pognivet 151 Posted April 23, 2018 On 4/21/2018 at 4:38 PM, icebreakr said: I have permission from Berghoff to alter the trees, but sadly no knowledge on how to make the fixes... Well hopefully one day someone reads this thread who is a pro tree maker and charitable enough to figure it out. It really bothers me so much I might have to try to figure it myself even if it takes a hundred hours. Where is Berghoff, by the way? Has he given up on using the internet? Or has he passed away? Share this post Link to post Share on other sites
icebreakr 3159 Posted April 28, 2018 He's still much alive & kicking ;) Share this post Link to post Share on other sites
Fanatic72 181 Posted May 30, 2018 Sorry if this has been answered before but we had Isla Duala in our modpack about a year or so ago and removed it as it was causing the rest of our maps to lose all dust kick up effects from vehicles and soldiers. The only map where it worked when we had Duala in the modpack was Duala itself. Has that ever been fixed since last year or is there a solution? Thx Share this post Link to post Share on other sites
icebreakr 3159 Posted June 28, 2018 I've got several tips and pieces of code, but its like totally undocumented on the BIS side on how to enable dust effects on ALL custom maps :( 1 Share this post Link to post Share on other sites
Cosmo_D41 117 Posted June 30, 2018 Unlike other configs, the duststuff is not adding up. Whenever you make your own dustconfig for your terrain, all the other configs will be excluded. So if you want to make it compatible with all vanilla A3 maps and CUP you have to include all the dustconfigs from them and then add yours too. (I think CUP did the same, just ask them about it and maybe you could take their config and add your dust to it). 2 Share this post Link to post Share on other sites
icebreakr 3159 Posted July 6, 2018 On 30/06/2018 at 4:38 PM, Cosmo_D41 said: Unlike other configs, the duststuff is not adding up. Whenever you make your own dustconfig for your terrain, all the other configs will be excluded. So if you want to make it compatible with all vanilla A3 maps and CUP you have to include all the dustconfigs from them and then add yours too. (I think CUP did the same, just ask them about it and maybe you could take their config and add your dust to it). There must be a way BIS remedies this situation? It is impossible for me to keep the database of all islands released and add those to the configs :/ Share this post Link to post Share on other sites
mondkalb 1087 Posted July 6, 2018 This issue has been coming up again fairly recently and I've reported the issue on the feedback tracker along with two proposed solutions:https://feedback.bistudio.com/T131130 I'm sure BI will take a look, they are certainly already aware of this. So let's be patient and optimistic. :) 5 1 Share this post Link to post Share on other sites
icebreakr 3159 Posted July 8, 2018 Dust really makes the game special on sandy terrains. Share this post Link to post Share on other sites
DEV614 33 Posted September 17, 2018 Hey @icebreakr , is there any plans on trying to find a fix for the AI pathfinding along concrete bridges? They make it all the way across until the very end, literally like a foot from the road before they start ramming into the side of the bridge. Share this post Link to post Share on other sites
icebreakr 3159 Posted December 8, 2018 Hey guys. I've had to update Isla Duala to 3.9..1: - replaced the Generic African Buildings pbo with new V3 sign key (A2 ones are not working since Arma3 1.86.xxx patch) Cheers. 2 Share this post Link to post Share on other sites
HazJ 1289 Posted December 9, 2018 21 hours ago, icebreakr said: Hey guys. I've had to update Isla Duala to 3.9..1: - replaced the Generic African Buildings pbo with new V3 sign key (A2 ones are not working since Arma3 1.86.xxx patch) Cheers. Nice. I thought all security changes including v3 sigs were removed after the hotfix? Share this post Link to post Share on other sites
Dedmen 2714 Posted December 11, 2018 On 9.12.2018 at 9:09 PM, HazJ said: Nice. I thought all security changes including v3 sigs were removed after the hotfix? All security changes excluding v3 sigs were removed with the hotfix. but v2 sigs should still work. 1 Share this post Link to post Share on other sites
topden 62 Posted February 15, 2019 http://joxi.ru/a2Xnz0Xi1X69Lr http://joxi.ru/KAxJBQLHM7apGm Think maybe it's time to abandon the CUP trash and change bridges and trees and houses for vanilla? on some islands you started doing this and it will work out great. And most importantly, there will be no bugs that the CUP curve brings with it. Take for example the island Tembelan, elegantly made without reference to the arma2 content. and it is pleasant to play, and the AI move normally, and the eyes do not hurt from these poisonous bushes and other garbage) 1 Share this post Link to post Share on other sites
