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Greenfist

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Everything posted by Greenfist

  1. DEFORMER Features Edit terrain's heightmap directly in the 3DEN editor. Raise, lower, smooth or flatten the ground. Works on any map. Convert static map objects into editor props so they can be easily adjusted to fit the new terrain. Edits are saved in the scenario file and applied automatically at mission start. SP and MP compatible (mostly). In multiplayer, only the server needs to have the mod. Brief demo: (from older version) How to: Press SHIFT+Y in the editor to open the Deformer toolbar. More detailed instructions are found on the toolbar help button under settings menu. Save the mission before playtesting it! Download at Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2822758266 Important: Converting static terrain objects requires that they are available in 3den. You might need additional mods to gain access to them. Very large edited areas may lead to unforeseen consequences; low performance, instability. This mod is very alpha, and might break at any time. I can't guarantee that everything you make with it will work in future versions. Possible features in the future: performance optimization make missions standalone so they can be played entirely without the mod More deformation methods Export as SQF and/or other formats
  2. Not right now, but that has been in the works a bit already. Should be very much doable, since the deformations and object handling in mission don't really require any special modded things. I'm just not sure yet what's the best way to deliver them; for example where to store the data and scripts, have them run reliably at the right time, be user somewhat friendly etc.
  3. UPDATE October 23th 2022 FIXED - objects with "Local Only" or "Simple Object" attribute in the editor should be at correct height in multiplayer. - edits at map edges would cause the entire height map to fail. Such old broken missions will now work again. - auto leveling objects failed on some occasions. - some debugging was accidentally active and spammed logs at mission start. ---------------------------- The fix for the annoying local objects is somewhat brute duct tape and prayer kind of fix, but it seems to be solid enough for the time being. If you experience any new catastrophic errors, the previous version can be downloaded here: https://steamcommunity.com/sharedfiles/filedetails/?id=2879056157
  4. Yeah, I assume the problem is that the locals are created on the client before the setterrainheight comes through from JIP, causing their altitude to shift along with the terrain. I'll have to find a way to recognize those local objects from the server side, know their intended positions and then adjust them on the client... somehow...and gracefully. I made a rudimentary function for this some time ago, but while it produced a legit looking output, at least Terrain Builder didn't seem to import it correctly. I may have been using TB wrong though, not an expert on it. (I think this stub of a function is still buried in the public version of the mod.) I will definitely get back to it after the more pressing issues are sorted.
  5. I think I know the reason why locals don't work but I'm not sure how to fix it yet. It should be possible, one way or another though. MP scripting is still pretty new stuff to me, so it will need some figuring out.
  6. UPDATE September 25th 2022 KNOWN ISSUES - objects set to "Local only" in the editor are still in wrong positions in multiplayer 😞 NEW - IMPORTANT! Erasing edits (ctrl+6 previously) and object conversion tool (ctrl+5) are moved into separate editing modes. These modes are activated with the two new mode buttons on the toolbar. - The height map data is compressed when saved. Mission file is smaller and supports more edits, but in turn, saving edits can cause worse stutters. - Added new "Tools & settings" menu to toolbar. - Experimental perlin noise generation tool. Hold ALT+3 (opposite of smooth). Noise pattern is (semi-)randomized on each key press. Adjust noise pattern's size in the Tools menu. - Dark brush mode in the Tools menu. More visible in bright environments. - Tons of structural changes under the hood. Please report if mod catches fire. IMPROVED - height limit feature tweaked when using raise/lower - optimized some large area deformations. - resetting all the edits at once was too slow. - the grid overlay is now smaller on smaller brush sizes - adaptive raise/lower is now much smoother. - also smoothing is more smoother. FIXED - mission broke when there were too many edits. Maximum number of possible deformations is increased and player is notified if the limit is close. Old broken missions should now work and will be automatically converted to the new format. - some height points at the same height as the default terrain were unnecessarily saved in the Deformer data. - failing to convert terrain objects didn't mark the missing objects
  7. That's not possible in Arma. Each 2D map position can have only one height, so the ground can't fold over itself to create tunnels.
  8. They are the same uniform, the color is changed with setObjectTexture https://community.bistudio.com/wiki/setObjectTexture For example: player setObjectTexture [0,"#(argb,8,8,3)color(0.8,0.2,0.2,1,ca)"]; //red player setObjectTexture [0,"#(argb,8,8,3)color(0.2,0.8,0.2,1,ca)"]; //green player setObjectTexture [0,"#(argb,8,8,3)color(0.5,0,1,1,ca)"]; //purple The color is given in RGBA format where the values of red, green, blue and alpha range from 0 to 1.
  9. The optional part of the Contact DLC which has the campaign, also modifies the lighting configs of Livonia. You can't really achieve the same with just scripts but you could do it with a mod. There's already such mods on Steam Workshop for various maps.
  10. Autumn Livonia FEATURES Replaces Livonia's vegetation and terrain textures with early autumn colors. Tweaked lighting. Slightly intimidating cloud cover. No scripted components, so the effect on performance is minimal. Wheat fields have been harvested. MP signed. Download at Steam Workshop Size: 644 MB Notes: - You still need to own the Contact DLC to play on Livonia. - Compatible also with development and performance builds. (the mod was broken for a while after the release in October '21) - Compatible with the optional Contact DLC. Although the DLC will override some weather and lighting customizations. - The mod also affects any other terrain using Livonia's assets. - The lighting will likely be updated soon. It may look a tad wonky in some situations. g Latest changelog: Update 3, March 8th 2022 ADDED: modified lighting. (tweaked vanilla Enoch) ADDED: modified satellite and ground textures for more autumn-ish look IMPROVED: grass is now less lush green. IMPROVED: third general quality pass on all textures. IMPROVED: more brown/yellow/red look (as opposed to the previous watery mustard and sickly lemon colours) IMPROVED: clutter tweaks Past updates: LICENSE You are NOT allowed to re-upload this mod, in full or partially, to Steam Workshop or elsewhere without an explicit permission from the author.
  11. Oh I've never been really gone, I've just shifted my attention to posting artsy stuff on twitter and actually playing the game in the recent years. 🙂 This mod was sort of born out of that too - from wanting a bit more colour in my favourite map, both behind the camera and a gun. I'm happy to hear my AI tool was useful to someone.
  12. Yeah, I've had that in mind, but I haven't had the time to look into it yet, wanted to get this main update out first. Might include it in the next patch soon.
  13. _size = worldSize / 2;? That's half of the total length, so you're actually checking only one quarter of the map, right?
  14. Greenfist

