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Found 13 results

  1. AS OF NOW, MEDIAFIRE LINKS ARE OBSOLETE, USE STEAM WORKSHOP! What does this addon change in the game? This addon changes the lighting of Stratis, Altis and Malden into the way they were before the Apex lighting update. Steam Workshop Links https://steamcommunity.com/sharedfiles/filedetails/?id=1916148978 https://steamcommunity.com/sharedfiles/filedetails/?id=1917639085 https://steamcommunity.com/sharedfiles/filedetails/?id=1917650390 Reference Images https://arma3.com/media/images Download Link(Vanilla Maps) http://www.mediafire.com/file/tzq0ike2xm7jxuu/PreApex-L.rar/file Download Link(CUP Maps) http://www.mediafire.com/file/s6vynshieursk2x/CUP-L.rar/file Download Link(Diyala, Iraq) http://www.mediafire.com/file/4ahp5memdv7j0iw/DYA-L.rar/file Recommendation If you want the full beautiful looking maps vanilla experience, I highly recommend downloading BaBe_MidTex mods. I also recommend turning saturation up on missions that take place during the day. Important Note This mod can be re-uploaded for your unit, or anything else. Just credit me and it's all fine. The mod is not signed nor it has a key. Extremely Important Note DO NOT LOAD TWO OR THREE LIGHTING CHANGER ADDONS AT THE SAME TIME. ONLY LOAD ONE OF THEM!
  2. 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.
  3. 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)
  4. 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"; };
  5. 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?
  6. 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?
  7. 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:
  8. 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...
  9. 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
  10. 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
  11. 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
  12. 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!​
  13. 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....