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Found 9 results

  1. Inspired by MKY's blizzard script, I created functions that provide you with climatological information. The functions contain a simple climatological model and statistical data, that I gathered from all kinds or sources on the web. The climatological data can be overriden by terrain makers, using config entires. I hope that this will contribute to the creation of weather addons, realism- and survival mods. Input is mostly limited to time, date and a position or object. Besides climatological data, the functions determine Latitude, time, date, overcast, fog, cloud occlusion, terrain occlusion, and object occlusion to calculate output values. The following variables are provided as output: * Air temperature (°C) – llw_fnc_getTemperature * Date and time (YYYY-MM-DD hh:mm:ss) – llw_fnc_getDateTime * Shadow detection (true/false) – llw_fnc_inShadow * Solar Azimuth angle (°) – llw_fnc_getSunAngle * Solar Elevation angle (°) – llw_fnc_getSunAngle * Solar Elevation angle at 12:00PM (°) – llw_fnc_getSunElevationNoon * Solar Radiation energy (W/m²) – llw_fnc_getSunRadiation * Sunrise time (hours) – llw_fnc_getSunRise * Sunset time (hours) – llw_fnc_getSunRise * Sea temperature (°C) – llw_fnc_getTemperature FUNCTIONS llw_fnc_getDateTime - TEXT: current date and time as "YYYY-MM-DD (hh:mm:ss)" llw_fnc_getSunAngle - ARRAY: (0) Solar Elevation angle and (1) Solar Azimuth angle. Current angles, or angles at a given time and date. llw_fnc_getSunElevationNoon - NUMBER: Solar Elevation Angle at 12:00AM llw_fnc_getSunRadiation - NUMBER: Solar radiation energy in W/m² at object or position. When a subclass of Man is referenced, torso is used as reference position. llw_fnc_getSunRise - ARRAY: (0) Time at sunrise and (1) time at sunset. For current day or for date provided in parameters. llw_fnc_getTemperature - ARRAY: (0) Air temperature and (1) sea temperature in degrees celcius. llw_fnc_inShadow - BOOLEAN: returns wheteher an object or position is shielded from the sun. When a subclass of Man is referenced, torso is used as reference position. Please refer to the enclosed README.TXT for further details. The scripts come with a demonstration script. (see screenshots) Download link: https://mega.nz/#!SwASwI7Y!WAQfpILWc-7HeTmBpdqPRoWWwfhajvsvCyjKI4aS7rU
  2. ***PLEASE NOTE THIS IS A WORK IN PROGRESS*** Hello There! I am currently in the process of designing a Campaign and want feedback on my idea and eventually when I start rolling out mission's them as well. Since moving over to ACE I've loved the ballistic system as part of it. I was inspired by Igneous01 - ArmA 2 Campaign and wanted to create something similar but on the ArmA 3 Platform. However, I wanted to make something that is also co-op but was unsure if that is possible so please feel free to comment down below. I also didn't want thousands of mods I wanted to use mods that are the most popular on the Steam Workshop but like I've said if you have any suggestions please mention them below. Here's a general summary of my campaign: MODS: ACE RHS USAF RHS AFRF Apex Now I know this campaign won't be for everyone but I would appreciate any idea's that great community can provide. ***PLEASE NOTE THIS IS A WORK IN PROGRESS***
  3. I was thinking on testing the Cloud Gaming Service Shadow on Arma 3 to see how well it would perform. Has anyone tried this before with their results if so please link them it would be very much appreciated.
  4. Hello everyone, I recently made a model of a small house using Rhino 5 (easier to use, IMO) and Blender, successfully exporting the file as a .p3d and then crunching it with pboProject without issues. At first, this model was just the geometry and didn't have any way to interact with the world, so I added a roadway, land contact, and a shadow Volume, basing all of them on my rhino model. Model: Shadow volume: I chose a simple polysurface because I thought that was the problem. The volume is closed, according to Rhino. landcontact and roadway work fine, but Shadowvolume creates weird a weird shadow that appears to be another 3d object. Final result: I can't figure out what's wrong. The shadow seems to behave like a 3D object that's beneath the ground, and only produces shadows from one side. Anyone knows what could be happening here?
  5. I've run into a strange problem with a pair of custom night vision goggles: the Shadow LODs are there, properly closed and triangulated with zero degenerations. Shadows show up fine in 3rd person but if I change to first person view, the shadow of the NVG disappears. I do have a shadowvolume-view pilot set, as well as a view - pilot LOD. Its occurring with two separate pair of unrelated nvgs. Everything else I've modelled so far: backpacks, vest etc work fine in first person. Thoughts?
  6. Donald Flatulence

    Extreme shadow bug in Arma 3

    http://steamcommunity.com/sharedfiles/filedetails/?id=603876301 Hey all, Please see the above link/photo Put simply, my shadows are being drawn in an absolutely random manner, with lots of rapid spiking. I really can't think of anything more than updating my drivers and modifying my video settings, so has anyone got any other ideas? Note this is a vanilla install, no mods. Thank you far any and all suggestions, Ed
  7. AveryTheKitty

    Odd shadows on model

    Hello. I've been getting these odd shadows on my models recently, any reason why? The shemagh uses vanilla textures, "armor1_co.paa" and "armor1.rvmat". http://i.imgur.com/hVuDs8k.jpg Thanks, Night515
  8. I bring to your attention a new pack (v1.1) of soviet intercity buses LAZ-697R "Turist" (Lviv bus plant). It includes early variants of this modification (about 1978-1980 years of graduation) in three colourings. I also would like to emphasize general features of the addon: an English localization, dinamic suspension with side tilts, animated doors and the shine on the sun and other light sources. Thank all who helped me in creating of this pack. Links for addon: Yandex.Disk
  9. I am having some very dark shadows on my model after applying _mc and _as pic And when I pan away from the model it gradually goes dark pic Here's my rvmat: ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapMacroASSpecularMap"; VertexShaderID="NormalMap"; class Stage1 { texture="P:\test\data\norm\hangar_nohq.tga"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture = "P:\test\data\Floor_decal_mc.tga"; uvSource = "tex1"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage3 { texture = "P:\test\data\test_as.paa"; uvSource = "tex1"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; ; class Stage4 { texture="P:\test\data\norm\generic_sm.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; What's wrong? Also, is there any way to apply an _mc and completely ditching the _as?
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