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Found 19 results

  1. Hi, I'm having issues where I've generated a terrain that's about 110kmx110km and applied a heightmap to it. When I look in certain directions while hovering over the terrain, it seems to 'cull' or go completely flat and grey. The lighting also seems to disappear when this happens. Everything becomes visible when looking at a very specific angle. It also happens when in-game while testing and weirder still, the generic player has no gun, can fire bullets but you can only hear the ground impacts and when you go third person, there's no player model. Everything works fine for smaller maps with the same heightmap data and objects present in the scene. I wouldn't believe that the engine has an upper limit for terrain size, and as I said previously, everything is essentially the same in the smaller scenario. The only thing that has changed is the size and Grid Cell Size parameter when the terrain was generated but I just feel like I've put everything in correctly. Please let me know if you have the same issue or a potential fix. I can provide more information in a few hours when I'm free again. Thanks.
  2. Hello all, I wanted to ask under which exact cfgclass can I edit the muzzle flash light? for example, if I wanted to change the intensity and the brightness the emitting light coming from the muzzle flash If I wanted to change its color from the standard white/yellow light and I wanted to make it green, what would be the process? Thanks from newbie
  3. kd_odk

    Visual Settings

    Idk what is going on with the lighting in the game but no matter what game mode I am in at the beginning of every match I have to adjust the brightness and contrast. I cant seem to find a setting that will cover day/night and snow/grass. It's all over the place. Once in awhile in eliminations I accidently kill a teammate because their name tag blends in with the snow and then I get killed by them because they think I am being a jerk but there isn't game chat so I can't explain myself. 😕 Most days the depth of field is all over the place and I can't identify a player because they blend in so well with whatever they are standing in front of. For example, earlier today in Elims three people were standing against the wall of the plane and it wasn't until one of them ran into the snow that I realized someone was there. They could be standing right in front of me, in broad daylight, and I can't see the details of their outfits. They have pretty much been a dark silhouette this whole time no matter what I do to the in game setting and my T.V. settings. I am pretty much forced to rely on my audio and even then if I hear someone crawling around I can't figure out where they are. I can't see 10ft in front of my character because of the shadows and the way everything just blends in together. Does anyone else experience this? I know it isn't just my T.V. because my boyfriend has a 4k monitor and he deals with the same issues. I enjoy playing your game but I get so frustrated because I can't do anything to make the experience visually better. I really need you to address these issues so I can stop rage quitting and start having fun again. Thanks, Kd.
  4. I'm trying to make custom light source's impact on surrounding environment/objects at daylight as close, as during night conditions, as possible (for human eye). As a criteria I'm using subjective visiblity range of blue light tint on the surfaces around the light source. This code seems to work along described lines: RYD_LightEqualizer = { private _lght = getLighting select 1;//ambientLightBrightness if ((_lght > 570.06) and {(_lght < 1754.41)}) then { (linearConversion [570.06, 1754.41, _lght, 1.2808, 1.7545, false]) } else { ((_lght/1000) max 1) }; }; used like this: _someBrightness = 1; _brCoeff = [] call RYD_LightEqualizer; _someLightSource setLightBrightness (_someBrightness * _brCoeff); Exemplary result for native brightness 1: So, if anyone wants, can use it. But, as you can see, there's a certain (determined empirically) range of ambient light brightness values (happening at some time during sunrise and sunset), where general formula - (_lght/1000) max 1 - doesn't suffice (light not visible during that period) which enforced patching with linearConversion part. I could use any advice/improvement to avoid such patching and to have rather one, always working formula (and other good ideas, if any). PS code was tested on Altis with an assumption, it is the same on every map, but wasn't tested on other maps. Also overcast seem irrelevant as for ambient light brightness value.
