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RCA3

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Everything posted by RCA3

  1. RCA3

    HDR 2020

    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 ๐Ÿ˜‰๐Ÿ‘. Here's the new params:
  2. 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.: Download: Google Drive (Showcase) (discontinued) Google Drive (Filmic) (discontinued) Google Drive (ACES Simulated) (recommended) Credits: tonemapper โ€” 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- Flaticon ACES Simulated: Brightness 100 Contrast 100 Saturation 86 (because CUP) Pre-Process Brightness and Gamma 1.0 Outdated, see link: https://forums.bohemia.net/forums/topic/245053-hdr-2020/?do=findComment&amp;comment=3523731 Filmic: Brightness 100 Contrast 100 Saturation 86 (because CUP) Pre-Process Brightness and Gamma 1.0 Outdated: Showcase: Brightness 94 Contrast 100 (last pic 110) Saturation 94 (CUP 86) Pre-Process Brightness and Gamma 1.0 Histogram: left to right: showcase, filmic (outdated), ACES simulated (outdated) and vanilla:
  3. RCA3

    HDR 2020

    Arma 3 vs ACES Sim (new):
  4. 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
  5. RCA3

    HDR 2020

    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. ๐Ÿ™‚๐Ÿ‘
  6. I can't help you with this part. Maybe some math expert can. 2nd problem with proper indentation ๐Ÿ˜› 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]; }];
  7. player setVariable ["MARTA_hide", _unknowngroups];
  8. Take a look at this:
  9. RCA3

    HDR 2020

    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
  10. RCA3

    HDR 2020

    New tonemapping coming up:
  11. RCA3

    HDR 2020

    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! ๐Ÿ˜ ๐Ÿ‘ Happy Holidays, Happy New Year and all that! PS. oldy41, I haven't forgotten about you! Trying to figure a way out for this.
  12. RCA3

    HDR 2020

    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 ๐Ÿ‘ 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.
  13. RCA3

    HDR 2020

    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 ).
  14. RCA3

    HDR 2020

    Thank you, EO! Can you tell I don't own Contact? ๐Ÿ˜๐Ÿคซ Updated it. Tonemapping is the best, very powerful. Try it, you'll enjoy it. If you need help PM me.
  15. Description: HighLightS is a custom lighting and HDR tonemapping for Arma 3. Main Goals: Softer color around sun during sunset/sunrise Seamless color schemes' transitions between clear/overcast states Seamless transitions day/night during all moon phases Better lighting overall Features: Custom HDR tone mapping based of UE5 Softer light around sun during sunrise/sunset Transition between day/night has bluer skies for longer Clouds are white at night if lit by moon (unless max overcast) Full light of sun/moon when not covered by clouds (i.e.flying above clouds or cloud openings in the sky) No predefined color/light scheme for each overcast setting. The cloud coverage sets the colors/light Clouds go yellow before going pink. Clouds get darker than vanilla with lower overcast (starts at 0.5) Stars show up later at night NVG has more aperture (darker) NVG transition is slower Eye adaption is slower Reduced aperture change when looking to the ground/zooming in Wind direction is fixed in direction N/S (direction can be changed in editor, duration only through scripting) Use only HDR or lighting optionally (2 pbos) Brighter moon bathed nights Purple skies before sunrise and after sunset Usage: HDR is only available inside @HighLightS folder. It applies to CAWorld and vanilla maps and should apply to every map loading before A3_Data_F_AoW_Loadorder. Install other @HighLightS_mapname on a per map basis for lighting/weather. Both HDR.pbo and Lighting.pbo are client and server side. HDR Notes: You most likely have to adjust Gamma (and maybe Brightness): Nights are not pitch black and a silhouette is often visible, especially in brighter colors. A config to help AI see better at night was applied. Supported Maps: Altis, Stratis, Malden, Livonia and Tanoa CUP Terrains - Maps CUP Terrains - Maps 2.0 Fox Vanam Global Ops terrains Copehill Down Sumava Download: Google Drive (Steam link may come later) Credits: arma3library.gitlab.io PMC Editing Wiki Foxhound International gaming group (wiki) IFA3 discord channel @Connor. (Color Picker) schemecolor.com shorescanada.com (Kelvin temperature table) andi-siess.de/rgb-to-color-temperature Unreal Engine (https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/ColorGrading/) academo.org - Colour-Temperature Relationship (https://academo.org/demos/colour-temperature-relationship/) Filmic Tonemapping with Piecewise Power Curves, by John Hable (http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/) Forums Bohemia.net Bohemia Interactive Media: Old Media: Changelog: v1.0.1 Fixed: Moon object missing from Chernarus Summer/Winter v1.1.0 Added: Kelvin temperatures to all diffuse lights, sun and moon, according to this table and this RGB conversion table. Thanks to Shores Canada Ltd and Andreas Siess. Tweaked: Complete review of apertures to get more in sync with vanilla day/night cycle. Tweaked: Overhaul of night light. Added: Global Ops Terrains and Fox Vanam. Added: BI server key. Thanks @dystopian1 v1.1.1 Tweaked: Night light. Increased apertureMin from 3.2 to 4 as in vanilla (darker). Increased diffuse from 1 to 3 (more direct light), vanilla is 4. v1.2 HDR UE5 V7 Tweaked: New HDR tone mapping based of UE5. Source: https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/ColorGrading/ Added: Config to increase AI night seeing capability Lighting 0.29.5 Tweaked: Diffuse colors redone with another Kelvin tool. Source: https://academo.org/demos/colour-temperature-relationship/ Tweaked: Whiter sky around sun at sunset/sunrise Tweaked: Longer blue skies at dusk/dawn Tweaked: Yellow clouds before going pink and darker clouds at overcast states Tweaked: Reviewed alphas (light intensity) and apertures all around Added: Reduced haze
  16. You'll only get lucky going on Discord and ask Dedmen or Killzone Kid for it for the next update (circa 6 months).
  17. How about using WaypointComplete EH, and as soon that triggers, you know the next WP was activated, unless there's a timeout but you can check the waypointTimeout/waypointTimeoutCurrent through the EH _waypointIndex?
  18. Engima's work is available at his site: https://typesqf.azurewebsites.net/cpack/details/Engima.Traffic It might need TypeSQF installed.
  19. Replace all instances of _introHandle with introHandle (making it a global variable inside missionNamespace therefore available across the mission, including inside your EH).
  20. Inside your <Arma 3 folder>\Missions or \MPMissions 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>
  21. Anyone happen to have this addon?
  22. You are supposed to disable/uninstall one drive. Try this link: https://support.microsoft.com/en-us/office/turn-off-disable-or-uninstall-onedrive-f32a17ce-3336-40fe-9c38-6efb09f944b0
  23. RCA3

    Connection Issue with EVERY server

    https://arma3.com/requirements See on this page if you have the mentioned software installed.
  24. Fix this part first, add the name of the addon you are changing. Get the name with activatedAddons. Functions is irrelevant btw. requiredAddons[] = { "A3_Functions_F" };
  25. Clearly people responsible for the tools are not reading this, EO. Just post this link on discord's #arma3_tools_makers ๐Ÿ˜ They come out with the heat!
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