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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2070681304
It looks in my opinion wonderfull.
Even then the default shader exhibits all sorts of problems because it doesn't blend with proper regard for the underlying colour, so you get (one of my other pet peeves) jarring colour changes over short approaches; https://im.ezgif.com/tmp/ezgif-1-8dee0e18414f.gif - contrast that change with how this mod blends the same; https://im.ezgif.com/tmp/ezgif-1-b652ad5d2b37.gif
Again, I'm sorry it's not to your taste but I'm pretty happy with how it solves my principal irritations (including the fact that distant terrain is otherwise deeply under-saturated relative to everything else).
Ofcourse lowering saturation decreases the amount of odd stuff because the lower it is the less colors you see, so it's by nature mitigates odd coloration. I still see inappropriate colors on your screen, in particular the transition between grass and mud road textures - yellowish, which is not natural and not how it would look IRL.
Wouldn't you consider it an option to release version which is user-friendly ans uses default Arma color scheme. I mean forcing people to adjust their video settings to mitigate inappropriate colors is a no for public use.
I provided screens from altis/tanoa/enoch. On every terrain the colors go weird. Less on enoch, but you can see that forest fallen leaves texture is completely different in color from what it is supposed to be.
It also brings up high difference between distant and close range colors.
https://imgur.com/a/jWqwv1Y
I know this has already been brought up frequently. But one last remaining issue which basicly kills the mod for mass use: close distance texture colors. With last update I think it's even more horrific now. Everything is toxic yellow. Even the green grass that is supposed to be purely green - looks yellow. As much as it improves distant and mid-range rendering, as much it kills correct colors of all the textures.
Still hoping it will get fixed. Could be whole next level game upgrade.
I did remark some problem with shadow under trees as well, it can be very dark with a bad weather.
I used to have BaBe MidTex which did a good job but was old, really great mod !
P.S: I have some "black square noise" as well but only on Stratis
Except, you know, the sky and the ocean...
I believe that is achieved via custom shader. And that is really really cool.
1 issue still persists: With 100% saturation I still have different(yellowish) ground colors on close textures, do you plan to address this later or it is non-fixable drawback of custom shader?
Also, I believe you would be the best one to ask this - is it not possible to set up different midDetailTexture .paas for different ground layouts? Cannot find any info regarding it.
I even made an addon to make shadows render at high ranges when viewing something through optics. Shadow distance is increased accordingly to zoom factor currently used.
I hope you will fix the wrong colors and the mentioned issue. The work is too good to not be finished.
- the ground textures at one's feet are still a bit oversaturated with yellow, this looks especially strange at dusk and dawn
- when Terrain is set to High or above, the road texture layer is higher than the terrain (most visible when crawling)
- also when Terrain is set to at least High, the ground close to the player morphs in an odd way... you can see it best when you are crawling up the side of a steep hill
Anyway, thanks again for all your hard work, keep it up! :)
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=e314a7ca-0212-11e9-9dba-0edaf8f81e27