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RCA3

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Posts posted by RCA3


  1. ACES Simulated:

    New tonemap.
    New clouds: "old look clouds". (Thanks to @pvtTunthttps://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

    VOXdFAT.jpgns2g0nn.jpgZo8Xd1e.jpeg

     

    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:

    uRoq9If.jpeg

    • Like 2

  2. On 2/18/2024 at 2:43 AM, Vectif said:

    I looked into these HDR parameters before for Lybor and Korsac but wasn't able to wrap my head around it...

    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!

     

    On 2/18/2024 at 2:43 AM, Vectif said:

    seeing your results with the ACES parameters is awesome and exciting, it is definitely what I was longing to see in the game. Awesome work!

    Thanks.

     

    On 2/18/2024 at 2:43 AM, Vectif said:

    All these options with the HDR parameters are definitely something I'd like to look more into when I have the time. 

    🙂👍


  3. 2 hours ago, kibaBG said:

    First problem is Sl of defenders don't fire the flare straight up

    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];
    }];
    • Like 1

  4. 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).
    AFrMbRR.jpgbgTBNUz.jpgjYJPNqy.jpg
    syntheticChart.01

     

    ns2g0nn.jpgVOXdFAT.jpg4fVMzAQ.jpg
    DigitalLAD.2048x1556

    • Like 2
    • Thanks 2

  5. Update:

    New version "Filmic"

    31qXtJB.jpeg

     

    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! :flamethrower:

     

    PS. oldy41, I haven't forgotten about you! Trying to figure a way out for this.

    • Like 2
    • Thanks 2

  6. 16 hours ago, EO said:

    Apologies for not mentioning the inheritance structure.

     

    All CDLC terrains inherit from CAWorld with the exception of gm_weferlingen_winter... 

    No problem, and thank you.

    They all have LoadOrders (including Contact) so I made patches for all of them. Can be kept in folder even when (C)DLCs are unloaded.

    They should be good 👍

     

    8 hours ago, oldy41 said:

    This looks very interesting.

    Can I talk you into a Steam Workshop release?

    Thank you!

    I'm still undecided about Steam uploads, but I have massive respect for community veterans as yourself so I'll take your request into consideration.

    • Like 3

  7. 1 hour ago, EO said:

    Some CDLC support would be sweet...(classnames in bold)

    Added them. Thank you.

    I added them to CAWorld since you didn't mention.

    Please test it out. I'm not sure CDLCs need LoadOrder on cfgPatches. (I also don't own CDLC's :sulkoff:).

    • Thanks 1

  8. 1 hour ago, EO said:

    Hey, nice work mate, subtle and very effective, I love it, makes me wanna have a tinker with those tonemaps too. :rthumb:

    Worth mentioning it's not working with Livonia, class name for Livonia is Enoch.....always catches me out that one. :icon_biggrin: 

    Thank you, EO!

    Can you tell I don't own Contact? 😁🤫 Updated it.

    Tonemapping is the best, very powerful. Try it, you'll enjoy it. If you need help PM me.

    • Like 2

  9. HDR 2020

    Description:

    Arma 3 has currently two types of tonemapping available: John Hable's Filmic curve (aka Uncharted 2 curve) and Reinhard's (remnants of Arma 2 or earlier).

    Tonemapping Curves have different operators that form each curve, some have more operators, some have less operators (there's plenty of Curves).

    BI albeit having started Arma 3 with Uncharted 2 Curve <src> <src> <src>, have since, updated it's operators values.

    This mod changes HDRnewPars and uses Hable's curve to change the look of Arma 3.

     

    There's 3 versions:

    Showcase - our first attempt at creating a heavily contrasted HDR image.

    Filmic - based of ACES with added contrast.

    ACES Simulated (recommended) - a recreation of the ACES curve using Hable's function.

     

    Supported Maps:

    Altis, Stratis, Malden, Tanoa, VR, any map inheriting from any of these, not from CAWorld

    Livonia (Contact DLC) (Thanks EO)

    Global Mobilization, S.O.G. Prairie Fire, CSLA Iron Curtain, Western Sahara and Spearhead 1944 maps (CDLCs) (Thanks EO)

    CUP Terrains

    CUP Terrains 2.0

    Anizay

    Bozoum

    Dunes

    Global Ops Terrains

    Korsac

    Lybor

    Sa'hatra

    Sumava

    Thirsk (winter)

    Vanam

     

    Adding more maps:

    With your support I can easily add more maps.

    All I need is the map classname and the map classname it inherits from (usually CAWorld). E.g.:

    Bt2G0WW.jpg

     

    Download:

    Google Drive (Showcase) (discontinued)

    Google Drive (Filmic) (discontinued)

    Google Drive (ACES Simulated) (recommended)

     

    Credits:

    tonemapper — A tool for exploring and applying various tonemapping operators.

    Hdr icons created by Pixel perfect - Flaticon

     

    ACES Simulated:

    • Brightness 100
    • Contrast 100
    • Saturation 86 (because CUP)
    • Pre-Process Brightness and Gamma 1.0

     

    Outdated, see link: https://forums.bohemia.net/forums/topic/245053-hdr-2020/?do=findComment&amp;comment=3523731

     

    Spoiler

    D1lvyrr.jpg4YKzOX4.jpgbovRcP7.jpgIp2PhTP.jpgOQ4Ewqc.jpgKSEPCFz.jpgAK30RcR.jpgEUzOXT1.jpg6zYR3k4.jpg5SyxKAa.jpg

     

    Filmic:

    • Brightness 100
    • Contrast 100
    • Saturation 86 (because CUP)
    • Pre-Process Brightness and Gamma 1.0

    efGGCRo.jpeg9BleRvE.jpegptPADte.jpeg2lHL1Rk.jpeg1heocHX.jpegPwgSsVk.jpeg

    Outdated:

    Spoiler

    ut3Rr9M.jpget0Prxh.jpgz9vzuZQ.jpg31qXtJB.jpg

     

    Showcase:

    • Brightness 94
    • Contrast 100 (last pic 110)
    • Saturation 94 (CUP 86)
    • Pre-Process Brightness and Gamma 1.0

     

    koZKfTu.jpguvpSWyA.jpglBueiU2.jpgYl6uINP.jpgPVsg3Op.jpg2FloIh2.jpgylsN0Ji.jpgfMNj4ju.jpgvDhRzkV.jpgBNQMBuE.jpg8evp75g.jpgSW45hdl.jpgMZ94d4O.jpgvq9j2wk.jpgRG7MG8c.jpgzv5zEnO.jpgyogl6lr.jpgTXqiuKN.jpg09AFVAR.jpgd2irPT2.jpg

     

    Histogram:

    left to right: showcase, filmic (outdated), ACES simulated (outdated) and vanilla:

    sSC9q2g.jpgW11hFmL.jpgjPKHRAj.jpgZu8WAWZ.jpg

    • Like 8
    • Thanks 3

  10. 6 hours ago, genpatton043 said:

    where do I find the copy of the mission that was exported

    Inside your <Arma 3 folder>\Missions or \MPMissions

     

    6 hours ago, genpatton043 said:

    copy that mission.sqm back into my original Editor file to recover the original mission?

    • Open it with PBO Manager:
      https://github.com/winseros/pboman3 (I don't use this version personally but you can Google another).
    • Extract to your work folder (usually <your windows profile>\documents\Arma 3 - Other Profiles\<profile>
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