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Found 2 results

  1. CineCam | Cinematic Third-Person Camera Replacement by Zooloo75 Steam Workshop Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1551751531 Version: 0.15 / Nov 1, 2018 Development Began: Oct 27, 2018 License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Disclaimer: This mod is not for everyone. Some players may feel motion sickness. Some features are unavailable or are not fully implemented while in CineCam's third-person. CineCam could break or cause issues in missions that manipulate the camera. Description: This mod replaces the third-person camera. This replacement is more dynamic, moving based on context. The camera positions itself according to the player's actions. If the player is moving with their weapon lowered, then the camera will follow centered behind the player, exuding a feeling of tranquility. When the player has their weapon raised, the camera will go over the player's shoulder, allowing for a clear shot of what's ahead. Free-look moves the camera in closer towards the player's head, improving feedback. The camera's motion is derived from various properties of the player. The weight of the player's movement can be felt through the camera. Known Issues / ToDo: [Issue] Reloading a secondary weapon while in third-person will reload the primary weapon first if it needs to be reloaded (limitation of `reload` command). [Issue] Reloading in third-person sometimes doesn't work. [Issue] Action menu cannot be accessed while in third-person due to technical limitations of being switched to a separate camera. [Issue] Aiming down sights can stop working in both third or first person. [Issue] Zooming in by holding right click while in third-person, and then releasing zoom, doesn't return back to the third-person camera. [Issue] Sprinting while the player's weapon is lowered causes the camera to go into shoulder-cam mode (`weaponLowered` command is unreliable). [Issue] Switching fire modes in third-person sometimes fails. [Issue] Firing full-auto in third-person for certain weapons does not work (need to build up list of full-auto fire mode names -- if you come across a weapon that doesn't fire in full-auto while in third-person, let me know). [Issue] Clicking in menus causes the player's weapon to fire. [ToDo] Add crosshair to third-person, which can be toggled via CineCam's Addons Settings. [ToDo] Make camera translations work with relative-space vectors, instead of global-space for easier camera manipulation. [ToDo] Camera yaw does not utilize torque yet (need to figure out how to handle rotation from 359deg to 0deg, as it rotates 359deg backwards instead of 1deg forward). [ToDo] Respect different vision modes, such as night vision, and thermal vision. [ToDo] Separate camera position offset handling for both left and right leaning (common problem of limited visibility when leaning left with right-oriented shoulder cam). [ToDo] Improve recoil feedback (perhaps tie it to arm/shoulder movement since that should accurately represent the recoil motion?). [ToDo] Make camera settings user-configurable. [ToDo] Handle third-person vehicle camera. [ToDo] Potentially use `cameraEffect` to allow for various post-process effects and the ability to change field of view (player loses control of character when using `cameraEffect` at the moment). [ToDo] Initialize camera position on player. [ToDo] Allow for shoulder-cam to be toggled between left and right shoulder. [ToDo] Allow for shoulder-cam position switching to be disabled. [ToDo] Obligatory code refactor. Changelog: 0.16 / TBA: Code cleanup. 0.15 / Nov 1, 2018: Made camera settings configurable (via Options > Addon Options > CineCam). Reduced default film grain value. Disabled CineCam's post-process effects by default (can be enabled via Addon Options). 0.14 / Oct 31, 2018: Improved camera offsets for practicality. Prevent firing while viewing map. Fixed issue where attempting to fire in full-auto with an empty magazine would playing the click sound every frame. Fixed issue where firing in full-auto for certain machine guns would only fire single shots. Remove inadequate night-vision handling. 0.13 / Oct 31, 2018: Allow for shoulder-cam to flip position offset depending on player's lean direction. Added keybinding to manually toggle shoulder-cam position (accessible via Options > Controls > Configure Addons > CineCam > Toggle Camera Shoulder). Allow for inventory to be accessed while in third-person. Fixed issue where sprinting while the weapon was lowered caused the camera to go into shoulder-cam mode (should only happen if the weapon is raised). Added mild post-process effects for eyecandy. Removed inadequate camera shake that represented weapon recoil (will be revisited at a later date). Improved combat lean stance detection for shoulder-cam flipping. Prevent firing while in dialogs. 0.12 / Oct 30, 2018: Fix issue where player can't aim down sights while in first-person. 0.11 / Oct 29, 2018: Fix issue where players couldn't fire in full-auto while in third-person. 0.1 / Oct 29, 2018: Initial release. Media:
