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HDR 2020 Final v1 Google Drive
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I did some small changes. I think it's done! Arma 3 HDR (left) vs HDR 2020 (right)
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Hey everybody, tonight I found out a new way to tonemap Arma and I was pretty excited so I wanted to share with you. Which do you prefer? Left or right? PS. this is just HDR (no light config change) but the sun size aroundSunCoefMultiplier is reduced by 0.2. Arma 3 HDR (left) vs HDR 2020 (right) The nights are somewhat inverted where HDR 2020 is brighter It looks good though 😅
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arma 3 "The cloud file provider is not running."
RCA3 replied to viscos_3z's topic in ARMA 3 - TROUBLESHOOTING
You haven't downloaded anything, OneDrive is part of Windows. Uninstall OneDrive https://support.microsoft.com/en-us/office/turn-off-disable-or-uninstall-onedrive-f32a17ce-3336-40fe-9c38-6efb09f944b0 You won't lose files or data by uninstalling OneDrive from your computer. You can always access your files by signing in to OneDrive.com. Windows 10/11 Select the Start button, type Programs in the search box, and then select Add or remove programs in the list of results. Open installed apps Under Apps & features, find and select Microsoft OneDrive, and then select Uninstall. If you're prompted for an administrator password or confirmation, type the password or provide confirmation. -
ACES Simulated: New tonemap. New clouds: "old look clouds". (Thanks to @pvtTunt @ https://forums.bohemia.net/forums/topic/230063-how-to-make-old-lighting-configs-work-answered). directLightCoef is custom. Changes in apertureRatioMax, apertureRatioMin and maxAperture in HDRnewPars. Old vs ACES vs New The increase in brightness/saturation is due to an increase in the blacks and overall contrast which was too low. Although apparently less similar to the original ACES than before I think the overall tone and color scheme is more balanced. In game (post above) it still gives an ACES feel 😉👍. Here's the new params:
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Arma 3 vs ACES Sim (new):
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Trigger Activates on person entering helo
RCA3 replied to BikerJoe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You need Event Handlers: https://community.bistudio.com/wiki/Arma_3:_Event_Handlers https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers https://community.bistudio.com/wiki/addEventHandler getIn or getInMan -
Yep, wasn't easy here either. Lot's of trial and error and reading lots of stuff. Once I found that app (tonemapper) was smooth sailing though, so use it! Thanks. 🙂👍
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EnemyDetected Group Event Handler fires multiple times
RCA3 replied to kibaBG's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I can't help you with this part. Maybe some math expert can. 2nd problem with proper indentation 😛 Just added removeEventHandler and params. _garrGRPA = [ (position structA), independent,["rhsgref_cdf_reg_squadleader","rhsgref_cdf_reg_machinegunner","rhsgref_cdf_reg_grenadier_rpg","rhsgref_cdf_reg_marksman","rhsgref_cdf_reg_specialist_aa"] ] call BIS_fnc_spawnGroup; [_garrGRPA, (position structA)] call BIS_fnc_taskDefend; { _x linkItem "rhs_1PN138"; _x setUnitPos "UP"; _x disableAI "PATH"; }forEach units _garrGRPA; (leader _garrGRPA) addWeaponGlobal "rhs_weap_rsp30_green"; _garrGRPA addEventHandler ["EnemyDetected", { params ["_group", "_newTarget"]; (leader _garrGRPA) forceWeaponFire ["rhs_weap_rsp30_green", "Single"]; _sposReinfGRPA = [(position structA), 100, 300] call BIS_fnc_findSafePos; _reinfGRPA = [_sposReinfGRPA, independent, (configfile >> "CfgGroups" >> "Indep" >> "rhsgref_faction_cdf_ground" >> "rhsgref_group_cdf_para_infantry" >> "rhsgref_group_cdf_para_infantry_squad")] call BIS_fnc_spawnGroup; _reinfGRPA deleteGroupWhenEmpty true; _group removeEventHandler [_thisEvent, _thisEventHandler]; }]; -
Fixing Marta with Knowsabout
RCA3 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
player setVariable ["MARTA_hide", _unknowngroups]; -
Fixing Marta with Knowsabout
RCA3 replied to Blitzen88's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Take a look at this: -
Update: New version "ACES Simulated" (update in OP). ACES tonemapping is a function on by itself within the ACES pipeline, which is currently the standard for film industry and available in modern game engines. Since the best (with more parameters like toe and shoulder) function we have is Hable's function, we tried to simulate ACES curve using it. This is very hard (impossible?) to do, but we can get some approximations. Credits to: Tizian Zeltner on GitHub for their tonemapper tool. The Academy - Science & Technology Council on GitHub for providing the images. From left to right (ACES, ACES Simulated and Arma 3). syntheticChart.01 DigitalLAD.2048x1556
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RCA3 changed their profile photo
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New tonemapping coming up:
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Update: New version "Filmic" I never intended to update this but I was having problems with clipping in both brights/darks so I created this more balanced one while still offering quite more contrast compared to vanilla (ex in OP). I had to update the description at OP because I f* 'ed up. Oh, this version is more suited for Brightness 100 - Contrast 100. Oh, I found this great tool if you want to play around with tonemapping (EO, *wink*wink*): https://github.com/tizian/tonemapper Cheers! 😁 👍 Happy Holidays, Happy New Year and all that! PS. oldy41, I haven't forgotten about you! Trying to figure a way out for this.