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Found 12 results

  1. I would like to present my compilation of various improvements for ArmA: CWA made by different authors. It is conceived as a complex universal compilation of works by various authors, which do not introduce drastic changes into the game, but make it more modern and increase the replayability of old missions and campaigns, as well as allowing you to complement other mods. The compilation includes not only long-known releases, but also their improved versions, a selection of game elements from various addons and mods adapted for the base version of the game, as well as rare and some new additions. Among other things, here you can find a large selection of various retextures of standard models of vehicles, weather, roads, effects and other things, Nogova with Berghoff's vegetation, high-quality Kolgujev retexture from Marcomio and, probably, the most interesting - standalone-pack of detailed models from ArmA, replacing their standard counterparts. All these works are collected together, classified, illustrated, adapted to each other and ready for an easy and convenient installation. For this purpose, the assembly is released in three versions: two ready-made (full and optimal) and one that allows you to manually assemble it to your taste and needs (for experienced players and developers). It is recommended to pay attention to the accompanying files - they often contain useful information, as well as not to neglect the video and sound settings - they can significantly affect the final result. I will be glad to feedback, criticism, bug reports, suggestions for expanding the compilation. I have no doubt that I missed some work that could be included in it, and definitely did not notice any bugs, so feedback is welcome. Link for screenshots and download: https://drive.google.com/drive/folders/1O10-c-Kb83sTjWGTVXWFcYmtZa6GTlkM?usp=share_link
  2. Hi folks. First time opening a topic here. I successfully managed to import a helicopter with some help. Now my problem is the shadows casted when the rotor blur motion appears. It looks like the triangles from the proxies cast weird shadows alongside weird elongated ones. In the proxy models there are no shadow lods and i gave the lodnoshadow 1 property to the resolution lods of them. Even tried in thicking and unthicking the "enable shadows" property within the proxy models selecton in object builder, but no success is reached. Here is a pic of the issue https://imgur.com/a/zOJvtgl
  3. 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 overridden by terrain makers, using config entries. I hope that this will contribute to the creation of weather add-ons, realism- and survival mods. The archive includes a demonstration script. Download: https://drive.google.com/file/d/1mkwaLX9Mxri2tIQvB-25OJ99t-K_WPq6/view?usp=sharing FEATURES Input variables for functions are 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 features are included: * Air and Sea temperatures (array of numbers: °C) - llw_fnc_getTemperature * Date and time (text: YYYY-MM-DD hh:mm:ss) - llw_fnc_getDateTime * Shadow detection (boolean: true / false) - llw_fnc_inShadow * Solar Azimuth and Elevation angles (array of numbers: degrees) - llw_fnc_getSunAngle * Solar Elevation angle at 12:00PM (number: degrees) - llw_fnc_getSunElevationNoon * Solar Radiation energy (number: W/m²) - llw_fnc_getSunRadiation * Sunrise and Sunset time (array of numebers: hours) - llw_fnc_getSunRise Please refer to the enclosed README.TXT for further details.
  4. ***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***
  5. 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.
  6. 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?
  7. 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?
  8. 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
  9. 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
  10. I would like to present the new version (2.7) of addon with soviet microbuses RAF-2203 "Latvia", significantly improved and expanded. The pack includes a lot of modifications of Riga bus factory microbuses (like ambulance, taxi, reanimation, militia, pickup etc.) and has many new interesting unique features. The original thread with pictures and detailed russian description was in Flashpoint.ru. Link for download: Google.Drive
  11. I bring to your attention a new pack (v1.1) of soviet intercity buses LAZ-697R "Tourist" (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: dinamic suspension with side tilts, animated doors, the shine on the sun and other light sources, an English localization. Thanks to all who helped me in creating of this addon. Link for download: Google.Drive
  12. 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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