james2464 176 Posted May 24, 2016 Hi guys, Just thought I'd post the new Kunduz config for anyone interested in updating their terrain for 1.60 or Apex. I believe this is the minimum required in order to inherit any future changes to lighting and terrain parameters. Tested and inherits well without RPT errors. class CfgPatches { class PRA3_Kz { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; }; }; #include "cfgSurfaces.h" #include "cfgVehicles.h" #include "cfgEnvSounds.h" class CfgWorlds { class DefaultWorld { cutscenes[] = {"Kunduz_intro1"}; }; class CAWorld : DefaultWorld{}; class DefaultLighting; class Stratis : CAWorld { class DefaultClutter; class Sea; class Underwater; class SeaWaterShaderPars; class WaterExPars; class HDRNewPars; class Lighting; class DayLightingBrightAlmost; class DayLightingRainy; class Weather; class SimulWeather; class EnvMaps; class OutsideTerrain; class Grid { class Zoom1; class Zoom2; class Zoom3; }; class Sounds; class Animation; class Subdivision; }; class Kunduz : Stratis { class Sea : Sea{}; class Underwater : Underwater{}; class SeaWaterShaderPars : SeaWaterShaderPars{}; class WaterExPars : WaterExPars{}; class HDRNewPars : HDRNewPars{}; class Lighting : Lighting{}; class DayLightingBrightAlmost : DayLightingBrightAlmost{}; class DayLightingRainy : DayLightingRainy{}; class Weather : Weather{}; class SimulWeather : SimulWeather{}; cutscenes[] = {"Kunduz_intro1"}; icon = ""; worldName = "\pra3\pra3_kz\kunduz.wrp"; pictureMap = "\pra3\pra3_kz\data\icons\pictureMap_ca.paa"; pictureShot = "\pra3\pra3_kz\data\icons\ui_kunduz_ca.paa"; plateFormat = "AS$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "$STR_PRA3_CFGWORLDS_KUNDUZ_AUTHOR"; description = "$STR_PRA3_CFGWORLDS_KUNDUZ_DESCRIPTION"; newRoadsShape = "\pra3\pra3_kz\data\roads\roads.shp"; startTime = "07:30"; startDate = "6/7/2009"; midDetailTexture = "A3\Map_Data\middle_mco.paa"; access = 3; worldId = 1; mapSize = 5120; mapZone = 42; longitude = 68.873; latitude = -36.712; elevationOffset = 0; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 65; fullDetailDist = 20; minTreesInForestSquare = 2; minRocksInRockSquare = 2; safePositionAnchor[] = {1024,1024}; safePositionRadius = 1024; centerPosition[] = {2048,2048,2048}; seagullPos[] = {1024,1024,1024}; ilsPosition[] = {0,0}; ilsDirection[] = {0,0,0}; ilsTaxiOff[] = {}; ilsTaxiIn[] = {}; loadingTexts[] = {"$STR_PRA3_CFGWORLDS_KUNDUZ_LOADINGTEXT1"}; class EnvMaps : EnvMaps{}; class OutsideTerrain { satellite = "pra3\pra3_kz\data\outsideterrain\s_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "pra3\pra3_kz\data\kz_sanddesert_nopx.paa"; texture = "pra3\pra3_kz\data\kz_sanddesert_co.paa"; }; }; colorOutside[] = {0.8549,0.7019,0.3764,1}; }; class Grid : Grid { offsetX = 0; offsetY = 5120; class Zoom1 : Zoom1{}; class Zoom2 : Zoom2{}; class Zoom3 : Zoom3{}; }; class Sounds : Sounds{}; class Animation : Animation{}; class Subdivision : Subdivision{}; class AmbientA3 { #include "cfgAmbience.h" }; class Names { #include "cfgNames.h" }; }; initWorld = "Kunduz"; demoWorld = "Kunduz"; }; class CfgWorldList { class Kunduz{}; }; class CfgLensFlare{}; 13 Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted May 31, 2016 hi, tried the config above and it errors on the include sections when re-packing with pboProject Also the cfgNames.h is not included with version 1.08 which is current release Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 I dont mean to stand on anyones toes, but I think I might have a working example. https://forums.bistudio.com/topic/191152-does-anybody-have-a-guide-on-how-to-update-the-map-to-16/#entry3032667 1 Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted May 31, 2016 ok cool ill give it a go thanks just need to work out the mapArea[] as its currently in long and lat - left as your example for now to see if it works can alter it after. further add unable to repack due to missing textures for the roads. Share this post Link to post Share on other sites