  2. kenoxite

    OFP Materials

    Same units, same time of day, same camera angle. Click to enlarge. Features Units, vehicles, objects, buildings, terrain, vegetation, etc should now react better and, to some extent, more realistically to lighting. Contrast in general should be enhanced, providing more depth and more vibrant colors to OFP/CWA while reducing the cartoony look (but, remember, this still is OFP). The differences between the interior and exterior of buildings and vehicles should be more noticeable. Dust and smoke particles won't be visible during night time any more. No more seeing the shining trail of dust of a tank that you can't actually see. Lighting effects similar to vanilla sunset and sunrise should be present for longer hours. Vehicles should provide more realistic shining effects. Description This addon modifies the lighting and glossiness properties of the terrain, vegetation, buildings, infantry, vehicles and virtually anything available in vanilla OFP/CWA. All those vanilla textures have been distributed in several categories (classes) which use new custom material properties. Each material definition has its own distinctive properties, and include: Buildings Terrain Vegetation Water Glass Generic metal Metal of vehicles Interior of vehicles Metal of weapons Human skin Clothing Gear made of plastic and similar materials Particles Shining particles The default OFP materials are also overridden using values similar to the new material definitions, so you should be able to see the effects of these new material properties on any island that doesn't use custom textures. Also included is a pbo which adds material properties to a lot of user made units and objects. While it doesn't cover them all (that's an almost impossible task) it should cover some of the more popular ones, including AGS buildings, BAS vehicles and some islands. This pbo also incorporates the texture listings for user made addons found in Locke's Original OBJ Material Def addon, although the textures themselves have been reorganized so they use the new material properties. Same units, same time of day, same camera angle. Click to enlarge. Download OFP Materials v1.1 (contains materials for Addons 1): Installer https://www.mediafire.com/download/k2l5i2ra5jx2tdc/OFP_Materials_v1.1_Setup.exeMirrors: Mirror: http://www.moddb.com/mods/ofp-materials/downloads/ofp-materials-v11-installer Manual installation: https://www.mediafire.com/download/1axm6ac4utyvrht/OFPmaterials_v11.zip Contents The zip file includes: A readme The addons folder proper, containing: ofp_matdef_core.pbo and ofp_matdef_addons1.pbo _pbo: You can find uncompiled versions of the pbos here high contrast: inside there’s a version of the ofp_matdef_core.pbo file using high contrast material definitions low contrast: inside there’s a version of the ofp_matdef_core.pbo file using low contrast material definitions _config_template: an empty config file you can use to add support for other addons Manual Installation Shortcut method Decompress the zip file and place the OFPmaterials folder inside your ARMA Cold War Assault one. Create a shortcut of the ColdWarAssault.exe file. Right click on the new shortcut and click on Properties. In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=OFPmaterials; To see the new material definitions you must now launch the game by using the new shortcut. Steam method If you don't want to use shortcuts and use the Steam version: Decompress the zip file and place the OFPmaterials folder inside your ARMA Cold War Assault one. In your games list right click on Arma: Cold War Assault and select Properties. In the Properties window click on the SET LAUNCH OPTIONS... button. Write this in the text field: -mod=OFPmaterials; Click OK. Click Close. Click Play. If you want to skip the OFP intro you can add -nosplash before the -mod line, like this: -nosplash -mod=OFPmaterials; You can also add or remove this addon whenever you want. It won't break any current mission or campaign. You can also place the pbos in any other addon folder. Load order doesn’t matter. High contrast or low contrast? There's two versions of the ofp_matdef_core.pbo file you can use: high and low contrast. Each one has its own benefits and drawbacks, so it's up to you which one to use. Note that the default one is the high contrast version, but only because it showcases better what this addon is all about. Use high contrast if... You want more dramatic lighting (and more realistic and better IMO) applied to everything You are not