R0adki11 3949 Posted October 17, 2017 4 minutes ago, GamerOnkel said: there is also a new CUP Terrains Complete? Yes as per this post: Or you find the downloads directly here: http://cup-arma3.org/download Share this post Link to post Share on other sites
tpw 2315 Posted October 18, 2017 Fantastic CUP update, thanks to everyone involved for this essential set of addons. Bug report: floating houses on Chernarus. Specifically Land_HouseV2_01B Proof :) https://www.dropbox.com/s/1cc4q1nup3uy5th/floating.jpg https://www.dropbox.com/s/jf66dozaiduolrn/floating2.jpg EDIT: Bug report retracted!!! Turns out the bug is in the Chernarus Redux. Sorry to waste your time. Share this post Link to post Share on other sites
katipo66 94 Posted October 18, 2017 Ive seen that floating house on South Zagoria also :) Share this post Link to post Share on other sites
tacticalchubz 32 Posted October 19, 2017 Ae all the objects used on the maps available in the editor? I'm looking for the undamaged brick wall and the sidewalks used on chernarus. disregard sidewalk, either one of the mods i've removed has made it appear or the recent update added it. Share this post Link to post Share on other sites
yxman 90 Posted October 20, 2017 1st thanks for the new release, is http://dev.cup-arma3.org/T1853 fixed? Share this post Link to post Share on other sites
OMAC 254 Posted November 11, 2017 On 10/19/2017 at 7:54 PM, yxman said: 1st thanks for the new release, is http://dev.cup-arma3.org/T1853 fixed? The issue is still problematic in Zargabad, Takistan, and Shapur, but appears to be less of a problem on Chernarus and Everon. I only looked at a few CUP terrains. The issue is worse on terrains with rather bright, unvegetated land surfaces that make the overly-darkened units stand out more. For example, the issue appears worse in Takistan than in Takistan Mountains, as the latter apparently has slightly darker land surfaces than the former. 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted November 11, 2017 I really wish BIS would finally release some tangible documentation on the damn lighting updates. 5 Share this post Link to post Share on other sites
crazy mike 567 Posted November 11, 2017 1 hour ago, Alwarren said: I really wish BIS would finally release some tangible documentation on the damn lighting updates. what about the lighting do you need to know 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted November 11, 2017 51 minutes ago, crazy mike said: what about the lighting do you need to know Everything? It's difficult enough as it is to make a decent lighting for a terrain. Nights in Chernarus are so pitch-black that you don't see anything, unless it's white in which case it shines like a light source. Share this post Link to post Share on other sites
crazy mike 567 Posted November 11, 2017 1 hour ago, Alwarren said: Everything? It's difficult enough as it is to make a decent lighting for a terrain. Nights in Chernarus are so pitch-black that you don't see anything, unless it's white in which case it shines like a light source. well ill break down a few things in the 1.60 lighting which may help you edit the lighting this is from my version of chernarus south zagoria at noon class Lighting11 { height=0; overcast=0.25; sunAngle=45; sunOrMoon=1; diffuse[]= {{1,0.86000001,0.81},16}; diffuseCloud[]= {{1,0.86000001,0.81}, 17}; ambient[]= {{0.498,0.602,0.76999998}, 12.6}; ambientCloud[]= {{0.498,0.602,0.76999998},12.6}; ambientMid[]= {{0.63499999,0.63499999,0.66299999},12.904}; ambientMidCloud[]= {{0.63499999,0.63499999,0.66299999},12.904 }; groundReflection[]={{0.745,0.671,0.64300001},13.21392}; groundReflectionCloud[]= {{0.745,0.671,0.64300001},13.21392}; bidirect[]={0.025,0.024,0.017999999}; bidirectCloud[]={0.025,0.024,0.017999999}; sky[]={{0.15000001,0.35099999,0.708},13.445 }; skyAroundSun[]= {{0.115,0.245,0.60000001},13.662}; fogColor[]= { {0.15000001,0.35099999,0.708},13.145 }; apertureMin=70; apertureStandard=120; apertureMax=120; standardAvgLum=8000; desiredLuminanceCoef=1; desiredLuminanceCoefCloud=1; luminanceRectCoef=1; luminanceRectCoefCloud=0.5; rayleigh[]={0.0070000002,0.01388,0.035}; mie[]={0.0049999999,0.0049999999,0.0049999999}; cloudsColor[]= {{1,1,1},14.8}; swBrightness=1; }; everything is {{RGB},intensity}; and diffuseCloud <-- anything with cloud after it, should be affecting clouds however im not 100% derp also dont go above 1 for any rgb >.< diffuse[]= {{1,0.86000001,0.81},16}; This determines the color and intensity of the light color emited by the sun, for example during sunset you may want to decrease green and blue and increase red to have the light color on objects a reddish hue compared to a more normal flat color like white or a super super light pink in this one above sky[]={{0.15000001,0.35099999,0.708},13.445 }; This determines the color and intensity of the sky, the large half circle above the horizon, again this will be more blue then anything, itll take any number of combinations of rgb + intensity to get a color that feels good, keep in mind, at ground level to low level helicopter height, the horizon AND the sky mix together, to create a third color, you can also see this at high altitudes, but it only mixes in about an inch of your screen, at ground level it mixes covering almost half the screen, can provide examples below with other screens skyAroundSun[]= {{0.115,0.245,0.60000001},13.662}; This determines the color and intensity of the sky around the sun, I PERSONALLY disable this, as I flipping hate the halo around the sun it is ugly as shit, so i dont touch this in my config, but youd normally have this at a brighter color then the sky if you wish to disable this