffuse[]={1,1,1,1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red>specular[]={0.12};
 
specularPower=18;
 
fresnel(0.14,0.17)
 
CA\data\env_land_co.tga
 
|}
|}
 
== Soldier ==
{|width=800px border=0  text-vallign=top| <!-- tabulka Soldier -->
|[[File:Podklad soldier.jpg|200px]]
|-
|-
|
|
{|border=0|
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#fda03b|Kůže
Ambient[] = { 1, 1, 1, 1 };
Skin
Diffuse[] = { 0.78 };
|width=100px bgcolor=#fda03b|Oči
FDiffuse[] = { 0.32 / 0.5 };
Eyes
emmisive[] = { 0, 0, 0, 0 };
|width=100px bgcolor=#fda03b|Oči transparent
</syntaxhighlight>
Eyes transparent
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#fda03b|Látka
specular[] = { 0.2 };
Cloth
</syntaxhighlight>
|-
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#d5d5d5| <!-- tabulka Soldier / Kůže -->
specularPower = 8;
Ambient[]={1,1,1,1};
</syntaxhighlight>
Diffuse[]={0.78};
<syntaxhighlight lang="cpp">
FDiffuse[]={0.32/0.5};
fresnel(2.51,0)
emmisive[]={0,0,0,0};
</syntaxhighlight>
<span style=color:red >specular[]={0.2)
{{hl|CA\data\env_land_co.tga}}


specularPower=8;
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 0.7 };
ForcedDiffuse[] = { 0.3 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.28 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 850;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnelGlass(2.1)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


fresnel(2.51,0)
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 1 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 850;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(1.5,1.05)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


CA\data\env_land_co.tga
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.03 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 50;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(1.32,0.94)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}
|}


|width=100px bgcolor=#d5d5d5| <!-- tabulka Soldier / Oči -->
Ambient[]={1,1,1,1};
Diffuse[]={0.7};
ForcedDiffuse[]={0.3};
emmisive[]={0,0,0,0};
<span style=color:red >specular[]={0.28};


specularPower=850;
<!-- [[File:Podklad weapons.jpg|200px|thumb]] -->
 
== Weapons ==
fresnelGlass(2.1)
 
CA\data\env_land_co.tga
 
|width=100px bgcolor=#d5d5d5| <!-- tabulka Soldier / Oči transparent -->
Ambient[]={1,1,1,1};
Diffuse[]={1};
ForcedDiffuse[]={0};
emmisive[]={0,0,0,0};
<span style=color:red >specular[]={1};
 
specularPower=850;
 
fresnel(1.5,1.05)
 
CA\data\env_land_co.tga
 
|width=100px bgcolor=#d5d5d5| <!-- tabulka Soldier / Látka -->
Ambient[]={1};
Diffuse[]={1};
ForcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
<span style=color:red >specular[]={0.03};
 
specularPower=50;
 
fresnel(1.32,0.94)
 
CA\data\env_land_co.tga
|}
|}


== Weapons ==
{| class="wikitable valign-top"
{|width=800px border=0  text-vallign=top| <!-- tabulka Weapons -->
! Metal
|[[File:Podklad weapons.jpg|200px]]
! Plastic
! Wood
! Shell Casing
|-
|-
|
|
{|border=0|
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#5bb0bf|Kov
Ambient[] = { 1 };
Metal
Diffuse[] = { 1 };
|width=100px bgcolor=#5bb0bf|Plast
ForcedDiffuse[] = { 0 };
Plastic
emmisive[] = { 0 };
|width=100px bgcolor=#5bb0bf|Dřevo
</syntaxhighlight>
Wood
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#5bb0bf|Nábojnice
specular[] = { 0.16 };
Shell casing
</syntaxhighlight>
|-
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#d5d5d5| <!-- tabulka Weapons / Kov -->
specularPower = 100;
Ambient[]={1};
</syntaxhighlight>
Diffuse[]={1};
<syntaxhighlight lang="cpp">
ForcedDiffuse[]={0};
fresnel(4.01,2.86)
emmisive[]={0};
</syntaxhighlight>
<span style=color:red >specular[]={0.16};
{{hl|CA\data\env_land_co.tga}}


specularPower=100;
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.09 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 35;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(1.5,1.22)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


fresnel(4.01,2.86)
|
<syntaxhighlight lang="cpp">
Ambient[] = { 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0 };
emmisive[] = { 0 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specular[] = { 0.16 };
</syntaxhighlight>
<syntaxhighlight lang="cpp">
specularPower = 45;
</syntaxhighlight>
<syntaxhighlight lang="cpp">
fresnel(1.5,0.45)
</syntaxhighlight>
{{hl|CA\data\env_land_co.tga}}


