bludski 4421 Posted May 30, 2016 I'm probably not the only one having a map that looks horrible and doesn't have a sky and appropriate lighting with latest patch. I use a heavily modified altis config. Can somebody post the bits that need to be changed? Share this post Link to post Share on other sites
hoverguy 177 Posted May 30, 2016 Someone posted this: https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/ Don't know if 100% relevant, BIS probably changed things since may 24th. I myself am having a look at the new config right now (a3 -> map_altis / map_stratis -> config.cpp) Share this post Link to post Share on other sites
Auss 208 Posted May 30, 2016 it works, I have Australia running with V1.60 Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 it works, I have Australia running with V1.60 any chance sharing it, as mine keeps crashing with the latest config.cpp Share this post Link to post Share on other sites
Auss 208 Posted May 31, 2016 any chance sharing it, as mine keeps crashing with the latest config.cpp I used the config that James posted and thats linked here https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/ I also needed to make a few minor changes to it to get the effect i was after but it will work for you 1 Share this post Link to post Share on other sites
DarthRogue 25 Posted May 31, 2016 Anyone have a clue how to change the lighting and colors back to "normal"? The stock Altis config settings look like absolute ass on my terrain. Dry grass has gone from light brown to piss yellow and lush grass is now neon green instead of a deep green as it should be. I see the lighting settings but I'd rather know for sure what to change and by how much instead of having to edit, repack a full build, test, rinse and repeat x 1000 until I finally find the right settings. 1 Share this post Link to post Share on other sites
bludski 4421 Posted May 31, 2016 @DarthRogue you don't need to do a full rebuild every time you change the config. it takes a couple of minutes when I do it. Share this post Link to post Share on other sites
D3F3CT3D 25 Posted May 31, 2016 Edit: --is there a new config format that works , the kunduz config didnt work for me in game no map shows , packed worked. ( black sky / water textures aswell ) Share this post Link to post Share on other sites
makhno 166 Posted May 31, 2016 @DarthRogue : For the textures, they've been toned down ( like a grey filter added to them); so you'll have to extract the updated textures from map_data.pbo and replace them i f you copied them in the first place for your island. 1 Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 working one down below 1 Share this post Link to post Share on other sites
Auss 208 Posted May 31, 2016 have u checked to see if u have moon and stars? Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 have u checked to see if u have moon and stars? Just checked, NO MOON or STARS but I do get the reflection of the moonlight in the water. Back to to the drawing board with this config :unsure: Share this post Link to post Share on other sites
D3F3CT3D 25 Posted May 31, 2016 have u checked to see if u have moon and stars? why dont you post a working config ? Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 it was an over sight, my bad :( Share this post Link to post Share on other sites
J0K3R 5 93 Posted May 31, 2016 Got it working, stars + moon as well. you will need to alter text to suit your needs. http://pastebin.com/bvmimP3f The optional sound.pbo that is used in my config. This has to be dropped into mods addon folder of your mod https://drive.google.com/open?id=0B7f7inkZ9lkaeWl2d2ZZcFR6T2s If you dont want to use it, delete the class CfgEnvSounds section out of the config.cpp 4 Share this post Link to post Share on other sites
hoverguy 177 Posted May 31, 2016 Thanks for sharing 1 Share this post Link to post Share on other sites
Abd El Rahman 1 Posted May 31, 2016 Got it working, stars + moon as well. you will need to alter text to suit your needs. http://pastebin.com/bvmimP3f The optional sound.pbo that is used in my config. This has to be dropped into mods addon folder of your mod https://drive.google.com/open?id=0B7f7inkZ9lkaeWl2d2ZZcFR6T2s If you dont want to use it, delete the class CfgEnvSounds section out of the config.cpp Hello, Thanks for sharing. Regards, Abd El Rahman 1 Share this post Link to post Share on other sites
bludski 4421 Posted June 2, 2016 I have it working perfectly now.. thanks guys! 1 Share this post Link to post Share on other sites
dragonsyr 21 Posted June 4, 2016 thanks for sharing !! it working... 1 Share this post Link to post Share on other sites
