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Everything posted by joostsidy
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I seem to notice that vehicles also like to rub themselves (non-) sexually (?) on the ground. Not only cars, but also helicopters for instance when trying to land. It seems they want to hit a very exact location to achieve waypoint completion. The bigger the vehicle the worse it gets: for instance Blackfish or any big truck. This small waypoint radius effect was not present in earlier versions of ai driving.
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Thanks for the explanation. With all this talk of the Lythium map, of course I had to look myself :-) (I normally only play vanilla maps) You can definitely see that they went for a more pre 1.60, more desaturated look which I like. On the other hand, with a washed out look, the sky and water (if its there) also become washed out. This is a thing that you can't fix with the basic visual settings. You mentioned the dark shadows. I noticed this as well. This is the result of the blacks being too black and looks a bit 'off-worldly'. Again, this can't be easily fixed, because if you lighten the map to try to get rid of the deep shadows, the lighter colors will get too bright. So IMO even though progress is visible, some problematic interactions remain between naturally saturated/desaturated parts, dark and light areas and textures that belong to different lighting configurations. Just to be clear, I enjoy the game a lot, including the visuals. It's just that some aspects I keep noticing or try to avoid that were totally not an issue with the old lighting. So I hope that improvement is still possible.
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It would seem to if you'd listen to me and my friends discussing mission events! :-D
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But.. but.. that would mean the things that you see in Arma, that are happening... aren't real... (*gets 'Truman show' feeling*).
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Sigh, that's not what I meant Zack.. :-) Maybe I should have said 20-30 pages instead of posts. I'll give you you a quick recap as best as I can: - Once upon a time Arma 3 had beautiful lighting. - BI decided it would change the lighting. This coincided with Tanoa development, probably that had something to do with it - The new lighting arrived, and although it looked pretty in some circumstances, it looked wrong in other circumstances - Some suggested using the game's visual options to fix it - Some suggested using ColorCorrections script commands or mods to fix it - These suggestions don't work because: - There is some weird contrast curve on the current lighting that makes blacks too black and whites too white. This cannot be solved without advanced lighting config options. - This effect negatively impacts night missions because dark areas get unrealistically dark and flat colored - During the day, light colored objects seem to glow unnaturally. A clear example is the originally tan colored MX rifle, which now seems white-ish and visually popping. The CSAT grey urban uniform is now a snow suit. - Tanoan objects are better textured for the new lighting, which can give strange results if you use over-bright Altis assets on Tanoa. - To really solve these issues, a number of assets should actually be *retextured*. I suspect BI has modified some already to lessen the damage, like the white sheet metal garage building. I don't expect all textures to be fixed, which is a shame. - Some other examples: some black weapon parts look grey, some black backpacks look unnaturally deep black, like a light sucking thing. The early MX squad leader optic now has a pink reticle instead of a red one. - Some popular custom terrains got their lighting ruined. Up to very recently there was no info from BI with help to reconfigure the lighting - The lighting problem is so bad that at least one high profile custom terrain team abandoned their 1000's hours of work on their Island. - Our families and friends don't understand when we try to explain our suffering to them. They ask what Arma is, or why can't we play a similar game like COD. This leaves us feeling sad and lonely. In the mean time, BI has tweaked the lighting a bit, changed some textures and released some info. Some custom Islands seem to get the lighting right? Maybe your example? I don't know. A couple of screenshots don't mean anything for this complex problem. A lot of the responders in this thread just want to be given the tools to be able to change the lighting on the official and custom terrains to create a better lighting configuration than we have now.
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I appreciate you trying to help out but it seems to me you are new to the visual upgrade problems. If you want to help out, please read the last 20 or 30 posts or so in this thread or you'll just be repeating stuff or uttering nonsense.
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Community feedback - improvments for Arma3
joostsidy replied to SGT.Hawk's topic in ARMA 3 - GENERAL
You accidentally necro'ed an old thread.. -
Was it normal water you tried to boil? What was in it? Try to boil water without mods.. 'Vanilla' water without any salt should boil faster. Also for best boiling water: just make sure you have the hottest stove with one burner you can get. Many people buy fancy stoves with dual or even quad burners to cook all kinds of different dishes, but these won't help boiling water faster.