icebreakr 3156 Posted May 31, 2016 I warned this will happen on twitter months ago, exactly on Feb 11 :/ all custom maps broken... 2 Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted May 31, 2016 Hi Icebreakr, yer i know its been a while coming but had no clue on the break issue as never use twitter :) PS - love your maps btw keep up the good work 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 Its turned out to be a clusterfcuk, with this and the addon mess up. Ive stopped using the steam workshop and went back to the old way using Armaholic. 1 Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted May 31, 2016 im currently trying a PBO to overwrite the pr3_kz pbo and update the config to see if i can get it working - no luck yet work continues Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 31, 2016 I had the same issue... when I rePBOd the path was wrong... there is an easy fix by downloading metal craze cup lighting and adding a few lines as posted in dev branch Altho that is an old mod and cup was updated... Share this post Link to post Share on other sites
RoF 240 Posted May 31, 2016 I had the same issue... when I rePBOd the path was wrong... there is an easy fix by downloading metal craze cup lighting and adding a few lines as posted in dev branch Altho that is an old mod and cup was updated... this? https://forums.bistudio.com/topic/191167-what-can-we-do-with-arma-2-maps-now/?p=3032652 Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 31, 2016 this? https://forums.bistudio.com/topic/191167-what-can-we-do-with-arma-2-maps-now/?p=3032652 Yes, that too... Tpw and I were talking about it last week. That is likely the best option as that should inherit from the new cup terrains values :) Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted June 1, 2016 well its working, thanks to Vking for the final push to the goal. here's the paste bin on what we did. https://gist.github.com/VKing6/681947b4e8e8ab1b7e310de14f174ed4 Share this post Link to post Share on other sites
james2464 176 Posted June 1, 2016 I've updated the config in the OP to fix an issue where the moon and stars were not inheriting correctly and thus not showing in-game.This config is for anyone who wants to model their new terrain config off this one. Also the cfgNames.h is not included with version 1.08 which is current release The extra includes will be merged with the config in the pra3_kz PBO. This happens when I build the terrain with PboProject. 2 Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted June 2, 2016 Thanks James great info and brill work on version 1.2. At www.16aa.net we have been using your map to play a campaign for the past few weeks now and its going well. We have just updated to 1.2 and will next be playing on Sunday so will let you know if there is any feedback. our numbers on each mission are typically around 90+ members so its a good performance test but version 1.08 was working ok for us. Share this post Link to post Share on other sites
james2464 176 Posted June 3, 2016 Thanks James great info and brill work on version 1.2. At www.16aa.net we have been using your map to play a campaign for the past few weeks now and its going well. We have just updated to 1.2 and will next be playing on Sunday so will let you know if there is any feedback. our numbers on each mission are typically around 90+ members so its a good performance test but version 1.08 was working ok for us. Yes i've seen your mission videos on Youtube, great viewing. I'll have an update out before the weekend for AI river crossing issues with the two main bridges and stars and moon missing. As for performance very interested to know more about the frame drops supposedly due to the poppy fields or zooming into certain areas... Thanks. Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted June 4, 2016 little bit of feedback standing on the tappeh ka side of the river looking towards tappeh tark the buildings are shadowing through below is a pic Share this post Link to post Share on other sites
