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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3

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I downloaded and istalled the mod with Six but HOW TO Install ARMA 2 ADDONS IN ARMA 3??

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I downloaded and istalled the mod with Six but HOW TO Install ARMA 2 ADDONS IN ARMA 3??

...@SomeModFolder;d:\BohemiaInteractive\ArmA2\@YourArmA2ModFolder;@SomeOtherMod...

(or whatever your actual ArmA2 path is :))

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Is that even necessary? I thought the latest SIX version auto-detects your Arma2 content.

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Is that even necessary? I thought the latest SIX version auto-detects your Arma2 content.

He didn't say ArmA2 content, he said ArmA2 addons :) which I'm taking to mean 3rd party addons.

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He didn't say ArmA2 content, he said ArmA2 addons :) which I'm taking to mean 3rd party addons.

Never mind me then. ;)

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So if i want to play ARMA 2 CONTENT AND ADDONS.I JUST INSTALL ARMA 2 GAME IN MY COMPUTER AND I'LL FIND ALL CONTENT IN ARMA 3?

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I put all my mod/addons onto one of my external 1tb hdd’s, leaving just the ai pbo mix I have in the actual a2 game folder. No trouble with pulling them off the hdd when needed for the game, no slowing down, lag or anything.

PWS does auto detect more or less everything arma related (nosy).

Anyhow, anyone not too sure what to do with 'Play With Six' concerning finding your mod/addons;

Open PWS, top right of the screen open ‘tools’ then click ‘settings’, then go to the bottom of the panel that opens and click ‘Game settings’, here you will find the areas to fill in for your mod locations, packs etc, just alter to suit.

There’s params there also but really unless you just need ‘nosplash’ & world=empty’ game params don’t seem to help much i.e. number of cores etc, it auto detects most things now..

May help some..;)

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lol eventually came up with something that does not look unlike a sandstorm.

will cut a little video later.

9AC392D3D77F2AFA170D22FBC6C196E27D618F44

09EABBD8EAE9484983166E5DAD42B0C8D461C397

552E388ABC417C0042A221BA816B06C9BD345496

60DCE4D7BC258258EFBE19D5B68FB090CE96BED1

8B9A46D3C7EF315829CAA8A187DA8083A44A6944

Edited by Fabio_Chavez

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so this works with arma 1 aswell?if so how does sahrani look like

Edited by papoose244

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hey kju,

on the lighting config: is it theoretically possible to change the values in realtime? like from a script or with a GUI with sliders or something?

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hey kju,

on the lighting config: is it theoretically possible to change the values in realtime? like from a script or with a GUI with sliders or something?

Nice images Fabio :) can you post up your settings please?

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Nice images Fabio :) can you post up your settings please?

the screenshots where taken on the DEV build, wich is relevant because it has the updated haze(fog).

all i did was basicly put this value in every lighting class from 0-32: "fogColor[] = {0.086,0.067,0.032};"

later on i did test with a little more red, wich looked a little bit better maybe.

there are some things that could be improved, since a sandstorms seem not to be uniformed in appearance but rather changing color, density, diffusion etc depending on overcast and sun angle...

-the haze should be more or less orange/reddish depending on the angle of the sun, lower sun = passing more atmosphere = more red light

-in the screenshot there is only 30% or 40% overcast, this makes it possible to have a nice sun halo, but the shadows on the ground are too hard, too much overcast on the other hand are not neccesarily what a sandstorm looks like (might be cloudy and sandy at the same time, but its less likely in deserts though)

-colors of the sky and clouds should be tweaked too

here you can see the problem:

few overcast = more halo but also harder shadows

5BBF18AF75661EA403C030207C8DC3E9730FC8EC

much overcast = diffuse lighting is more natural but no halo (and btw here it shows that the color of the sky needs to be adjusted to the sand)

D38B67085914F423F5995008A90C1A5D466FAE79

and by the way, the suprisingly pretty results of such minor tweaks made me come to the conclusion that Arma3 totally crys for a sandstorm mod... should be achievable mostly by configs and maybe some subtle particle effects would do it.

it also has the positive effect of drastically increasing the fps count, while looking perfectly like intendet :)

p.s. sorry i how this is not considered highjacking the thread? oO

p.s. and aaaahh i totally forgot, besides the sandstorm thing, imho this color value should also perfectly suitable for the standard basic distance fog (as oposing to "haze", meaning EXTRA fog) on takistan etc

Edited by Fabio_Chavez

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p.s. sorry i how this is not considered highjacking the thread? oO

I wouldn't have thought so.

The results look good and would certainly also benefit from a sound and particle effects script on top but I would suggest that's a mission maker's prerogative.

So are we proposing that this fog colouration should be included in AiA for say Takistan, Zargabad and Desert Islands?

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With AIA here & Nim Weather Sandstorm, Sand_wind or both. Could possibly look o.k. with the right lighting and effects, also different intensity of storms.

