CalamityUSSOCOM 11 Posted June 2, 2013 Thanks for the great addon kju! Share this post Link to post Share on other sites
fabio_chavez 103 Posted June 2, 2013 ;2406194']---------- Post added at 05:01 PM ---------- Previous post was at 04:53 PM ---------- [/color]Updated lighting testing addon to latest stable: https://dev-heaven.net/attachments/download/20685/TEST_Lighting_v2.7z http://dailydoseofcute.net/wp-content/uploads/iFNspsnQ8Zi5r.gif (1250 kB) Share this post Link to post Share on other sites
galzohar 31 Posted June 2, 2013 I know the intention of this mod is to create ArmA2 in the A3 engine............. however an offshoot of a standalone working islands pack without any units or vehicles that works in A3 would be very much appreciated and am sure welcomed by a lot of the community. Especially now that we know A3 Beta is only going to include Stratis which has been played to death..if it is possible to split the islands from the units/vehicles this would then reach out to a much larger audience All you really need is to hide the A2 units in the editor and un-hide the A3 units. Of course, if you know not to use the A2 units while editing, then all you need is un-hiding the A3 units, which is possible by deleting the related PBO file. As for space saving, even if you separate the islands, it doesn't seem like you'll save much space anyway (at least not according to some experiments a friend have made trying to get Zargabad to run in A3 without including the entire game). Share this post Link to post Share on other sites
Undeceived 392 Posted June 2, 2013 Thanks for your work, kju! :) *thumbsup!* Share this post Link to post Share on other sites
Drumheller 19 Posted June 2, 2013 (edited) So am I the only one with 100% inverted sounds when I play? Should I be on the Dev Build? edit: Sound is magically working now. I didn't change anything since trying yesterday. Praise the sun \o/* Edited June 2, 2013 by MacScottie Share this post Link to post Share on other sites
ACE1434 10 Posted June 2, 2013 still no muzzle flash from the handheld A2 weapons Share this post Link to post Share on other sites
Psilocybe 3 Posted June 3, 2013 I cannot get it to work for the life of me :( -mod=_CUSTOM_MODS;@AllInArma\ProductDummies;E:\steam\SteamApps\common\Arma 2;E:\steam\SteamApps\common\Arma 2 Operation Arrowhead;E:\steam\SteamApps\common\Arma 2 Operation Arrowhead\Expansion;@AllInArma\A1A2ObjectMerge;C:\Steam\SteamApps\common\Arma 3;@AllInArma\Core;@AllInArma\PostA3;@ai;@CBA_A3 Am I doing it right? Share this post Link to post Share on other sites
SweetMatix 10 Posted June 3, 2013 I added arma 1 path in the batch (manual) but arma 1 content are not ported into Arma3. What's wrong? did I miss anything? Share this post Link to post Share on other sites
gossamersolid 155 Posted June 3, 2013 still no muzzle flash from the handheld A2 weapons As mentioned before, that's a model specific fix that cannot be done without the model sources. Share this post Link to post Share on other sites
.kju 3243 Posted June 3, 2013 @ RAINF, SweetMatix Post your rpt log file. Share this post Link to post Share on other sites
SweetMatix 10 Posted June 3, 2013 ;2406992']@ RAINF' date=' SweetMatixPost your rpt log file. How to post my rpt log file? (or where) Share this post Link to post Share on other sites
.kju 3243 Posted June 3, 2013 http://www.file-upload.net --- Need your input people - What should I work on next for AiA in your opinion? Share this post Link to post Share on other sites
stun 5 Posted June 3, 2013 Thanks for all the time and effort you have put into this project kju, it is much appreciated! Share this post Link to post Share on other sites
SweetMatix 10 Posted June 3, 2013 ;2407154']http://www.file-upload.nethttp://www.file-upload.net/download-7675104/arma3_2013-06-03_22-54-32.rpt.html Here's the rpt file. Share this post Link to post Share on other sites
Jingle 0 Posted June 3, 2013 Yes absolutely amazing work Kju, as far as something else is concerned to work on would it be possible to Jimmy the secops and the ambient combat modules so that they are semi functional. Other than that and maybe including what I have asked for you have performed miracles with all the BI series to get them functioning in arma 3 with all the engine limitations lets hope bohemia interactive will give this mod the support it could use also. Share this post Link to post Share on other sites
