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james2464

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About james2464

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  1. james2464

    Kunduz, Afghanistan [10km] v1.20

    Hi everyone, I was hoping this terrain would be integrated into CUP however I see it isn't at this stage. If anyone is interested in updating this terrain or improving it further please feel free to access the true source files here: https://mega.nz/#!aZMSVYKb!ydhGqnVW2H4CtfWe3cJCZBdMnHrZr0MG4M9rNmZMDTk I've noticed people are complaining about the doors on Steam. J
  2. james2464

    Paul “Bushlurker” Pelosi (1960-2017) Rest in Peace

    Rest in peace Paul Pelosi. Thanks for your help.
  3. james2464

    Kunduz, Afghanistan [10km] v1.20

    KUNDUZ UPDATE Hi everyone, I am releasing the source files. Feel free to do what you wish. :D I encourage others to do the same. Link: https://mega.nz/#!aZMSVYKb Key: !ydhGqnVW2H4CtfWe3cJCZBdMnHrZr0MG4M9rNmZMDTk J
  4. james2464

    Kunduz, Afghanistan [10km] v1.20

    KUNDUZ UPDATE Hey guys, I have decided to donate the Kunduz source files to CUP. This will provide more variety of buildings, building destruction, small enhancements and bug fixes for other similar terrains as well. Kunduz can now be freely modified and updated within CUP and into the future for Arma 4. ;) Expect to see the next release of Kunduz in CUP TP: https://forums.bistudio.com/topic/186835-community-upgrade-project-cup-terrains/
  5. james2464

    Disappointed with lack of Interactability on Tanoa

    I think in a way what you're concerned about is somewhat superficial and doesn't really detract from your imagination in-game. It also confirms that what we've actually got is a pretty good expansion. It's a bit like a list from 1 to 10. When you get your number 1 feature, number 2 becomes number 1 and the level of "disappointment" remains. Which is fine because that's how games evolve and progress.
  6. james2464

    Tanoa discussion (Dev-Branch)

    My initial thoughts on Tanoa: 1. The environment/jungle sounds are amazing. Whoever recorded and coded that well done! However please remove the legacy Arma 2/Chernarus bird sound... breaks immersion. 2. Beautiful vegetation and building assets, first class! 3. Love all the local points of interest, meticulously detailed! 4. Would be cool to see birds flying around under the ambience class like butterfly's do.
  7. james2464

    Kunduz, Afghanistan [10km] v1.20

    Yeah I had reports it might be the poppy fields causing the slow down in certain areas so I've improved the LODs on them. I've also improved the LODs on some of the heavier Arma 2 trees as they were also causing issues for some people.
  8. james2464

    Kunduz, Afghanistan [10km] v1.20

    HOTFIX UPDATE v1.20.2 Enjoy :) Changelog Optimized Vegetation LOD Performance Optimized File Size By ~177Mb Tweaked Door Sounds Tweaked Vegetation Shading Fixed Tunnel Shadows Fixed Code Pathing Bugs Fixed Code Formatting Known Issues General Lighting (BIS Development Issues)
  9. james2464

    Visual Upgrade – Feedback

    Although if you unpack most custom terrains the layers folder with all the rvmats haven't changed and still state: diffuse[] = {0.25,0.25,0.25,1};
  10. james2464

    Visual Upgrade – Feedback

    I would like to know if we should tweak our textures and satellite images darker now and be done with it for the new visual update or should we wait for an update from BIS in regards to engine/lighting config clarification?
  11. james2464

    Kunduz, Afghanistan [10km] v1.20

    HOTFIX UPDATE v1.20.1 Please report any issues to the BIS forum thread. Enjoy the weekend! Change Log: Fixed missing moon and stars Fixed AI/AI vehicles can now cross the two main north and south river bridges Fixed tunnel system shadows Known issue(s) Lighting over-brightness/exposure (BIS issue)
  12. james2464

