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CyberpunkDev

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Everything posted by CyberpunkDev

  1. I've used a few different AI frameworks for other game engines and it was possible to specify how close you want the AI to get before they attack, instead of sniping you from a long distance. Is it possible to some how do this with the current AI? For example, I really like the AI elites in Halo, when they get close and shoot at you then take cover.
  2. Here is a video I recorded showing what I mean, at about 4 sec: Can this be fixed? While flying a heli in Altis at night, lights on buildings in the town/city areas dont come on until you get really close to them, everything in the distance & even pretty close is like pitch black. This totally kills the graphics for me, it seems almost like an engine glitch / problem and lights shouldnt be popping in like this. I could deal with it for an optimization purpose it if was further out in the distance, but they dont come on until you get so close its almost a joke.. For example if you fly around GTA 5 map at night the lights everywhere are visible very far and theres no "popping in" of lights I tried messing with every graphics option & my game is on an ssd, great specd pc, so this has to be an engine problem, could possibly be changed by altering cfg's? Or is this how the current engine is suposed to be?
  3. When testing the AI's driving capabilities through terrains that have alot of trees, it seems not good. The ai driver (in a hunter or atv) has to reverse and drive right into the same tree 5 times before he eventually goes around. Also they drive really slow and often just say "cant get there" when I try to tell them to go somewhere in a forest in Altis. What is the big deal about setting up proper navigation for the environment and having obstacle avoidance for trees & rocks? Any way to fix this maybe a mod or something?
  4. I was unfortunately extremely too busy to dedicate several months to work seriously on a mod for make arma not war, I'm wondering if there will be another one?
  5. This isnt a bug its a rendering feature for the engine to be exposed better but thanks anyways
  6. I worried 251 days ago, now I see it probably wont be fixed, unless a dev happens to see this thread or someone can make a mod that allows it :(
  7. This is a huge top rendering issue on an engine level which should be addressed over anything else since it is such an obvious visual impairment of the engine. Currently its the only reason why I'm using unreal engine 4 & unity instead of modding arma3. (Well that and the having no control over the popping of clutter as well. Should be able to alter the values of lod distance to make the smoothness of foliage better too. These are both issues that are actually pretty easy to implement which could make the engine way better instead of waiting for Arma 4, especially to prepare for the new map coming out) No mods, same settings, but did you even watch my videos? I can see the same view distance in your pic but there are a TON of other lights that just randomly pop in, also many lights just go away stop lighting even when you are right above them! I have 2 machines both with nvidia & radeon with every possible setting / config. If you flew around at night in a heli you would see the issue not sure if you were stationary or in camera mode Yeah thats what I'm seeing, it is a limitation that doesnt have to exist though, it seems like its just an over-ride so people dont shoot their FPS way down. I mean in other engines just setting the render distance of dynamic/area lights and choosing how many can be seen at once is just 2 values. It is typically an unlimited amount until you start going into single digit fps. There must be an over-ride that a dev can put in to allow more, or even a mod that nobodys done yet? Also I can stand to lose like 30 more fps with my gpu's/pc's so thats more than enough to get even triple the amount of lights to avoid this issue almost alot then I can use a texture technique like GTA does to simulate a whole city of lights further away and have the realtime dynamic ones fade in. But currently they just pop in only when your close so its pretty nasty.
  8. 251 days later and this issue still exists? There is no way to get the lights to render further at night time and not pop in only when you get really close? No settings or configs can help, there must be a way!
  9. Really? Where exactly can I find this reflector class? How can I go about changing this limit?
  10. CyberpunkDev

    Question About LOD (level of detail)

