mikebart 1 Posted January 16, 2011 hey guys sorry for the delay, I've just edited the front page with links to the new version of Mana Island NZ, mb_veg and mb_rocks, enjoy :) http://forums.bistudio.com/showthread.php?t=104825&highlight=manaisland Share this post Link to post Share on other sites
tpw 2315 Posted January 16, 2011 Mikebart I just downloaded this island on a whim and I'm really impressed. I don't mean to insult the kiwis on this forum but that island looks so much like south eastern australia (eg gippsland or phillip island) that it's scary! From a distance the trees look so much like eucalyptus it's amazing. If you could just lighten the trunks and change the leaf shape and colour, you'd have perfect gum trees. I'm sure there are many many aussies on this forum who'd love to have a little bit of australia to run around in playing arma. We just need someone to make ambient fairy penguins and wallabies :) Thanks heaps for this island! Share this post Link to post Share on other sites
icebreakr 3157 Posted January 16, 2011 (edited) Hope you don't mind if I use your vegetation for my "Massacra" project? p.s. dev-heaven link for veg lite is not working, just bunch of .jpegs? Edited January 16, 2011 by IceBreakr Share this post Link to post Share on other sites
Guest Posted January 16, 2011 Updated release frontpaged on the Armaholic homepage. Mana Island NZ v0.7 betamikebart's Rock'smikebart's Vegetation or mikebart's Vegetation - Lite Share this post Link to post Share on other sites
mikebart 1 Posted January 16, 2011 thanks foxhound. thats fine icebreaker look foreward to seeing what you come up with. tpw, thanks, gum trees are definitly on the cards Share this post Link to post Share on other sites
Defunkt 431 Posted January 16, 2011 Island is looking really good mikebart, v. authentic and the vegetation performance seems excellent. Rather nice island aside it's simply awesome that there are people like you, Berghoff, Mondkalb et cetera creating building blocks for others to use, it's like nearly every modder here stands on the shoulders of others. Share this post Link to post Share on other sites
wipman 1 Posted January 20, 2011 Hi, i'd try yesterday night the island and i've to say that looks real, makes me want to play again; it's as amazing and sweet as the performance. I'd tryed it with the ArmA2 plus alot of mods and no problems so far unless a CTD/CTS with just a UH-1Y after launch two rockets that did hit on a road and then... CTS. Aside that... i get an error message after enter in the editor and then exit to the main screen again, this is the error message: An amazing island, the best one that i've seen; it's über-pimp. Let's C ya Share this post Link to post Share on other sites
malkekoen 17 Posted January 20, 2011 This is fantastic work! I love the cliffs! High Quality mate! Share this post Link to post Share on other sites
wipman 1 Posted January 20, 2011 Hi, the USMC aswell as the rest of the factions fit great on this island. Let's C ya Share this post Link to post Share on other sites
mikebart 1 Posted January 21, 2011 Thanks for the comments all, glad to hear someone say the vegetation is performing well Defunkt, i was a bit worried. I dont get that error wipman, sounds like its to do with the island intro, is anyone else getting this? Share this post Link to post Share on other sites
icebreakr 3157 Posted January 21, 2011 Mikebart: my experimental project "Massacra" (island will be named differently when released) now features your vegetation & rocks. I'm impressed, hopefully players will like this small TvT/CoOp map ;) Share this post Link to post Share on other sites
shezan74 11 Posted January 21, 2011 Thanks for the comments all, glad to hear someone say the vegetation is performing well Defunkt, i was a bit worried.I dont get that error wipman, sounds like its to do with the island intro, is anyone else getting this? Good work Mike, i'll give a try on my next map :) If you have a world tools template list for your objects feel free to send it to me for inclusion in WT templates Share this post Link to post Share on other sites
wipman 1 Posted January 21, 2011 Hi, that intro error message may be caused by some of the many Mods that i use to run the ArmA2, i'd uninstalled the OAso i don't use it; this are the mods that i use: - CBA (latest). - OKT NoBlur. - GDT Mod Grass. - GDT Mod HDR. - GDT Mod Plants. - Sakura Chan Non Blinding Sun. - STHUD (Latest) [don't supports your island yet, but works]. - Icebreaker's Island Duala v1.8.1. - Group Link 4 Special FX Edition v.1.1.87. - Namalsk (latest). - Game loaded with: -nosplash. Between all those mods... maybe the GL4 is what creates the error message, but the intros work, when you leave the editor, i'd await until they began again by the 1St one and everything worked without problems after hit 'Continue' once the message showed up. Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted January 22, 2011 Hi, i've try the island without any Mod, just the island and the -nospash and this is what i'd get when i'd placed two Marines on the editor and then did exit from the editor: Again, the intros sequence was running well after hit continue; just with the: 'C:\ArmA2\arma2.exe -mod=@mb_manaisland_v0.7beta; -nosplash' DX Diagnosys: ------------------System Information ------------------ Time of this report: 1/21/2011, 03:50:48 Machine name: whatever Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100427-1636) Language: Spanish (Regional Setting: Spanish) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: EX38-DQ6 BIOS: Award Modular BIOS v6.00PG Processor: Intel® Core2 Duo CPU E8400 @ 3.00GHz (2 CPUs) Memory: 2046MB RAM Page File: 575MB used, 2856MB available Windows Dir: C:\WINDOWS DirectX Version: DirectX 9.0c (4.09.0000.0904) DX Setup Parameters: Not found DxDiag Version: 5.03.2600.5512 32bit Unicode ------------ DxDiag Notes ------------ DirectX Files Tab: No problems found. Display Tab 1: No problems found. Sound Tab 1: No problems found. Music Tab: No problems found. Input Tab: No problems found. Network Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (n/a) DirectDraw: 0/4 (retail) DirectInput: 0/5 (n/a) DirectMusic: 0/5 (n/a) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: NVIDIA GeForce GTX 285 Manufacturer: NVIDIA Chip type: GeForce GTX 285 DAC type: Integrated RAMDAC Device Key: Enum\PCI\VEN_10DE&DEV_05E3&SUBSYS_12853842&REV_A1 Display Memory: 1024.0 MB Current Mode: 1280 x 1024 (32 bit) (60Hz) Monitor: Monitor Plug and Play Monitor Max Res: 1600,1200 Driver Name: nv4_disp.dll Driver Version: 6.14.0012.6099 (English) DDI Version: 9 (or higher) Driver Attributes: Final Retail Driver Date/Size: 10/22/2010 07:23:22, 6359552 bytes WHQL Logo'd: Yes WHQL Date Stamp: n/a VDD: no disponible Mini VDD: nv4_mini.sys Mini VDD Date: 10/22/2010 07:23:22, 9623680 bytes Device Identifier: {D7B71E3E-46A3-11CF-214C-893200C2CB35} Vendor ID: 0x10DE Device ID: 0x05E3 SubSys ID: 0x12853842 Revision ID: 0x00A1 Revision ID: 0x00A1 Video Accel: ModeMPEG2_C ModeMPEG2_D Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch Registry: OK DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled DDraw Test Result: Not run D3D7 Test Result: Not run D3D8 Test Result: Not run D3D9 Test Result: Not run ------------- Sound Devices ------------- Description: Realtek HD Audio output Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0885&SUBSYS_1458A002&REV_1001 Manufacturer ID: 1 Product ID: 100 Type: WDM Driver Name: RtkHDAud.sys Driver Version: 5.10.0000.6194 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 9/3/2010 16:20:18, 6139496 bytes Other Files: Driver Provider: Realtek Semiconductor Corp. HW Accel Level: Full Cap Flags: 0xF5F Min/Max Sample Rate: 8000, 192000 Static/Strm HW Mix Bufs: 33, 32 Static/Strm HW 3D Bufs: 33, 32 HW Memory: 0 Voice Management: No EAX 2.0 Listen/Src: Yes, Yes I3DL2 Listen/Src: Yes, Yes Sensaura ZoomFX: No Registry: OK Sound Test Result: Not run I don't know where the problem could be. Let's C ya Share this post Link to post Share on other sites
mikebart 1 Posted January 22, 2011 wipman; I think all thats happening cause you're not running OA, I've used the environment effects module and a few others from OA in the intro, so thats probably what all those errors are about. ill get on to that WT template soon shezan, i'd pretty much placed all the trees by hand before you released the first version, but it was absolute magic for placing the tussock, could not have done it any other way and gotten those results, thankyou. Sounds great icebreaker! I thought the name Massacra sounded pretty cool thanks guys really appreciate the interest Share this post Link to post Share on other sites
wipman 1 Posted January 22, 2011 Hi, im glad to know that we've identify the source of that error message, but i hope that you don't make the island OA dependant as the OA/CO is something that i don't use or gonna use, because of the performance; less than 10FPS during some campaign missions. Wich makes the OA a useless thing for me. By the way... have you think in add some puddle arround there?, a pair of 'em on the higher parts could look pimp, not deep enough as for unable the wheeled vehicles to cross 'em... removing the grass on the deep end of the puddles could make 'em look better; that's one thing that could look good, in my opinion, in the island and that wouldn't it make it 3Rd party addons dependant or OA/CO dependand. Maximizing the possible users number of you amazing island, just an idea... but please, don't make it OA dependant. Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted January 27, 2011 (edited) Hi, i've found a rock that the AI have problems with, they tend to get stunk on it during various minutes when they go in a MBT or on a IFV/APC; i haven't try yet on wheeled vehicles as i don't know how to make an AI board as 2Nd gunner (on a Vodnik, i.e) here it's the rock and it's location on the West shore in the GPS. - Rock that blocks the AI on MBT/APC. *EDIT: Only the AI's tracked vehicles get stunk for some minutes on that rock, all the AI's wheeled vehicles have problems to pass by that point; but the AI leaves that road (the closer one to the shore) on various places no matter what vehicle they're going. Let's C ya Edited January 27, 2011 by wipman Share this post Link to post Share on other sites