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Why do battleye bans share the same sentence time as "insert crime here" EDITED BY MODERATOR
joostsidy replied to belkon's topic in ARMA 3 - GENERAL
It seems you made this inappropriate post in the heat of the moment too. I do not see much improvement in five years.. -
Rifle config: can replace weapon, but new weapon doesn't show
joostsidy posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This config is meant to add a new Mk20 Black rifle, but it doesn't show up in the arsenal. If I replace 'black' with 'plain', it does succesfully overwrite the default Mk20 Plain rifle with my Mk20 Black rifle. So I can replace an existing rifle, but not add a new weapon (class). I'm kinda stuck now.. class CfgPatches { class SID_Mk20_Black { addonRootClass="A3_Weapons_F"; requiredAddons[]= { "A3_Weapons_F", "A3_Weapons_F_Rifles_MK20", "A3_Weapons_F_Rifles_MX_Black" }; requiredVersion=0.1; units[]={}; weapons[]= { "arifle_Mk20_black_F" }; }; }; class CfgWeapons { class Rifle; class Rifle_Base_F; class UGL_F; class mk20_base_F; class arifle_Mk20_F; class arifle_Mk20_black_F: arifle_Mk20_F { scope=2; scopeArsenal=2; displayName="Mk20 5.56 mm (Black)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "@SID_Mk20_Black\data\mk20_co_2.paa"; }; }; }; -
Rifle config: can replace weapon, but new weapon doesn't show
joostsidy replied to joostsidy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
In other news, while working on the Mk20 rifle I noticed that the EGLM (grenade launcher) doesn't have a hidden selection, so you can't retexture it and it will always be green (even on the vanilla 'tan' MK20). I posted this on the feedback tracker and I received a message today that the hidden selection will be added. With this, a complete retexture of the Mk20 rifle set is possible! -
Rifle config: can replace weapon, but new weapon doesn't show
joostsidy replied to joostsidy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Thanks for taking the time to reply! However I think the name should not be a problem since 'arifle_Mk20_black_F' doesn't exist in default game. Eventually I got it working with this, but it''s still unclear to me which part makes it or breaks it.. class CfgPatches { class SID_Mk20_Black_Pack { addonRootClass="A3_Weapons_F_Exp"; requiredAddons[]= { "A3_Weapons_F" }; requiredVersion=0.1; units[]={}; weapons[]= { "SID_Mk20_black_F", "SID_Mk20C_black_F" }; author[]= { "SID" }; }; }; class CfgWeapons { class arifle_Mk20_F; class arifle_Mk20C_F; class arifle_Mk20_GL_F; class SID_Mk20_Black_F: arifle_Mk20_F { author="SID"; baseWeapon="SID_Mk20_Black_F"; scope=2; displayName="Mk20 5.56 mm (Black)"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "\@SID_Mk20_Black\data\mk20_black_co.paa" }; picture="\@SID_Mk20_Black\data\UI\gear_mk20_black_x_ca.paa"; }; -
[Released] Phronk's Furniture Script
joostsidy replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That sounds like a good solution. I have much respect for your endeavour, I made a similar script for only three or four building types that I used a lot, and already I was fed up :-) I like Muzzleflash's suggestion of a hash key for 'fixed randomization'. It's not necessary but would be a cool proof-of-concept! Maybe someone would pick up this challenge in the future. I would not take CQB aspects to much into account. Like you say, indoor movement is bugged. I consider CQB (almost) non-existing for Arma 3. And I don't mind. It's not (yet) that kind of game. I put enemies in buildingpos at the start of the game. Sometimes I let them run out of the building for fleeing, but that's about it. You can't do some kind of SWAT assault on a building with AI. -
[Released] Phronk's Furniture Script
joostsidy replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It depends.. putting objects in some other positions may lead to soldiers standing on chairs, beds etc. not mission breaking, but looks weird. If I go into a house then leave town and return again, will there be other posters hanging on the wall or different chairs in the house? You would have to build a kind of house memory for this to remember the specific randomization for that house. Maybe a bit too much.. -
Wait, no parachute?
