Arma 3

Arma 3

ANZINS Terrain [Not Working]
Počet komentářů: 73
J-Money 28. pro. 2024 v 1.38 
anybody?
J-Money 21. lis. 2024 v 6.22 
Yo, does this still work?
Ken_NZ 1. pro. 2021 v 2.19 
While I get the following error "no entry 'config.bin/CfgVideoOptions.PiPVisibility'." on launch, the mod is definitely working at some level. There is a very clear difference in the terrain detail with this mod enabled. Tested in the Infantry Showcase, standing on the hill by the spotters looking back towards the village.
Kropolis 26. čvc. 2021 v 15.12 
my mans been lost to VR
Lost Alpha 26. čvn. 2021 v 6.21 
nice work, but why - NOT WORKING?
Fluffy GS G5 25. čvn. 2021 v 12.36 
Not sure why they say it is not working anymore. I have no problems, still works on my end. And for those who claim about the colors: i can recoment to use it wih this lightning mod together:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2070681304

It looks in my opinion wonderfull. :steamhappy:
Vulpecula 2. bře. 2021 v 9.48 
What is that mod that works?
ICEBREAKER 20. úno. 2021 v 8.27 
The shadow distance is always set to 200 by itself. I have now found another mod that works. Pity
SPEC.F-04☠77thCSAR 14. říj. 2020 v 15.31 
@Defunkt --- just wanted to say that your mod is unusable after the 2.0 update.
gman 12. zář. 2020 v 5.17 
what does this do change colours?
Mister_X 23. pro. 2019 v 9.12 
Hi, does it work with Sullen Skies series?
Defunkt  [autor] 2. zář. 2019 v 8.03 
I'm afraid it's a great deal more complicated than you might imagine, even with the default detail blend behaviour, changing far terrain necessarily changes near detail (the latter is layered over the former).

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).
Malcain 2. zář. 2019 v 6.59 
But why do you change the colors? Anyone can adjust their saturation settings, but doesn't this mod forces them to use lower than defaults settings to see less amount of odd colors?
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.
Defunkt  [autor] 2. zář. 2019 v 3.12 
Sorry it's not working for you (and I would agree that your captures are horrific ) but these things are subjective and to my eye the real world isn't as garishly saturated as Arma's defaults would suggest. I don't spend a lot of time on Tanoa (and consequently didn't on its configuration either) but here's how it looks for me using this mod and the suggested B/C/S; https://steamuserimages-a.akamaihd.net/ugc/787489130930456414/EC2128E90D3110623B54DEFE91EE64D91964329A/
Malcain 2. zář. 2019 v 0.35 
This is, using default Arma saturation settings. No weird video settings used.
It also brings up high difference between distant and close range colors.

https://imgur.com/a/jWqwv1Y
Malcain 2. zář. 2019 v 0.16 
Great to see you back and fixing issues!
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.
*Whisky* 30. srp. 2019 v 2.43 
Its so dark in the forrest /jungle during the day, and the darkness/brightness change annoys the ♥♥♥♥ out of my eyes X-P
mystermask 27. srp. 2019 v 3.07 
I have time to do some test build !

I did remark some problem with shadow under trees as well, it can be very dark with a bad weather.
Defunkt  [autor] 27. srp. 2019 v 2.14 
Hey peeps, been away from Arma for a bit but am planning on an update in the not too distant future. Vis-a-vis 'black squares', happy to try and resolve this but as I've never seen it I'd need somebody who is affected to work with me to narrow-down possible causes - message me if you're up for trying some test builds.
mystermask 19. srp. 2019 v 16.16 
Just got on this mod randomly, absolutely gorgeous !

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
Jeza 14. srp. 2019 v 6.05 
Hey buddy, after recent update on the CUP maps small black boxes appear close up, I imagine its not supported on modded terrains but thought I'd let you know, cheers.
outrider5 26. čvn. 2019 v 21.02 
Just installed a version of this addon from Armaholic. When I open Altis in the mission editor, the whole environment is pitch dark. Tap "N" to bring up NV, nothing. Only in WHOT FLIR view mode am I able to make out a few hotspots. The effect is very similar to as tho I were viewing WHOT FLIR while underwater at a depth. I deleted the mod. But the effect persists. Any advice?
76561198027321391 11. čvn. 2019 v 14.45 
"Black square noise" occurs frequently. After update.
cinnamon545 17. kvě. 2019 v 1.47 
Upon turning HDR to standard small black splotches appear on the ground in areas of shadow and some other areas
Gwink 10. kvě. 2019 v 3.36 
The ground texture on Stratis doesn't blend well with the grass, especially the green patches.
ShadowPhoen1x 9. kvě. 2019 v 20.11 
"removing a lot of the blue (a colour which doesn't occur much in nature)."