gvse 10 Posted June 3, 2013 ;2407154']Need your input people - What should I work on next for AiA in your opinion? Hard to say. You have done amazing work thus far and I am grateful for having the opportunity to mess around in Chernarus in this beautiful lighting. What is within your scope? I haven't tried Ambient Civilians module with A3 units enabled: is it possible or will that crash the game? Share this post Link to post Share on other sites
Wiki 1558 Posted June 3, 2013 ;2407154']http://www.file-upload.net--- Need your input people - What should I work on next for AiA in your opinion? 1st thing: great work! To answer your question, maybe porting the campaigns and missions? Share this post Link to post Share on other sites
jumpinghubert 49 Posted June 4, 2013 ;2407154']http://www.file-upload.net--- Need your input people - What should I work on next for AiA in your opinion? the only thing that needs in my opinion a little bit tweaking is the blue haze on chernarus. I like the lighting but at sunny day the haze has too much of south european climate. Or a couple of alternative lighting settings, maybe as a pbo, if that works. Share this post Link to post Share on other sites
caico1983 10 Posted June 4, 2013 (edited) Anyone have a takistan/zargabad/chernarus MP missions working with All in Arma/Arma3? My clan already started an All in Arma server with "Don´t Tread on me" mission working perfectly on Stratis with A2/A3 contend. We want to test a A2 island. Edited June 4, 2013 by caico1983 Share this post Link to post Share on other sites
.kju 3243 Posted June 4, 2013 @ SweetMatix Did you use the automated batch? The log shows that it wasn't able to find another other product - do you have them installed? @ GvsE A2/OA modules are within scope. Unit based modules should work only with A2/OA units though. Unfortunately BI doesn't make their work flexible or compatible normally. @ Wiki What campaigns/missions? What do you mean with "port" in this regard? @ JumpingHubert Lighting tweaking is way too complex and way too much effort at this point. If BI doesn't provide documentation and a better workflow to tweak it, there will be next to no tweaks for it done by community modders. Share this post Link to post Share on other sites
SweetMatix 10 Posted June 4, 2013 ;2407462']@ SweetMatix Did you use the automated batch? The log shows that it wasn't able to find another other product - do you have them installed? No I'm using the manual batch, added the ArmA1 path in the batch. Yes I have them installed. Share this post Link to post Share on other sites
.kju 3243 Posted June 4, 2013 This is from your log: arma3.exe "-mod=;@AllInArma\ProductDummies;;;;\Expansion; C:\Program Files (x86)\Steam\SteamApps\common\Arma 3;@AllInArma\Core;@AllInArma\PostA3" PS: You are not to remove path from other products - even if you don't have them. Share this post Link to post Share on other sites
dmarkwick 261 Posted June 4, 2013 (edited) ;2407494']PS: You are not to remove path from other products - even if you don't have them. Aha. I was removing CBA_TOH (seeing as I don't have it) and wondering why I was getting TOH message :) Edited June 4, 2013 by DMarkwick Share this post Link to post Share on other sites
SweetMatix 10 Posted June 4, 2013 ;2407494']This is from your log:PS: You are not to remove path from other products - even if you don't have them. Oh' date=' Alright, I tried again with a new batch file without removing path from other products, but replaced Arma1 path to my arma1 path but still not working, no A1 island in the editor. I forgot to say that I'm using DEV 0.61, not sure if it has anything to do with dev updates. New rpt log, tried with a new batch file - [url']http://www.file-upload.net/download-7677411/arma3_2013-06-04_15-44-40.rpt.html[/url] Share this post Link to post Share on other sites
.kju 3243 Posted June 4, 2013 @ SweetMatix It appears you are using the old batch files not meant to be used for Arma 1. Share this post Link to post Share on other sites