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How to attach a waypoint to a unit that is dead
joostsidy replied to pognivet's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The trick is to track the living person until he's dead. The last known position is then the location of the body. For instance I use this script to track groups on the map. When the group is empty (everyone is dead), the marker changes to a faded grey. With this I can see where they (the group leader) died. For your purpose you would have to transform it a little bit. For instance have a invisible marker follow the unit until he dies and then make the marker visible and/or attach a waypoint to that position. _group = _this select 0; _type = _this select 1; _label = _this select 2; _countOn = _this select 3; _marker = createMarker [_label, getPos (leader _group)]; _marker setMarkerShape "ICON"; _label setMarkerType _type; _marker setMarkerText _label; // Loop while group is alive // ------------------------- while {{alive _x } count (units _group) > 0} do { _marker setMarkerPos (getPos leader _group); if (_countOn) then {_marker setMarkerText format['%1 (%2)', _label, count units _group];}; sleep 1; }; // Change marker on exit script // ---------------------------- if (count units _group > 0) then { _marker setMarkerColor "ColorBlack"; // destroyed vehicle _marker setMarkerAlpha .5; } else { _marker setMarkerColor "ColorBlack"; // deleted vehicle _marker setMarkerAlpha 0; }; -
Looking great! Urban CSAT soldiers already look white with the current lighting so they'll fit right in without modification ;-)
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Thats not how it works, BI is (rightfully IMO) hesitant about this type of option. Each option has to be updated and checked by the devs, whenever something is changed about the game. Having too many options slows down development. BI has painted itself in a nasty corner with creating special (?) lighting for Tanoa, which doesn't fit the other maps. On top of that, post-tanoa assets are configured for the new lighting whereas older assets only look good with the old lighting. So even if the lighting is changed, some assets will always look bad. I hope that we get the option to change the lighting ourselves (with documention from BIS). On top of that, a number of assets need to be tweaked. I've tweaked some of them myself (making the mx rifles darker for instance). However, some assets cannot be retextured, so here is an opportunity for BI to make more assets retexturable so we can help updating the assets if BI can't/won't it themselves.
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Basically I make all units join grpNull (ungroup) and setBehaviour 'CARELESS'. Then I use doMove to move them to a target (a long distance away). It works very nice. You might be involved in CQB in a large building, when the amount of enemies drop below threshold and they will try to exit the building and move to the flee point. In CARELESS mode they will still try to shoot you when they see you! It's kind of a unstructured retreat. This makes for increased action in the final part of an objective. Units that fail to move because they are stuck somewhere will be killed automatically.
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AI sometimes flees. When I'm doing a 'secure' mission and I can't find the last guy, he is always near a vehicle (supply point). Can even be a destroyed vehicle. Final units are fleeing to these vehicles. That said, they don't flee quickly. I use a script with a trigger. If the amount of enemy within the trigger is lower than x, the flee script is activated sending everybody in the trigger moving to a target point that I defined.
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I think the OP's wish it to carry rifles 'holstered' in a *realistic, modern* fashion and not on your back. I agree with Janez that BI probably won't change it, clipping issues being the main reason. The long/big sniper rifles and machine guns cause problems with clipping. Probably same reason why soldiers don't show their rifle in cargo position (like they did in OFP).
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Also have a look at the .rvmat file. It contains a specularPower variable that influences the total glossiness. I've used it to make the black mx rifles less shiny. It is complicated stuff sometimes, the material values and texture layers together create the visual appearance. So for instance - like you say - making something darker, without adjusting all the texture layers might at the same time make it less glossy.
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No Idle Animations Mod
joostsidy replied to Halvorson -101st AB-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
My no idle mod is available here on Steam: Just to be clear to others reading this thread: the original noidle mod by halvorson is broken, so I created a new one from scratch. -
This small config mod removes player idle animations for standing position. No more yawning and boot scraping during combat. I did not remove idle animations for other body positions or AI. Steam Workshop link
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Wasn't that new/only in the Laws of War campaign? I don't think I've ever heard closed door rattling in the editor/single player games.