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mondkalb

MBG Buildings 2

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MBG Buildings 2

A building pack for islands set in a tropical theme.

As you might have already noticed, I'm currently cooperating with IceBreakr on his latest project. And now my work finished!

screenbig1.th.png screenbig2.th.png

screenbig3.th.png

Features:

- High detail texture sets

- Very Accurate Geometry/Firegeometry LODs

- 3 new flats/appartments in 9 different color schemes

- A new, walkable Villa

- A walkable multi-purpose building

- Animated Doors

- A fully animated Radio Telescope

- Proven to work with Visitor 3

More information

You can find a current list of all the buildings/EU-classnames with pictures here.

And here's a little gimmick I added for the radio-telescope:

afA_yA_H2i0

The signal received is only one of currently eight.

- - - - -

MBG Buildings 2 EU

Additionally there is an addon that allows the access to all buildings via editor. This addon isn't mandatory if you're just downloading this addon in order to use an island.

- - - - -

Radiotelescope.Desert_E

This is the radio-telescope script-mission shown in the video above.

I haven't gotten around to improve this script and make it Plug & Play. But feel free to use this "template" and make your own Radio-Telescope script out of this.

- - - - - - - - - - - - - - -

Downloads:

All files are signed and keys are included. (MBG_B2.Bikey)

MBG_Buildings_2.pbo

Download #1 (97MB)

88x31.png

by-nc-sa

Permission to alter this work is still required.

MBG_Buildings_2_EU.pbo

Download #1(3KB)

88x31.png

Duh... public domain...

Radiotelescope.Desert_E

Download #1(3MB)

License: Public Domain

Go and improve this!

Edited by Mondkalb
Relasing Addon

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Just a question, how many of these will be enterable?

Great looking buildings though. Can't wait to see them on Lingor and others maps. :D

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Oh, that is too f'n awesome, with the radio antenna!

This would be the next step in my devious plan to convert ArmA2 into a SETI simulation! :D

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oh my f'n god, you did a fantastic job here mondkalb !

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Awesome work! Of course the first question I'm inclined to ask is the enterable factor, but my mind must push me away from this as I know how much extra work it is

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Great stuff, I love the way modders such as yourself contribute building blocks for use in other projects, it really extends what can be achieved by the community as a whole.

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Beautiful work, the telescope's a great idea, can you line up several of them and link them to the same control?

Also, the buildings hold up really well as they are, but have you considered using the Multimaterial for your building textures?

edit: hang on, are you using the multimaterial? :)

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Nice, wouldn't mind seeing this on duala. When are you going to show a video of it shooting a massive death ray?

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Beautiful work, the telescope's a great idea, can you line up several of them and link them to the same control?

Also, the buildings hold up really well as they are, but have you considered using the Multimaterial for your building textures?

edit: hang on, are you using the multimaterial? :)

Given the proper scripts and a sufficient amount of telescopes you could even make a VLA. The radio-telescope script seen in the video isn't hardcoded. It'll just be included for easy access via action-menu. If you, as a mission-designer, desire so.

Concerning the Multimaterial:

All of the shown .rvmats are using the all-standard Super-shader.

I had some experiments with the awesome multi-texture-shader, but in the end I would need about the same amount of textures (in bytes) as compared to the old fashioned "collage"-styled textures. So I stuck to the workflow I was already used to.

But it's very delighting to know that I succeeded in making seemingly seamless textures without obvious repetition. :D

Concerning the building interior:

Currently just the villa and the facility-building have walkable interior.

The reason for that is the amount of work and textures needed for achieving full walkability. So this would be to blame on my laziness, although:

If I'd made all the apartments and flats walkable it would have easily added additional 100mb to the filesize. Seeing that the current size of my pack is ~120mb (and ~90mb as .7z), this really wouldn't be so critical at all, but I was given the special wish for keeping the file-size as low as possible.

Maybe I'll turn the rest of the buildings into walkable ones, too - but not in near future. After building 6 houses with proper LODs (four Resolution LODs, Geometry and Fire Geometry, Paths, Roadway...) I'm just fed up with it - for now.

After all there are just a few tweaks here and there and some doors for the facillity-building left to do before I will consider releasing this.

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Oh nice very cool stuff for my new Island Project, SETI Area inside the Island thats Great.

Greez Hotze

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The addon has been released!

See First Post for more details.

And, seeing BIS' recent appeal to go for licenses I clarified the licenses this time.

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thx really great job Mondkalb :)

but the script won't work ?

If I load the mission in the editor I get error message and I have no radio-telescope. what am I doing wrong? :rolleyes:

greetz miller

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Dangit!

It was just a simple mission.sqm issue...

