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Community Upgrade Project - CUP Terrains

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Fantastic CUP update, thanks to everyone involved for this essential set of addons.

 

Bug report: floating houses on Chernarus. Specifically Land_HouseV2_01B

 

Proof :)

https://www.dropbox.com/s/1cc4q1nup3uy5th/floating.jpg

https://www.dropbox.com/s/jf66dozaiduolrn/floating2.jpg

 

EDIT: Bug report retracted!!! Turns out the bug is in the Chernarus Redux. Sorry to waste your time.

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Ae all the objects used on the maps available in the editor? I'm looking for the undamaged brick wall and the sidewalks used on chernarus. 

 

disregard sidewalk, either one of the mods i've removed has made it appear or the recent update added it.

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On 10/19/2017 at 7:54 PM, yxman said:

1st thanks for the new release, is http://dev.cup-arma3.org/T1853 fixed?

 

The issue is still problematic in Zargabad, Takistan, and Shapur, but appears to be less of a problem on Chernarus and Everon.  I only looked at a few CUP terrains.  The issue is worse on terrains with rather bright, unvegetated land surfaces that make the overly-darkened units stand out more.  For example, the issue appears worse in Takistan than in Takistan Mountains, as the latter apparently has slightly darker land surfaces than the former.

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I really wish BIS would finally release some tangible documentation on the damn lighting updates.

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1 hour ago, Alwarren said:

I really wish BIS would finally release some tangible documentation on the damn lighting updates.

what about the lighting do you need to know

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51 minutes ago, crazy mike said:

what about the lighting do you need to know

 

Everything? It's difficult enough as it is to make a decent lighting for a terrain. Nights in Chernarus are so pitch-black that you don't see anything, unless it's white in which case it shines like a light source. 

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1 hour ago, Alwarren said:

 

Everything? It's difficult enough as it is to make a decent lighting for a terrain. Nights in Chernarus are so pitch-black that you don't see anything, unless it's white in which case it shines like a light source. 

well ill break down a few things in the 1.60 lighting which may help you edit the lighting 

 

this is from my version of chernarus south zagoria at noon

 

class Lighting11
{
height=0;
overcast=0.25;
sunAngle=45;
sunOrMoon=1;
diffuse[]=   {{1,0.86000001,0.81},16};
diffuseCloud[]=  {{1,0.86000001,0.81}, 17};
ambient[]= {{0.498,0.602,0.76999998}, 12.6};
ambientCloud[]= {{0.498,0.602,0.76999998},12.6};
ambientMid[]= {{0.63499999,0.63499999,0.66299999},12.904};
ambientMidCloud[]= {{0.63499999,0.63499999,0.66299999},12.904 };
groundReflection[]={{0.745,0.671,0.64300001},13.21392};
groundReflectionCloud[]= {{0.745,0.671,0.64300001},13.21392};

bidirect[]={0.025,0.024,0.017999999};
bidirectCloud[]={0.025,0.024,0.017999999};
sky[]={{0.15000001,0.35099999,0.708},13.445 };
skyAroundSun[]= {{0.115,0.245,0.60000001},13.662};
fogColor[]= { {0.15000001,0.35099999,0.708},13.145 };
apertureMin=70;
apertureStandard=120;
apertureMax=120;
standardAvgLum=8000;
desiredLuminanceCoef=1;
desiredLuminanceCoefCloud=1;
luminanceRectCoef=1;
luminanceRectCoefCloud=0.5;
rayleigh[]={0.0070000002,0.01388,0.035};
mie[]={0.0049999999,0.0049999999,0.0049999999};
cloudsColor[]= {{1,1,1},14.8};
swBrightness=1;
};                

 

everything is {{RGB},intensity};

and diffuseCloud <-- anything with cloud after it, should be affecting clouds however im not 100% derp

also dont go above 1 for any rgb >.<

 

diffuse[]=   {{1,0.86000001,0.81},16};

This determines the color and intensity of the light color emited by the sun, for example during sunset you may want to decrease green and blue and increase red to have the light color on objects a reddish hue compared to a more normal flat color like white or a super super light pink in this one above

 

sky[]={{0.15000001,0.35099999,0.708},13.445 };

This determines the color and intensity of the sky, the large half circle above the horizon, again this will be more blue then anything, itll take any number of combinations of rgb + intensity to get a color that feels good, keep in mind, at ground level to low level helicopter height, the horizon AND the sky mix together, to create a third color, you can also see this at high altitudes, but it only mixes in about an inch of your screen, at ground level it mixes covering almost half the screen, can provide examples below with other screens

