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Defunkt

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Everything posted by Defunkt

  1. And I suspect Author isn't inherited (must be declared in each class).
  2. Defunkt

    Arma 3 Photography : Questions and Comments

    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.
  3. Defunkt

    Arma 3 Photography : Questions and Comments

    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.
  4. Defunkt

    TvsTvsT RPG Crookz v1.0

    I loved Crooks, really showed off Arma as a make-anything sandbox.
  5. Defunkt

    ANZINS Terrain

    Am fiddling with some night related things 😉
  6. This is my terrain shader mod for 1.92 Stable (DX11 only). Essentially it's an implementation of THIS idea and seeks to ameliorate, with varying ambition and success, a couple of gripes I have with the terrain in Arma; Lack of Vibrancy: Between the haze and the washed out satellite textures I've always perceived a real disconnect between the sharp foreground (weapons, characters, vehicles, buildings & clutter) and limp background (everything else). Lack of Texture: Dissatisfaction with the smooth, featureless & fuzzy appearance of terrain in the middle distance is well documented. Additionally there are a couple of PBOs which are fundamental (yet optional) or complimentary to the above goals; Less Haze (addons\haze.pbo): Pushes the atmospheric haze much farther out. I presume BI thought to soften the view distance block but to my mind the default haze hurts far more than it helps. Colour Correction (addons\colour.pbo): With EvilOrgan's kind permission this addon enables his excellent EO_Real_3 preset by default. You probably have your own colour correction preferences so by all means delete this but maybe give it a try first as the mod was tuned for/with it (and my PP Brightness/Contrast/Saturation at 100/125/75 currently). There may be some small improvement to concealment at distance but it wasn't a particular goal. Probably won't be to everyone's taste, ultimately it's just a mathematical formula that treats each terrain pixel based on little more than its original colour so there's a limit to what it can achieve. It will make some things better and others worse - but hopefully more things better. I find the effect generally pleasing and it was fun to learn something about shaders (not to mention brush up on my high school algebra). I'd like to acknowledge material or moral assists by T_D, EvilOrgan and especially kju; beyond the many high-profile projects he's well-known for he's also always helping, advising and connecting modders and patiently sharing his vast knowledge of the game on numerous endeavours. NOTE: As delivered, this addon will maintain your Shadows Distance (at ~200m). This is a mechanism to communicate real time FOV to the terrain shader (so it knows to lighten the terrain detail when it's viewed through high-powered optics). Version 1.1.1 (2019-05-10) - Fixed banding in light pools on certain terrains. - Texture blending; stronger detail. - Texture blending; saturation control. Version 1.1.0 (2019-05-05) - Fixed messed up normals/parallax on near detail textures. - Slightly softened detail blending with colour corrected satmap. - Altered method of enabling post-processing colour corrections (EOReal3). - Updated incidentally replaced data with that from the 1.92 release. - Shader features should now never enable for an unconfigured terrain. - ALTIS: Minimal tweaks to noise (lighter) and colour curve. - STRATIS: New 2K noise textures (improves view through optics). - MALDEN: New 2K noise textures. Terrain colour tweak (deeper). - TANOA: Added initial configuration. Screenshots Armaholic (Thanks!) Workshop
  7. Defunkt

    ANZINS Terrain

    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.
  8. Defunkt

    ANZINS Terrain

    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
  9. Defunkt

    ANZINS Terrain

    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.
  10. Defunkt

    ANZINS Terrain

    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.
  11. Defunkt

    ZEPHIK Female Characters

    Congratulations, this is difficult work and will be a highly valued addition.
  12. Defunkt

    ANZINS Terrain

    Small enough that it's hard to measure, for me (960GTX) typically less than 1 FPS.
  13. Defunkt

    ANZINS Terrain

    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).
  14. Defunkt

    ANZINS Terrain

    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.
  15. Defunkt

    ANZINS Terrain

    @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).
  16. Defunkt

    ANZINS Terrain

    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).
  17. Try these; @NoBlurA2: https://1drv.ms/u/s!ArhvvVXLrvRXg-1pBpZdadA5HChpmg?e=dAoan3 @NoBlurAO: https://1drv.ms/u/s!ArhvvVXLrvRXg-1oWp0eURnP3sNU0w?e=Khu7bt
  18. Defunkt

    Changes Related to the Licensed Data Packages

    As I read it this is mostly of interest to DayZ modders who can now access the A2 sources for use in DayZ. I certainly don't begrudge them that but until such time as similar sources for DayZ SA are released under this license (which would allow porting to A3) there's not much new here of interest to A3 modders (so far).
  19. Defunkt

    BIS, enforce your own license

    What guarantee, or indeed motivation, exists that there will be a public release as long as they can make money off it remaining in 'testing'? Seems like it's already been in testing a long time. These things are best governed by black and white rules that aren't subject to interpretation or second guessing of intentions.
  20. Defunkt

    BIS, enforce your own license

    I don't know anything about the alleged IP infringement. What I do know that leads me to support the moderators' decision to shutdown the USP mod on these forums is this; USP Early Access will make it's [sic] return in the near future as a benefit for current and new $10+ pledgers. - https://www.patreon.com/onmaar
  21. Defunkt

    [WIP] Frith_Robots

    Aren't the 3D aircraft HUDs (assuming one can be instantiated other than within a vehicle) extremely limited in terms of data sources for the 'bones'? I'd have thought you could do a lot more using a standard 2D display and animation via a non-zero period on ctrlCommit. Or did Jets bring something more to the table in terms of scripted sources? EDIT: As you were, have just perused the new(-ish) MFD stuff in the scripting reference.
  22. Defunkt

    Arma 3 DLC - CONTACT

    I dunno, I guess I just take tight-lipped as the industry standard approach, and given some of the wailing that goes on whatever BI does I don't blame them for following that. Ultimately I'm still something of a fan-boi. They could never release another Arma and I'd still be grateful these crazy Czechs gave us something no other studio will likely ever even attempt.
  23. Defunkt

    Arma 3 DLC - CONTACT

    Might have something to do with the $200 million dollars the players fronted for development. Hardly something that can be held up as a norm. Besides, on past results I have far more faith in BI to deliver. It used to be I'd load up SC once a year to see what progress had been made but I haven't bothered for a couple now, each time I'd be immediately confronted by clipping through models and the lurching vomit-inducing canned animations and exit immediately wondering; how is this shit NOT 100 times more important than yet another ship re-do?
  24. Defunkt

    Arma 3 DLC - CONTACT

    Perhaps that's why all of BI's engine people are working on a new one? Do you actually want them taken off that to twiddle with the current 5-year old platform? Meanwhile other non-engine developers are probably most usefully engaged in generating development funds by releasing a content pack for the current game. If you don't want that fine, don't buy it, but it's daft to equate that with a failure to improve the platform (which obviously BI is very actively engaged in doing right now). Honestly it's like some of you have your dial so stuck on "Maximum Whinge" you can't even think the simplest of scenarios through.
  25. Defunkt

    Arma 3 DLC - CONTACT

    Sounds to me like the opinions you're presenting as 'what the players want' are quite diverse and you're pretty much at odds with all of them. Forgive me if I'm not convinced by your claim to know what 'the players' want. Right now this forum is fair bubbling with posts claiming to know what Arma is all about, what is the right way to play it and what BI should have done to support that. Funnily they often bear little resemblance to one another. Could be people just imagine that what they want is lent credibility by claiming to speak for everyone.
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