autigergrad 2034 Posted February 15, 2019 5 minutes ago, topden said: http://joxi.ru/a2Xnz0Xi1X69Lr http://joxi.ru/KAxJBQLHM7apGm Think maybe it's time to abandon the CUP trash and change bridges and trees and houses for vanilla? on some islands you started doing this and it will work out great. And most importantly, there will be no bugs that the CUP curve brings with it. Take for example the island Tembelan, elegantly made without reference to the arma2 content. and it is pleasant to play, and the AI move normally, and the eyes do not hurt from these poisonous bushes and other garbage) Share this post Link to post Share on other sites
honger 117 Posted March 27, 2022 Hi @icebreakr, I don't know exactly since when that issue is present (I don't remember it from my OP back in early 2021), but it seems that some of the trees are broken and something is wrong either with the model or shadowing. I thought it may be caused by lighting but even bringing back the old one with Splendid Light Modification doesn't eliminate this issue. Please look at this in your free time soon. Share this post Link to post Share on other sites
oldbear 390 Posted March 27, 2022 @Honger Hi! I f you are speaking about the two-tone aspect of the trunk, which imitates a shadow, is linked to the vegetation models present in Berghoff's African Vegetation Pack originally published for Arma in 2008 and which has changed very little since. 1 Share this post Link to post Share on other sites
honger 117 Posted March 27, 2022 32 minutes ago, oldbear said: @Honger Hi! I f you are speaking about the two-tone aspect of the trunk, which imitates a shadow, is linked to the vegetation models present in Berghoff's African Vegetation Pack originally published for Arma in 2008 and which has changed very little since. Thanks @oldbear, I actually had no idea that is a thing, and I swear I don't remember this from previous years, so maybe I just didn't pay enough attention (although I haven't seen any comments/reports about these trees "feature" on Isla Duala, the only one is from March 2022, apart from mine). So I assume this will stay as-is... Share this post Link to post Share on other sites
icebreakr 3159 Posted April 1, 2022 I think I've fixed it for Angola maps... not sure, will have to take a look. You can copy foliage from Angola Maps pack to Duala and see if it fixes it? I am busy with other project, but would like to revisit Duala sometime before Enfusion kicks in 😉 2 Share this post Link to post Share on other sites
honger 117 Posted April 1, 2022 10 hours ago, icebreakr said: I think I've fixed it for Angola maps... not sure, will have to take a look. You can copy foliage from Angola Maps pack to Duala and see if it fixes it? I am busy with other project, but would like to revisit Duala sometime before Enfusion kicks in 😉 I have copied the brg_africa PBO, and it seems it only fixed two or three types of the trees present on the map (so only the trees that you used in Angola maps are up-to-date and that are visible on the screenshot I posted before), the others still have the artificial shadow on the texture. I will be eternally grateful if you manage to find some spare time to fix the rest and update these assets. And good luck on your other project, I can't wait for all of them WIPs! Share this post Link to post Share on other sites
icebreakr 3159 Posted April 2, 2022 Model name plz? Use command when looking at the object: hint str [getModelInfo cursorObject, typeOf cursorObject]; Share this post Link to post Share on other sites
honger 117 Posted April 2, 2022 16 hours ago, icebreakr said: Model name plz? Use command when looking at the object: hint str [getModelInfo cursorObject, typeOf cursorObject]; Ok, the model names of "not affected" trees are as follows: brg_africandoumpalm_1 brg_africanboxwood_2 brg_datepalm_4 brg_aloe3 brg_bird_2 brg_datepalm_2 brg_datepalm_3 brg_datepalm_1 brg_bottle_4 brg_bottle_2 brg_bottle_3 I think I've found them all, others are either already fixed through changing the PBO or were "okay" from the beginning. Share this post Link to post Share on other sites
icebreakr 3159 Posted April 6, 2022 So all these listed cause wierd shading issues? Share this post Link to post Share on other sites
honger 117 Posted April 7, 2022 22 hours ago, icebreakr said: So all these listed cause wierd shading issues? Yes, when I open Isla Duala with the Angola vegetation PBO, the models listed by me still have the old "shading", others look as good as on your Angola maps. Share this post Link to post Share on other sites