[frl]myke 15 Posted August 8, 2013 Please do not feed the troll. Infractions were handed out where necessary. Now please back to topic without flamebaiting. Thank you. Share this post Link to post Share on other sites
Tonci87 163 Posted August 8, 2013 What Nordkindchen writes does make sense and would at least improve the situation. It wouldn't be perfect but it would be an improvement. Share this post Link to post Share on other sites
-ghost-tf 12 Posted August 8, 2013 What Nordkindchen writes does make sense and would at least improve the situation. It wouldn't be perfect but it would be an improvement. Indeed, very good solution and not too hard to do, nice suggestion like usual Nordkindchen. Share this post Link to post Share on other sites
nodunit 397 Posted August 8, 2013 (edited) Indeed. Funny thing is that the "first view" you get on a FLIR monitor ingame the contrast seems good, then the adjustment\auto-contrast kicks in and make thing look like this, worse. Quite >.<No need for fantasy-based examples. It's not fantasy, FLIR detects heat and heat is going to vary on temperature, along with the various filters build in to adjust the image. In a location such as Altis and Stratis, with the bright sun and tropical climate, concrete should be closer to a cloudless day (IE OW MY FEET OW OW OW) but it doesn't even have to be that hot to show up. For example, this is a video of an aircraft approaching a runway at night, near pitch black yet you can see the thermal signature from the ground, trees and especially the roads. http://www.youtube.com/watch?v=lJIvsI9AtIs Here is another, though this may be in daylight..even so the thermal imaging in Arma 3 daylight looks nothing like it Apache's flying over holloywood switch to FLIR at 04:45 Another airpot FLIR video, notice how the system is so sensitive that minutes after the big commercial jet has been moved, the concrete below it is STILL cool. This is footage from RAH-66 FLIR from http://www.aircraft-manuals.com/siraheafanta.htmlAnother example of how FLIR has great contrast even at night is this, http://www.youtube.com/watch?v=eT89z4cJbIM at 1:00 you can see the scene becomes night, yet at 1:30 when FLIR is turned on there is a very high contrast in surroundings, and for a split second at 3:30 you can see a rabbit run across, and has nearly the same heat signature as the concrete headstones. Finally...for the thermal contrast we have right now would require very cold temperatures, eat 0:42 people stand out against the background, and the windows, things which as usually black in white hot mode to signify being cool...are actually white! The windows are one of the hottest things in the scene, and at night (0:59) the windows are nearly as white as the people are.The thing is, BI doesn't have to add new TI textures for the ground, trees, building, bushes and so on. All that needs to happen is for HDR effects to be REMOVED from thermal imaging completely, it can be seen still effecting the de-contrasted image if you zoom in close enough to a bright enough surface. Having the same effect as HDR did in Arma 2. This REALLY harms the overall fidelity of thermal imaging and it's useage in PIP as a whole. Edited August 8, 2013 by NodUnit Share this post Link to post Share on other sites
sqb-sma 66 Posted August 9, 2013 Fantastic post, and quite correct too. Just a note, FLIR doesn't detect the heat of an object, it detects the temperature (based on heat radiation). In other words, 27 degree water and 27 degree aluminium would appear the same shade. Share this post Link to post Share on other sites
kylania 568 Posted August 9, 2013 http://www.youtube.com/watch?v=JutD-K28fcc Morning clouds at 0:50 -> Wow, I must have bad settings. I tried this and the clouds didn't pass by at all that like that. They moved back and forth in square repeating patterns, the whole sky moving at once. Very jarring and distracting. Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted August 9, 2013 So were the new cloud techniques removed due to the morning bug? Because these old ones pale in comparison to the new clouds :( Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 9, 2013 Wow, I must have bad settings. I tried this and the clouds didn't pass by at all that like that. They moved back and forth in square repeating patterns, the whole sky moving at once. Very jarring and distracting. It's not only you, they only act like that when the wind is set to auto. Setting the wind direction in the editor would make it look like in the videos. Share this post Link to post Share on other sites
nodunit 397 Posted August 9, 2013 Fantastic post, and quite correct too. Just a note, FLIR doesn't detect the heat of an object, it detects the temperature (based on heat radiation). In other words, 27 degree water and 27 degree aluminium would appear the same shade. That explains a lot, I did not know that.. Share this post Link to post Share on other sites
