CfgLights – Arma 3
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m (Attenuation subclass) |
Lou Montana (talk | contribs) (Added more infos coming from Reyhard) |
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class CfgLights | class CfgLights | ||
{ | { | ||
color[] = {0,0,1,1}; | color[] = {0,0,1,1}; // Array of RGBA | ||
ambient[] = {0,0.25,1,0.5}; // Array of RGBA | ambient[] = {0,0.25,1,0.5}; // Array of RGBA | ||
intensity = 25; // Finite number between 0 and 1e10 | intensity = 25; // Finite number between 0 and 1e10 | ||
brightness = 0.1; // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2 | brightness = 0.1; // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2 | ||
class Attenuation { | class Attenuation { | ||
start = 1; // | start = 1; // distance with 100% intensity, falloff starts here | ||
constant = 1; // | constant = 1; // constant attenuation coef | ||
linear = 1; // | linear = 1; // linear attenuation coef | ||
quadratic = 1; // | quadratic = 1; // quadratic attenuation coef | ||
hardLimitStart = 1e20*0.7; // | hardLimitStart = 1e20*0.7; // max distance hard limit start (start of fading of intensity to 0) in meter – default is (1e20 * 0.7) | ||
hardLimitEnd = 1e20; // | hardLimitEnd = 1e20; // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20 | ||
}; | }; | ||
dayLight = 1; // | disabledInPIP = 0; // boolean (0/1). Is light rendered in PiP (e.g in car mirrors) | ||
useFlare = 1; // | dayLight = 1; // boolean (0/1). Is light shown during daylight. | ||
flareSize = 1; // | useFlare = 1; // boolean (0/1). Is light having a flare effect | ||
flareMaxDistance = 600; // | flareSize = 1; // Default is 1 | ||
flareMaxDistance = 600; // Default is 600 | |||
priority = 999; // Lights with higher priority are selected first (in case of too many lights in the scene) | |||
/* unknown or undocumented parameters */ | |||
// outerAngle = 5.0; // outer angle in degrees | |||
// innerAngle = 1.0; // inner angle in degrees | |||
// fadeCoef = 1.0; // fade coefficient between inner and outer angle (1.0f = linear) | |||
} | } | ||
Revision as of 16:17, 21 February 2018
CfgLights
Here is a template with some descriptions:
class CfgLights { color[] = {0,0,1,1}; // Array of RGBA ambient[] = {0,0.25,1,0.5}; // Array of RGBA intensity = 25; // Finite number between 0 and 1e10 brightness = 0.1; // Only used if intensity isn't set. Also deprecated. intensity = (brightness*50)^2 class Attenuation { start = 1; // distance with 100% intensity, falloff starts here constant = 1; // constant attenuation coef linear = 1; // linear attenuation coef quadratic = 1; // quadratic attenuation coef hardLimitStart = 1e20*0.7; // max distance hard limit start (start of fading of intensity to 0) in meter – default is (1e20 * 0.7) hardLimitEnd = 1e20; // max distance hard limit end (end of fading of intensity to 0) in meter – default is 1e20 }; disabledInPIP = 0; // boolean (0/1). Is light rendered in PiP (e.g in car mirrors) dayLight = 1; // boolean (0/1). Is light shown during daylight. useFlare = 1; // boolean (0/1). Is light having a flare effect flareSize = 1; // Default is 1 flareMaxDistance = 600; // Default is 600 priority = 999; // Lights with higher priority are selected first (in case of too many lights in the scene) /* unknown or undocumented parameters */ // outerAngle = 5.0; // outer angle in degrees // innerAngle = 1.0; // inner angle in degrees // fadeCoef = 1.0; // fade coefficient between inner and outer angle (1.0f = linear) }