 

skyAroundSun[]= {{0.115,0.245,0.60000001},13.662};

This determines the color and intensity of the sky around the sun, I PERSONALLY disable this, as I flipping hate the halo around the sun it is ugly as shit, so i dont touch this in my config, but youd normally have this at a brighter color then the sky if you wish to disable this change aroundSunCoefMultiplier=1.4; to aroundSunCoefMultiplier=1;  highly suggested imo

 

fogColor[]= { {0.15000001,0.35099999,0.708},13.145 };

This determines the color and intensity of the horizon below the sky, this by default is an eye gouging white and the sky is a super neon blue giving a really bad contrast imo, so i always make this much more blue, this also affects the color of fog as the name suggests, so if you dont want blue fog youll need to make this more of a light blue/white color

 

the other settings in the lighting arrays are not exactly useless, however they are not really worth changing, the effect is minimal and ive never needed to change them from default as they are fine normally

for the intensities, ive seen at above 30 it just becomes an unbearable white across the entire screen and in some cases blocking out view entirely, thus youll want to stick below 20, and above 10 for daytime

 

alltogether that config entry above will lead you to have a sky somewhat similar to this one below

Spoiler

 

8cf49fad07956b747ac085a6ba05a43f.jpg

 

in the same place but much higher, you see alot more of the horizon, thus you see the center area where they mix much more pronounced, this middle area is what you see the most at ground level because most of the horizon is hidden by land

a13c1c065dfec35a7cc7d68895dfc184.png

 

with the diffuse adjusted you can see that the intense brightness on buildings isnt here because of a small tweak to the intensity of the sunlight, by default using altis or stratis config its really bad on chernarus and european a2 structues in general

250bed55e704f1d15fe401676abcd1a9.jpg

 

you also will want to change the sky color when it is overcasted because on low cloud settings EVEN HIGH SETTINGS SOMETIMES the blue sky will peak through usually directly over the players head with a big circle of clearness, to counter this you can just change the sky color to a neutral color like grey, light or dark to avoid that shit (mines way too dark here)

 

32669f4692be3fc0786e1f76af04f6bc.png

 

and finally for nighttime being too bright or dark, arma simulates the calendar fairly well for moonlight nights

https://gyazo.com/9a2e1a5da9dba723041a95557a7e62e1

 

it is also possible to bypass the 1.60 lighting entirely, however you get some retarded results lol, but it does make it look pretty automatically

 

 

 

 

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Hi all ,

i see that in the new version , cup_terrains_cwa_ buildings (and all other staff related with cwa , noe) is removed completely ... now when load my island i have errors related to cwa missing addons.

will this objects be back in future update?

 

thanks

 

 

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32 minutes ago, dragonsyr said:

Hi all ,

i see that in the new version , cup_terrains_cwa_ buildings (and all other staff related with cwa , noe) is removed completely ... now when load my island i have errors related to cwa missing addons.

will this objects be back in future update?

 

thanks

 

 


You will have to download CUP Terrains CWA. They decided to make them separate quite a long time ago.

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previous update have the cwa in the core files.

now with this i need 2,7 gigs more , just for using some buildings and plants on my island???

why?  :down:  core mod include all necessary files for all the maps . is that right? 

is it possible to add again the files in the core pack ?

 

thanks

 

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1 hour ago, dragonsyr said:

why?  :down: 

 

 

The licenses changed. We allow monetization for the Core and Terrains but not for the CWA terrains, therefore they have been separated out. The amount of data is roughly the same as before.

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On 18/05/2016 at 10:49 PM, tom.tucka said:

Does anybody know how I can make the hanger doors closed on mission start?

 

Same question here, thanks.

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You would have to look in the config browser for the animationSources names of that building and animate them via script.

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1 hour ago, haleks said:

You would have to look in the config browser for the animationSources names of that building and animate them via script.

Ah ok. I was just wondering whether there was another possibility or not, thanks.

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CUP Terrains Core  1.4.1

armaholic update...........

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3 hours ago, natoed said:

CUP Terrains Core  1.4.1

armaholic update...........

 

Eh?

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8 hours ago, natoed said:

CUP Terrains Core  1.4.1

armaholic update...........

 

Just download it off Google Drive it is faster anyway.

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