miketim 20 Posted September 9, 2014 (edited) @ Kju YUUUUUS Yes I am so happy you are gonna integrate with SMD sahrani!!!! Edit: Been playing on latest pws version of AiA TP, played on Sahrani, still getting fall over bug :/ I would post on issue tracker but I cant be bothered to make an account on there and all that stuff sorry, but here are some bugs and stuff I ran across, hopefully you guys can forgive me for not making a ticket thing (whatever its called) (Sahrani): - Falling over bug when going too fast walking (guy just goes in prone, I thought you guys knew fix to this one since it was fixed on a3mp long before) -Balcony overlook things have black texture on fence part |pics:| http://steamcommunity.com/sharedfiles/filedetails/?id=312101591 http://steamcommunity.com/sharedfiles/filedetails/?id=312101635 (also shows land texture glitching... :( ) - Slightly misplaced (too high, needs to be adjusted) fountain on some castle thing |Pic| http://steamcommunity.com/sharedfiles/filedetails/?id=312102172 (Map Postion, In Ortego) I made a screen of object before but it dissapeared sorry :( - Collison on some smaller walls, you can walk right over them, the 2 or so feet high ones in the cities in Sahrani The are shaped like П in actuality, but collison box/mesh is shaped like : /-\ so your legs go up on the "slant" that is not actually there, just part of the collision mesh, and you walk over it like a stair.... sorry if this doesnt make sense Alright that is it, sorry for not posting on bug tracker. Edited September 9, 2014 by MikeTim Bugs list Share this post Link to post Share on other sites
djotacon 190 Posted September 10, 2014 @.kju [PvPscene] I test right the latest version of the chernarus map and... This is an excelent work. Kudos for you man! Share this post Link to post Share on other sites
djotacon 190 Posted September 10, 2014 I found that the color settings in desert island - porto - are very cold for a desert area. There's a color modification for this enviroments? or will be the remain withs color settins? Share this post Link to post Share on other sites
inexus 10 Posted September 10, 2014 ;2771251']@ LSD_Timewarp82 SMD Sahrani will be integrate into AiA TP in the update after the release of today/tomorrow (aka in ~2 weeks). Do you mean that you will make the map part of the AiA TP download or support it when downloaded separately? Share this post Link to post Share on other sites
.kju 3244 Posted September 10, 2014 @ Daantjeeuh Out of my scope unfortunately - I am no modeler. :o Cannot tell you if or when a contributor will look into it, as its a lot of work adding physx lods to all the old objects, buildings and vegetation. @ MikeTim The potential falling over fix is found in the ticket - its not available in releases so far. https://dev.withsix.com/issues/75033 As said before A1 building issues might get fixed by SMD Sahrani integration. And again - distant textures for A1 terrains will be reverted to standard values. We have to see if that helps or not. @ djotacon You are welcome :bounce3: Unfortunately there is almost no docu on the new lighting system out even by now.. :confused: Fabiano is trying to diggest it regardless with tedious testing.. :eek: In any case even when aware doing the tweaking is again a very tedious and time demanding process.. So eventually the planned (more) terrain specific is lighting will come, but it will take time. @ inexus The first step is the integration of SMD objects, buildings and vegetation improvements in the next update. SMD Sahrani itself is to be integrated in a separate update. Share this post Link to post Share on other sites
gatordev 219 Posted September 10, 2014 Forgive me, as I may not understand the update plan, but PwS updated me yesterday for the AiATP and now I'm having an issue loading it when NOT using PwS. When loading without PwS (I happen to use Arma3Sync, but I don't think that matters) and my load order is CBA, then AiATP, then the maps, I get this (and the game won't start): When I load with PwS, I just get the first error and then the game loads. It's possible this is already in work, but I've lost track with your versions, since it seems like the PwS versions sometimes lag the torrent versions (which I can't really get to, thanks to my ISP). Share this post Link to post Share on other sites
.kju 3244 Posted September 11, 2014 @ gatordev Upload your arma3.rpt. Share this post Link to post Share on other sites
