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shezan74

maps under construction:

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lecholas,

Back in the ofp days I used a program called ezmacros to do what you are looking to do. Basically you set up an excel spreadsheet with the object names (paths), then a random direction RANDBETWEEN(0,360), random location within the specified area, and finally a random size (I believe I used something like RANDBETWEEN(.09,1.1) to give some variation. This will allow you to populate a large square area so you only have to go through add around the edges. The downside is that you will have to manually record the first macro which means alt tabing and using keystrokes to copy and past. Once it is done all you have to do is speed up the macro and go get a beer while hundreds of objects are placed. As I don't have the program anymore I'm going to purchase it again and give it a shot on my project today. If you are interested shoot me a pm and I'll let you know how it turned out.

JeffS

I must look into it. But AFAIK visitor script 'import objects' can't read externally defined (through the spreadsheet for example) object size. It will always change it randomly based on the project settings for the corresponding object template. Or did I misunderstand you? I don't really get it how you want to insert the objects from the spreadsheet into Visitor with some macros...

For now I think that World Tools are much better for random creation of objects than any spreadsheet ;)

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But AFAIK visitor script 'import objects' can't read externally defined (through the spreadsheet for example) object size. It will always change it randomly based on the project settings for the corresponding object template. Or did I misunderstand you? I don't really get it how you want to insert the objects from the spreadsheet into Visitor with some macros...

Back in the day I actually had a macro go through and "manually" perform the placement of objects by copying and alt tabing to vistor each of the attributes. You're absolutely right that there are some much better tools than this, I am just finding out about them as I've not done this in years. It took me about an hour to set up but I was able to generate a forest with random tree sizes last night, but as the macro is running it meant I didn't have access to my pc for some time.

Jeff

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@lecholas: after any importing session from WT you can turn back to natural/artificial objects and change settings -inside V3PE- for next importing session... for example, you can import inner part of forest with bigger pine trees -already set in natural objects- and then change those models settings again, giving them a more little size -30% - 10% and make a mask for the outer part of same forest... then, when you import this new part from WT you will have those areas with the same model but V3PE will place them with the new settings, since it only affects new placement of same model but do not affect that same model that was already placed on map with its own properties... hope I made myself clear... saludos!

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Yes, it's clear. I know I can do it like this, but it's a lot of work, especially if you use different forest types. I wonder if it is possible to edit the import objects script that it reads externally defined size of an object...

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Also you can make a selection within V3PE and then CRTL+C and then delete those selected objects... then change settings for those models and then SHIFT+V (paste absolute) ... hope it helps ;)

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Maybe someone has an idea,

just a few days ago I had to export and reimport my objects an terrain due to making a new project file cause of ghost road pieces from roadpainter actions.

Since I have done this, my ingame map cloak all object and vegetation markers when I zoom a little bit out, until I get them back in sight I have to zoom very deep in, before the reimport it works fine as on every map.

An Idea? :)

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First serious try of myself to bring up an Island ingame into the ArmAverse. I created the height- and texturemap by using L3DTpro, but I am yet in a very early stage, as I simply brought

the Island ingame. Currently it has a placeholder SatMap and just one grass texture, no objects so far. If this will become a project which might have a chance to be released to the public...I´ll let you know.

So far, welcome on Isla Sorner (hope that name doesnt exist already :D )

http://s7.directupload.net/images/user/120602/d3ei37xv.jpg

http://s7.directupload.net/images/user/120602/guysz5ml.jpg

http://s7.directupload.net/images/user/120602/nc5fdz2v.jpg

Edited by MemphisBelle

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Gnat;2161874']Looks good! .... and very .... green ;)

lol, yeah, thats true. it is indeed quite green. It is because I used the L3DT texture map as Sat map...but this is just a placeholder...as I wrote above ;).

I still need to find my own way to create a Sat Map I dont delete again and again because I dont like it...May be you´ve got some advices for me :)

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This looks nice. Kinda reminds me of the original Flashpoint maps.

Jens

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This looks nice. Kinda reminds me of the original Flashpoint maps.

Yeh it does.

Good job

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Update for belfast here's a video i made a month or so ago lots have changed since, as I have been making models to make it look more UK\NI.

I am slowly getting there hopefully i will release a beta in a month

Area is only 2kmx2km but is highly detailed i have tried to use more non bis addons to get the right feel.

Edited by SmokeDog3PARA

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@SmokeDog i like it:)

i have made a simple intro Mission for the map i am working on.

I hope you guys like it.:o

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It is a 20.4 x 20.4 km Map based on real terrain somewhere between Pakistan and Afghanistan.

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Looks great, Fogu. If I might make a suggestion - add the ambient civilians - expansion module to your intro mission. That way (ensuring your map is ALICE compatible, of course), all your towns will have a little bit random of life in them. In other news, that looks like an absolutely excellent map.

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I've been sidetracked heavily by other terrain work recently, but I've finally had a little time to get back to Arma 2 and do some texture work for CWR2 Malden...

NewMalden_03_small.jpg

NewMalden_01_small.jpg

villagecobble2_small.jpg

gravelrivercobble_small.jpg

... still struggling to achieve that dry, but not too dry "Mediterranean" look....

B

Edited by Bushlurker

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Although I really love dark green colors on terrain, I'd say on Malden you'd have to go with a more beige/brownish color palette. But don't tint the entire satmap into it. If you have a closer look at the original Malden, you'll find many alternating patches of colors, some of them matching the dark green you already have, but the majority of these patches, almost like tiny inkblots, are greyish green and mostly even just sand.

I'd recommend keeping the current satmap as it is on those pictures and adding the brown/beige/light sandish color irregularities via the midDetail texture. If that doesn't help, use the irregularity layer trick to maximum effect with sand colors. The crass alternation between the sand and green will give it the "dry" look, I reckon.

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Nah, he's just trolling us with a picture he took outside by the creek around his door. :P

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