slendermang 2 Posted April 15, 2013 (edited) I'm guessing this has no A1 support at the moment? Is there any way I can get it to work? Putting the directory in the modline didn't work. Edited April 15, 2013 by Slendermang Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 15, 2013 anyway, can somebody explain to me how to use the lighting config to turns this into an afghan sandstorm or generally more of a sandish tone? just wondering... ;) Share this post Link to post Share on other sites
Defunkt 431 Posted April 16, 2013 anyway, can somebody explain to me how to use the lighting config to turns this into an afghan sandstorm or generally more of a sandish tone?just wondering... ;) Haven't tried it but I should think you want to amend each instance of the RGB triplet; fogColor[] = {<R: 0.0-1.0>,<G: 0.0-1.0>,<B: 0.0-1.0>}; It's a good idea, given you're not likely to see fog in desert climates it'd be useful to re-purpose for sandstorm ambience. Just be aware that the config kju's posted will make your changes appear in all islands (except Stratis). You'll need to amend the config to suit specific islands or post your results here and propose that kju does. Share this post Link to post Share on other sites
.kju 3245 Posted April 16, 2013 (edited) Yep the idea is to have people post their suggestions of specific terrains and the tweaks to be incorporated quickly to let everyone try and comment. @ Outlaw3025 Please post your rpt log file. @ GreenBeret40 What do you mean? The hills in the horizon? @ Perfk Best to ask in the troubleshoot section. To me it sounds you just need to rebind the actions accordingly. @ Fabio_Chavez You need to be more specific. Technically it is just like in A3 itself or in CO. @ cjph No of the videos are made by me. Best to ask in their comment section. @ sproyd It should work if you load CBA A3 and the CBA CO/OA/A2 version (depending on what you are running alongside). @ Slendermang No ETA on the A1 support, but it should be quite soon. Want to get some other issues sorted first. ---------- Post added at 07:33 AM ---------- Previous post was at 06:52 AM ---------- New version available: https://dev-heaven.net/projects/all-in-arma/files Changes: Fixed: Mission savegames dont work. Fixed: West side units voices are silent in radio messages. Fixed: Sea vegetation grows on certain land areas. Fixed: The OA desert terrain's name is not shown. Fixed: In the map screen it says "cannot connect to the positioning system". Fixed: In the editor the preview and continue buttons are not visible. Fixed: In the campaign selection menu the description display is not at its correct position. Fixed: In the showcases menu the mission description display is partially behind another element. Full details: https://dev-heaven.net/versions/1466 --- A update to fix various smaller issues. Unfortunately had to remove the underwater vegetation as BI used the same texture also on land/under roads. My current plan is to focus next on weapons, broken vehicle sounds and buggy effects, as well as to sort other smaller issues reported by you guys. Edited April 16, 2013 by .kju [PvPscene] Share this post Link to post Share on other sites
gvse 10 Posted April 16, 2013 Im not sure if this has been reported, but at night fog is barely visible on A2 islands. I think this has been the case since BIS updated fog rendering in one of the dev builds. Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 16, 2013 ;2373927']Yep the idea is to have people post their suggestions of specific terrains and the tweaks to be incorporated quickly to let everyone try and comment.@ Fabio_Chavez You need to be more specific. Technically it is just like in A3 itself or in CO. Haven't tried it but I should think you want to amend each instance of the RGB triplet; fogColor[] = {<R: 0.0-1.0>,<G: 0.0-1.0>,<B: 0.0-1.0>}; It's a good idea' date=' given you're not likely to see fog in desert climates it'd be useful to re-purpose for sandstorm ambience. Just be aware that the config kju's posted will make your changes appear in all islands (except Stratis). You'll need to amend the config to suit specific islands or post your results here and propose that kju does.[/quote'] ok do you have any idea wich line to change exactly? there is the fog color parameter in "class Lighting1-class Lighting38" and the values are all different, thb i have no idea about arma cfgs, i know the concept of rgb colors and might be able to adjust the fog into something desireable by try and error, id like to experiment a bit. and if i change something how do i apply? i pack the config file into *.pbo and load it as a mod? sorry if the questions are too stupid, nevermind ;) Share this post Link to post Share on other sites
