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Posts posted by ninja970y
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Thank go i can roll back to 1.58, thx bis to add this features ( the roll back i mean )
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Leave the green area and head to desert, or town, you should see how colour temperature is. changing. Take in account weather, time etc., and leave facepalms for yourself please. And tune your monitor, if that doesnt help.
http://s1152.photobucket.com/user/chik1978/media/Arma/evening.jpg.html
http://s1152.photobucket.com/user/chik1978/media/Arma/noon.jpg.html
http://s1152.photobucket.com/user/chik1978/media/Arma/morning.jpg.html
You are talking of altis / stratis map , dat Devs know what they are doing check my desert how look before and after
Before ( 1.58 )
And now 1.60
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The visual update looks great on Altis, but that's because of course BI is holding the keys to the kingdom and know what they're doing. We terrain makers and editors are being left in the dark right now with no documentation as to what we need to do to our terrains to get them looking normal again. When BI makes big changes like this they need to do a much better job of having technical documentation available to modders on patch day.
How cant quote you!!!! +100000
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Agreed.
Visual update? i think visual downgrade its better definition
+1
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Fix light directional and the light affect the surface please
As u can see in this screen i have the Sun over me but dosent affect the ground
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Agreed.
There should be noticeable reduction in ambient light when overcast.
To me there's too much ambient light (Non directional) which makes everything too bright.
Agree i dont see again directional light, my Beach surface look like if is 18:00 pm but actually is 12:00 pm....cant belive this..to dark or too bright
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https://forums.bistudio.com/topic/185055-wip-terrain-x-cam-taunus/?p=3032720
Very promising map mod X-cam Taunus has run into some problems with the visual update and ceased development for now :(((
it looks really bad with the new lighting: https://i.imgur.com/s5IPgdq.jpg
If any BIS devs read this maybe you could help them out or provide some kind of solution, it's a real shame because the map looked so promising.
i get the same for my map is like the Sun dosent reflect anymore to the ground...and it suck
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Just a little question: Do you considered the RP factor for the Map? Like are there drug fields, mining areas, Police HQs, Airfields and all that kind of stuff?
Forgot the graffiti part also included in the release of the map that include Graffiti as static object without "collider", the library the be loaded with Xcam or MapBuilder.
And that is what you will see....just some example
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first i thought "this cant be good".. but then i saw the screenshots :D
:D
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Just a little question: Do you considered the RP factor for the Map? Like are there drug fields, mining areas, Police HQs, Airfields and all that kind of stuff?
Yes ofc, we add all the rp stuff, but remember this map will be free to edit, with the source code free for the community, so if somebody want add stuff or remove is free to do it :)
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That is actually very impressive but I'll doubt it will stay the same after you finish the whole map.
We have to consider dat, there is more map with more more object places but still good frame rate. Depend how you binarize your map too :)
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Pretty cool! btw how big is the Terrain?
Terrain size actually is 2048x2048 cell size 6, 10,3 Km x 7.6 Km
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Really beautiful terrain. I also can't stress this enough, you must keep performance in mind! The map can look 11/10 but if it's unplayable for most users, it won't be used much!
Actually our tester are testing it with nice frame rate ( 60 FPS in the main town ) with this computer config : Intel I5-2500K 3.30 Ghrz not overclocked , 8 GB Ram ( Ares G Skill ) , Nvidia 970 ( Zotac ) OS Win 7 65 bit , SSD 250 GB Kingstone.
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Other update :)
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Are the skyscrapers enterable or are they just static buildings?
Some enterable some static
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Nice idea, would certainly be interesting to steamroll the Los Santos Defence Force with a Tank Group :P
Would you mind telling me the source for the skyscraper buildings? The would be very useful for a downtown area of a map I´m working on.
e76 buildings pack
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Oh definately following!
Hope you like it :)
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Hi guys our team Full Bastard Inside Italia , is making Los Santos map ( the one from GTA 5 ).
This is not a porting or a conversion we are trying to make it from 0 .
Terrain Size : 2048x2048 Cell Size 6.
The actually mask and sat is 1:4 but later will be 1:1. ( 1M x MPX )
Actually the map we are making can be used for RP mode, Exile, or TvT mode.
Of course at the end of the job we will release public the map and the source files so community that want edit or just add more things are free to do it.
Actually we have made our street ground sign, plus we add some config in the E76_Roads so people who want place roads with Xcam or MapBuilder are able to do it.
Special Thanks to :
BushLurker ( for hes fantastic and helpful tips he alwais give me on skype )
The Skype Community Terrain Making ( If you need help no matter the time is in your country u can find somebody can help you and that is a great things of this community )
All Authors of the addons we are using to make this map.
If somebody want suggest something add it here in this post, this map is made from the community to the community advice's are alwais appreciated.
Enjoy some image of the actually work.
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There is a way to merge the 2 module you have done? ( Vehicleshop + weapons shop )
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No solution for it ?
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open debugconsole in editor, type player setunitrecoilcoefficent 3; recoil dosent change, type 50000000 recoil dosent change
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No, it dosent work anymore before the patch it work, now dosent work
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Hi i noticed that comand is removed or dosent work "setUnitRecoilCoefficient"
if there is a way to fix it i will be happy, in our mission we have set the coefficent to 3.5 to have an hard game mode, and now dosent work anymore
Visual Upgrade – Feedback
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Sorry sometimes the madness come out