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_omme_

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About _omme_

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  1. _omme_

    Bornholm, Denmark [Terrain WIP]

    Hey Egil. Just saw your recent video. Thx! Its getting even more awesome! Yeah, the normal mapping could be more intense. But be careful: When the sun is low in the Morning / Evening, the effect is a lot more visible. In rainy weather at 12 o´clock it should be less visible due to the not rendered lighting shadows and the flat appearing normal mapping because of the angle of the sun. Cheers!
  2. _omme_

    Bornholm, Denmark [Terrain WIP]

    Its been a while since i used that tool. I can imagine, that the reason for that transparency is that there are multiple layers in photoshop, which should be combined before processing the NormalMap. If that wont work, you can try saving the image as jpg, and re-open the jpg in PS again. But there can be other reasons for that transparency.. If you are sure, that there is no information loss in the generated NM, you can simply fill a new layer with [R:128 G:128 B:255] (neutral normalmap color) and move that layer in the background. But I assume that the processing failed, and there will be information loss. In most of the cases, the generated normal map has no transparency. You could also check the alpha-(transparency-) Channel and fill that with pure white. Maybe there is some info written into it (maybe specmap or something). Play around a bit with the tool´s params, especially in the height generation section (9x9?) If you later have the feeling, that the light is shaded the opposite way than it should be, you can try the invert-thing (usually x and/or y). Try setting the "alpha filed"- checkbox to 'unchganged' or better 'Set to 1.0' (white) Cheers!
  3. _omme_

    Bornholm, Denmark [Terrain WIP]

    The problem here is your source texture. Sadly it is not a real greyscale bump texture. In a true bumpmap there are the lower areas black and the higher ones white. And the smooth grey values inbetween of course. Your source map is more like a lighted diffuse rendering of some sattelite data or something like that with a lightsource in the North-East. In a bump map all the valleys in the northern part of the island would be darkest at their lowest height. In your source map, the bottoms of those valleys are brighter than the slopes leading into them. When you now convert that into a normal map and import it into the engine, the valleys are shaded as they were higher than the surrounding slopes. That is the reason for the strange looking shadows you detected, because the shading does not fit the geometry. You need a true bump map with dark valleys and bright heights and without illumination to fix that. It should look more like this example image: http://www.photoshoproadmap.com/imagenes/blog/relief-shading/relief-shading2.jpg I hope that there is one map out there for bornholm. Cheers!
  4. _omme_

    Bornholm, Denmark [Terrain WIP]

    Awesome! I did some research in the last days because of the LOD switching problem. I couldn´t find out how to fix that, sorry. It seems to be hardcoded in the ArmA III engine and the LOD switching distance is not touchable. Someone wrote that it works nice with ArmA III installed on SSD, so that the engine can load the objects faster. But i don´t think, that the LOD draw distance is affected by that. It works better on Altis since there are better foliage models with better LODs. So the problem is the foliage itself. IMHO the smoothing of the normal texture is a bit to intense: now the ground looks to flat for my share. Do you know the NVIDIA photoshop plugin? https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop With that tool you can adjust the normal map in different ways. It should be possible to reduce the height in the normal map insted of smoothing it. So the whole details in the map are kept, and the black shadowish looking locations should be gone. Just play around with the settings. For me it worked fine a few years ago. The best would be if you had a greyscale bump map and convert that via the plugin into a normal map. Cheers man! Incredible Work so far!
  5. _omme_

    Bornholm, Denmark [Terrain WIP]

    Yeah, absolutely well done so far! Just one (hopefully constructive) thing: I have some Problems with the LODs of that broad-leafed trees. The lowest detailed Version seems to be translucent somehow. When the next detailed Model is swapped, they are mostly opaque. I saw this in your chopper-video. Also the Silhoutte of the LOD models of the trees seem to be very different (in your latest Video from June 18th at the beginning in that alley). I guess those trees are assets, which where not made by you. So I don´t know if you could do anything here, since there are tons of trees already placed. But altogether outstanding Work man! I´m really looking forward to the release!
  6. _omme_

    @A3MP - ArmA 3 Map Pack

    @1212PDMCDMPPM thanks mate. I´ll tell ´em.
  7. _omme_

    @A3MP - ArmA 3 Map Pack

    damn. Ok, thanks for the answer. Keep up the good work man!
  8. _omme_

    @A3MP - ArmA 3 Map Pack

    No man, maybe i misunderstand the whole thing.. I thought that A3MP consists of both: -a framework for A2 Maps (or community made maps) -and the multiple maps (chernarus / takistan etc.). If that isn´t the case, my request is useless i think. What we need is just that kind of framework to get N`Ziwasogo running, you know? Not the rest of the 4 GBytes. I don´t know much about scripting and modding, sorry.
  9. _omme_

    @A3MP - ArmA 3 Map Pack

    Hi Alduric, Is it possible to release a version without included maps, so that the download is not this insanely large? My guys want to play on N´Ziwasogo, which is requiring A3MP. and a few of them have a bad connection..
  10. _omme_

    Speed Of Sound

    First of all: This sound mod is soooo awesome. Good work! Especially the Jet-flyby made me having goose pimples, really. wooo-haaa! So immersive! Same for me. Maybe you want to get more into this. For gameplay (PvP) reasons. Especially enemy firing indoor in towns are really hard to spot. I use 7.1 Headphones and dont have such problems using vanilla. Keep up this great work, man!
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