Defunkt 431 Posted April 16, 2013 I don't know what the Lighting1-38 definitions represent or how/when they might be applied, unless somebody else does you'll just have to try and work it out yourself through trial and error (a lot of modding is an exercise in persistence). Nor do any of the values make much sense to me, I might guess from the low numbers that each colour component has the transparency built in so if you did {1.0,0.0,0.0} you'd get solid red fog and {1.0,1.0,1.0} solid white. To trial your changes create a pbo from the folder containing config.cpp with Eliteness and place it in the addons sub-directory of a mod folder you create for the purpose (i.e. @FogTest\AddOns\myfogtest.pbo). Then reference that mod folder at the end of the -mod parameter (i.e. "-mod=<Your Current AllInArmA Modline>;@FogTest"). Share this post Link to post Share on other sites
asuseroako 17 Posted April 16, 2013 ;2373927']New version available: https://dev-heaven.net/projects/all-in-arma/filesChanges: Fixed: Mission savegames dont work. Fixed: West side units voices are silent in radio messages. Fixed: Sea vegetation grows on certain land areas. Fixed: The OA desert terrain's name is not shown. Fixed: In the map screen it says "cannot connect to the positioning system". Fixed: In the editor the preview and continue buttons are not visible. Fixed: In the campaign selection menu the description display is not at its correct position. Fixed: In the showcases menu the mission description display is partially behind another element. Full details: https://dev-heaven.net/versions/1466 --- A update to fix various smaller issues. Unfortunately had to remove the underwater vegetation as BI used the same texture also on land/under roads. My current plan is to focus next on weapons' date=' broken vehicle sounds and buggy effects, as well as to sort other smaller issues reported by you guys.[/quote'] Thank you, kju! Will also try this with the latest Alpha build 0.54 Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 16, 2013 (edited) ok so far i managed to turn the blue fluff into some hazardrous chemical, thank you guys! besides that i encountered some bug, it is not depending on the changes in the cfg, it also occurs without the changes, you can see in the second half of the video, the terrain is rendered invisible and you can see the sky behind while the grass remains visible and floats in the air. any idea? Edited April 16, 2013 by Fabio_Chavez Share this post Link to post Share on other sites
.kju 3245 Posted April 16, 2013 Try terrain detail at the highest setting. Share this post Link to post Share on other sites
Sbats 1 Posted April 16, 2013 Will you be working on getting the high-res textures of PMC and BAF vehicles implemented? For those that have bought the dlc or course. Share this post Link to post Share on other sites
sickboy 13 Posted April 16, 2013 Will you be working on getting the high-res textures of PMC and BAF vehicles implemented? For those that have bought the dlc or course. From the wiki: Known issuesOA/TKOH DLC cannot be loaded - BI must add engine support for them in A3 Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 16, 2013 ;2374029']Try terrain detail at the highest setting. everything is maxed out allready Share this post Link to post Share on other sites
Mattykevlar 10 Posted April 16, 2013 So ive noticed since the last 0.54 update the game keeps freezing during combat especially when theres an explosion, any theories? Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 16, 2013 kju: about the lighting cfg, do you have any information about what the different "class Lighting" segments (1-38) in the config code are doing? i played around a bit, but only with the fog values and only during changing the values in all segments alike, would be intressting to know what the purpose of the class Lighting segments is to better be able to figure out, how the different variables dynamicly interfere with eachother. Share this post Link to post Share on other sites
