gvse 10 Posted January 18, 2013 Any plans to enable the civilian module in the upcoming release? Share this post Link to post Share on other sites
jakerod 254 Posted January 18, 2013 If you're using invisible roads under the building to clear out clutter then try switching to a clutter cutter object. They are located in ca/misc_e/ and there are three of them called "clutterCutter". Share this post Link to post Share on other sites
WA Lancer 94 Posted January 18, 2013 No plans for Civilian Module. Not using invisible roads. I am using actual roads under barns and next to buildings. Share this post Link to post Share on other sites
jakerod 254 Posted January 18, 2013 No plans for Civilian Module.Not using invisible roads. I am using actual roads under barns and next to buildings. Out of curiosity why are you not using clutter cutters or a different mask texture? And/or what purpose does the road serve? I haven't actually had time to check the map out sorry. Just trying to see if I can help you guys fix that problem that was posted on the last page. Share this post Link to post Share on other sites
_William 0 Posted January 19, 2013 From what I've seen, Lancer create very convincing garden paths, drive ways, single tracks through woods, farm house squares using roads. Looks definitely more convincing. Whereas your (JakeRod's Zernovo) terrain feels more organic than Schwemlitz's, Lancer's settlements feel more organic (than Zernovo's) due to the positioning of houses, sheds, entry ways, etc. Definitely worth checking out! William Share this post Link to post Share on other sites
jakerod 254 Posted January 19, 2013 (edited) From what I've seen, Lancer create very convincing garden paths, drive ways, single tracks through woods, farm house squares using roads. Looks definitely more convincing. Whereas your (JakeRod's Zernovo) terrain feels more organic than Schwemlitz's, Lancer's settlements feel more organic (than Zernovo's) due to the positioning of houses, sheds, entry ways, etc. Definitely worth checking out!William Okay. I was more just wondering why he wouldn't do it via the mask and cluttercutter objects since they don't have the side-effect of AI wanting to drive down them. But maybe it's something I have to see for myself. I agree with the settlement part too. I've been following the terrain since they first showed it and I remember watching the video and thinking the towns look really good as well as the rest of it too. I think it is good it's been more of a lack of time type of issue for me. That's why I haven't actually played it yet. Edited January 19, 2013 by Jakerod Share this post Link to post Share on other sites
WA Lancer 94 Posted January 19, 2013 Well the reason I don't use a mask under those areas is because I ran into a limit of 4 colors and I did not want to commit to the time and effort it would take to be able to use more than 4 colors. Also just a note, Falcon is the one who did almost all the towns and touched up all of them. Share this post Link to post Share on other sites
jakerod 254 Posted January 19, 2013 Well the reason I don't use a mask under those areas is because I ran into a limit of 4 colors and I did not want to commit to the time and effort it would take to be able to use more than 4 colors.Also just a note, Falcon is the one who did almost all the towns and touched up all of them. Okay. I thought that might've been why. I also wanted to make sure you knew about the option of 6 since that is a relatively new thing but you clearly do know about it. Share this post Link to post Share on other sites
falcon_565 11 Posted January 19, 2013 From what I've seen, Lancer create very convincing garden paths, drive ways, single tracks through woods, farm house squares using roads. Looks definitely more convincing. Whereas your (JakeRod's Zernovo) terrain feels more organic than Schwemlitz's, Lancer's settlements feel more organic (than Zernovo's) due to the positioning of houses, sheds, entry ways, etc. Definitely worth checking out!William Have you tried putting the AI on combat mode when they drive through the city? This causes them to ignore roads. Also I suggest just using a lot of waypoints spaced closely together in urban areas. Hopefully you can get the AI to bend to your will! Share this post Link to post Share on other sites
Impulse 9 10 Posted January 26, 2013 (edited) Another Update - This should make the landmass a bit more accessible to more users by reducing one of the larger dependencies. http://mirror1.unitedoperations.net/@Schwemlitz_1.02.7z http://mirror2.unitedoperations.net/@Schwemlitz_1.02.7z Change Log [Removed] Carraigdubh Objects (Dependancies reduced by 500mb+) [Added] Added trees to forest edge in trees on west end of Schwemlitz [Added] Added trees near pond areas in Schlagte Edited January 26, 2013 by Impulse9 Share this post Link to post Share on other sites
