Synide – User talk

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Revision as of 13:20, 12 September 2007 by Synide (talk | contribs)
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The following is temporary...


This is my init.sqf file I use in all my missions. It correctly identifies in what context the init.sqf file is being run.

/* Synide 11/6/2007 v1.0 Things to note... If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn. If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission and select a new playable character or the same playable character you will become a 'JIP_CLIENT'. If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends. */ //init.sqf debug=false; if (isServer) then { if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";}; }else{ if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";}; }; call compile preprocessFileLineNumbers "scripts\common\init.sqf"; call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context]; processInitCommands; finishMissionInit;

Things to note about the above for MP only.

  • If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn.
  • If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
  • If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.



Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures.

As written in http://community.bistudio.com/wiki/ArmA:_RVMAT value of each pixel is calculated with RVMAT values and engine lighting values.

Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular.

When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values.

Specular Map info. from Armoured Sheep

Shadow Volume info from Armoured Sheep