  5. Some people are a fan of the old lighting instead of the new one. Especially a lot of the terrain makers. But how do you restore this "old lighting"? Here's how: Copy and paste an old lighting (class Weather) config. It will be broken at first, but do not be discouraged! Bohemia Interactive did not completely change the system and the exact same looks can be restored! Fixing Broken Fog Weather > LightingNew> Lighting0 all the way to 71> fogColor. Now, here is the important part. All the fogColor parameters in the new lighting have a defined intensity (the way I like to call it). The new ones are like this: fogColor{ (R, G, B), Intensity }; The old ones, however, does not have an intensity. They are like this: fogColor{ R, G, B }; By default, the lighting will look broken if you just copy and paste! You can make these old configs work by adding skycolorinfluencesfogcolor=1; to anywhere you like! Fixing Broken Colors Now, with the fog cleared let's move on to the HDRNewPars class. Bohemia Interactive made a ton of changes to the HDR and tonemapping, presenting new options which allow you to tune the lighting in great detail. If you just copy and paste an old Weather class, it won't look the same as before! If you just copy and paste an old Weather class and use the tonemapping parameters for Stratis, it won't look the same as before! Then how do you make it work? Copy and paste the following into the HDRNewPars class: tonemapMethod=2; tonemapShoulderStrength=; tonemapLinearStrength=; tonemapLinearAngle=; tonemapToeStrength=; tonemapToeNumerator=; tonemapToeDenominator=; tonemapLinearWhite=; tonemapExposureBias=; tonemapLinearWhiteReinhard="2.5f"; Other than these, make sure to also copy and paste the old bloomScale, minAperture e.g Restoring Old Cloud Parameters The new clouds don't look bad to be honest, but in my opinion the old ones are better. The cloud sharpness, size and a lot more are defined inside the SimulWeather class. Now, here is how to restore the old look of the clouds, head to the SimulWeather class, copy and paste the following: fadeMaxDistanceKm=1000; fadeMaxAltitudeKm=15; fadeNumAltitudes=8; fadeNumElevations=8; fadeNumDistances=8; fadeEarthTest=1; autoBrightness=0; autoBrightnessStrength=0.1; cloudGridWidth=64; cloudGridLength=64; cloudGridHeight=16; helperGridElevationSteps=24; helperGridAzimuthSteps=15; helperEffectiveEarthRadius=160000; helperCurvedEarth=1; helperAdjustCurvature=0; helperNumLayers=120; helperMaxDistance=160000; helperNearCloudFade=0.1; helperChurn=10; cloudWidth=40000; cloudLength=40000; wrapClouds=1; noiseResolution=8; noisePeriod=4; opticalDensity=1.5; alphaSharpness=0.5; selfShadowScale=0.050000001; mieAsymmetry=0.87; minimumLightElevationDegrees=1; directLightCoef=0.25; indirectLightCoef=0.025; fogStart=0; fogEnd=150000; fogHeight=2000; You can change the fogEnd parameter from 150000 to anything you like, too low and the clouds will be invisible, too high and... Well... May God help you. As a bonus, you can also head to class SimulWeather > class DefaultKeyFrame and change the cloudHeightKm parameter to 8. All of these are explained very well in this library: https://arma3library.gitlab.io/#
  6. As the title explains, whenever I change the lighting during nighttime (flares or even darkvision) the game becomes unresponsive and flashes a black screen interchangeably with the now frozen game. In some experiences, the entire screen freaks out and tiny pixels flash white, black, and other colors. I know the Mini DayZ devs are working one the second installment, but this issue is fairly severe and makes surviving at night much harder. There are also no sounds coming out of my headphones despite the pause menu saying Sounds: ON. Although that issue isn't as pressing, it is one nevertheless. I will make sure I email them through their listed Google Play email in a week if I can't get a fix or there isn't a response on here from the devs.
  7. As the title. I hear this is your last official DLC for A3, and was wondering if your going to ever fix the light penetration issue. Or will this be fixed in a new engine like Enfusion? Day's not bad, but the light issue makes playing at night a real immersion killer.
  8. This is still very early alpha and work in progress You can find the dedicated area (discord) for "terrain lighting" and the "tweaking GUI" here: https://discord.gg/VGRK5PS The trello board for the GUI: https://trello.com/b/CzpAfpQU/terrain-lighting-tweaking-gui (PM your account to get access)
  9. Hi! Guys I need help my first project. I am stucked at creating material for my model. When I apply just diffuse texture, everything works just fine, but I cannot get working other textures. I am currently trying out Super Shader, but with same results over and over again. When I apply RVMAT on my model, textures will not show up and lighting will mess up badly (I tried to recalculate normals). Do you have any idea what Im doing wrong? I have some experiences with coding, but Im pretty new to this kind of stuff. I tried to use tga as well as paa texture without success (buldozer did some work with tga textures but at the end didnt used them and kept model grey) Screen from Buldozer (only diffuse texture) https://imgur.com/AOBY3Uo Screen from Buldozer (with RVMAT) https://imgur.com/MvhiCxL Screen from Substance Painter https://imgur.com/2ayLvAt Here is my RVMAT ambient[]={1.000000,1.000000,1.000000,1.000000}; diffuse[]={1.000000,1.000000,1.000000,1.000000}; forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000}; emmisive[]={0.000000,0.000000,0.000000,1.000000}; specular[]={0.700000,0.700000,0.700000,1.000000}; specularPower=180.000000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 //Normal map (_NO or _NOHQ) { texture="DrugsAndCoins\textures\Briefcase_nohq.paa"; uvSource="tex"; }; class Stage2 // Detail map (_DT) { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)"; uvSource="tex"; }; class Stage3 //Macro map (_MC) { texture="#(argb,8,8,3)color(0,0,0,0)"; uvSource="tex"; }; class Stage4 //AmbientShadow map (_AS) { texture="DrugsAndCoins\textures\Briefcase_as.paa"; uvSource="tex"; }; class Stage5 // Specular map SMDI { texture="DrugsAndCoins\textures\Briefcase_smdi.paa"; uvSource="tex"; }; class Stage6 //Frenel { texture="#(ai,64,64,1)fresnel(1.3,7)"; uvSource="none"; }; class Stage7 //environment map { texture="ca\air\data\env_co.paa"; uvSource="none"; };