    Arma 3 Art of War DLC Feedback

    That article doesn't even mention the organization we're talking about...? Don't confuse the two red crosses. Yeah you should always have some skepticism towards any charity, but at least ICRC has a little better track record.
  15. Greenfist

    Arma 3 Art of War DLC Feedback

    I doubt this particular contribution is specifically earmarked and their full audits probably aren't public, but they are pretty transparent about their expedinture. Check out the 700 page annual report from 2020 for example, there should be more info about the finances. I believe their staff and organisation and such headquarters expenses are typically around 10%.
  16. YAAB: Yet Another Arma Benchmark In short: About 2.5 minutes long scripted intro for measuring your average FPS. Emphasis on AI fighting performance, bullets, and explosions. Features: A small town with 40 AI soldiers in combat Lots of fire, smoke, explosions, and gunfire! Around 300 static objects + a goat. Relatively consistent results, despite the random nature of Arma AI. Expect about 2% variance. Up to 20 results can be saved. Useful when comparing the performance between different game versions, system tweaks and mods, for example. Saves a list of your running mods. Select multiple saved results to view their average score A short "preloading" sequence in the beginning to let the game load some of the assets to RAM before measuring. So you shouldn't have to run it twice to get better results. Changelog: Downloads: Steam Workshop Dropbox
  17. Greenfist

    Color filter in mission

    May I also recommend two of my tools for this: Recolor allows you to apply, edit and export as a script color correction effects while playing Another one is an editor which includes most of the other pp effects too:
  18. I know very little about server administration but to my understanding the terrain setting comes from server's 'xxx.Arma3Profile' file. It has a line "terrainGrid=25;" where 25 means standard level and ultra would be 3.125. So lower number is better. The proper forum would probably be: https://forums.bohemia.net/forums/forum/159-arma-3-servers-administration/ Or if you want a quicker answer, try the official Arma 3 Discord: https://discord.gg/arma and its server_admins channel.
  19. Increase the terrain detail setting in the video options. It's usually forced by the server, so the server owner may be the only one who can fix it for you. Although some missions have a custom options menu for players which might include the detail setting too. Also you posted this in a very wrong forums category btw.
  20. Greenfist

    Preview lamps in Eden editor

    Or if you have a whole bunch of lamps: {_x enablesimulation true} foreach ((all3DENEntities #0) select {_x iskindof "Lamps_base_F"}) Assuming they inherit from the lamps base, like many of them do. A drawback is that the light source stays around even when the object is deleted. You can work around this by moving the object away from area you're working on before deleting it, or restarting/previewing the mission.
  21. Greenfist

    Arma 4 a look to the future

    I assume all this has been mentioned before in the thread, but regarding the recent comments: Their new flagship engine does dynamic shadows already, has (seemingly) much more efficient resource usage, and does expose a lot more of the previously engine-side functionality to modders. Arma 3, on the other hand, won't see any major changes or official content anymore. I mean, the downsized team first came up two years ago already, and just the other day BI said there's only a few guys left keeping eye on the life support.
  22. Greenfist

    PLP Containers

    This is an eerie coincidence; just today I was thinking of making something fun out this mod and boom!, an excellent update. 👍
  23. Greenfist

    Arma 3 Apex: Old Man Feedback

    I think that's intentional. The Syndikat likes you but they don't like you touching all their toys. I've seen the same happen in one situation where they had apparently captured a Gendarmerie van. They should give some time to leave the area before shooting though.
  24. You could type in the values to Recolor manually. [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; The first part is the "brightness" section in Recolor, the next four values go into the "Blend color", then "Colorize" and "weights". In the mod, the numbers are multiplied by 100, so you need to input 88 instead of 0.88; The very last 0.0 is always zero so it's not visible in the mod. You can also import presets into the mod. Copy this line: // "Realistic",0.88,0.88,0,0.2,0.29,0.4,-0.22,1,1,1,1.3,0.15,0.09,0.09,0, 0,0.5,0,0.2,0.1 And then click "Import preset" function in the tools menu of the mod.
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