    1.60+ Terrain Config Update Example

    Yes i've seen your mission videos on Youtube, great viewing. I'll have an update out before the weekend for AI river crossing issues with the two main bridges and stars and moon missing. As for performance very interested to know more about the frame drops supposedly due to the poppy fields or zooming into certain areas... Thanks.
  13. james2464

    Kunduz, Afghanistan [10km] v1.20

    Thanks for the feedback. This is a BIS issue with their new universal lighting setup. It's a known issue that desert/afghan type terrains are too bright. Work in progress I assume, I'll keep an eye out for a solution. Will get an update out before the weekend for the AI crossing the river bridges and stars/moon.
  14. james2464

    Kunduz, Afghanistan [10km] v1.20

    Thanks :) 1. How many of the updates in the changelog come from just updating the config? The update I made to the terrain config is mostly in regards to inheriting the new lighting system, I've done this in a way that will automatically inherit future tweaks without updating the terrain. See here: https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/ Other changes to the configs involve the buildings in regards to the doors and bugs. 2. Terrain texture PAAs and RVMATs? Once I had inherited the new lighting system and begun testing in-game I could see the new lighting was exposing large rvmat inconsistencies from the Arma 2 days in regards to brightness and contrast on some plants/trees etc which made them pop and distract from the scene. I fixed this by comparing similar assets in Arma 3 and looking at their RVMAT values using the Eliteness tool by Mikero. I also tweaked a few paa textures using Photoshop to blend the colours better with the new lighting for example the flower heads on the poppy fields and the wheat. 3. Updating the clutter assets? I simply rearranged/tweaked and swapped out some clutter for each type of ground texture for different types of clutter to give the ground a new feeling and better blend. I haven't added any custom clutter assets. 4. Doing some photoshop surgery on your Sat image? This was difficult because my options were limited as the original satellite image is not the best quality. In Photoshop I used the magic wand tool which allowed me to select all pixels of the same colour in the image (for example anything tinted with bluey-green) to then replace with the best alternative considering its neighbouring pixels. I did this for each pixel until most of the bluey-green was replaced. You can see the result of this method if you zoom all the way in on the in-game map. 5. Tree shaders? I simply double checked all RVMATs were using appropriate values and not the old Arma 2 values to blend harmoniously with the scene/terrain surroundings. These are the key values (p_fiberplant_ep1.rvmat): ambient[] = {0.01,0.58,0.2,0.2}; diffuse[] = {0.3,0.3,0.3,1.0}; forcedDiffuse[] = {0.75,0.15,0.3,0.55}; emmisive[] = {2.6,2.3,2.0,0.2}; specular[] = {0.01,0.01,0.01,0.2}; specularPower = 1; PixelShaderID = "TreeAdv"; VertexShaderID = "TreeAdv"; You can see what i'm using with the Eliteness tool by Mikero 6. Other maintenance in this update? Lots of code changes and bug fixes in the configs, model configs and p3d parameters in OB for the buildings and other objects. I'm using Jbad but i've modified, updated and fixed parts for Kunduz like the door system, destruction etc. These changes are very important for other mods and missions. eg. ACE3, campaigns etc. Thanks for reporting. Fixed and update coming. First the Jbad mod by Milkman and Smokedog would need to be merged into CUP with my changes to the mod also. Kunduz as a part of CUP will give other afghan maps greater variety, better buildings and more plant life but also provide Kunduz with long term support and compatibility to any future engine changes like we've seen with the new lighting system in 1.60. Without CUP/group support where everyone can contribute to the source code of mods then I would say the terrain graveyard/abandonment will only grow. Yes I think that would be awesome, I just need to find the right way to do that with the new water shading system that has been implemented. But i'll definitely do this soon.
  15. james2464

    1.60+ Terrain Config Update Example

    I've updated the config in the OP to fix an issue where the moon and stars were not inheriting correctly and thus not showing in-game. This config is for anyone who wants to model their new terrain config off this one. The extra includes will be merged with the config in the pra3_kz PBO. This happens when I build the terrain with PboProject.
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