mordeaniischaos 3 Posted July 29, 2014 (edited) Another thing I've noticed is that around noon when it should be bright and clear, it's pretty warm/brown. Where as the colors during sunrise and sunset are actually probably closer to what I would think high noon should look like. There's no sunset to speak of really, other than the sun literally being on/behind the horizon. At around 19:25 the lighting is pretty good, it feels really natural. But you go an hour before or after that and it's back to looking a little off. The colors from 19:25 with more brightness at noon would probably be great. Hmm, I seem to be getting kind of inconsistent results as I jump around. Hard to tell exactly what is going on. I just had a pretty good sunset, and noon looked a little better but still too warm. I think the big key is that the lighting gets too yellow. The sky is mostly blue and the sun is a fairly white light, so the light at noon shouldn't be very warm. Edited July 29, 2014 by MordeaniisChaos Share this post Link to post Share on other sites
Vasilyevich 20 Posted July 29, 2014 This is client side only right ? so not all peps who play on a server need it ? Share this post Link to post Share on other sites
serjames 357 Posted July 30, 2014 just as I suspected. With a2 skybox ponds are no more black (pond px shader was reflecting skybox) and they are behaving pretty much similar to a2 (turning into green mass and then disapearing at distance as last lod is empty). I'm curious if you will be able to have a2 skybox and a3 clouds.gj Goodson So, hang on.... Run Goodson's mod and the Ponds Bug disappears ? Bravo if so !!! Nice to get some ponds and rivers back.... FATA anyone ! SJ Share this post Link to post Share on other sites
npk 16 Posted July 30, 2014 So, hang on.... Run Goodson's mod and the Ponds Bug disappears ? Bravo if so !!!Nice to get some ponds and rivers back.... FATA anyone ! SJ I just tried FATA and Napf - But both of them had the waterline bug even after editing the lighting for them, might have made a mistake so a more experienced bloke might do a lot better. Share this post Link to post Share on other sites
LykosMactire 298 Posted July 30, 2014 I just tried FATA and Napf - But both of them had the waterline bug even after editing the lighting for them, might have made a mistake so a more experienced bloke might do a lot better. From what i learned FATA has a version where you have to download without the water NAPF may be the same deal as clafghan where you have to delete a vertical pond file Share this post Link to post Share on other sites
Gudsawn 93 Posted July 30, 2014 (edited) Please upvote to fix the bright lights at night: http://feedback.arma3.com/view.php?id=20031 After changing various different values within the game, I've come to the conclusion that this can only be fixed by either by BI or by manually editing the intensity of lights one by one. Edited July 30, 2014 by Goodson Share this post Link to post Share on other sites
Dorak 11 Posted July 31, 2014 Talking about that, is there a way to disable these lights for the time being ? Share this post Link to post Share on other sites
LykosMactire 298 Posted August 1, 2014 by looks this already works for Fallujah Share this post Link to post Share on other sites
Gudsawn 93 Posted August 1, 2014 (edited) Working on a completey new config that takes advantage of the Arma 3 lighting engine (the current config uses the older Arma 2 lighting engine). There's much more configuring/tweaking to be done for both Takistan & Chernarus. Edited August 1, 2014 by Goodson Share this post Link to post Share on other sites
haleks 8212 Posted August 1, 2014 Luuuv what I'm seeing! It's nice that you're porting this for A3 lighting engine - thanks for this. Share this post Link to post Share on other sites
bull_a 44 Posted August 1, 2014 Still not a good as Cerberus :) aha jk mate, nice one on getting this to release Share this post Link to post Share on other sites
phronk 898 Posted August 1, 2014 Volumetric fog works in Takistan with the new config? I've tried to add it before any of these A2 Island or Lighting fixes came out and it didn't work. Share this post Link to post Share on other sites
snowingjimbob 34 Posted August 1, 2014 Looking very good! Share this post Link to post Share on other sites
CameronMcDonald 146 Posted August 2, 2014 Working on a completey new config that takes advantage of the Arma 3 lighting engine (the current config uses the older Arma 2 lighting engine). Excellent - keep up the hard work! Share this post Link to post Share on other sites
serjames 357 Posted August 2, 2014 Brilliant stuff Jamie.... SJ Share this post Link to post Share on other sites
houldendub 10 Posted August 5, 2014 (edited) Does this fix the stars and moon on Bystrica? Even after looking up lunar cycle tables for around that region, I can never get a moonlit night to display stars and the moon, looks really weird considering how bright moonlit nights can get. *edit* Only curious because of this line in the 1.1 patch notes: - Added correct stars, sun, point, and moon object Edited August 5, 2014 by houldendub Share this post Link to post Share on other sites
Qside 10 Posted August 13, 2014 any progress on fixing the light issue? Share this post Link to post Share on other sites
Variable 322 Posted August 18, 2014 Love the lighting fix. Will this work with the latest AiA TP? Share this post Link to post Share on other sites
serjames 357 Posted August 18, 2014 Goodson is on Vacation for a couple of weeks, so answers may be slow in coming. I doubt he's had a chance to look at the new AiA implimentation yet either. Patience lads, sorry SJ Share this post Link to post Share on other sites
janus0104 3 Posted August 28, 2014 I'm being told this breaks weather? Share this post Link to post Share on other sites
serjames 357 Posted August 28, 2014 ...still on holiday Share this post Link to post Share on other sites
Neviothr 102 Posted October 29, 2015 Apparently this doesn't work with AiA. The next A2 map give out an error: Utes, Chernarus, Summer Chernarus (chernarus_summer), Takistan, Zargabad, Desert (desert_e), Proving Grounds (proving_grounds_pmc), Shapur (shapur_baf). When you load them in the editor (2D) they give out the next error: No entry 'bin\config.bin/CfgWorlds/x.sounds.' x = one of the map names above. Share this post Link to post Share on other sites