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Showing results for tags 'thermals'.
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I don't really know if any of the ArmA3 dev team visits these forums but it seems to me like there is not enough contrast when using thermal imaging sights. You can hardly determine the objects or "cold" vehicles in the background. Looking through the FLIR in a fighter aircraft and the terrain below is just a shapeless grey blob. Even with the 1980s-era TIS on the original M1/M1A1 and there is enough contrast in the image to make out buildings, trees, all sorts of things. Since then the technology has greatly improved. When you first look at something with the thermals in game there is a short period where the image seems better defined but then it returns to its normal dullness. It seems strange. So is there anyway we could see the better image quality for thermals in ArmA 3 as part of another "encore" update?
Hey, Fairly new to the retexturing game here. I've done a pretty large texture pack for a group that I've been rolling with for some time now, and we're finding that the uniforms I've re-skinned do not generate a thermal signature when worn. This is all fine, except that for assets like the Kerry's customised uniform (Combat pants with a civilian/guerrilla shirt) we're getting thermal signature on the shirt but not the pants... kinda makes it hard when we're using thermal optics on gunships to ID friendly forces. The G3 (NATO Combat uniform) assets (long sleeve, rolled sleeve and the version with the undershirt) have modified normal maps due to different pocket and kneepad designs, and the .rvmat file has been modified to reflect that. However, the only change between that and the vanilla .rvmat is the line that calls upon the normal map (_nohq). Yet the thermals are still affected (as seen below). I've seen other mods much like mine where the normal is different to the vanilla, yet they can get their thermal signature working. This is driving me crazy. On a smaller note, I'm also trying to add wounding textures to the uniforms as well. But I figure that with those it's just a matter of adding a few more files and lines of code, right?