Except, you know, the sky and the ocean... :lunar2019crylaughingpig:
Jinker 6. kvě. 2019 v 23.03 
@Dante That's an Arma feature to represent grass, not a bug :P
Defunkt  [autor] 6. kvě. 2019 v 22.39 
@Dante No.
Architect 6. kvě. 2019 v 19.23 
@Defunkt Does this fix the issue of AI appearing to be clipping into the ground at a distance?
Defunkt  [autor] 6. kvě. 2019 v 10.34 
A lot of what the shader does is alter the colour intensity of the terrain at distance, mainly by removing a lot of the blue (a colour which doesn't occur much in nature). If this doesn't also influence the nearby detail textures you exacerbate arma's existing problems with the transition (where the ground changes colour as you get nearer). Plus I think most of vanilla is too pink. So, no, probably not going to see a lot of movement on that.
Malcain 6. kvě. 2019 v 10.28 
Somehow your mod manages to create different distance texture outlook for different ground layouts. Sand on tanoa has one outlook, while grass ground textures have another.
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?
Malcain 5. kvě. 2019 v 15.57 
Thank you for such detailed explanation. Very helpful to know
Defunkt  [autor] 1. kvě. 2019 v 12.09 
No. For a start the arma exe only loads and provides the shader with the single global (to the terrain) mid detail paa, so middetail per-layer_detail_type would require exe changes (and only BI can do that). Secondly, the shader currently only reads layer information for a fairly small portion of the visible terrain (that within around 200m) so even if the exe did supply more paas it would involve a lot more layer reads and probably impact performance unacceptably.
Malcain 1. kvě. 2019 v 11.59 
Oh, forgot to mention 1 tricky thing about shadows & setShadowDistance: I had to increase max shadow draw distance via addon that modifies user interface video settings (as default arma shadow settings are capped at 200).
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.
Defunkt  [autor] 29. dub. 2019 v 13.10 
@Malcain Thanks. I did have a small update to post soon but hadn't really felt like getting my head as deeply into this (and putting other projects on hold) as would be required to fix the parallax issue. Prompted by your comment however I gave it a really hard look today and have made some progress. Can't promise it will pan out but I am at least giving it a crack in earnest now.
Malcain 28. dub. 2019 v 8.26 
Regarding your question on forum. Setshadowdistance command operates similar to setviewdistance. You can enforce shadows with it client-side.
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.
Fluffy GS G5 1. dub. 2019 v 8.47 
Even with this small "bugs" that George allready has writen below,still an absolutly fantastic mod. hope one day you can also fix those small errors. :steamhappy:
Defunkt  [autor] 10. led. 2019 v 11.39 
@George Thanks for your feedback. Yes it has come to my attention that there are issues with the parallax on nearby ground detail, am working on achieving a resolution - ETA unknown at this stage.
George 10. led. 2019 v 5.38 
After playing around with this excellent mod, I found that although the distant terrain indeed looks really good, at close range there are a couple of side effects that occur, so here's my feedback:
- 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! :)
George 9. led. 2019 v 16.12 
Very impressive, thank you!
Defunkt  [autor] 1. led. 2019 v 12.22 
@Fluffy Yes, provided the server you're playing on allows it.
Fluffy GS G5 1. led. 2019 v 4.16 
what is, if i have this mod enabled but my friends not? Can i still play with them?
_Muecke 24. pro. 2018 v 1.33 
Great Mod!
=7Cav=CPL.Crimzon.E 23. pro. 2018 v 6.54 
Very beautiful
✖TOP GUN✖ 23. pro. 2018 v 2.40 
Amazing, this mod is a must!
Clarck 23. pro. 2018 v 2.02 
very nice mod! also no fps drop. now i always use this
CEDE 22. pro. 2018 v 23.28 
Awesome! You want to know what it does, drag the white bar left to right in this link..
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=e314a7ca-0212-11e9-9dba-0edaf8f81e27
B2TheW 22. pro. 2018 v 13.45 
What is it?
Fastbikkel 22. pro. 2018 v 7.51 
Looks incredible, wish that screenshot was a bit bigger as well.
Romtik 22. pro. 2018 v 2.12 
good