Jump to content
Sign in to follow this  
phaeden

Looking for a few Beta Testers, PR guys, Mission Makers for nearly complete "island"

Recommended Posts

For those that have a copy of the latest Beta, I am hoping to get another version out tomorrow. This will make it so that it loads within a minute or so (instead of 10+ minutes). In other words, I found the error.

Great job that you found the error, Phaeden! I'm looking forward to the fixed version.

Share this post


Link to post
Share on other sites

Oh god, I could see this bringing back some unpleasant memories for a lot of Marines...

did you recreate the barracks and stuff? The only thing you're missing is the smell...

Share this post


Link to post
Share on other sites

There are a number of corrections but not everything yet. There runway is still not playing along (I can't get the runway "road" to work for some reason. I have temporarily placed in runway "objects" but the grass still shows through. I am working on it. There are also some issues with roads not connecting and with some plants growing up where they shouldn't be.... The buildings still need work but I'm getting there. The long weekend helped as I had some free time to spend on the island.

Very unpleasant memories! lol The barracks are there (not yet textured). The smell is not there and thank God for that - nobody likes the smell of sh*t on a hot summer's day.

I am looking at fixing all the walls on the terrain. I am not happy with how they look right now and I might use world tool to fix it "quickly."

The ground texture is finally close to what I want. The sat texture and roads still don't line up perfectly but are close enough that it looks like dust has just blown off to the side of the roads. In other words, its good enough for government work.

I will be sending out another PM with the next files in the next day or two. I just want to verify a few things before I have you gents download it again.

Thanks!

http://farm4.static.flickr.com/3290/5779833271_ddfaf01385_o.jpg

http://farm3.static.flickr.com/2658/5779832613_efc843a7fa_o.jpg

http://farm4.static.flickr.com/3003/5779832091_65e4a531a1_o.jpg

http://farm4.static.flickr.com/3505/5780375422_7d9c7c1dd9_o.jpg

http://farm3.static.flickr.com/2777/5780374216_c30e6fd7e1_o.jpg

http://farm6.static.flickr.com/5026/5779827619_c7d2103364_o.jpg

http://farm4.static.flickr.com/3211/5779826995_ed567bdc4f_o.jpg

http://farm3.static.flickr.com/2019/5779826593_201c049567_o.jpg

---------- Post added at 01:32 AM ---------- Previous post was at 01:19 AM ----------

In the previous post, the photos are: (View distance for all of the photos is 10,000 meters)

1. A10 heading east-north-east from Main Side. You can see some of the buildings which are new and have not been textured yet.

2. A10 approaching Main Side from the south east. Barracks are in the top . Most of the buildings are still 'place holders' and do not have the detail that they will eventually have.

3. A10 flying over the same area. Note that there are walls in some odd places. This happened with my last build and will be fixed.

4. A10 heading south from the north east area of the map (between two mountain ridges).

5. C130 heading toward the main airfield (off screen).

6. View from TOW. Note all the bushes. They make it especially hard to see any stationary object (of course, thermal view really helps).

7. TOW position with A10 above the mountains. Again, the view is set to max and that mountain ridge is about 5.5 km away.

8. Brief engagement from a mission I am working on - short but intense.

Edited by phaeden
Add more photos

Share this post


Link to post
Share on other sites

Hi Phaeden...

Don't waste time trying to make the runway parts work like a "road" - they don't.... just place them as objects as you said... some of them even obligingly snap together (sadly, very few), others you need to hand position...

As you've noticed - the runway parts don't "suppress" clutter - grass shows thru... However, there IS a road object you can use on top of the runway - the "invisible" road parts... they DO mostly work ok in the visitor road tool - they're invisible, but like all roads they DO suppress clutter - the other bonus being since they count as "roads" - the road smooth tool works...

Just lay "invisible roads" along your runway and taxiways, they'll stop the grass showing thru and help get a level surface...

For other areas where you'd like to suppress clutter, theres a "cluttercutter" object (3 different sized ones actually) in the OA "misc_e" pbo I think, if your island is intending to require OA, or I think there was one in the Arma 1 Sample Models somewhere, if you prefer to avoid the dependency... they're round invisible flat planes who's only purpose is to damp down grass in areas where you don't want it...

Ground textures are looking good, by the way!

B

Share this post


Link to post
Share on other sites

Thanks for the information Bushlurker. I will use the invisible road method. Won't take too long. I also have been debating on if I should depend on OA or not. What has been your experience?

Share this post


Link to post
Share on other sites

I'd avoided using OA objects till recently - I didn't require them for my current projects and theres a little additional fuss involved, since the new version OA objects aren't actually compatible with our current Visitor 3...

However, I've been doing stuff for CWR2 recently, and since their mod is officially "CO" I figured I might as well take advantage of a few OA bits and pieces...

It was easy enough... the Mighty Mikero (of course) has made a tool which will convert a single model, or a whole folder full of models (including subfolders) to the required version in a single go...

Get it here... you want "ConvertP3d1.59" plus the latest DePBO - 3.50 will do...

While you're there pick up "DeRapify" too - once you've converted your folder full of models, you'll need to check thru it looking for config.bin files - derapify every one you see so its a config.cpp instead... then you can dump that unpacked and converted folder straight into your P:\Ca\ as if it was a normal unpacked standard A2 one...

Pretty straightforward... I just did "misc_e" and "structures_e" for the models I wanted - went fine - works fine... you shouldn't have any problems if you decide to go for it...

B

Share this post


Link to post
Share on other sites

Sounds great. I'll try it this weekend.

Share this post


Link to post
Share on other sites

Yeah! That looks a lot better already. :)

Good to see you made some more progress on this already.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×