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Showing results for tags 'visual'.
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The graphics of the maps as it is are good, but I think adding more density would make it better. Every now and then there are bushes and there's some grass that you can kind of lay under; but I think there needs to be more of it. Instead of a plain ground have more tall grasses or brush. Make the trees a little thicker/bushy, having the bottoms touch the ground. It would definitely make the game more of a challenge but also more fun as it will add an intense amount of realism to the game.
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Enhanced Visuals this is just the NVG (updated) and laser feature from "Enhanced Movement" seperated into a seperate addon. i will probably add the 3d/pip scopes to this later on once i updated them. also in general any visual feature i might come up with in the future. PICTURES https://steamuserimages-a.akamaihd.net/ugc/88224930532278052/FDE99537A5367224A398B40B109CF35C50E4CE73/ https://steamuserimages-a.akamaihd.net/ugc/88224930532275127/5754E9A3AF6B5B4AA109B93527EAE9A67B9ED6F0/ ________________________________________ Enhanced Visuals - BETA ________________________________________ DISCLAIMERS - use this at your own risk (obviously...) ________________________________________ FEATURES - NVG visuals changed: ---> bloom (especially lights and bright objects) ---> more film grain ---> less visible goggle overlay ---> scan lines overlay - Laser pointer ---> day light laser pointer ---> optional 3d line and dot ________________________________________ INSTRUCTIONS after installing the addon simply go ingame and press ESC. there will be a small menu that will allow you to bind your keys and adjust your settings. for a short demonstration see the video above. ________________________________________ KNOWN ISSUES (please read this before reporting things) - laser position is very generic, not much can be done about this for now - NVG sound plays when looking through scope while NVG enabled and then putting down the scope ________________________________________ FUTURE PLANS - improved laser position ________________________________________ CREDITS - ineptaphid for testing and general passion about these features ________________________________________ LICENSE modification of the contents of this addon requires the author's (that would be me) permission. the contents of this addon are not allowed for any type of commercial use. that includes derivatives of it. that includes using this as part of game modes/servers that have donation systems that are tied to ingame content as reward for donations, even if that content is not this addon specifically. this means the use of this is only allowed in a 100% free context. that obviously excludes normal servers that accept donations without ingame content perks. the use of contents of this addon (if permission was granted) is not allowed outside of arma games. that includes "very similar military simulators based on the RV engine".
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I am having a very strange visual bug. Basically I guess my character has started taking acid because everything is pink and line green. My game now looks like a strange psychedelic music video from the 80's I am not sure what has caused this. It hasnt affected the one game I attempted to play much everything except the menu in game looked mostly normal but in my shelter it is a very different story.
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Hi According to Update 1.86, in changelog it can been seen that bipod of LMG Zafir have been tweaked since they were too short. Visuals: Tweaked: The legs of Zafir’s bipod were too short. But they are still too short? So what was tweaked?
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attachTo Creating Visual Bug/Attaching to the Wrong Point For a Moment When Used on Moving Object
corvaillian posted a topic in ARMA 3 - TROUBLESHOOTING
Hi. When I use attachTo to attach object A to a moving object B, using an offset of [0,0,0], object A first moves to a position ahead of object B by a distance relative to the velocity of object B, before glitchily moving back to its proper position and attaching correctly. At first I hypothesized that attachTo was using object B's position in simulation time when first setting the position of object A, before settling on updating on the render time position of object B, which would have explained the positional gap increasing as object B's velocity increased. However, when I had a friend test the same, nothing of the sort happened. Instead, object A attaches to object B directly on the offset, no additional movement at all. Additionally, I tried deactivating the framerate limiter (and vsync) and attempted the same again. Same results. Both of us were testing with no mods and no startup parameters, on an empty VR map, with various different vehicles and objects. Ideas for what this is and/or how to fix it would be appreciated.