planning on creating or playing missions that use dynamic spawning You are not using user made addons which don't have the new custom material definitions You want to create good looking videos or screenshots Use low contrast if... You are planning on creating or playing missions that use dynamic spawning You are using user made addons which don't have the new custom material definitions You don't mind losing enhanced lighting for units, buildings and other structures (terrain, vegetation, water and glass will still have the enhanced lighting). Basically, the low contrast version is the most compatible all around, but it loses some lighting effects. The high contrast is the one that provides more eye-candy, but it makes dynamically spawned and unsupported addon units, structures and weapons look flat and ugly. Changing contrast settings OFP materials uses by default the high contrast version. If you want to use the low contrast version instead, simply copy the ofp_matdef_core.pbo file found in the low contrast folder and paste it inside the addons one, overwriting the existing version. To change it back to high contrast then follow the same steps, but copy the pbo found in the high contrast folder instead. You can also edit the provided Config.cpp (found in _pbo\ofp_matdef_core) and comment and uncomment the #include line of the contrast file you want, and then compile the pbo. More comparison media Videos Album https://imgur.com/a/q8my7 Adding support for your own or preferred addon(s) You can find the template of a configuration file in the _config_template folder. It’s already commented, so refer to it for further instructions. Feel free to share it publicly once you’re done, be it in the release thread of this addon, another thread, or bundled in the addons folder of your own addon or mod. Known issues OFP is unable to apply materials to dynamically spawned units, objects and weapons. Anything that wasn't present at the start of a mission won't use any material at all, and will look flat and way too bright compared to the rest. Note that all this only affects the High Contrast version. The Low Contrast is exempt from all this, as its goal is to allow spawned and unsupported units to blend better. Solutions Let me advance that there’s no real long term, no-hassle solution that I’m aware of. If you know of any, please, let me know. With that said, there’s ways to work around this, none of them optimal or practical. Place in the editor objects, units, etc of the same class you are planning to spawn dynamically This might work when you want to spawn one or two classes, but it’s a very bad solution for most cases, as it would require manually placing dozens of units and structures. You should also not remove them during the mission. For materials to be applied there must always be an unit of the same class already present in the editor. If you remove the units you manually placed, further spawned units will be material-less. Alt+Tab Yes, really. Alt+tabbing resets the rendering, so it reapplies materials to all present units, structures and weapons. If you are using Windowed Mode then you can minimize and maximize the OFP/CWA window for the same effect. Spawned unit while using High Contrast version. It looks flat and out of place. The same unit after Alt+Tabbing. Material limitations Just remind you that, as with anything related to materials, you can only see their effects if you have Hardware T&L (Hardware Transformation and Lighting) enabled in the Video Options menu. It should be enabled by default. If it’s disabled then you most likely are using a very old or weak graphics card that doesn’t support this feature. Also, roads and any other object with vertices placed On Surface won’t receive any material lighting effect. The same applies to non-binarized models. Changelog v1.1 CHANGE: Vegetation now less reactive to lighting CHANGE: Updated template config with more and more extended comments CHANGE: Added some missing classes to template config CHANGE: Moved WW4 and Mi2 textures from ww4ext_matdef to ofp_matdef_addons1 NEW: More addons supported by ofp_matdef_addons1, including MAP, BAS, AEF and OFPL objects and a bunch of Vietnam era addons - v1.0 * Initial release Credits Locke@Germany for inspiration and for the glass and metal texture lists of user made addons krzychuzokecia and Apocalypse83 for testing Permissions All my released work falls under the Attribution-NonCommercial-ShareAlike 4.0 International license, unless specified otherwise. You don't need to contact me if you want to distribute or modify any of my projects, but it'd be appreciated. Some of my work might include content by other authors. My permission doesn't extend to their work, so you should contact them if that's the case.
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