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CatBook-Yi23332 started following Defunkt
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And I suspect Author isn't inherited (must be declared in each class).
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Don't see what difference that makes (there's no certainty such things will ever be released), much better if people can look at the screenshots posted here and know that whatever they see is available for DL. Pretty sure the distinction was made when people were sharing 'early access' builds of 'in development' updates with patreon backers thereby effectively monetizing mod access. A simple rule forestalls inevitable abuse and jealousy.
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The obvious abuse being that anyone could then post screenshots using private mods and simply say it's 'in development'. The best rules don't require second-guessing of peoples' motives.
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I loved Crooks, really showed off Arma as a make-anything sandbox.
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Am fiddling with some night related things 😉
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This one; http://killzonekid.com/arma-scripting-tutorials-get-zoom/ - has been working well. But I guess I can replace it with https://community.bistudio.com/wiki/getObjectFOV (?) now.
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An update, likely the last - hopefully it's an improvement (stare at something long enough and it becomes impossible to tell). Decided it's probably best to deliver the terrain mod colour-correction-neutral so have removed the EO_Real_3 preset. Anyone who wants to retain that look can subscribe to the stand-alone version HERE. A big thank you to EvilOrgan for being so cool about me using it. Otherwise just incremental tweaks, trying to inject a bit more variation and subtlety while chasing down some of the worst looking artefacts; - Middle-distance noise is now blended more gradually with near detail textures. - The influence of satmap colour-corrections on near detail textures is configurable per-terrain. - The influence of the terrain normal on noise intensity is configurable per-terrain. - Additional application of noise sampled with a coarse UV (to defeat tiling patterns) is preset per-terrain; - + First channel preset linked to terrain colouration. - + Second channel preset linked to terrain gradient. - + Third channel preset linked to scope magnification. Instruction count has blown-out some but I'm hoping performance cost will remain within/around the 1 FPS mark (as most video cards are under-utilized in Arma). Also posted another companion mod which significantly boosts the size and strength of the sun. Don't expect it to be popular - likely I'm the only person who appreciates the immersion of dealing with sunstrike and of course there are implications in competitive play - or I'd have bundled it in the terrain mod 😈. Finally I should make clear that this mod maintains your shadow render distance - nominally at 200m. This provides a mechanism whereby the shader can receive real-time updates on your level of zoom (it tweaks the noise as magnification increases beyond 1:1). An overdue thank you to @killzone_kid for posting his FOV calculation script which is used here. ANZINS Terrain ANZINS Terrain DLC (for Livonia) ANZINS EO_Real_3 ANZINS Sun
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Just tried it (this mod with CBA & USAF:A-10C on Altis) and can't say I see that, canopy seems entirely transparent in daylight, twilight and night time. First thing to try would be removing the bundled colour corrections (colour.pbo), especially if it might be doubled-up with some other CC mod.
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Yeah, quite a long time ago. I wasn't really doing anything in IFA3 myself so maintaining even the little I had configured, much less progressing it, turned into a chore I never looked like getting on top of. Might revisit when IFA3 is a little less in flux.
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Congratulations, this is difficult work and will be a highly valued addition.
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Defunkt started following RHS terrains. RHSKATYA, RHSPKL, RHSVIDDA
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Small enough that it's hard to measure, for me (960GTX) typically less than 1 FPS.
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VERSION 1.2.2 (2019-09-09) - Minor tweak of Altis configuration. - Livonia; https://steamcommunity.com/sharedfiles/filedetails/?id=1856859227 Haven't spent much time in Arma since Contact dropped but I wanted to have a crack at Livonia (for all it's already very pretty). Not final, but a start. Choices were largely subservient to a desire to try and get the wheat field clutter to transition a little better (in terms of both texture and colour - albeit only on average). Comparison (with vanilla).
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81,863,817 bytes will show in explorer as (approximately) 79 kilobytes (you need to right-click > Properties to see the actual byte count). But if it's come down again it's almost certainly the latest. So, interested in your mod list but honestly, we'll get to the bottom of it much quicker if you (being the person who already has all of the mods you use), engage in a process of trial by elimination. Start with running A3 with just this mod and testing whether the issue occurs (without any other mods). Assuming it doesn't it's then just a case of adding mods back in stages and checking again until the issue manifests again. Once I know which mod is behind the conflict (so I can recreate the problem here) I can set about debugging the issue.
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@CAWA Gaming Hey, obviously just check first that your installed copy has updated (dta\bin.pbo should be 81,863,817 bytes - as of a small unrelated change posted this morning). Failing that I'd want to start with your RPT file (so I can see what mods you have loaded). The problem I fixed most recently was a conflict with Laxemann's Suppress (seemingly use of DynamicBlur with a priority < 1000) - just checked again and that issue remains fixed (for me at least).
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VERSION 1.2.0 (2019-09-01) - Blend away extreme satmap-shadows on approach. - Terrain normal now influences detail intensity. - Fix 'black square' noise when combined with PPFX (L_Suppress).