major_desync 137 Posted June 8, 2016 Am I right in thinking that clutter no longer takes on the colour of the underlying sat image since 1.60, or did it change earlier and I'm only noticing it now? UPDATE: Having eyeballed this quite a lot - I think this is not true - but naturally there is a limit to how much of the sat colour the texture will pick up. Same with the clutter objects. Also - even keeping in mind that the lighting tweaks are not all done yet - what do people think the list of tasks to update custom terrains to 1.60+ looks like (I'm talking after you've fixed your skybox and config)? Here's my first stab: 1: surface textures - post 1.60, these are now very dark and saturated. One task might be converting the PAAs, customising them to taste, rePAAing and reintegrating. UPDATE: I have found this absolutely necessary to get the sat and the surface textures to blend well together. I did this process and shifted the levels of the texture PAAs to lighten them to the point where they worked better with the sat. 2: Sat image - if my experience is anyway typical, these are often too bright for the new textures - so some playing with levels and saturation seems likely to get them closer to surface textures (maybe meet the texture half way?) UPDATE: I have also done this - darkening the whole map slightly using curves. I also found I had to do specific darkening on the brightest elements of the sat as well as slightly desaturating some of the green areas that were coming out super-green in game. UPDATE 2: Having done further work on this - I've found that rather than messing with curves - playing with the output levels is a far better way to darken overly bright sat maps. With my current maps, knocking the white output from 255 to approx 185 got me a pretty good match between sat and the new darker textures. 3: Mask - this might just be me, but I can see I'm going to have to change mine. However, that might be a good opportunity to work in some of the Apex textures, as some of them look tasty. UPDATE: I have not used Apex textures yet, but I have changed some of my textures to better mesh with the sat. This seemed to be less of an issue pre-1.60, but post 1.60 lighting is pretty unforgiving if your texture and your sat are not at least in the same postcode. 4: Clutter - I'm finding my clutter mixes now look ugly, so, again, might be just me, but I think that will need changes. UPDATE: I've done this. Not sure if it's necessary, but again post-1.60 seems to be less forgiving than the old lighting. 5: Tweak lighting settings in config - This is an unknown quantity since BIS (a.) haven't finished tweaking, and (b.) haven't published documentation. Knowing more about this might make some of the points above unnecessary. UPDATE: The stuff posted on the 1.60 config thread on this forum has been super helpful - especially the terrainBlendMaxDarkenCoef and terrainBlendMaxBrightenCoef settings. I've set these to max darken, min brighten on Gorgona at least. Otherwise - I've duplicated the new Stratis lighting settings pretty much wholesale and that seems to produce good results. UPDATE: 6: Roads. The new dirt road textures are very dark (the old ones used to blend perfectly with default Stratis stony ground texture). These might work fine with the new textures in Apex, but they're horrible if you have very lightly textured road beds, as I did on Gorgona. I replaced them all of mine with dirt trails (the twin tyre mark roads). Anyone else got some insights on the road that Arma map modders will need to take to get to Apex? UPDATE TL:DR: Based on my experience so far - the biggest visual optimisation gains will come from customising your surface texture PAAs to match your sat map (and vice versa). UPDATE 3: Gorgona - ARMA 1.60 before and afters 1 Share this post Link to post Share on other sites
Nightwolf2112 37 Posted February 16, 2017 (edited) Hey guys. Does anyone know how to fix this error? When launching any mission on a dedicated server box and selecting a slot I receive the following error bin\Config.bin/CfgPatches.buildings. I am using a version of Australia that was uploaded to the steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=779319811&searchtext=Australia Is this a good version of this map? or is there a config file I need to use to get this up and running? **Edit** Figured out the issue. Seems the @A3L from the steam workshop requires a set of buildings. Not sure what those are but I was able to Launch with no issues with my unit's custom mod list without the aforementioned issue. Hopefully this'll help out anyone also suffering from this error on the map. Edited February 16, 2017 by Nightwolf2112 Share this post Link to post Share on other sites
RoF 241 Posted February 16, 2017 That's not the real Australia, the lighting bug has been fixed for ages I think! This is the real one http://steamcommunity.com/sharedfiles/filedetails/?id=485417177 The other one is stolen most likely Share this post Link to post Share on other sites
Nightwolf2112 37 Posted March 3, 2017 Wouldn't be surprised if it was. At least the info is out there showing that there is another version of that map that isn't from the original author. I believe i have tried the proper one but I still have the lighting issue. I'll have to download it again and give it a try Share this post Link to post Share on other sites
Auss 208 Posted March 5, 2017 delete your original version and subscribe to the proper steam workshop mod http://steamcommunity.com/sharedfiles/filedetails/?id=485417177&searchtext=Australia Not ones that fuckers put on steam without permission Share this post Link to post Share on other sites