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arma3:terrain:v1-60-visual-upgrade-lighting-config [2017-08-27 21:42]
snakeman added header.
arma3:terrain:v1-60-visual-upgrade-lighting-config [2017-10-06 19:24] (current)
snakeman http to https switch.
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 Images are 4096 x 4096 resolution and over 2 megabytes each so you have to open them manually.\\ Images are 4096 x 4096 resolution and over 2 megabytes each so you have to open them manually.\\
-Altis: [[http://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-58-Altis.jpg|v1.58]] and [[http://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-60-Altis.jpg|v1.60]]\\ +Altis: [[https://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-58-Altis.jpg|v1.58]] and [[https://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-60-Altis.jpg|v1.60]]\\ 
-Stratis: [[http://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-58-Stratis.jpg|v1.58]] and [[http://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-60-Stratis.jpg|v1.60]]+Stratis: [[https://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-58-Stratis.jpg|v1.58]] and [[https://​pmc.editing.wiki/​images/​ArmA-3-Lighting-Changes-v1-60-Stratis.jpg|v1.60]]
  
 Pennyworth was kind enought to share his bis altis and stratis satellite images for comparison, thanks. Pennyworth was kind enought to share his bis altis and stratis satellite images for comparison, thanks.
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 IceBreakrs image of above config: IceBreakrs image of above config:
-{{ http://​i.imgur.com/​v5O1gP3.jpg }}+{{ https://​i.imgur.com/​v5O1gP3.jpg }}
  
 t-800a [[https://​forums.bistudio.com/​topic/​191021-160-terrain-config-update-example/?​do=findComment&​comment=3044653|posted]] t-800a [[https://​forums.bistudio.com/​topic/​191021-160-terrain-config-update-example/?​do=findComment&​comment=3044653|posted]]
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 Then, from Lighting13 to Lighting25, the cycle repeats, and then again from 26 to 38. As for the remaining classes (39 to 44), I'm not entirely sure, but it seems like they handle the underwater lighting. Then, from Lighting13 to Lighting25, the cycle repeats, and then again from 26 to 38. As for the remaining classes (39 to 44), I'm not entirely sure, but it seems like they handle the underwater lighting.
 +
 +**Cre8or'​s comments regarding date and time relative to lighting configuration:​**
 +
 +The way I established what time of day goes with each lighting class was indeed trial and error, as the classes are indeed tied to multiple factors, such as the terrain'​s geographic location and the date (month and year included), however they are not tied to the "time of day."
 +
 +When I started, I picked a date/month that gave me the amount of sunlight in a full day that I wanted - in my case, October 10th did the trick
 +
 +Next, I wanted to know which time of day was the closest to each of my lighting classes
 +
 +So I went in all of the classes and changed the sunOrMoon parameter to 0, except for one class (where I changed it to 1)
 +
 +Then I simply cycled through the time of day until I found the hour/time where the environment was the brightest, and I wrote that time down as a comment next to the lighting class
 +
 +**Mondkalb'​s comments regarding date and time:**
 +
 +The classes are not tied to hours in the day, but instead to combinations of sunAngle and overcast.
 +
 +This way your lighting stays consistent, but the days will be longer or shorter depending on the seasons.
 +
 +**Mondkalb'​s comments regarding config organization:​**
 +
 +I have my lighting configs divided into three .hpps, each with 13 lightings and one extra for the underwater stuff sorted into the three overcast levels: 25, 60, 85
 +
 +**Conversation regarding lighting configuration being affected by terrain coordinates:​**
 +
 +Rylan: What determines which classes apply to what coordinates?​
 +
 +Mondkalb: The engine'​s geoid simulation.
 +
 +Mondkalb: I havent checked in ArmA 3, but in all games from OFP to ArmA 2, the sky was correctly modelled depending on where the map placed you in the world. S/N hemi
 +
 +Additionally,​ day and night transitions are faster near the equator and longer near the poles.
 +
 +Rylan: How should I insert this into the document? ​ I'm still not entirely sure exactly what it means
 +
 +Mondkalb: Via config you control this through the "​longtitude =" and "​latitude="​ parameters
 +<code cpp>
 +class myTerrain : CAWorld
 +{
 + latitude = -51;
 + longitude = 11;
 +};
 +</​code>​
 +Rylan: How could you find out which lighting classes those coordinates would use?
 +
 +Mondkalb: Trial and error.
 +
 +Lighting 0-10  = day/night w/ clear sky\\
 +Lighting 11-21 = day/night w/ overcast sky\\
 +Lighting 22-71 address lighting underwater at specific depths governed by the "​height = -0.001";​ param
 +
 +Also when in-game all lighting values (diffuse light, ambient light) will remain the same from overcast 0 - 0.4.
arma3/terrain/v1-60-visual-upgrade-lighting-config.1503870175.txt.gz · Last modified: 2017-08-27 21:42 by snakeman