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arma:modeling:lights [2007/07/04 11:27] – created lights initial page snakemanarma:modeling:lights [2024/08/01 09:33] (current) – links added. snakeman
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-====== Lights ======+====== ArmA 1 Lights ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 What determines the Lights in a Vehicle in a addon config. Is it the texture, or is it embedded in the model? What determines the Lights in a Vehicle in a addon config. Is it the texture, or is it embedded in the model?
  
-Armored_Sheep (BIS dev): There are several Lights possible:\\+Armored_Sheep (bis dev): There are several Lights possible:\\
 1) reflectors - those shine with visible cone volume. They are defined in config (class Reflectors) as described above + memory LOD points in named selections\\ 1) reflectors - those shine with visible cone volume. They are defined in config (class Reflectors) as described above + memory LOD points in named selections\\
-2) marker lights - usualy colored spotlights that can also blink, also defined in config (class MarkerLights)\\+2) marker lights - usually colored spotlights that can also blink, also defined in config (class MarkerLights)\\
 3) faces with textures that have shining material - those are animated using hiding their selection. This should be defined in model.cfg 3) faces with textures that have shining material - those are animated using hiding their selection. This should be defined in model.cfg
 +
arma/modeling/lights.1183548448.txt.gz · Last modified: 2007/07/10 09:52 (external edit)

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