  10. Just after the apex release, I was working on a mission and decided to place some campfires, but soon realized during a test play-through that they were very dim, this pretty much ruined the immersion since it was quite reliant on campfires. Months later it dawned on me that it wasn't actually that the lights from the campfires are dim, rather its that somehow the light source its self is positioned a meter or two above the campfire (in the air), thus making it appear like the fire is emitting a dim light, when it really isn't. This is very apparent when placing campfires/fireplaces next to buildings. This happens with any object that can be lit with the "inflame" command. Let me show you: Here's a picture of a painfully dim campfire Looks dim, but not too horrible, right? Here's a picture of the same campfire next to a building Whoa, did you see that? Lets take a closer inspection. As you can see, the campfire appears dim, but it is in fact not. The light source is somehow defying the laws of physics and floating above the fire, fracturing my already fragile sense of reality. That's some inception level fuckery right there, boys and girls. In all seriousness though, I made a feedback ticket over a year ago concerning this issue, but have yet to receive any answers. I've since embarked on a long quest to find others who suffer from the fireplace curse, but to no avail. Every google search comes up with jack, to my disappointment. So here's where my rambling ends and I leave you with an important question: Is anyone else experiencing this issue, or is my game just hell-bent on trolling me?
  11. Hi, I am making a mission where the player is supposed to enter the airport on Stratis at night. But I noticed that the airport is very dark and only a few of the already placed street lights turn on. I was wondering if there was a way to make the mission load with those lights on so I don't have to manually place another street lamp on the same place. Second, when I do put my street lamps in, they won't load (their lighting effect, not their model) until I get close to them. I was wondering if there was a way to make it so that the editor calculates the lighting and embeds it into the map just for the current mission so that maybe I can see it in the editor too. If not, is there a way to make it so that all the lights are simulated when the mission is loading or at least turn up the radius of light simulation or what ever it is called?
  12. As promised in SITREP #00008, here is an overview of the lighting tweaks which are in progress and have been partly rolled out to Development branch Arma 3 Apollo Pavel Guglava elaborates:
  13. Is it possible to create a shoot house that requires flashlights or NVG that could be played during the day? I'm guessing no, but if someone has an idea, do tell. :) I've created a training camp for me and my friends, and would like to have it as an option. The alternative is to have a function just outside the house to skip 12 hours, which (I'm sure) would be properly mistreated...
  14. Firstly, what an amazing port, hats off to the CUP team. I would not even play ArmA 3 if it were not for this. Sorry but, ArmA2 rocked! Secondly. please don't think I'm complaining. This is my honest opinion and I'm just trying to improve the realism in a few arias that are lacking to my eye. My concern / issue is: I'm noticing that some of the surface textures and building textures for imported terrain,and Units/infantry are too bright in ArmA 3. I'm referring to the ported terrains from CUP. In other words, the colors and detail is being crushed. I'm not a mod maker so I don't know what's involved in adjusting the lighting on these types of textures. These issues are not present with the default islands that come with ArmA3 . So, when I switched back to ArmA2 to compare, the textures in Zargabad for example, and the units and their weapons ..especially had much more detail under ArmA2. Some examples are. Zargabad under arma3, the ground textures are too light and missing detail. If I bump the gamma they look great, but then the shadows on trees and buildings get too dark. There is too much contrast. Ambient occlusion looks great, but with that, the shadows get too dark on buildings. The US soldiers outfits are almost pure white in some places, with total lost of detail in the material of the cloth. There seem to be a problem with most of the CUP solders with light cloth The lighting levels are too high crushing the detail. Another example, the inside of the parachute when you look up looks like the contrast is set too high, when compared to arma2, there was a much smoother gradient. The metal on the weapons of the US solders are missing a lot of detail. If you look in arma2, you can see the metal scratches and imperfections, You can't in arms3 under CUP. I'm assuming the modders just haven't gotten around to everything? Or is this project complete? Example screens: www.pyramid-of-wisdom.com/brightness_cup1.jpg www.pyramid-of-wisdom.com/brightness_cup2.jpg