JimiEZ 10 Posted September 11, 2014 (edited) the water is supposed to look like the baltic sea.as a marine biologist, would you say it looks plausible? :} No, it really isn't supposed to look like that except during major algae blooms in the middle of the summer and even then it's a darker shade of green, not that kind of toxic green. :D But seriously, is that super green water just me and if not, is anything being done about it? Pretty please? :3 Edited September 11, 2014 by JimiEZ Share this post Link to post Share on other sites
fabio_chavez 103 Posted September 11, 2014 (edited) No, it really isn't supposed to look like that except during major algae blooms in the middle of the summer and even then it's a darker shade of green, not that kind of toxic green. :D But seriously, is that super green water just me and if not, is anything being done about it? Pretty please? :3 well i was working from photo references, baltic sea appears to be predominantly fairly green, though what i didnt check was if that could account for the autum. https://www.google.de/search?q=baltic+sea&safe=off&client=firefox-a&hs=dD4&rls=org.mozilla:de:official&channel=fflb&source=lnms&tbm=isch&sa=X&ei=NIURVKvFNOvmywOUp4AQ&ved=0CAkQ_AUoAg&biw=1920&bih=934#safe=off&rls=org.mozilla:de:official&channel=fflb&tbm=isch&q=baltic+sea+dive http://finland.fi/public/download.aspx?ID=111801&GUID={14DFA381-1A72-4138-84F5-0ECAB5492EAD}&maxwidth=640&maxheight=600 http://www.forces.gc.ca/assets/FORCES_Internet/images/operations-article/os-OpenSpiritUnderwater.jpg http://www.thehistoryblog.com/wp-content/uploads/2012/10/Boltenhagen-U-boat.jpg eventually the tone changes accordingly to the depht of the water/camera but the shaders are not extremely sophisticated so the are limits in terms of realism/artistic quality. nonetheless i might review the water settings at some point in the future. the main intention was to replace the mediterranean water and create something more suitable and immersive for chernarus, i for one am satisfied with the general outcome, wich doesnt mean im not open for furth refinement/tweaks/suggestions etc what id like to see for chernarus is a custom seafloor clutter in the first place, though that would require somebody who is willing and able to do the work and update the texture mask of the map. (read this as a public appeal of recruitment :)) Edited September 11, 2014 by Fabio_Chavez Share this post Link to post Share on other sites
seba1976 98 Posted September 11, 2014 Someone should make all Cherna buildings enterable, that's what Cherna really needs, otherwise is a map that's gonna die sooner than later. An SMD Chernarus maybe? Share this post Link to post Share on other sites
Alwarren 2767 Posted September 11, 2014 Someone should make all Cherna buildings enterable, that's what Cherna really needs, otherwise is a map that's gonna die sooner than later. An SMD Chernarus maybe? While I'd like enterable buildings on Chernarus, I'd wager to say that 95% of Arma gameplay is in the open, so I sincerely strongly doubt that Chernarus will die any time soon, and if it does, it isn't going to be because of buildings :-) Share this post Link to post Share on other sites
EddiePrice 16 Posted September 11, 2014 (edited) While on the subject of Chernarus I've encountered a problem. Once I have loaded Chernarus in the editor or MP or any scenario, if the game tries to load another map I crash to desktop. Can anyone else verify this please? I'll check my rpt. Edited September 11, 2014 by EddiePrice Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted September 11, 2014 I dont think Cherno or other maps need enterable buildings. Why? Cause the AI is too dumb to enter buildings, even with AI mods sometimes the enemy simply is not able to make a step in the building. Share this post Link to post Share on other sites
JimiEZ 10 Posted September 11, 2014 (edited) well i was working from photo references, baltic sea appears to be predominantly fairly green, though what i didnt check was if that could account for the autum.eventually the tone changes accordingly to the depht of the water/camera but the shaders are not extremely sophisticated so the are limits in terms of realism/artistic quality. nonetheless i might review the water settings at some point in the future. the main intention was to replace the mediterranean water and create something more suitable and immersive for chernarus, i for one am satisfied with the general outcome, wich doesnt mean im not open for furth refinement/tweaks/suggestions etc what id like to see for chernarus is a custom seafloor clutter in the first place, though that would require somebody who is willing and able to do the work and update the texture mask of the map. (read this as a public appeal of recruitment :)) Most underwater pictures are taken under high powered scuba lamps which distort