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PuFu

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About PuFu

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    poly bully

core_pfieldgroups_3

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    professional poly bully

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    ic_pufu
  • Biography
    yarr
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    http://steamcommunity.com/id/rhspufu/

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  1. as explained before, it has nothing to do with light "physics", there are ways to have dynamic lights in game engines, but that would ideally be in from the release, otherwise it would require a lot of changes that could potentially break other stuff. The lack of shadows is also obvious with lamp posts, headlights etc it was expected.
  2. prior to 2.06, weapon accessories did not produce light cones, similar to how vehicle didn't either prior to the massive light changes i have previously mentioned = you can check with the legacy branch if you want to... That is NOT possible. not possible, hardcoded. for the second time, even if that would work in theory (but it doesn’t btw)it would also not cast any lights whatsoever. You realized this issue about 8 years to late, but again, for the Nth time, the chances are less than slim considering it would require deep engine changes and the fact that the game is barely maintained by a handfull of people who are doing their very best to improve certain things and also squash some remaining bugs
  3. PuFu

    RHS Escalation (AFRF and USAF)

    http://www.rhsmods.org/faq
  4. It means exactly what it says = Added: Volumetric light cones (similar as on vehicles) to flashlights https://dev.arma3.com/post/spotrep-00100 Here;s a screenshot. You can see the cone of light around the flashlight "muzzle". Nothing more or less. Light still behave exactly the same way. Very very unlikely considering 1. it needs deep under the hood changes directly into the core engine 2. Arma3 has reached end of life support = not enough people to make such dramatic changes that could potentially impact the entire game (possible break down things) There have been discussion on these very forums 8 year ago about the same topic. There were more discussion at the time of the lighting changes that occurred 2 years or so post-game-release. Nothing changed during these 8 years, it is very very unlikely for such changes to happen now. Lasers are not actually lights in this game, but very long objects. They do not affect shaders/materials whatsoever, so there is no comparison to be made.
  5. This has nothing to do with any light changes implemented during A3 lifetime, nor anything in relation to 2.06 game update and the volumetric light cones. There only 2 light sources that do cast shadows (the sun and the moon). No shadow = light passing through the objects, despite the object having a proper SVLod There is not even defered shading/lighting in RV engine, and i honestly doubt there can be anything done about it at this current stage https://en.wikipedia.org/wiki/Deferred_shading#Advantages
  6. PuFu

    RHS Escalation (AFRF and USAF)

    known culprits are JSRS and ACE
  7. PuFu

    RHS Escalation (AFRF and USAF)

    we, as RHS, have no interest in making any cDLCs for A3
  8. PuFu

    RHS Escalation (AFRF and USAF)

    http://www.rhsmods.org/faq A lot of things would be pretty cool, time permitting...And time is at a premium as it is these days
  9. post your entire RVMAT please i assume you are talking about UV transforms. indeed, these are UVW world transformation, which means you can choose to rotate on UVW axis, as well as translate the texture in relation to the mesh it is applied on.
  10. just to make sure you got what i wrote the right way - none of what i wrote above is any sort of promise of any sorts, and, as always, there are no ETAs our current internal wishlist encompasses most of the fielded weapons/gear/vehicles for all our faction mods. That being said, as with anything, it takes time to develop, and free time seems to be less and less available for most of the people involved. as with anything, we would loudly applaud any other arma modding developer who would take the time to do any of that, but as it happens there is a constant diminishing amount of knowledgeable persons able to make these properly from scratch within the arma community at large.
  11. all are sort of planned / in different development phases....that being said, it is a matter of priorities and individual developers wishlists and disponibility
  12. not sure if this has been fixed, but there used to be such issues with "hiddenSelectionsMaterials" In theory if hiddenSelectionTextures are working (and such things are defined properly in the configs), so should Materials. That being said, there used to be such issues with materials for reasons i cannot really pinpoint.
  13. each vertex needs to have a weight (weighting vertices or mesh skinning) of 100%. Each vertex can have a maximum of 3 bones weighted for it, the total sum of weights needs to be 100% (so it can be 30% for bone#1, 65% for bone#2 and 5% of bone#3 = 100% )
  14. PuFu

    RHS Escalation (AFRF and USAF)

    do you honestly think monkey, one of our RHS developers needs being explained what GREF is for? this. as explained in the PM you sent, the original author has had other priorities besides creating free mods for a while now. no ETA as with everything modding related
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