jumpinghubert 49 Posted April 16, 2013 @kju lol thanks for the lighting config! I will try to reduce the glowing grass & vegetation on chernarus @ sunny weather conditions. Share this post Link to post Share on other sites
.kju 3245 Posted April 16, 2013 Look at the first four values and you get a good idea: height = 0;overcast = 0.6; sunAngle = -10; sunOrMoon = 0; 0 to 10 = different sunAngles at overcast 0.6 11 to 21 = different sunAngles at overcast 0.8 22 to 32 = different sunAngles at overcast 0 33 to 38 = a few different sunAngles underwater at overcast 0 overcast - 0 - sky_clear overcast - 0.07 - sky_clear overcast - 0.25 - sky_almostclear overcast - 0.4 - sky_semicloudy overcast - 0.6 - sky_cloudy overcast - 0.9 - sky_mostlycloudy overcast - 1 - sky_overcast Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 16, 2013 thank you kju, thats something to work with, and i get an idea of how timeconsuming it might be to make even minor tweaks that do make any sense at all... wich is still subjective in the end if something looks "natural" or "right". -_- Share this post Link to post Share on other sites
.kju 3245 Posted April 16, 2013 well i'd assume BI has some developer tool/mission to change this on the fly, dump the values afterwards and put them into configs These might help there/to create such: http://community.bistudio.com/wiki/lightnings http://community.bistudio.com/wiki/setLightAttenuation http://community.bistudio.com/wiki/setLightDayLight http://community.bistudio.com/wiki/setLightIntensity http://community.bistudio.com/wiki/setLightnings http://community.bistudio.com/wiki/setLightFlareMaxDistance http://community.bistudio.com/wiki/setLightFlareSize http://community.bistudio.com/wiki/setLightUseFlare Share this post Link to post Share on other sites
asuseroako 17 Posted April 16, 2013 Hi kju, I just tried the latest version (2013-04-15 v5) of AiA with Arma 3 Alpha dev build 0.55.103960 and here are some minor issues I ran into while playing an ArmA 2 scenario called 'Village Sweep'. 1) Press Esc to pause game then there are two 'Save' buttons. The one on the left is the normal Save button and the other one I think is redundant ? http://s10.postimg.org/rrhqjnh2h/arma3_2013_04_16_16_31_40_51.jpg 2) While game is paused then you click the 'Options' button, 'Audio' button overlaps with 'Save' which is not in its proper place. http://s8.postimg.org/yyep9hnjp/arma3_2013_04_16_16_34_02_08.jpg 3) BMP-3's outer skin scrolls when vehicle is in motion just like the one shown .Confirmed based on this changelog Fixed: The OA desert terrain's name is not shown.http://s22.postimg.org/6ppxd3jzl/arma3_2013_04_16_16_19_39_40.jpg Fixed: In the map screen it says "cannot connect to the positioning system". http://s22.postimg.org/ov7h4w8vl/arma3_2013_04_16_16_21_18_48.jpg Fixed: West side units voices are silent in radio messages. Thank you! :) Share this post Link to post Share on other sites
jumpinghubert 49 Posted April 16, 2013 I think the magical variable is SetLightIntensity to to get more european lightning on chernarus and more hot desert lightning on takistan & co. In the editor there are still inactive sliders, i hope they were enabled in the future. Share this post Link to post Share on other sites
NeuroFunker 11 Posted April 16, 2013 well, on takistan and chernarus, i do have the same lighting like in arma 2, except improved shadows. How to make takistans lighting, same beautifully as on stratis? Share this post Link to post Share on other sites
m1n1d0u 29 Posted April 16, 2013 Hello, first really nice mod but i have a small problem when i play your mod a strange bug appear. The animation are totaly weird , weapons are placed wrong (too low) , when i run and stop the guy keep advancing. So anyone can help me ? i search everywhere and don't find a solution. Thanks for your help Share this post Link to post Share on other sites
.kju 3245 Posted April 16, 2013 @ M1n1d0u Your modline seems wrong. Please post your rpt log file. Share this post Link to post Share on other sites
m1n1d0u 29 Posted April 16, 2013 Here is the .rpt file : https://dl.dropboxusercontent.com/u/85202525/arma3_2013-04-16_16-17-20.rpt I found lot of bones error and stuff like this and i use your bat file (the one on the dev-heaven) Share this post Link to post Share on other sites