the colors quite a bit. It really, really isn't that green underwater in the Baltic Sea except under rather exceptional conditions and even then, it's closer to this to the naked eye rather than that toxic green hue. Also, the algae blooms that cause the green color occur only during summer months, rest of the year the water is much clearer / less green, in fact during winter months the water is usually crystal clear in most places. One last thing is that even during those crazy algae blooms, viewed from above the surface, the water still looks a lot more blue than it does in AiA currently. I really hope you retouch the colors a bit, because currently they just want to make me puke. :D Here's a suggestion for the color, a screenshot taken in A2 which I then simply color corrected to have a bit more red, quite a bit more green and reduced blue. https://dl.dropboxusercontent.com/u/23998871/suggestion.jpg (117 kB) Edited September 11, 2014 by JimiEZ Share this post Link to post Share on other sites
fabio_chavez 103 Posted September 11, 2014 While on the subject of Chernarus I've encountered a problem. Once I have loaded Chernarus in the editor or MP or any scenario, if the game tries to load another map I crash to desktop. Can anyone else verify this please? I'll check my rpt. you can avoid crashing to desktop by switching into the multiplayer menu before you change the map in the editor. ---------- Post added at 15:36 ---------- Previous post was at 15:33 ---------- Most underwater pictures are taken under high powered scuba lamps which distort the colors quite a bit. It really, really isn't that green underwater in the Baltic Sea except under rather exceptional conditions and even then, it's closer to this to the naked eye rather than that toxic green hue. Also, the algae blooms that cause the green color occur only during summer months, rest of the year the water is much clearer / less green, in fact during winter months the water is usually crystal clear in most places. I really hope you retouch the colors a bit, because currently they just want to make me puke. :D well, capture representative reference photopraphs in the baltic sea on october the 11th at 1m, 40m, 120m and 200m and i can make you a lifelike color sheme... ---------- Post added at 15:38 ---------- Previous post was at 15:36 ---------- I dont think Cherno or other maps need enterable buildings.Why? Cause the AI is too dumb to enter buildings, even with AI mods sometimes the enemy simply is not able to make a step in the building. >implying: AI performance is the only relevant assumption. i for one, couldnt care less about AI, for PVP its the more enterable buildings, the better. Share this post Link to post Share on other sites
JimiEZ 10 Posted September 11, 2014 well, capture representative reference photopraphs in the baltic sea on october the 11th at 1m, 40m, 120m and 200m and i can make you a lifelike color sheme... Unfortunately I can't do that, but for example demonstrates the water color in natural light pretty well. :P Share this post Link to post Share on other sites
pabstmirror 34 Posted September 11, 2014 Loving the active street lights, but having a little problem with 2 of them: Land_lampa_sidl_2: http://i.imgur.com/15JOxpJ.jpg (on custom map) Land_lampa_sidl_3: http://i.imgur.com/HumGxyv.jpg (placed on stratis) Both have similar problems: 1. At some viewing angles you can see a glowing ball halfway up the light post. 2. It's only outputing light in a 180 arc (take a look at the pic from stratis, only the north half of the ground is lit) Share this post Link to post Share on other sites
djotacon 190 Posted September 12, 2014 I found a problem with the trees. Theres a problem with LOD in the trees. They are showed in low quality even with high quality object set in the game menu. This problem is more intense flying in some areas. There's a bug inside the map or with three models? I think the map have defined to low the lod of trees. You can see the problem here: Share this post Link to post Share on other sites
gatordev 219 Posted September 12, 2014 ;2772646']@ gatordev Upload your arma3.rpt. I don't have a .rpt file to upload because the game never loads. I've deleted all the old .rpt files and then try to run the game as I've mentioned and after it gives me both error messages and quits, there's no .rpt file. Share this post Link to post Share on other sites
