Jump to content

Recommended Posts

Please dont release addons with such config. Way too many errors in there.

Here is a correct one:

class CfgPatches
{
   class TAG_AddonName
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 0.1;
       requiredAddons[] = {"A3_Soft_F"};
   };
};
class CfgVehicles
{
   class Car_F;
   class Offroad_Base: Car_F
   {
       class Reflectors
       {
           class Left
           {
               dayLight = 1;
           };
       };
       aggregateReflectors[] = {{ "Left","Left2","Left3"},{"Right","Right2","Right3" }}; // Optional to not combine headlights into 1 lightsource
   };
};  

Share this post


Link to post
Share on other sites

thank you too, i will peer review any code "i" produce!

can anyone tell me the best way to browse through the BI content and look up the other vehicle names?

p.s. further related info here:

http://forums.bistudio.com/showthread.php?155462-Reflector-lights

http://forums.bistudio.com/showthread.php?150893-Arma-3-cars-config-guidelines

Share this post


Link to post
Share on other sites
;2403472']Please dont release addons with such config. Way too many errors in there.

Here is a correct one:

Thanks for slapping me, kju. Now I get it.:o

Share this post


Link to post
Share on other sites

Wow that thing is extremely useless in its current form. Makes me wonder how much more work they intend to do on lighting?

I would imagine a flare like that in such a dark night would light up at least 200m worth of bright light

Share this post


Link to post
Share on other sites

Hey, you got this visual glitch when flares look like a white circle too? Are you using nvidida card? Vote here please =))

Share this post


Link to post
Share on other sites
Hey, you got this visual glitch when flares look like a white circle too? Are you using nvidida card? Vote here please =))

Yea I use nvidia.

Share this post


Link to post
Share on other sites
Nice update of lighting in two weeks.

At the moment with the update of 09/05/2013 -> 0.57.105007, only the normal Hunter has potentially the full lighting who run without problems.

-> Link

The Hunter HMG and GMG have left light problem. All vehicules (do not include the normal Hunter) have problems with lighting with an angle of 45°. The left light or right go died when you where in an angle of 45° or more / vehicule.

-> Link One

-> Link Two

The light of lamp could cross the inner (middle) window frame.

-> Link

When user use high lighting, he has many problems with lighting on some building and in this exemple the camp fire who turn of and on constantly when you where in a vehicule with a range of 20 m.

-> Link

At the moment; If you want to kill many problems with lights distance view, use very high settings or ultra : but increase significantly use of GPU.

-> Link

DEV's, one question about my post :

No news or improvements in test or scheduled about problem with angle lighting of vehicule and clipping with some lighting appeared sometime and disappeared. ?

Cordially.

Again my answer.

With the new screenshoot of beta.

http://www.nofrag.com/images/006ae9.jpg (225 kB) (right lighting of left Ifrit, angle > 45°)

I can confirm than the angle of light of Ifrit (all version) was not corrected...

Why to have only the normal hunter with great angle and full lighting....

Left light hunter (HMG and GMG) was always died.

Please DEV's please fix that :p, you have 95% of lighting of vehicules was finished :p

Edited by GranolaBar

Share this post


Link to post
Share on other sites

My night in the dev build looks really crappy...it allready looked formidable before the big light change...so I hope its still work in progress because if not - it was a huuuuuge step back.

Best regards

Share this post


Link to post
Share on other sites

Can you provide a pic and the time of day? Looks fine over here with latest dev build.

Share this post


Link to post
Share on other sites
Heres the beautiful Arma 3 night

Its somewhere in december 2035 around the 21th.

At the default time it looks "better" but not nearly as good as I had hoped.

Here are some examples:

This is how it looks like_01

This is what Id like it to look like_01

This is how it looks like_02

This is what Id like it to look like_02

I had already put a thread about his

http://forums.bistudio.com/showthread.php?159882-Night-is-too-bright-after-0-55-dev :)

Share this post


Link to post
Share on other sites

The lighting tweaks are fantastic. Nights feel significantly better than they used to. I made two comparison photos to show off the lighting differences from an incredibly old Alpha build to today, on the latest dev branch Beta build.

Old:

http://imageshack.com/a/img823/1131/2013051300001.jpg

New:

http://imageshack.com/a/img35/2253/7hqb.png

Note the new cloud rendering which looks gorgeous, and the atmosphere changed from that hideous Disney movie blue to a much more subtle and natural grayish blue. Love it!

Share this post


Link to post
Share on other sites
The lighting tweaks are fantastic. Nights feel significantly better than they used to. I made two comparison photos to show off the lighting differences from an incredibly old Alpha build to today, on the latest dev branch Beta build.

Old:

http://imageshack.com/a/img823/1131/2013051300001.jpg

New:

http://imageshack.com/a/img35/2253/7hqb.png

Note the new cloud rendering which looks gorgeous, and the atmosphere changed from that hideous Disney movie blue to a much more subtle and natural grayish blue. Love it!

Yep! So glad they changed that hideous hue!

Share this post


Link to post
Share on other sites

Night sky looks absolutely perfect now.

Clouds look great at nighttime especially when the moon is up. And at daytime of course.

Still .. at early morning, when the sky is getting brighter, the clouds are black, which is just wrong.

And when the sun is rising, the clouds are almost psychedelic. Oversaturated and the colours seem a bit off too.

http://www.youtube.com/watch?v=JutD-K28fcc

Morning clouds at 0:50 ->

Clouds don't have pure gray or pure black, there is always blue tint in the grays.

Share this post


Link to post
Share on other sites
Night sky looks absolutely perfect now.

Clouds look great at nighttime especially when the moon is up. And at daytime of course.

Still .. at early morning, when the sky is getting brighter, the clouds are black, which is just wrong.

And when the sun is rising, the clouds are almost psychedelic. Oversaturated and the colours seem a bit off too.

http://www.youtube.com/watch?v=JutD-K28fcc

Morning clouds at 0:50 ->

Clouds don't have pure gray or pure black, there is always blue tint in the grays.

Good eye and great video! Those murky grey clouds before sunrise are really quite ugly, and it seems the orange range they go through is far too bright..

Share this post


Link to post
Share on other sites
24 July 2013 : News APC have no problem with angle of light or light implementation. Others were always here.

Maybe i can add the LOD problem of lighting between Agia Marina and the airfied. With a middle range, light were on or off, it's very strange and very unconfortable to move and show this boring LOD^^.

Next episode for light of vehicule or LOD of light later... :cool:

Nobody have the same issues ?

My Original topic about all lighting problems i have see (particulary the vehicules who actually (05.08.2013) have always the same problem) : http://forums.bistudio.com/showthread.php?157364-Alpha-gt-Beta-LIGHTING-of-Vehicules-Not-finished&p=2436480

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×