Guest Posted January 26, 2013 New version frontpaged on the Armaholic homepage. Schwemlitz v1.01MBG Buildings 3 - European Theatremikebart's Vegetation Share this post Link to post Share on other sites
genpatton043 10 Posted January 26, 2013 Hey guys, that is already one hell of a map. Looking forward to seeing what "Tweaks" you've done. Much appreciated! Share this post Link to post Share on other sites
falcon_565 11 Posted January 26, 2013 Hey guys, that is already one hell of a map. Looking forward to seeing what "Tweaks" you've done. Much appreciated! Thanks, I'll be releasing a version with some more substantial tweaks in the next few weeks. Share this post Link to post Share on other sites
tyrspawn 10 Posted April 6, 2013 Some footage at United Operations of us playing with this map: Share this post Link to post Share on other sites
Impulse 9 10 Posted April 11, 2013 New Update - Improvements to Satmap + Forest areas with new trees/objects + Additional changes to the Probien Area. http://mirror1.unitedoperations.net/@Schwemlitz_1.03.7z http://mirror2.unitedoperations.net/@Schwemlitz_1.03.7z Change Log Added in three types of fallen trees in forest. Extended Rail line in north to east edge of map. Revised Probien buildings. New ground textures for worked fields. Updated SatMap accuracy and colors. Numerous Minor Town improvements (moving a gate here, a garbage can there). Share this post Link to post Share on other sites
Guest Posted April 11, 2013 New version frontpaged on the Armaholic homepage. Schwemlitz v1.03MBG Buildings 3 - European Theatremikebart's Vegetation Share this post Link to post Share on other sites
marseille77 53 Posted April 23, 2013 (edited) Really sweet map. Are there my signs on your map? ;) (you forget credit me on the first post). The grey shed building has a shadow bug. It seems to be that there is'nt something closed in shadowvolume lod Greetings Marseille77 Edited April 23, 2013 by Marseille77 Share this post Link to post Share on other sites
falcon_565 11 Posted April 24, 2013 Really sweet map. Are there my signs on your map? ;) (you forget credit me on the first post). The grey shed building has a shadow bug. It seems to be that there is'nt something closed in shadowvolume lod Greetings Marseille77 Indeed I did forget to credit you. My apologies. It's fixed. As far as the buildings those are the MBG buildings, you'll have to talk to Mondkalb about it. Share this post Link to post Share on other sites
Impulse 9 10 Posted May 25, 2013 While not technically an update one of our forum users has taken a roadtrip and was able to take photos of the areas in Schwemlitz that we had not previously been able to get any reference images. Up until this point we had been unable to see any ground images of this area, which is comical in and of itself for choosing an area to try to create in game. All of that being said, some of these are pretty impressive in similarities between the interpreted representation of the work created in the game version compared to real life area. Real Life to Game to Game Map Comparison images. http://abload.de/img/schwem_2x3xsa.jpg http://abload.de/img/schwem_3qal71.jpg http://abload.de/img/schwem_4jdlh4.jpg http://abload.de/img/schwem_6qgk1n.jpg http://abload.de/img/schwem_7sqa36.jpg http://abload.de/img/schwem_82qac4.jpg http://abload.de/img/schwem_9puzar.jpg External Link to thread and additional images. http://forums.unitedoperations.net/index.php/topic/18945-schwemlitz-not-as-busy-in-real-life/ Share this post Link to post Share on other sites
chrisb 196 Posted July 26, 2013 Winter version looks great, any idea of release, no rush, just wondering.:) Share this post Link to post Share on other sites
falcon_565 11 Posted July 26, 2013 Winter version looks great, any idea of release, no rush, just wondering.:) How does tomorrow work for you? :) Share this post Link to post Share on other sites
nikiforos 450 Posted July 26, 2013 Very nice map , congratulations. I hope that we could see Schwemlitz in Arma 3. Share this post Link to post Share on other sites
chrisb 196 Posted July 26, 2013 How does tomorrow work for you?:) :D:yay::bounce3: Nice..;):) Share this post Link to post Share on other sites
bullet purveyor 85 Posted July 29, 2013 ohh nice! Looking forward to testing that winter version. This map is absolutely stunning. And as Niki says, hope this get ported to arma 3. Share this post Link to post Share on other sites