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pvtTunt

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About pvtTunt

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    Lance Corporal

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    Male
  • Interests
    Lighting and Java

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    pvttunt

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  1. pvtTunt

    Sangin District Helmand Province.V4

    Was that weird, white filter applied to the photos for... A realistic look? I love it when people make their own custom lighting and not use the vanilla one, the shadows and overall colors look really good! I absolutely loved every version of this map and it's amazing how you worked on it for 10 years! Congrats on the release! By the way, I looked into your mod ( just like I do with everything else, no malicious intent :) ) and I think those sky textures are from Take on Helicopters, not made by someone.
  2. I would like to know how these 2 classes work and how to modify it.
  3. pvtTunt

    Seattle?

    Hello there! It's 2020 and maybe you are playing Arma 3 with Seattle and South Asia already avaible in the workshop, but if you are still playing Arma 2 after 7 years, then I have very good news for you! I am currently porting South Asia to Arma 2, the map itself is working, all I need to do now is just port the textures and buildings, write a new config and that's it! This is my worst necro ever but... Seattle should be easy as this too.
  4. so, uhh I tried using the .hpps only then .hpps + the config, didnt work. I am in desperate need of a deeper explanation 😕
  5. tried that already, it doesnt work. what am I doing wrong?
  6. I really like the look of ACE tracers, but I don't want the entire ACE package. How can I make it standalone?
  7. pvtTunt

    ARMA 3 Addon Request Thread

    can someone make a standalone version of ACE tracers or teach me how to do it?
  8. pvtTunt

    RHS Escalation (AFRF and USAF)

    check out DEV Cup Units for accurate Ratnik
  9. it is a seperate version but it is also dead 😕
  10. what happened to the LOUD and SCARY AF sounds of Dragonfyre?
  11. I have everything from 1.58!
  12. I'm just wondering if it's possible to create a replacement config that replaces the satellite texture (layers), the clutter and the ground textures of a terrain, without access to its source files. I want to replace textures and clutter of the vanilla, 2035 maps, with the textures and clutter from Arma 3 version 1.58. I understand I can just do this by replacing files using a manager (have done before), but what I want to do is make a replacement config that is accessible by everyone, which would be a part of my mod.
  13. Some people are a fan of the old lighting instead of the new one. Especially a lot of the terrain makers. But how do you restore this "old lighting"? Here's how: Copy and paste an old lighting (class Weather) config. It will be broken at first, but do not be discouraged! Bohemia Interactive did not completely change the system and the exact same looks can be restored! Fixing Broken Fog Weather > LightingNew> Lighting0 all the way to 71> fogColor. Now, here is the important part. All the fogColor parameters in the new lighting have a defined intensity (the way I like to call it). The new ones are like this: fogColor{ (R, G, B), Intensity }; The old ones, however, does not have an intensity. They are like this: fogColor{ R, G, B }; By default, the lighting will look broken if you just copy and paste! You can make these old configs work by adding skycolorinfluencesfogcolor=1; to anywhere you like! Fixing Broken Colors Now, with the fog cleared let's move on to the HDRNewPars class. Bohemia Interactive made a ton of changes to the HDR and tonemapping, presenting new options which allow you to tune the lighting in great detail. If you just copy and paste an old Weather class, it won't look the same as before! If you just copy and paste an old Weather class and use the tonemapping parameters for Stratis, it won't look the same as before! Then how do you make it work? Copy and paste the following into the HDRNewPars class: tonemapMethod=2; tonemapShoulderStrength=; tonemapLinearStrength=; tonemapLinearAngle=; tonemapToeStrength=; tonemapToeNumerator=; tonemapToeDenominator=; tonemapLinearWhite=; tonemapExposureBias=; tonemapLinearWhiteReinhard="2.5f"; Other than these, make sure to also copy and paste the old bloomScale, minAperture e.g Restoring Old Cloud Parameters The new clouds don't look bad to be honest, but in my opinion the old ones are better. The cloud sharpness, size and a lot more are defined inside the SimulWeather class. Now, here is how to restore the old look of the clouds, head to the SimulWeather class, copy and paste the following: fadeMaxDistanceKm=1000; fadeMaxAltitudeKm=15; fadeNumAltitudes=8; fadeNumElevations=8; fadeNumDistances=8; fadeEarthTest=1; autoBrightness=0; autoBrightnessStrength=0.1; cloudGridWidth=64; cloudGridLength=64; cloudGridHeight=16; helperGridElevationSteps=24; helperGridAzimuthSteps=15; helperEffectiveEarthRadius=160000; helperCurvedEarth=1; helperAdjustCurvature=0; helperNumLayers=120; helperMaxDistance=160000; helperNearCloudFade=0.1; helperChurn=10; cloudWidth=40000; cloudLength=40000; wrapClouds=1; noiseResolution=8; noisePeriod=4; opticalDensity=1.5; alphaSharpness=0.5; selfShadowScale=0.050000001; mieAsymmetry=0.87; minimumLightElevationDegrees=1; directLightCoef=0.25; indirectLightCoef=0.025; fogStart=0; fogEnd=150000; fogHeight=2000; You can change the fogEnd parameter from 150000 to anything you like, too low and the clouds will be invisible, too high and... Well... May God help you. As a bonus, you can also head to class SimulWeather > class DefaultKeyFrame and change the cloudHeightKm parameter to 8. All of these are explained very well in this library: https://arma3library.gitlab.io/#
  14. me don't get whats wrong with a second chance
  15. When you hip-fire in Arma 3 there is extra bullet dispersion added (I guess?)
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