Link is fixed and now pointing towards the correct, fixed version.

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he got the CONTACT with the radio telescope !!! must call eleanor anne haraway

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The Default Island: Desert.

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Hi,

I'm trying to make a SP mission using your telescope on Bushlurker's Etah Plateau, Western Antarctica, but I can't find your scope in the editor, although I have loaded the your MBG Buildings mod.

I'd be just happy to get the RadScope object itself.

Sent you a PM with more details.

Cheers,

KK

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I'll probably be chastised for resurrecting this thread but I want to say thank you to Mondkalb for his excellent set of addons. I shall definitely be using the radio telescope for a video I'm working on...*taps nose*.

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rt.sqf file

_Oii = createdialog "MBG_RadioTelescopeMenu";
sliderSetRange [5552, 0, 60];
sliderSetspeed [5552, 0.1, 0.1];
If (isnil "tuner") then {Tuner = false;};
sliderSetRange [5553, 0, 360];
sliderSetspeed [5553, 0.1, 0.1];

_pitch = ((RT animationPhase "Dish_Pitch")*60);
_Yaw = ((RT animationPhase "Dish_Yaw")*360);

sliderSetPosition [5552, _pitch];
sliderSetPosition [5553, _Yaw];

playerSoundSrc = "HeliHEmpty" createvehicle getpos player;
playerSoundSrc setpos getpos player;
tuned = false;
_O = [] spawn {
_i = 0;
while {dialog} do {
If (tuner) then {
	if ( _i == 0) then {playerSoundSrc say "ui_radio_static_lp"};
	_i = _i + 0.01;
	if ( _i > 4) then {_I = 0;};
};
_pitch = ((RT animationPhase "Dish_Pitch")*60);
_Yaw = ((RT animationPhase "Dish_Yaw")*360);


If (Tuner and !tuned and ((_pitch > 10) and (_pitch<12)) and ((_yaw > 20) and (_yaw<22))) then {
	_Of = [] spawn {
		_pitch = ((RT animationPhase "Dish_Pitch")*60);
		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
		_i = 0;
		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
		playerSoundSrc2 setpos getpos player;
		tuned = true;
		playerSoundSrc2 say "Lincolnshire_Poacher";

		while {((_pitch > 10) and (_pitch<12)) and ((_yaw > 20) and (_yaw < 22)) and (_i < 24) and dialog} do {
			sleep 0.1;
			_i = _i + 0.1;
			_pitch = ((RT animationPhase "Dish_Pitch")*60);
			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
			};
		tuned = false;
		deletevehicle playerSoundSrc2;
	};
};

If (Tuner and !tuned and ((_pitch > 20) and (_pitch<26)) and ((_yaw > 90) and (_yaw<122))) then {
	_Of = [] spawn {
		_pitch = ((RT animationPhase "Dish_Pitch")*60);
		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
		_i = 0;
		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
		playerSoundSrc2 setpos getpos player;
		tuned = true;
		playerSoundSrc2 say "Woodpecker";

		while {((_pitch > 20) and (_pitch<26)) and ((_yaw > 90) and (_yaw < 122)) and dialog} do {
			sleep 0.1;
			_i = _i + 0.1;
			_pitch = ((RT animationPhase "Dish_Pitch")*60);
			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
			If(_i > 21) then {_i = 0; playerSoundSrc2 say "Woodpecker";};
			};
		tuned = false;
		deletevehicle playerSoundSrc2;
	};
};

If (Tuner and !tuned and ((_pitch > 30) and (_pitch<50)) and ((_yaw > 60) and (_yaw<88))) then {
	_Of = [] spawn {
		_pitch = ((RT animationPhase "Dish_Pitch")*60);
		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
		_i = 0;
		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
		playerSoundSrc2 setpos getpos player;
		tuned = true;
		playerSoundSrc2 say "Contact_1";
		_barrier = 15.897;
		while {((_pitch > 30) and (_pitch<50)) and ((_yaw > 60) and (_yaw < 88)) and dialog} do {
			sleep 0.1;

			_i = _i + 0.1;
			_pitch = ((RT animationPhase "Dish_Pitch")*60);
			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
			If(_i > _barrier) then {_i = 0; _barrier = 1.091; playerSoundSrc2 say "Contact_2";};
			};
		tuned = false;
		deletevehicle playerSoundSrc2;
	};
};

