The new ocean shader has improved the real-time reflections on surface, bringing the water to the next level.īase density for water fog (exp coef used for water fog computation) (_A3_MULTI_COMPONENT_FOG)Ĭolor of the water fog when the camera is on or above the water surface New skybox texture - only the intensity is included, the color is defined in light config Linear regression according to the base height The colors and values for the day time were also changed.īy default, the haze is not connected to the sky intensity but this can be forced with the following config parameter.īase height for the haze computation (in meters) When Sky = 13 LV then doesn't give this value to the Fog = 0 LV you have to set a new value manually When sky = 13 LV then gives this value to the Fog = 13 LV too This allows the usage of different values when needed. The false value disconnects the intensity and color of the fog from the sky values. A new parameter sk圜olorInfluencesFogColor was added into the config. We polished the config of lighting for the new tonemapping setup, for each frame of the day time by the sun angle and the overcast value. This tone Mapping enabled more details for the setting of the tone curve, and can help us achieve flexible control of the results. The most important change was the different setup for the Tone Mapping in the scene. Texture and material - corrected values of Diffuse and Ambient in the main materials. Ground blending - a new technique for blending the SAT map with the details of the ground surfaces.Ocean shader - a new shader for the ocean surface, new computing for underwater fog and underwater light (disconnected values of colors and intensity of water and underwater fog from lighting config).Clouds setup - only a different setup (technology is the same).Skybox setup - different texture for the default sky box (clear sky).Haze setup - only a different setup (technology is the same).Config of lights - polished for new Tone mapping, there was a disconnected value of the intensity of the sky to the fog intensity value as well.The main materials were synchronized to a value of 1.0 for diffuse and ambient. A secondary effect of this is that the ingame scenes are more sensitive to wrong settings of textures and materials. The Visual Upgrade is a collection of small and big changes in the project files (configs, textures and materials), the most visible being the ToneMapping and lighting configuration. This document will explain what is different, why and how it works now. The change was more extensive than before and at first you might be confused as was changed. If your post has been removed, it's probably violated a subreddit rule.We wanted to improve the visual results for our and your own maps. You are responsible for reading the sidebar and subreddit rules. Use the Weekly Questions Thread pinned to the frontpage for general questions. Search the subreddit before posting your question has probably been asked and answered before! See /r/FindAUnit if you're looking for a community to join. Read the ARMA 3 Getting Started Guide in the Wiki. Please try to remain polite and follow reddiquette. Please take it up with your unit or the server admins.ĭon't be a dick. We can't fix your ban or resolve your internal issues. Mods can be found on the Steam workshop or Bohemia Forums. Please do not post links to pirated/ripped content. Please use the resources available in the subreddit Wiki to find a group to play with or check out /r/findaunit. "Looking For Group/Server" posts will be removed. Accounts must be older than 10 days to get past our automoderator and submitters should be actively participating with the subreddit. You can post videos, but please do not dump your YouTube channel or livestream on this subreddit. Please do not recruit for your unit here or advertise your server.
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