Azzur33 1 Posted August 9, 2013 Wow, I must have bad settings. I tried this and the clouds didn't pass by at all that like that. They moved back and forth in square repeating patterns, the whole sky moving at once. Very jarring and distracting. You have to change Wind from "auto" to "manual" in Intel menu, and then choose the direction. Share this post Link to post Share on other sites
fragmachine 12 Posted August 9, 2013 If the new clouds were removed then I hope that it happened temporarily. Would be nice to see also different clouds - not just Cumulus but also Cumulonimbus convecting and piling up before storm and typical anvil if cloud turned to be active (stormy). :) Share this post Link to post Share on other sites
Anachoretes 10 Posted August 9, 2013 Cumulonimbus You can see it by increasing forecast. But without anvil heads. Share this post Link to post Share on other sites
GranolaBar 10 Posted August 9, 2013 Hum, In my opinion, Sun must have more luminosity or "reflect", whatever the time, i have never problem to see in the direction of the sun, maybe i lost a little visual and i must show under, but a "very little". Other people, what do you think about that ? Share this post Link to post Share on other sites
fragmachine 12 Posted August 10, 2013 You can see it by increasing forecast. But without anvil heads. wow and I didn't noticed it? That is a good start though. I would be focused on improving things that are in-game right now - adding anvil on top of the stormy cumulonimbus would be nonsense if we couldn't set the place and distance of the storm cell incoming - so the player could admire the views - not just always see clouds over his head. Also the sky is not deep blue before and while thunder. Even few hours before guessed storm sky should became milky-like more sluggish, fuzzy white coloured rather than blue coloured. Wind should increase slightly. Next thing i don't like in-game is water. Maybe it is shader or lighting problem - im not specialist but it is too blue imo. I've seen AiA Chernarus water looks lovely compared to A3 water. But that is just my opinion. Share this post Link to post Share on other sites
aus_twisted 0 Posted August 12, 2013 Would be awesome to see some of these in ArmA, then maybe we could make a storm chasing mod hehe http://www.redbubble.com/people/stevetwisted/works/8512879-explosive-updraft Share this post Link to post Share on other sites
GranolaBar 10 Posted August 13, 2013 If we want the same sun than the real life : it's here : http://www.greecevirtual.gr/en/north-aegean/agiosefstratios#/sight_mnimeio_sialma2/ Touristic view from the true Island of the game : Agios renamed to Stratis. http://ma-galerie-dart.wifeo.com/images/Hexagone_u1230344056.png In 3nd view^^, sun had a geometrical form, nor circle... why only in 3nd view, mystery^^ Share this post Link to post Share on other sites
googlava 57 Posted August 14, 2013 Yeah, this is good reference, I wrote same to http://feedback.arma3.com/view.php?id=854 Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 14, 2013 when will the 1/2 lighting be fixed? airport is like a graveyard :( needs more light Share this post Link to post Share on other sites
GranolaBar 10 Posted August 14, 2013 when will the 1/2 lighting be fixed? airport is like a graveyard :( needs more light For 1/2 lights were not on, after 3 questions, where is this info ?^^ Actually even with 10 vehicules, you can't have all the lights from them. Lights were as pregnant woman who does not stop eating chocolate. Difficult to contain here :), frame drop issues. Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 14, 2013 For 1/2 lights were not on, after 3 questions, where is this info ?^^ what do you mean? info from me or the devs? Share this post Link to post Share on other sites
GranolaBar 10 Posted August 14, 2013 what do you mean? info from me or the devs? ^^ i don't found where we have 1/2 lights. That's all, you or other say's but i don't found where Dev's explain why. Share this post Link to post Share on other sites
sqb-sma 66 Posted August 15, 2013 The other thing is overcast conditions appear to scale the sun intensity accordingly. 30% overcast = 30% less sun intensity. Thing is, even when it is partially overcast, the sun's either shining on the ground or not, it shouldn't be partially less. The best solution, of course, would be cloud shadows, but failing that I think that the loss in sun intensity should be far less. Share this post Link to post Share on other sites
Tyl3r99 41 Posted August 15, 2013 someone said that the game cant handle too many lights at the moment but it needs to be fixed asap ^^ i don't found where we have 1/2 lights. That's all, you or other say's but i don't found where Dev's explain why. Share this post Link to post Share on other sites
progamer 14 Posted August 15, 2013 So does the sun reflect off the ocean yet? Share this post Link to post Share on other sites
GranolaBar 10 Posted August 15, 2013 So does the sun reflect off the ocean yet? Sun reflect on the ocean yes, but ocean is actually just a texture, as the texture of the ground Share this post Link to post Share on other sites