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fabio_chavez

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Everything 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!!!
  2. fabio_chavez

    Visual Upgrade – Feedback

    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
  3. can you be a bit more specific maybe?
  4. 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.
  5. fabio_chavez

    Visual Upgrade – Feedback

    re: lythium to the mapmakers: please dont steal the config without asking, its not finished anyway.
  6. fabio_chavez

    Visual Upgrade – Feedback

    possibility to use different tonemapping during daytime and nighttime could help... they should add that to the engine
  7. 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: 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 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/
  8. fabio_chavez

    Visual Upgrade – Feedback

    ah ok... so you cant film yourself, talking your audience through config parameters in arma? that explains a lot...
  9. fabio_chavez

    Visual Upgrade – Feedback

    a small indie developer somehow manages it to find the time to provide a detailed tutorial during the alpha stage... a global multi-studio developer with hundrets of employees cant do it in 4 years (8 years if you make arma2 count) ;)
  10. fabio_chavez

    Visual Upgrade – Feedback

    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.
  11. fabio_chavez

    Visual Upgrade – Feedback

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

    Visual Upgrade – Feedback

    the developers abandoned this thread.
  13. fabio_chavez

    Visual Upgrade – Feedback

    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.
  14. 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.
  15. fabio_chavez

    Visual Upgrade – Feedback

    such a weird thing to do to screw up the lighting of all maps except tanoa and the greek islands, and just be silent about it.
  16. fabio_chavez

    Visual Upgrade – Feedback

    +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?
  17. fabio_chavez

    [WIP] Terrain "X-Cam-Taunus"

    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?​
  18. fabio_chavez

    1.60+ Terrain Config Update Example

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

    1.60+ Terrain Config Update Example

    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.
  20. fabio_chavez

    Tanoa discussion (Dev-Branch)

    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.
  21. fabio_chavez

    Kunduz, Afghanistan [10km] v1.20

    1. you wouldnt have any more or better genuinely a3 map content if there wasnt forward ported maps. 2. if you download 10 standalone maps, you end up with a truckload of redundand data, whats the purpose?
  22. thank you for your feedback, im sure future iterations of CUP lighting will approach these things from a new angle
  23. 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.
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