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Found 5 results

  1. Harleus

    Sound and Lighting

    Another death around midnight as someone was able to get within a few feet of me and blast me without me hearing a thing (with headset on). I was in an advantageous spot on interchange having just marked my last tanker on the west side of the map. Took out the light (I've got night vision on), waited about 20 seconds and moved closer to the last tanker. After sitting still the 30 seconds required after tagging the tanker I slow walk into the bush just east of tanker, head on a constant swivel, then 4 seconds later I get shot from behind with a suppressed gun sounding a few feet away from the direction I just came/cleared. I've watched several videos on the silent footsteps bug and not sure why these things are so difficult to fix. Sounds in general are amusing at best. Wood sounds as if all wood is hollow and you are wearing wooden boots and stomping your way around. Metal sounds as if all metal is thin sheet metal and is laying loosely on another piece of metal and you are stomping with each step. I used to build military training facilities with metal stairs very similar to many in the game and even when they are not installed, still lying on the ground, you could walk on them with nearly no sound (rubber construction boots on solid steel stairs are nearly silent). Grassy areas are fine, however it seems like near terrain covered in grass are patches of hard gravel that has that rather loud crunching/grinding. I'm sure this exists, just nowhere I've visited. I don't think I need to tell everyone how terrible the lighting is and how incredibly unrealistic it is. There is no incidence of diffusion reflections. In the real world, sunlight coming through skylights more than lights up an entire mall. I am unsure as to how/why the lighting decision was done in this fashion. I do not pretend to know a lot about lighting as my only experience was building maps for half life back in the day, but even with those simple hammer editor I was able to create a more realistic light in warehouses without their own light source (intentionally darker places but not blackout). Then there is the flashlight at night, holy crap is it garbage. I have tried several different settings and still its like the white light from the flashlight is more of a solid object more than an item that illuminates. The last time I tested the flashlight I was standing on the top of the ramp near power station on interchange. Using the flashlight to look down at the fence near the truck everything was so bleached out that I could barley see my buddy standing against the fence. It was more like the light was a curtain of white. Anyway, end of rant. Ill be back tomorrow lol
  2. So i recently got bored on a max account, reset my account and started developing new challenges/ ideas to make Escape From Tarkov More fun, one of the biggest issues i have is how boring night time raids are more specifically i personally feel lighting is unrealistic not to the full extent it should be in my personal opinion. Therefore with Nvidia Freestyle or "Game Filter" I have come to the creation of my suggestion. Code Name "Blackout" Messing around with game filter I was able to tweak Lighting and overall night time raids to be more immersive and create a new level of play style that I have fun playing recently, Making good use of Flashlights and NVG's now all maps have a more eerie/unsettling vibe to each raid. I Highly encourage any and all players to take part in this challenge as I'm currently testing which maps it works well with and how far or close i come to making this game impressively immersive. HOWEVER, it has huge flaws as it does use 3rd party software which means I am LIMITED as to what i can control. Using my filters to create this level of immersion comes at a cost... CON's Filters make the U.I Dark, hard to see and very hard to focus on if in a firefight. A.I Entities still react to you normally, (just cause its dark does not make the a.i any more blind than they already are), Sneaking around A.I does not work still. Its client side, Meaning other players who are not using these filters will be able to see you in areas you think you are hidden due to how dark it is. https://www.youtube.com/watch?v=5f6AYYwEW4M&feature=youtu.be if you would like to see how traversing and lighting works here is a video to demonstrate. This simply is a suggestion, im not taking part in any big "mod" or making new improvements to make this happen. For anyone who wants to use this and incorporate this into their raids, here are the settings that are used in the video. Promote this however you like as I would like to see this level of detail come to Escape From Tarkov. Hopefully one day, night time raids will be truly more immersive. Everyone needs to take part in this if you agree with this idea and have Battlestate Games have this in mind when it comes to updating the game to new ideas. What do you guys think?
  3. Antinomian

    Flashlight Filters

    Dear Developers, here's a few extra add-on items for the flashlight - adding small plastic color filters to them (I'm currently a soldier and they give us flashlight filters for the following reasons) 1. A red color flashlight filter to conceal distant light flares making it harder for the enemy to spot (the visibility isn't good at all but I can see where I'm going at least). 2. We use R G B filters to send signals to friendlies on a distance without any noise during the night. Hope you like the simple idea and it isn't too hard to implement.
  4. Wotcnt

    Factory Lighting

    I feel as thought the lighting in factory is a bit off, it would be a lot nicer if the hanging lights weren't on, and leave the chemlights laying about that'd be fine, because i question why they're there in the first place if all the lights are on, and half the roof is ripped up letting in natural sunlight that doesn't seem to come inside properly. What i want to know is how's this place even running? there should be a padlocked generator somewhere in the map the uses the factory key, for someone to turn on and all the emergency lights kick in. It'd make torches viable for some blinding action. There are points across the map where the red flashing lights go through floors and walls, and some natural lights looks different to others. And the last two screenshots, that hanging light distributes more light than any other hanging light? 3rd last is prop collision a pipe going through a tarped fence. Theres a few more screenshots i could add, but i think thats enough for the time being, i think plenty of other players have seen, and have their own screenshots in regards to this. Screenshots aren't showing it that well, but if you goto these spots in factory you'll see what im talking about. If you've seen more please do post, as i was playing on medium settings with shadows on low.
  5. Bacon_Wizard

    Too bright inside warehouses

    I seem to be able to see inside buildings like it's not being covered by it's roof and walls, almost like it was daytime in the building itself. Take a look. I think it should be fixed =) Note: I am referring to the warehouse entrance in this picture. Seems too bright in there and it would be easy to see someone in there.
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