Jump to content

fabio_chavez

Member
  • Content Count

    791
  • Joined

  • Last visited

  • Medals

Posts posted by fabio_chavez


  1. I havent come to test the gui until now and i got to say its really a powerfull and easy tool to edit the world lighting... if i was a mapper spending hundreds of hours to create a map id use this to make sure that my
    work would be as color accurate to the realworld location as possible (or whatever artistic color scheme i would like to acheive). Thank you .kju awesome work as usual!!!

    b8rUVCT.jpg
     

    • Like 11

  2. On 12.10.2017 at 2:05 PM, Dwarden said:

    i know it's been ages since i said WIP and same about the documentation

     

    i just want to say it's not abandoned yet (i know enduring the wait is unbearable but i can't speed this up)

     

    guys please just make A4 lighting so that it can face up to recent frostbite stuff so that nobody even thinks about fiddling with it and everything will be ok :P

    • Like 2
    • Confused 3

  3. On 21.1.2018 at 8:09 AM, easyeb said:

    Is it possible to get the Lythium lighting on other maps in Arma?

     

    I love Lythium and play it almost exclusively, and when I go back to Altis, what I miss the most is the amazing lighting. :)



    Good to hear that people still enjoy the lighting, its custom tailored for lythium and thus must not be reused without permission, besides it will not neccessarily fit onto every other map anyway though unltimately its up to the mapmakers to choose the lighting for their maps.
    As for vanilla maps: you could makeyourself a replacement mod pretty easily in general.


     

    • Like 1


  4. Hey everybody, we would like to hear your feedback on the new lighting update so we can get a better impression of how you guys perceive it!

    Generaly the aim was to fix the "glowing fog bug" that occured if you turned overcast to anything above 0.3:

    DpAiJoH.jpg

    but also to try to push the appearance of the map toward a unique and authentic look while keeping it in line with the new APEX lighting etc

    8YqSs05.jpg
    XuhpIrM.jpg

    you can see more screenshots of landscape impression for various weather states in this gallery:
     

     


    but ultimately we would like your feedback form your own ingame experience,
    feel free to share it here!

    p.s. you can also leave your feedback here:

    http://www.arma3.es/foro/viewtopic.php?f=107&p=18772#p18772

    http://feedback.arma3.es/
    • Like 6

  5. On 7.3.2017 at 3:08 PM, dwarden said:

    I've asked about those questions raised (3100853, 3160958)  in past  ...


    as far as i am concerned, im through with this, BI broke every bit of work i ever made (some hundrets or hours of work at least) and just abandoned the issue etc... i would never touch this broken system again but i keep getting requests from map makers and other people about skybox and lighting stuff. 

    1. its funny, that people who put enormous efforts into their mapping projects have to turn to some self-taught weiner (who quit modding arma long time ago because BI broke backward compability in the middle of the lifecycle of the game) IN THE FIRST PLACE, because there is no proper documentation, because the guy who makes the lighting at BI only speaks chinese and nobody at BI cares to at least make a tutorial video or something.

    2. I cant even help the people because i cant get answers from BI to even the simplest yes/no questions (over the course of years). @googlava


    p.s. its astounding, there are hundrets of thousands of hours going into mapping for arma, and the lighting is so crutial to every bit of this because it determines the way you actually see all the beatifull creations... yet BI just ignores it and screws with it with no concerne for the comminty made content. Pretty weird imho.

    • Like 12

  6. On 22.12.2016 at 8:00 PM, fabio_chavez said:


    googlava, can you please confirm that it is still possible to load old obloha.p3d and old horizont.p3d into the game to use old configs and sky textures?

    i cant seem to get it to work anymore.



    i take this as a no... thanks for all your support for users trying to fix your lighting bohemia interactive, bye.


  7. On 14.4.2016 at 1:09 PM, googlava said:
    Yes for an old light config you need all old textures and the model of the sky.
    I will make the tutorial about the what is new in the lighting, haze, and water sea. I hope it will be helpful for you. But before I would like finish the current lighting with your feedback. 
    Thank you for asking about  this interesting parts of our game.


    googlava, can you please confirm that it is still possible to load old obloha.p3d and old horizont.p3d into the game to use old configs and sky textures?

    i cant seem to get it to work anymore.


  8. On 16.11.2016 at 2:18 PM, Vasily.B said:

    Its pretty strange why BIS is ignoring this issue. Can someone link the issue on BIS feedback tracker (if its reported)?



    They fixed the ponds in the past... kind of: from game "breaking visual glitch" to "visual glitch".
    Turned out as a pretty half-assed fixing attempt given the popularity a2 based terrains and the amount of time that people put into them to make them work in a3.