x3kj 1247 Posted June 4, 2016 class Sea : Sea{}; class Underwater : Underwater{}; class SeaWaterShaderPars : SeaWaterShaderPars{}; class WaterExPars : WaterExPars{}; class HDRNewPars : HDRNewPars{}; class Lighting : Lighting{}; class DayLightingBrightAlmost : DayLightingBrightAlmost{}; class DayLightingRainy : DayLightingRainy{}; class Weather : Weather{}; class SimulWeather : SimulWeather{}; unless you want to change something in those subclasses, you don't need to define them in order to inherit subclasses from the parent class. It's only required if you want to change something in them. 2 Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted June 7, 2016 James, thanks for the update to 1.20.02 this has fixed the above problem :) Your welcome to join us on an operation James if you would like a see us and the map in action? Let me know Share this post Link to post Share on other sites
3LSR(16aa) - Tradari 13 Posted June 9, 2016 thought i would share a few pics from the update map James 2 Share this post Link to post Share on other sites
1para{god-father} 105 Posted June 10, 2016 Is there a way to dull down the ground textures as they are just so bright now they simply look sh*t Before update After update:- Share this post Link to post Share on other sites
Greenberet40 136 Posted June 11, 2016 Hello. Try this with your old config first add this lines skyColorInfluencesFogColor = 1;tonemapMethod = 0; and add this class class HDRNewPars { minAperture = 1e-005; maxAperture = 256; apertureRatioMax = 4; apertureRatioMin = 10; bloomImageScale = 1; bloomScale = 0.3; bloomExponent = 1; bloomLuminanceOffset = 0.8; bloomLuminanceScale = 1; bloomLuminanceExponent = 1.2; tonemapMethod = 2; tonemapShoulderStrength = 0.22; tonemapLinearStrength = 0.3; tonemapLinearAngle = 0.1; tonemapToeStrength = 0.2; tonemapToeNumerator = 0.01; tonemapToeDenominator = 0.3; tonemapLinearWhite = 11.2; tonemapExposureBias = 2; tonemapLinearWhiteReinhard = "2.5f"; nvgApertureMin = 1; nvgApertureStandard = 7; nvgApertureMax = 15; nvgStandardAvgLum = 3; nvgLightGain = 100; nvgTransition = 1; nvgTransitionCoefOn = "40.0f"; nvgTransitionCoefOff = "0.01f"; nightShiftMinAperture = 0; nightShiftMaxAperture = 0.002; nightShiftMaxEffect = 0.6; nightShiftLuminanceScale = 600; eyeAdaptFactorLight = 0.6; eyeAdaptFactorDark = 0.2; }; this photos its from our FFAAMOD LYTHIUM map version 1.60 with new config ligthing with this new lines in config this photos with my old config (old ligthing version 1.58) run in ver.1.60 with this new lines in config in Stratis ver 1.60 in Lythium old config (old ligthing version 1.58) run in ver.1.60 with this new lines in config starts /night in Lythium old config (old ligthing version 1.58) run in ver.1.60 with this new lines in config the last step its adapt the new system of clouds in the old config .Anyone helpme? 2 Share this post Link to post Share on other sites
icebreakr 3156 Posted June 14, 2016 greenberet40: I did several tests of your config and it seems all nights (even without full moon) are very very bright. Also, some of the details are wierd: tonemapMethod = 0; in the config then you make new class that has this line inside: tonemapMethod = 2; ? Here's an example shots with both configs: 1 Share this post Link to post Share on other sites
Auss 208 Posted June 14, 2016 i think the top version is better tbh, Share this post Link to post Share on other sites
1para{god-father} 105 Posted June 14, 2016 @ Ice - Any chance you can pm your config for the top image as I am really struggling setting up my config as it all seems so bright and just looks strange ! Thanks Share this post Link to post Share on other sites
Auss 208 Posted June 14, 2016 I set the HDR to 2 and it increased the brightness off the ground textures to unplayable levels, i'm going to experiment by darkening the sat Share this post Link to post Share on other sites