change aroundSunCoefMultiplier=1.4; to aroundSunCoefMultiplier=1; highly suggested imo fogColor[]= { {0.15000001,0.35099999,0.708},13.145 }; This determines the color and intensity of the horizon below the sky, this by default is an eye gouging white and the sky is a super neon blue giving a really bad contrast imo, so i always make this much more blue, this also affects the color of fog as the name suggests, so if you dont want blue fog youll need to make this more of a light blue/white color the other settings in the lighting arrays are not exactly useless, however they are not really worth changing, the effect is minimal and ive never needed to change them from default as they are fine normally for the intensities, ive seen at above 30 it just becomes an unbearable white across the entire screen and in some cases blocking out view entirely, thus youll want to stick below 20, and above 10 for daytime alltogether that config entry above will lead you to have a sky somewhat similar to this one below Spoiler in the same place but much higher, you see alot more of the horizon, thus you see the center area where they mix much more pronounced, this middle area is what you see the most at ground level because most of the horizon is hidden by land with the diffuse adjusted you can see that the intense brightness on buildings isnt here because of a small tweak to the intensity of the sunlight, by default using altis or stratis config its really bad on chernarus and european a2 structues in general you also will want to change the sky color when it is overcasted because on low cloud settings EVEN HIGH SETTINGS SOMETIMES the blue sky will peak through usually directly over the players head with a big circle of clearness, to counter this you can just change the sky color to a neutral color like grey, light or dark to avoid that shit (mines way too dark here) and finally for nighttime being too bright or dark, arma simulates the calendar fairly well for moonlight nights https://gyazo.com/9a2e1a5da9dba723041a95557a7e62e1 it is also possible to bypass the 1.60 lighting entirely, however you get some retarded results lol, but it does make it look pretty automatically 9 1 Share this post Link to post Share on other sites
daytrader 33 Posted November 12, 2017 So all the cup workshop mods on steam been updated as well ? Share this post Link to post Share on other sites
yxman 90 Posted November 12, 2017 self-explanatory... as example: https://steamcommunity.com/sharedfiles/filedetails/?id=583544987 Updated15 Oct @ 7:05pm + read https://steamcommunity.com/sharedfiles/filedetails/changelog/583544987 Share this post Link to post Share on other sites
dragonsyr 21 Posted November 19, 2017 Hi all , i see that in the new version , cup_terrains_cwa_ buildings (and all other staff related with cwa , noe) is removed completely ... now when load my island i have errors related to cwa missing addons. will this objects be back in future update? thanks Share this post Link to post Share on other sites
pipewr3nch 71 Posted November 19, 2017 32 minutes ago, dragonsyr said: Hi all , i see that in the new version , cup_terrains_cwa_ buildings (and all other staff related with cwa , noe) is removed completely ... now when load my island i have errors related to cwa missing addons. will this objects be back in future update? thanks You will have to download CUP Terrains CWA. They decided to make them separate quite a long time ago. 1 Share this post Link to post Share on other sites
dragonsyr 21 Posted November 19, 2017 previous update have the cwa in the core files. now with this i need 2,7 gigs more , just for using some buildings and plants on my island??? why? core mod include all necessary files for all the maps . is that right? is it possible to add again the files in the core pack ? thanks 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted November 19, 2017 1 hour ago, dragonsyr said: why? The licenses changed. We allow monetization for the Core and Terrains but not for the CWA terrains, therefore they have been separated out. The amount of data is roughly the same as before. 3 Share this post Link to post Share on other sites
dragonsyr 21 Posted November 20, 2017 ok, thank you for the answers 1 Share this post Link to post Share on other sites
Wiki 1558 Posted December 3, 2017 On 18/05/2016 at 10:49 PM, tom.tucka said: Does anybody know how I can make the hanger doors closed on mission start? Same question here, thanks. Share this post Link to post Share on other sites
haleks 8212 Posted December 3, 2017 You would have to look in the config browser for the animationSources names of that building and animate them via script. Share this post Link to post Share on other sites
Wiki 1558 Posted December 3, 2017 1 hour ago, haleks said: You would have to look in the config browser for the animationSources names of that building and animate them via script. Ah ok. I was just wondering whether there was another possibility or not, thanks. Share this post Link to post Share on other sites
natoed 12 Posted December 19, 2017 CUP Terrains Core 1.4.1 armaholic update........... Share this post Link to post Share on other sites
Alwarren 2767 Posted December 19, 2017 3 hours ago, natoed said: CUP Terrains Core 1.4.1 armaholic update........... Eh? Share this post Link to post Share on other sites
rekkless 240 Posted December 19, 2017 8 hours ago, natoed said: CUP Terrains Core 1.4.1 armaholic update........... Just download it off Google Drive it is faster anyway. Share this post Link to post Share on other sites
ab_luca 24 Posted December 19, 2017 from steam only 66 MB of delta update Share this post Link to post Share on other sites