If (Tuner and !tuned and ((_pitch > 1) and (_pitch<30)) and ((_yaw > 300) and (_yaw<320))) then {
	_Of = [] spawn {
		_pitch = ((RT animationPhase "Dish_Pitch")*60);
		_Yaw = ((RT animationPhase "Dish_Yaw")*360);
		_i = 0;
		playerSoundSrc2 = "HeliHEmpty" createvehicle getpos player;
		playerSoundSrc2 setpos getpos player;
		tuned = true;
		playerSoundSrc2 say "UVB76";
		_barrier = 15.843;
		while {((_pitch > 1) and (_pitch<30)) and ((_yaw > 300) and (_yaw < 320)) and dialog} do {
			sleep 0.1;

			_i = _i + 0.1;
			_pitch = ((RT animationPhase "Dish_Pitch")*60);
			_Yaw = ((RT animationPhase "Dish_Yaw")*360);
			If(_i > _barrier) then {_i = 0; playerSoundSrc2 say "UVB76";};
			};
		tuned = false;
		deletevehicle playerSoundSrc2;
	};
};

ctrlSettext [5554, str (sliderPosition 5552)];
ctrlSettext [5555, str (sliderPosition 5553)];
ctrlSettext [5556, str _pitch];
ctrlSettext [5557, str _yaw];
sleep 0.01;
};
Tuner = false;
If (tuner) then {player say "ui_radio_signallost";};
deletevehicle playerSoundSrc;
};

set_rt.sqf

If ((sliderPosition 5552) == 0) then {_pitch = 0} else { _pitch = ((sliderPosition 5552)/60);};
If ((sliderPosition 5552) == 0) then {_yaw = 0} else {_Yaw = ((sliderPosition 5553)/360);};
ctrlEnable [5551, false];
ctrlEnable [5552, false];
ctrlEnable [5553, false];


_P = [] spawn {
If ((CtrlText 5556) != str (sliderPosition 5552)) then {
	RT say "Pitching_Start";
	sleep 1.309;
	_soundsrc = "HeliHEmpty" createvehicle getpos RT;
	_soundSrc setpos getpos RT;

	_soundSrc Say "Pitching";

	_AltePos = ((call compile (CtrlText 5556))/60);
	_NeuePos = ((sliderPosition 5552)/60);
	_Weg = (((abs _AltePos) + (abs _NeuePos)));

	_dauer = abs (_NeuePos - _altePos)*30;
	RT animate ["Dish_Pitch", _NeuePos];
	sleep _dauer;
	deletevehicle _soundSrc;
	RT say "Pitching_End";
	};
	ctrlEnable [5551, true];
	ctrlEnable [5552, true];
	ctrlEnable [5553, true];
};

If ((CtrlText 5557) != str (sliderPosition 5553)) then {
_soundsrc2 = "HeliHEmpty" createvehicle getpos RT;
_soundSrc2 setpos getpos RT;
_soundSrc2 say "Yawing_Start";
sleep 1.054;

_soundSrc2 Say "Yawing";

_AltePos = ((call compile (CtrlText 5557))/360);
_NeuePos = ((sliderPosition 5553)/360);
_Weg = (((abs _AltePos) + (abs _NeuePos)));

_dauer = abs (_NeuePos - _altePos)*90;

RT animate ["Dish_Yaw", _NeuePos];
sleep (_dauer-0.2);
RT say "Yawing_End";
sleep 0.2;
deletevehicle _soundSrc2;

};
ctrlEnable [5551, true];
ctrlEnable [5552, true];
ctrlEnable [5553, true];

I'm looking for the animation command to traverse the radio telescope which I can put in the init box. I don't know what I'm looking for, can anyone help?

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first of all really nice mod and like the others love the dish, I am also looking for the same kind of script to traverse the dish too.

many thanks

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i am creating a city ramadi iraq one of your buildings is perfact for the scene. the old ruined apartment building but there is a slight problem the building causes a huge decrease in framerates. i have tested this for hours and once i removed that type of building from my city it ran smooth. i had only placed 6 of those buildings and the other 50 or so building were all arma 2 OA buildings. i thnk you might what to have a look at that problem. 6 of those buildings was enough to make the game lag and my computers hardware is fine i have been palying arma 2 mid to hig settins for years now

---------- Post added at 09:01 PM ---------- Previous post was at 08:35 PM ----------

i am creating a city ramadi iraq one of your buildings is perfact for the scene. the old ruined apartment building but there is a slight problem the building causes a huge decrease in framerates. i have tested this for hours and once i removed that type of building from my city it ran smooth. i had only placed 6 of those buildings and the other 50 or so building were all arma 2 OA buildings. i thnk you might what to have a look at that problem. 6 of those buildings was enough to make the game lag and my computers hardware is fine i have been palying arma 2 mid to hig settins for years now

must i also mention the lag occured when the 6 buildings were within 100 meters of each other i tested more and discovered that if the buildings are spread out from each other about 500m or more they are no problem

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