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dj3hac

Space lakes on Chernarus

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Hi everyone. I'm running Chernarus (A2OP)  on my Exile 1.0.1 server, with full weather effects. This, of course, makes the lakes go into technicolor disco mode. Is there a way I can keep my weather system and not have to deal with blinding lakes? Thanks!  

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9 minutes ago, dj3hac said:

Hi everyone. I'm running Chernarus (A2OP)  on my Exile 1.0.1 server, with full weather effects. This, of course, makes the lakes go into technicolor disco mode. Is there a way I can keep my weather system and not have to deal with blinding lakes? Thanks!  

I believe lowering the fog setting down to zero for each weather class (whilst it ruins some of the weather) fixes the issue of "space lakes". :D

Edited by kuplion

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1 minute ago, kuplion said:

I believe lowering the fog setting down (whilst it ruins some of the weather) fixes the issue of "space lakes". :D

Just the fog? I have a script that handles fog differently that I could use instead, may create a lot of lag for some though since it's all particle based. I'll start playing with fog values until I find the cutoff point. Thanks for your reply. 

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6 minutes ago, dj3hac said:

Just the fog? I have a script that handles fog differently that I could use instead, may create a lot of lag for some though since it's all particle based. I'll start playing with fog values until I find the cutoff point. Thanks for your reply. 

Happy to help. Someone did test it and the thread is on the forums here somewhere but I can't find it. I know disabling fog fixes it but you can also have lower levels and decrease other settings too.

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I will happily confirm that if you are using the inbuilt Exile weather system, simply setting the fog to zero for each weather class does fix the issue with the ponds/lakes in Chernarus. Even 0.1 as a fog setting still causes the effect.

Here's my weather settings as a reference point;

Spoiler

        class Sunny
        {
            fogValue = 0;
            fogDecay = 0.2;
            fogBase = 0.1;
            overcast = 0.2;
            waves = 0.2;
            wind = 0.25;
            gusts = 0.1;
            rain = 0;
            lightnings = 0;
            rainbows = 0;
        };

        class Cloudy
        {
            fogValue = 0;
            fogDecay = 0.1;
            fogBase = 0.1;
            overcast = 0.4;
            waves = 0.4;
            wind = 0.25;
            gusts = 0.5;
            rain = 0.1;
            lightnings = 0.1;
            rainbows = 1;
        };

        class Thunderstorm
        {
            fogValue = 0;
            fogDecay = 0.2;
            fogBase = 0.1;
            overcast = 1;
            waves = 1;
            wind = 0.25;
            gusts = 0.5;
            rain = 1;
            lightnings = 1;
            rainbows = 0.5;
        };

 

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On 9/6/2016 at 1:21 AM, Riker2335 said:

I will happily confirm that if you are using the inbuilt Exile weather system, simply setting the fog to zero for each weather class does fix the issue with the ponds/lakes in Chernarus. Even 0.1 as a fog setting still causes the effect.

Here's my weather settings as a reference point;

  Hide contents

        class Sunny
        {
            fogValue = 0;
            fogDecay = 0.2;
            fogBase = 0.1;
            overcast = 0.2;
            waves = 0.2;
            wind = 0.25;
            gusts = 0.1;
            rain = 0;
            lightnings = 0;
            rainbows = 0;
        };

        class Cloudy
        {
            fogValue = 0;
            fogDecay = 0.1;
            fogBase = 0.1;
            overcast = 0.4;
            waves = 0.4;
            wind = 0.25;
            gusts = 0.5;
            rain = 0.1;
            lightnings = 0.1;
            rainbows = 1;
        };

        class Thunderstorm
        {
            fogValue = 0;
            fogDecay = 0.2;
            fogBase = 0.1;
            overcast = 1;
            waves = 1;
            wind = 0.25;
            gusts = 0.5;
            rain = 1;
            lightnings = 1;
            rainbows = 0.5;
        };

 

Oh wow thanks for this, a few more defined values than mine has! 

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That just started as the Altis mission file from 1.0.0 and was modified for use on Chernarus. I took the opportunity when Exile when to 1.0.0 to "refresh" my mission file including all the configs so everything was up to scratch.

I'd post my whole mission file for people to use but it's fully militarised and the base mission has some unusual map components which you wouldn't want on a PvP server (I run a private PvE environment).

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