    No, this engine is a joke, LOD's swapping at a short distance to the camera is just 1 issue, take a look at my thread about lights at night, BI has alot of work to do on RV
  11. ^I edited the cpp and repacked it to the mod and everything but it did not help class DynamicLights { class High { value = 48; // 12 to be 48 which is much higher so unfortunately that does not really fix the issue, the dynamic light increase did not affect the actual point lights that are in the cities, it only affects the lighting of the already in view point lights (not increasing the actual number of point lights in view) Any other way I can increase the actual number of lights in view at night? This is so annoying and I cant even play this game at night with lights popping in everywhere, I really wanted to make some custom maps too
  12. Like I said obviously I would set all my settings to ultra and as maximum as they can go before making a post like this, my dynamic lights were on ultra while recording the above videos as well as view distance
  13. Ah okay well thanks for the answers I was hoping maybe within some cfg's there could be a "maximum light per scene" or max lights in view variable that could be changed, setting it really high to stop this from happening, I guess that is not available to us and is deep within the engine code we cannot touch? This along with short view distances on grass & closely popping foliage lod's are reasons that have kept me from entering the contest, I come from years of using unreal/unity engines and this engine just seems unacceptable to use for my projects
  14. It seems to happen with all the helis, either in editor or play/mp mode Made another video flying above Aggelochori At 10 seconds you can see how bad it is
  15. I set everything on max, just tried with the visibility sliders all the way to the max and the lights still didnt render any further, still very bad popping and dont show up until im close I wouldnt post about it if it was a simple option I tried every single thing so I'm not sure if its fixable or if the engine is just this way...
  16. Is there a working port of lingor for arma 3 that I can download somewhere? I see its not included in A3 pack and IceBreakr has not yet made an official arma 3 version, but i see many youtube videos and pictures of Lingor working in arma 3 and people playing it
  17. Is there a way to fix this? I notice when I'm flying a helicopter at night in Altis, half the lights in the buildings don't come on until you get close to them, it really looks bad and it bugs me alot. I want to make a nice night time terrain, but seeing this kind of makes me rethink, is there a way or some setting to change so all lights are shown in the distance and they dont pop in like this?
  18. I put every single setting on ultra and all view/draw distances max, but it seems the trees start billboarding and are still too low LOD at too close of a distance, it ruins the graphics for me. I come from using unity/unreal engine and this setting is usually tweakable, not just an overall view distance setting in the graphics options, but is there anywhere in the files I can tweak this? So I can have higher LOD's / resolution trees in the distance, because the current way seems like the trees are very low LOD too close to the camera. My FPS is fine to handle it, i'm getting more than I need, so I can stand to change this, but is it even possible? And also the grass as well? (The viewdistance of grass seems to cut out way too short too) To clarify: I don't wish to reduce popping, I'm trying to have control over how far each LOD of trees switch, I think the highest detailed tree should switch to the lowest one way further than it already does. Currently, the low ugly LOD is visible very close and its not necessary, my performance & fps can stand to take a little off from being 80+ already Someone said I may not have access to do change this with RV4, is this true? I dont see why foliage LOD distance is hard coded and not changeable
  19. Is there a better way to light a large area in a dark forest at night besides the lightpoint init script? Ive been experimenting with point lights trying many different values but even when i set their elevaton high and brightness high I have to place alot of them and then they start to flicker because theres too many, and if theres too few the brightness makes the ground or trees look too bright The moon lighting doesnt illuminate inside dark forest areas enough even with different cycles This is the init field im using: if (isServer) then {this setPos [getPos this select 0,getPos this select 1,2]; this setVectorUp [0,0,1]}; light1="#lightpoint" createVehicle [0,0,0]; light1 setLightBrightness 0.05; light1 setLightAmbient [3,3,1]; light1 setLightColor [0,0,0];light1 lightAttachObject [this,[0,0,4]] Any other way to light a large area at night? So its not bright in a small radius but instead its spread out almost like day lighting but not that bright, just enough to brighten up the dark forests at night
  20. Thanks very much for the answer I'll update and let everyone know if it works
  21. If you read the end of my post its not about popping, I have a 4gb card and ssd and I am aware of popping but I dont get popping, I'm talking about the distance at which LOD is displayed, regardless of pc specs, the trees switch to a very low quality LOD very close to the camera, which is not necessary, they should switch to that lowest LOD like 2-3 times further than they do, but no where in the in game options is that changeable. There must be somewhere in the files I can manually control which LOD displays at a certain distance? And also the grass view distance as well cuts off too short when flying
  22. I imported a custom object and tried to use rvmat material editor and tried every type of values for the emmisive channel but it's not producing a glow like this: How can I get more of a glow like that? The emmissive channel seems to only make it stand out at night, but not glow at all. How are the vehicle lights doing it? Also I tried to PM someone about it, and got a very discouraging response. I think I should post it because I don't feel like giving up myself, and I know there must be someone who can help me. Also this video has a nice glow on a custom model, but the emissive doesnt give me any glow, only the bright plain texture. How did he do it?
  23. 82 views and nobody can help? Maybe my quote was right :( Is glow really that hard to do?
  24. CyberpunkDev

    SP_Operation Hashpoint

    any hash in it?
  25. I have non-human characters and animations I'm hoping to get in the game to use with some AI scripts but I don't see any tutorials on how to get a completely new character with new skeleton / anims in game. Is this possible to do yet? Once I have my character and all the different animations ready in Maya, how would I get it working in game? Is it a really extensive undocumented scripting process that no one knows much about yet?
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