CA\data\env_land_co.tga
|
 
<syntaxhighlight lang="cpp">
|width=100px bgcolor=#d5d5d5| <!-- tabulka Weapons / Plast -->
Ambient[] = { 1 };
Ambient[]={1,1,1,1};
Diffuse[] = { 1 };
Diffuse[]={1,1,1,1};
ForcedDiffuse[] = { 0 };
ForcedDiffuse[]={0,0,0,0};
emmisive[] = { 0 };
emmisive[]={0,0,0,0};
</syntaxhighlight>
<span style=color:red >specular[]={0.09};
<syntaxhighlight lang="cpp">
 
specular[] = { 1,0.5,0.25 };
specularPower=35;
</syntaxhighlight>
 
<syntaxhighlight lang="cpp">
fresnel(1.5,1.22)
specularPower = 800;
 
</syntaxhighlight>
CA\data\env_land_co.tga
<syntaxhighlight lang="cpp">
 
fresnel(0.87,10)
|width=100px bgcolor=#d5d5d5| <!-- tabulka Weapons / Dřevo -->
</syntaxhighlight>
Ambient[]={1};
{{hl|CA\data\env_land_co.tga}}
Diffuse[]={1};
ForcedDiffuse[]={0};
emmisive[]={0};
<span style=color:red >specular[]={0.16};
 
specularPower=45;
 
fresnel(1.5,0.45)
 
CA\data\env_land_co.tga
 
|width=100px bgcolor=#d5d5d5| <!-- tabulka Weapons / Nábojnice -->
Ambient[]={1};
Diffuse[]={1};
ForcedDiffuse[]={0};
emmisive[]={0};
<span style=color:red >specular[]={1,0.5,0.25};
 
specularPower=800;
 
fresnel(0.87,10)
 
CA\data\env_land_co.tga
|}
|}
|}

Latest revision as of 21:07, 8 August 2024

Air

Metal - Helicopter Glass Metal - Fighter Rubber
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.15 };
specularPower = 90;
fresnel(1.36,0)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 1.0 };
specularPower = 1000;
fresnelGlass(2.1) // or
fresnel(0.81,2.2)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.15 };
specularPower = 90;
fresnel(2.68,3.69)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.05 };
specularPower = 8;
fresnel(3.48,0.03)

CA\data\env_land_co.tga


Tracked

Metal Metal - cast iron Plastics Wood
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.14 };
specularPower = 70;
fresnel(0.45,0.35)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.14 };
specularPower = 30;
fresnel(0.45,0.35)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.05 };
specularPower = 40;
fresnel(0.75,0.8)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.01 };
specularPower = 60;
fresnel(0.45,0.35)

CA\data\env_land_co.tga


Wheeled

Metal - type HMMWV Metal - type GAZ Vodnik Car paint - New Car paint - Old
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.05 };
specularPower = 30;
fresnel(7.53,5.44)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.05 };
specularPower = 30;
fresnel(7.53,5.44)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.5 };
specularPower = 500;
fresnel(0.65,0.06)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.12 };
specularPower = 18;
fresnel(0.14,0.17)

CA\data\env_land_co.tga


Soldier

Skin Eyes Eyes transparent Cloth
Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 0.78 };
FDiffuse[] = { 0.32 / 0.5 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.2 };
specularPower = 8;
fresnel(2.51,0)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 0.7 };
ForcedDiffuse[] = { 0.3 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.28 };
specularPower = 850;
fresnelGlass(2.1)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 1 };
specularPower = 850;
fresnel(1.5,1.05)

CA\data\env_land_co.tga

Ambient[] = { 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.03 };
specularPower = 50;
fresnel(1.32,0.94)

CA\data\env_land_co.tga


Weapons

Metal Plastic Wood Shell Casing
Ambient[] = { 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0 };
emmisive[] = { 0 };
specular[] = { 0.16 };
specularPower = 100;
fresnel(4.01,2.86)

CA\data\env_land_co.tga

Ambient[] = { 1, 1, 1, 1 };
Diffuse[] = { 1, 1, 1, 1 };
ForcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 0 };
specular[] = { 0.09 };
specularPower = 35;
fresnel(1.5,1.22)

CA\data\env_land_co.tga

Ambient[] = { 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0 };
emmisive[] = { 0 };
specular[] = { 0.16 };
specularPower = 45;
fresnel(1.5,0.45)

CA\data\env_land_co.tga

Ambient[] = { 1 };
Diffuse[] = { 1 };
ForcedDiffuse[] = { 0 };
emmisive[] = { 0 };
specular[] = { 1,0.5,0.25 };
specularPower = 800;
fresnel(0.87,10)

CA\data\env_land_co.tga