-
Content Count
60 -
Joined
-
Last visited
-
Medals
Community Reputation
44 ExcellentAbout pvtTunt
-
Rank
Lance Corporal
Profile Information
-
Gender
Male
-
Interests
Lighting and Java
Contact Methods
-
Steam url id
pvttunt
Recent Profile Visitors
-
MarineRecon191 started following pvtTunt
-
How can I bring the old recoil back?
pvtTunt replied to pvtTunt's topic in ARMA 3 - QUESTIONS & ANSWERS
nevermind lol the old recoil sucks, I downloaded a great weapon recoil shake mod by Saku and I got a great experience now -
pvtTunt started following How to make old lighting configs work? Answered!, How can I bring the old recoil back?, Sangin District Helmand Province.V4 and and 5 others
-
I like the pre-marksmen DLC recoil more than the new one, how can I bring it back with a config file?
-
Sangin District Helmand Province.V4
pvtTunt replied to smokedog3para's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
class DayLightingBrightAlmost and DayLightingRainy help!
pvtTunt posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I would like to know how these 2 classes work and how to modify it. -
Seattle?
pvtTunt replied to the amazing flight lizard's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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. -
How to make standalone version of ACE tracers?
pvtTunt replied to pvtTunt's topic in ARMA 3 - QUESTIONS & ANSWERS
so, uhh I tried using the .hpps only then .hpps + the config, didnt work. I am in desperate need of a deeper explanation 😕 -
How to make standalone version of ACE tracers?
pvtTunt replied to pvtTunt's topic in ARMA 3 - QUESTIONS & ANSWERS
tried that already, it doesnt work. what am I doing wrong? -
How to make standalone version of ACE tracers?
pvtTunt posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I really like the look of ACE tracers, but I don't want the entire ACE package. How can I make it standalone? -
ARMA 3 Addon Request Thread
pvtTunt replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
can someone make a standalone version of ACE tracers or teach me how to do it? -
RHS Escalation (AFRF and USAF)
pvtTunt replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
check out DEV Cup Units for accurate Ratnik- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
pvtTunt replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
it is a seperate version but it is also dead 😕 -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
pvtTunt replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
what happened to the LOUD and SCARY AF sounds of Dragonfyre? -
Using a config to replace stuff in a map
pvtTunt replied to pvtTunt's topic in ARMA 3 - QUESTIONS & ANSWERS
I have everything from 1.58! -
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.
-
How to make old lighting configs work? Answered!
pvtTunt posted a topic in ARMA 3 - QUESTIONS & ANSWERS
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/#