The lighting is painted by hand to get color variation, but you could use baked AO as a base. The math is just PixelColor*(VertexColor*2) so 0 is black, 127 is unlit, and 255 is blown out brightness. The idea is to use it for handheld spec stuff and allow vertex colors to be used as vivid lighting.
[ame] http://www.youtube.com/watch?v=M3hFN8UrBPw[/ame] Halo ambient? I never played the games and I can hum the theme song - I consider forgetable ambient tracks like the Noland Batman films, queue up dramatic arpeggio number 556.
Ok finally got an answer on crydev. r_SSReflections = 0 or r_SSReflCutoff = 0.5 those are the cvars. The top one completely disables it, and the bottom one defines the min gloss level that the RLR is enabled at. (cvar values from 0-1 translate to 0-255 in the gloss slider)
You may be hitting the max buffer size in the engine rather than hitting the default limit of 500 particles as Santewi is mentioning. See the link below for a fix. http://forums.epicgames.com/threads/761446-Max-Particle-emission-515?p=27905409&viewfull=1#post27905409
Why don't you implement one by yourself ? I mean you can add a fresnel equation on a classic blinn phong shader. http://www.thetenthplanet.de/archives/255 here's a good link. I did implement on myself ( not quite this one) for maya and that quite simple.
Combining normalmaps: Open one of them. Copy the other one into a layer above the first and set it to overlay. Use Levels and set the blue channel output for that layer from 0-255 to 0-127. Merge down. Use the NVidia normalmap tools with "normalize only".
GTX580 just came out the other day, seems a bit pricey though starting at $550 (considering its just a refresh of a year old card), and power consumption is the same as 480 :-/ . Hopefully when Kepler comes out they'll have finally got the power consumption down to more manageable levels.
That's... not a normal map. It's just 128, 128, 255 blue with the displacement subtracted from the red/green channels? If you want to make a normal map from a heightmap, go use something like nVidia's normal map filter, but it won't be as good a normal map as say high poly modelling the dartboard and baking it.
to work it out.. 1/255 * <whatever number you have> the cutoffs they list are per channel - not an average. so no individual channel should exceed 140 or drop below 35 (or whatever) and yes - you should be able to invert roughness to get glossiness - it's a linear image so there won't be any wacky behaviour
my system is almost exactly the same as yours Sen, cept I have a 550 Ti. when I played around earlier today it ran fine on high. ARMA lags when you try to have battles with more then 20 or so AI controlled units, and theres a lot of gunfire goin on.