     

    • Like 2

  9. first of all our and my gratitude for this piece of docu!

    the change summary, the info about skyColorInfluencesFogColor, haze setup, Clutter model and ground blending are useful and welcome.

    i guess for some at least also the Ocean Shader. the Tone Mapping is rather cryptic though.

    however as far as i can tell this won't help the community much as the most vital parts are still missing:

     

    • class LightingNew
    • class HDRNewPars
    • what to do rvmat/textures to adjust to the new visual upgrade?
    • class DefaultLighting
    • class DayLightingBrightAlmost, DayLightingRainy
    • class Weather
    • class RainParticles
    • class NVGPars
    • class DOFPars
    • class LODDiagColors

     

    and the whole base parameters of cfgWorlds/DefaultWorld/CAWorld finally (albeit unrelated to the lighting system but please..)

     

    if the above BIKI page was all, I am pretty sure community modders will be quite disappointed.

    +1

    If it isnt possible to create an exaustive written documentation for the lighting system, maybe it would be possible to have 1-2 Hours of livestream tutorial / Q&A with the Devs, so they can simply talk the audience through the most important parameters.

    That should not take too much effort?

     

    • Like 10

  10. Taunus is not a desert, Taunus is not a jungle. I work at a Central European environment, What was so completely well even before the update. The work of several months would be destroyed with a patch. My motivation is in the basement. Taunus is no longer Taunus as I would like to. If this can not be improved with the shadows and it remains so bright in the forests, it was for me. until then I will not waste time and labor to invest more. These are my 5 cents to this thema.

     

    hotzenplotz, doesnt CUP have fitting lighting configs for your project now?

    if you need help with setting up appropriate lighting for your map maybe we can have a chat but i am allready invovled in another project eventhough i got relatively little time.

    are you on discord maybe?​

    • Like 1

  11. Updated my excel sheet a bit:

    download 7z

    download xlsm

    the following are added

    • diffuse
    • diffuseCloud
    • ambient
    • ambientCloud
    • ambientMid
    • ambientMidCloud
    • groundReflection
    • groundReflectionCloud
    • sky
    • skyAroundSun
    • fogColor
    and you can generate the config entries for one lightning class for c&p

    *edit: and changed the output to work with a dot as decimal seperator

     

    that incredibly usefull stuff, if i had a clue about excel i would have made such a table years ago!


  12. greenberet40: I did several tests of your config and it seems all nights (even without full moon) are very very bright. Also, some of the details are wierd:

     

    tonemapMethod = 0; in the config then you make new class that has this line inside:

    tonemapMethod = 2; ?

     

     

    Here's an example shots with both configs:

    v5O1gP3.jpg

    looks the fog has an unwanted alpha value?

    with skyColorInfluencesFogColor = 1; you must not use an alpha value for your fogcolor  (tanoa lighting is skyColorInfluencesFogColor = 0, and therefore has an alpha value for the fogcolor, if you skyColorInfluencesFogColor = 1, the alpha value of the fog will be interpolated with the alpha value of the skycolor and it will mess up)

    also when you want to use old configs, you must use the old skytextures too and in order to do that you need the old skybox objects too (obloha.p3d, horizont.p3d).

    just so you guys keep that in mind.


  13. many many new objects dont have roadway lods, that makes it impossible to climb/jump them and trying so will result in capturing you inside the same old invisible floating vortex.

    question to the devs: will you forever keep arma so that  you make it impossible for climbing/jumping mods to be functionally consistent and enjoyable eventhough you could avoid the most clipping issues by simply adding roadway lods to things like garbage containers?
    please dont carry these kind of legacy design flaws into future installments. make it a new design guideline instead to make stuff solid and consistent so that you can jump/climb on them if you could do so in real live, its long overdue.

    • Like 4

  14. Honestly I thought the changes made the lighting look less realistic. Real life isnt brown. Don't get me wrong I understand what the team was trying to do, but clear weather conditions should mean blue skies. Dust/sand particles don't just magically manifest themselves in the air. I mean if people are hellbent on getting that brownish tint to their game, there's always that post processing module option. 

    thank you for your feedback, im sure future iterations of CUP lighting will approach these things from a new angle


  15. Oh god, don't do that. Arma 2's lighting was atrocious. Dull and flat looking. Prior to using the excellent CUP terrain pack I was using the A3MP mod. I loved that the latter used Altis lighting configs on the Arma 2 maps. It made everything look a lot more vibrant and realistic. 

    afaik the general perception was that a3 lighting made especially chernarus look inappropriate, also the config for afghan maps was created with great emphasis on realism, but as you can see with the preceeding request about authentic a2 lighting (wich would be possible to have in cup btw), its not easy to reconcile everyones perception.

×