mikebart 1 Posted January 29, 2011 Hi, im glad to know that we've identify the source of that error message, but i hope that you don't make the island OA dependant as the OA/CO is something that i don't use or gonna use, because of the performance; less than 10FPS during some campaign missions. Wich makes the OA a useless thing for me. its also good to know its not dependant on OA, I thought it was this whole time because of the OA treeAdv shaders, it'll definatly stay non-depentant on OA in the future just because any new introduction to the island will be an addon. By the way... have you think in add some puddle arround there?, a pair of 'em on the higher parts could look pimp, not deep enough as for unable the wheeled vehicles to cross 'em... removing the grass on the deep end of the puddles could make 'em look better; that's one thing that could look good. yeah theres a few spots that could look good, thanks for the suggestion, i do find that some parts of the island look a bit bland compared to others, definitly compared to other islands. Hi, i've found a rock that the AI have problems with, they tend to get stunk on it during various minutes when they go in a MBT or on a IFV/APC; i haven't try yet on wheeled vehicles as i don't know how to make an AI board as 2Nd gunner (on a Vodnik, i.e) here it's the rock and it's location on the West shore in the GPS.Let's C ya thanks for making me aware of that wipman, i had no idea,, i've also found a few object placement issues with the cliff faces around the place so ill try and get these things ironed out in a hotfix patch asap. thanks for the feedback, much appreciated, cheers! mike. Share this post Link to post Share on other sites
cctoide 0 Posted February 9, 2011 (edited) Hi. I was pointed to your mb_veg by another map creator and I found that your vegetation has just the right look for my map, even if it isn't the same species you'd find there in reality. I was wondering if you plan on adding more bushes to the pack, as it would introduce some nice variation on maps that only use this pack - which will probably happen with mine, as using the standard BI vegetation around your trees ruins the summertime look. Good job! :) Edited February 9, 2011 by cctoide Share this post Link to post Share on other sites
icebreakr 3157 Posted February 10, 2011 cctoide: FYI, all BIS trees were released as MLODs, so you can repaint them easily for your project. Share this post Link to post Share on other sites
bushlurker 46 Posted February 10, 2011 all BIS trees were released as MLODs, so you can repaint them easily for your project. Does this include the Arma 2 trees? Did I miss something??? B Share this post Link to post Share on other sites
wipman 1 Posted February 24, 2011 Hi, i've found a couple more of places where the AIs seem to have small problems when going on vehicles, haven't ry with 'em on foot. - Here: There the AIs on standard behaviour (aware, i guess) swap from the road segment marked in red to take the one at 3128 when ever they're ordered to trip to a crossroad on the SE side, booth in wheeled as in tracked vehicles. A minor thing that could be fixed by adjusting the waypoints i guess instead open the map and clicking on the map to order the destiny. - Here Too: There (clicking on the map) the AIs on wheeled as in tracked vehicles leave the segment marked in red to go straight to the road piece below it; but they don't do it with accurate waypoints and setting their behaviour to Safe. I've also found another rock that the AIs collide with, but only on (small) wheeled vehicles; this don't happens with wheeled APCs/IFVs as the LAV-25s or the BTR-90s. Neither happens with tracked vehicles (M1A1 & T-90). They collide with that rock to go up the road as going down. Let's C ya Share this post Link to post Share on other sites
wipman 1 Posted February 24, 2011 Double post (delete it plz). Share this post Link to post Share on other sites
wipman 1 Posted March 15, 2011 Hi, i've noticed another bug that i don't think that can be solved as is a BIS side bug related to the fog. As can be seen there... the bushes are not covered by the fog, is the only object on the island that i've seen, not affected by the fog; the roads also appear as made out of shiny water, but that happens too on the Uthes and Chernarus, it also happens in any island object such as fences, buildings windows, building roofs, letters and some other objects. The fact that the bushes stand out in that way is not that a problem, as the island performance is really good even on low specs computers like my one; but still a bug. Let's C ya Share this post Link to post Share on other sites
smokedog3para 365 Posted November 27, 2011 Hi mikebart i have used your rocks finnaly got them showing with textures now and i would like to say thank's and how good they look. I have them on hellskitchen sangin is there permissions on these models to change the texture colour to the takistan type colours so they match in with the taki soil type would be great if you or i could do that just to match diffrent enviroments. Also if there is no permission on them can I release the rocks pbo in my hellskitchen folder or do you prefer a link to them on armaholics thanks again and keep up the great work. Share this post Link to post Share on other sites