Works fine in A3, not sure who made nim_weather though..:confused:

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@defunkt: even if this would be a desireable decision, the fog colour alone might not be the only parameter that needs to be adjusted, its more complicated if you want the whole lighting for a map adjusted!

@chrisB: sounds intressting

--------------------------------------------------------------------------------------

i wanted make a video with takistan and the tweaked fog colour

but there is this strange bug again where terrain is drawn invisible. the videos where made with no (extra) fog and with 12k viewdistance!

it also occurs without tweaked lighting, therefore everybody may have it, can anybody confirm?

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@defunkt:

it also occurs without tweaked lighting, therefore everybody may have it, can anybody confirm?

Hmm, no can't confirm, I get the full viewdistance rendered

Edit: Just realized that I haven't checked it with the latest patch yet.

Edited by PurePassion

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I tried adding "@CBA_CO" to the PWS preset but it refuses to add it, probably because it's not an Arma 3 mod. Any way to make it work in a simple way (so a community can use it directly through a yml rather than having to go through something they'll never figure out how to do correctly?).

EDIT: Seems like the preset took a little while to get updated after I changed the yml file. But in any case, @CBA_CO should be enough or do I need @CBA_A2 and @CBA_OA as well?

In any case, even when they are in the preset, they seem to never get actually launched, and the "missing cba_a2" message still appears.

Is the game playable (as in, no additional bugs will appear) when the cbas are missing? At least if we all we use from A2/OA is the islands?

Edited by galzohar

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Nim sandstorm..

http://imageshack.us/a/img687/8264/arma320130417225016177.png

http://imageshack.us/a/img521/9/arma320130417211222224.png

________

Take On Helicopter, with AIA, nice comfy flying with great performance, air battles seem inviting now..;)

http://imageshack.us/a/img542/6995/arma320130417234728982.png

Edited by ChrisB

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Nim sandstorm..

http://imageshack.us/a/img687/8264/arma320130417225016177.png

http://imageshack.us/a/img521/9/arma320130417211222224.png

________

Take On Helicopter, with AIA, nice comfy flying with great performance, air battles seem inviting now..;)

http://imageshack.us/a/img542/6995/arma320130417234728982.png

actually been playing around with the nim weather allready :P

the sandstorm effects are overwriting the global fog though and the sand wind effect is a bit simple, is there a workaround how thats stops the sandstorm effects from overwriting global fog?

EDIT: nevermind figured it out

Edited by Fabio_Chavez

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p.s. sorry for spamming but i have two more questions:

-is it possible to have a smoother transition between hard shadows and no shadows?

to see what i mean:

-is it possible to force city lights on at daytime?

good night

D8C1C3F13A10AE187254456110E0C8330EB02E35

78BEBEFF047E5291D0F81A5E9668971AD51F3AEB

Edited by Fabio_Chavez

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very impressive work Fabio_Chavez :)

I am fine with you posting your WIP updates and questions in here - they look awesome :bounce3:

in terms of easier workflow - this is why I suggested to test the said SQF commands;

they might allow real time tweaking. try to adjust them with the ingame console.

@ galzohar

Try asking in the CBA thread.

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I tried adding "@CBA_CO" to the PWS preset but it refuses to add it, probably because it's not an Arma 3 mod. Any way to make it work in a simple way (so a community can use it directly through a yml rather than having to go through something they'll never figure out how to do correctly?).

EDIT: Seems like the preset took a little while to get updated after I changed the yml file. But in any case, @CBA_CO should be enough or do I need @CBA_A2 and @CBA_OA as well?

In any case, even when they are in the preset, they seem to never get actually launched, and the "missing cba_a2" message still appears.

Is the game playable (as in, no additional bugs will appear) when the cbas are missing? At least if we all we use from A2/OA is the islands?

SU and PwS block mods by default that are for other games, a solution is in the works.

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Thanks kju!!

i got 2 more questions right on hand:

-is it possible to turn streetlights and vehicle lights on at daytime? only found people trying to do the other way around (turning streetlights off at night)

-since there seem to be only two shadow conditions, like above and below 60% overcast, is it possible to alter the shadow, like softing the edges or lighten it up a bit?

and besides that can you give me an example of what i could try to put into the console to change any parameter of the lighting config? and what is the deal with the rgb values exactly, why is it like "0.xxx,0.xxx,0.xxx" is it like "the tone of the colour depends on ratio, relative to eachother? and the hight of the absolute number is transparency? like "0.9,0.0,0.0" is really really red and "0.0009,0.0,0.0" is the same tone only with less saturation?? could i go like "1.0," too?

or that was more than 2 question :}

p.s. and can anyone tell me wich the variable in this particle effect script is that determines the size (diameter) of the particle effect? ----> http://pastebin.com/ZmwrqUfQ

EDIT: nevermind found an old comment of you somewhere when you explained particle effects ParticleArray to somebody :P

Edited by Fabio_Chavez

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