  15. Hi guys, first of all I know this has probably been reported before, but I am having major issues as the topic title suggests. I have been playing arma for about 2 years and after taking a 3month break I came back (didn't take note of any updates as good guy Steam autoInstalls them all) and I noticed that the nights are very very dark and my chemlights almost have no effect anymore. Can you please point me to a thread where this discussion is ongoing so that I can see if there are any solutions to my problems? Kind regards, Soul Independent for life
  16. Since Arma 3 is about to receive a visual upgrade I thought that time has come to discuss a lighting issue that had been bothering me from the release of All In Arma Terrain pack: Mediterranean lighting, distance fog and skybox are unsuitable for European/Middle Eastern terrains, especially during the day. Here are two screenshots made under same in-game conditions (October 10, 2008, 11:00am, 25% overcast) at the same location of Chernarus using the same Takistani T-72 tank: http://imgur.com/a/bivzr Arma 2's lighting has more contrast, a bit more saturated colors and a proper Eastern European skybox. Arma 3's lighting has less contrast, dim colors, has this unpleasant light-blue film of distance fog (I believe it simulates Mediterranean humidity) and completely lacks any skybox whatsoever. Another, but closely related issue is the color of the fog: in Arma 3 it has a light blue color and while that's completely acceptable for an island in the midst of Mediterranean Sea, it must have a soft white tone at maps which represent locations in (roughly) northern hemisphere. Personally, I find the Mediterranean lighting quite immersion breaking because not only it feels out of place on many maps but also because it causes models to look plastic, "weightless", flat. The following is my subjective impression but the T-72 on the first screenshot looks like it made of steel, it feels massive and looks dirty; the same T-72 (with the exception of couple of improvements made by CUP team, of course) looks like it made of plastic, it feels light like those inflatable Russian decoys and it doesn't look dirty despite having the same texture. The same goes to the Chernarus itself: in the first screenshot, it has a proper skybox of correct shade of blue with clouds, the terrain looks like actual Eastern European terrain with colorful grass and clearly noticeable patches of soil. Notice how much more pleasant the colors and contrasts of the barn on the left are in Arma 2 compared the exactly same barn with exactly the same texture in Arma 3. The pending overhaul is in my opinion a step in a right direction but the new lighting is being made with Tanoa (a tropical archipelago) in mind therefore it is still doesn't quite cut it (at least at the time of writing): http://imgur.com/a/HphfL The first screenshot was taken with unofficial port of new lighting to CUP terrains by metalcraze. Without getting into too much detail, it's clear that the brightness, contrast and color balance is still way off even on Altis. The new old lighting could especially come handy in light of (pun intended) tremendous progress made by Community Upgrade Project that allows mission makers to port or recreate any of their favorite missions on Arma 3's engine. Not to mention that the great deal of missions created specifically for Arma 3 is set in Chernarus or other older maps and these missions could benefit from "European" lighting too. Moreover, the new lighting might be useful for desert maps like Takistan beacuse, if my memory serves me right, both Arma 2 and Operation Arrowhead shared the same lighting. So, in my opinion, Arma 3 will gain massively in terms of immersion, amount of missions set in northern hemisphere and the player base shall the typical European lighting and weather conditions be added. Summary The problem: both current and upcoming lighting aren't suitable for locations in northern hemisphere / Middle East. Proposed solution (based on my limited understanding of Arma's engine possibilities): Addition of generic "European" lightning preset similar to Arma 2's one into CfgPostprocessTemplates or making it available to mission or map makers through any other means (trough "official mod" probably?); Addition of a generic "European" skybox for map makers to use in their maps; Addition of an ability to remove and/or change color of the light-blue distance fog for mission and map makers; Addition of an ability to change the color of a usual fog for mission and map makers (I believe it was possible at some point during Alpha); Unfortunately, I'm unable to create a corresponding ticket on Feedback Tracker right now due to ongoing maintenance. TL;DR: BI FIX TEH SUN IN CHERNO NAO PLOX THX
  17. Hey all, This is something that's been bugging me for a while now (since I started the campaign, in fact). In the single player campaign, the lighting is very different to how it is in a single player mission, in multiplayer or in the editor. In the campaign, all the light colours with any sort of light on them are seriously washed out and bleached out, to the extent where all I can see is a whitish yellow colour, no textures or anything. I've done some testing, and made an imgur album of 3 images, showing the same location at the same hour and time of year. As you'll see, the campaign screenshot shows the building much brighter and whiter compared to the other two. It detracts from my game experience - it makes it very difficult to hit enemies in towns or buildings where the white glare is so strong that I can't see them properly. Here is the imgur album: https://imgur.com/a/i5JY9 Any help sorting this would be much appreciated, thanks!​
  18. In last ACE builds you fixed artillery random, its very good) but i found a couple mistakes in last builds: 1)81mm mortar absolutely have no damage 2)damage of 60mm mortar equal damage of underbarrel grenade launcher. i dont know about 60mm damage in real life, but i think it greater than underbarrel grenade....
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