Defunkt 431 Posted September 12, 2014 (edited) ;2755266']========================= Planned for future updates = ======================== Terrain specific lighting Further improve terrain surface settings More object fixes by Reyhard Integration of upgraded and improved buildings by M1lkm8n' date=' SmokeDog, CiforDayZServer (Nonov) and James Integration of most SMD Sharani improvements by M1lkm8n and CiforDayZServer (Nonov) Underwater vegetation Integration of MAP Editorupgrade (EU) by Lester Integration of Arma 1 Vegetation Fix by durg78 Integration of Summervegetation by Beton Integration of Lowplants by Kegetys Improved clutter/grass for Sahrani and other A1 terrains Autumn version by Przemek_kondor as replacement for A1 vegetation Dry version by McNools as replacement for A1 vegetation Summer version as replacement for A2 vegetation Because I believe your ports will inevitably become a defacto standard for A2 terrains used in A3 I would like to ask you to give serious consideration to incorporating a 'low grass' modification for Chernarus' clutter. I mean of course something like the GDT mod; http://www.armaholic.com/page.php?id=6628 (although I personally feel this particular mod goes a bit too far in terms of trimming the grass and reducing variety). I think such a modification offers several advantages; 1. Better performance. 2. A more visually pleasing/authentic look. 3. Improved visibility when prone. It has always been a weak point of A2 and Chernarus in particular that going prone affords you little protection from detection due to the limited clutter draw distance while at the same time making you effectively blind (by virtue of the fact you can't see over the damned grass). I think this change could ameliorate this issue slightly both by improving your vision at ground level and potentially even allowing the clutter to be drawn further (for the same performance). Edited September 12, 2014 by Defunkt Share this post Link to post Share on other sites
fabio_chavez 103 Posted September 12, 2014 I found a problem with the trees.Theres a problem with LOD in the trees. They are showed in low quality even with high quality object set in the game menu. This problem is more intense flying in some areas. There's a bug inside the map or with three models? I think the map have defined to low the lod of trees. You can see the problem here: http://i57.tinypic.com/2uid7p3.jpg are you by chance useing AiA TP Lite? Unfortunately I can't do that, but for example demonstrates the water color in natural light pretty well. :P i might look into it in the future though the video also shows that for a real addaption the creation of authentic underwater space, it neccessary to create proper seafloor clutter as well. in that context i hereby repeat my request for somebody willing and able to fix the clutter map of chernarus accordingly so that a new clutter can be applied exclusively to the seafloor. :) Share this post Link to post Share on other sites
tpw 2315 Posted September 12, 2014 I found a problem with the trees.Theres a problem with LOD in the trees. They are showed in low quality even with high quality object set in the game menu. This problem is more intense flying in some areas. There's a bug inside the map or with three models? I think the map have defined to low the lod of trees. You can see the problem here: Bystrica/Bukovina had terrible tree LODs even in Arma2, I don't think the problem is AiA. Share this post Link to post Share on other sites
andersson 285 Posted September 12, 2014 Unfortunately I can't do that, but for example demonstrates the water color in natural light pretty well. :P That is shallow water. This video shows it a bit deeper: Share this post Link to post Share on other sites
Defunkt 431 Posted September 12, 2014 i might look into it in the future though the video also shows that for a real addaption the creation of authentic underwater space, it neccessary to create proper seafloor clutter as well.in that context i hereby repeat my request for somebody willing and able to fix the clutter map of chernarus accordingly so that a new clutter can be applied exclusively to the seafloor. :) Presumably this would require filling in the sea areas in the terrain mask with a different colour? If so, do you know what colour value needs to be used? Share this post Link to post Share on other sites
eymerich 11 Posted September 12, 2014 you can avoid crashing to desktop by switching into the multiplayer menu before you change the map in the editor.---------- Post added at 15:36 ---------- Previous post was at 15:33 ---------- Sorry, my bad, but i didn't get your suggestion. I have the same issue: when switching from a map to another sometimes i get a Ctd (usually this don't happen if i swith from saharani to stratis and the and then to takistan). Do I have to save the mission as multiplayer? Share this post Link to post Share on other sites