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cifordayzserver

SMD_Sara_A2 Full Sahrani Map Port - Initial Release

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Sorry for the delays guys, M1lkm8n got the final build to me last week, and I've been scrambling for time to look at it, pack it and release it.

I'm hoping to get some time this weekend. If I do I will release the terrain update, and the new smd_units.pbo as well as the updated smd_assets.pbo which will now include a lot more of our original work for our DayZ derivative mod.

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I hope it will work with Arma 3/a3mp/Alive :-)

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It currently works as and addon in A3 via All in Arma by kju - http://forums.bistudio.com/showthread.php?152706-All-in-Arma-(AiA)-TKOH-OA-A2-A1-merge-with-A3

The terrain builder tools have only just been released yesterday, so our plans for A3 are still formative at this point.

I am unsure about Alive, or A3Mp, however multiplayer shouldn't be a problem at all, I just personally have not transitioned to A3 development at all, I've worked in it a bit, but have not hosted servers or done any testing on a dedicated host in MP environment.

Honestly, I personally am not going to have time to work on much in the foreseeable future. I think M1lkm8n also has some other focuses in Arma he wants to pursue. Some of the more ancillary members are still interested in providing content, and I even have a few VERY interesting offers that if I could pursue would make for great content, but I just don't have the time to coordinate it all.

I will continue to test/pack/release what I can, but I can't keep pushing the pace or doing near the amount of work I have over the last year. It's been an amazing ride, but I don't see the pace continuing in A2, or transitioning to A3 realistically.

My biggest desire at this point is to ensure we put out some tutorials under the "Armaversity" project to ensure as much of M1lkm8n's knowledge is publicly available. I plan on doing a tutorial on modding in general, and sort of how to make it all gel w/o really knowing much. I'm not a talented modeller, coder, terrain artist, artist, or even near as knowledgeable about Arma as MANY, MANY, lol... MANY people on here... But I've managed to make 3-5 rather large projects happen (to one degree or another) over the last year (my join date is accurate, hadn't really ever played arma, or modded for it when I joined). JST and I are likely also going to do a tutorial on basic modelling for Arma, though it will only cover some static objects and some light character editing as I've done with the civilian units. I've been working on vehicle and weapon models sometimes as well, but have to really beef up my knowledge before attempting a tutorial on either of those.

That in itself is going to be an effort, so for now, this next version will likely be the last update to the terrain from us for a long time, barring any reported problems/issues.

I'm going to give it a run around now, and start working on signing, packing, uploading it for this weekend.

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I hope it will work with Arma 3/a3mp/Alive :-)

It works with A3MP. The sky is A2 though which is a pity, because it must be something really easy to fix. Maybe Alduric could do something about it in the future.

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Again, I have to apologize for the delays. I had some issues that I left unfixed prior to taking a couple week break from it, so it's been a real headache ironing them out.

I have some last fixes to do hopefully over the next day or two, and I should have a build ready for Saturday or Sunday latest.

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looking forward to the update

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I'll be doing full releases of all the pbo's tomorrow, IE updating the changelog, front page, and making new threads for the new PBO's.

1. smd_sahrani_a2 - All inclusive, assets, buildings, objects, and units

2. smd_assets - all the BI modded vehicles and our DayZ models (not config'd in there) and the misc objects I've been posting here)

3. smd_buildings - the smd_sahrani_artif_obj.pbo in it's own package so people can use the buildings and Sahrani Misc Objects on other maps

4. smd_units - All the Pliskins re-textured BI, Icewindo, and Vilas Character models, I modified ALL models edited to proxy backpacks and fixed some of the texture glitches

For anyone eager in the overnight hours:

smd_sahrani_a2_1.1.0

Media Fire

http://www.mediafire.com/download/zrdm7bw9q0prec8/smd_sahrani_a2_1.1.0.zip

Google+

https://drive.google.com/file/d/0Bz-fdGGxhJTvZXZmcnRjWHA4Yk0/edit?usp=sharing

smd_assets

Media Fire

http://www.mediafire.com/download/d0upba930qh3g85/smd_assets.zip

Google

https://drive.google.com/file/d/0Bz-fdGGxhJTveHVnQzBqMVVNV1k/edit?usp=sharing

smd_buildings

Media Fire

http://www.mediafire.com/download/nvw5gobu5usqs3f/smd_buildings.zip

Google

https://drive.google.com/file/d/0Bz-fdGGxhJTvMzVjczB2TTl0QVE/edit?usp=sharing

smd_units

Media Fire

http://www.mediafire.com/download/wk9cmuif0cakcyb/smd_units.zip

Google

https://drive.google.com/file/d/0Bz-fdGGxhJTvSlZMT1Fqc2pEdFk/edit?usp=sharing

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Hi, firstly thank you for all your efforts and for the new release!

I wanted to ask if would be possible to split the new units and vehicles from the mod into two mods. And leave Sahrani only in one mod and units and vehicles made as optional.

We were using your Sahrani map port in Arma 3 through Play WithSIX, but with the today update there are errors with units and vehicles.

I know that it's not A3 map, but until now it was compatible with AiA and A3MP and now it's not compatible probably with neither and lot's of people were enjoying Sahrani in A3 :/

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Yeah I will modify the update now actually, I had packed a smd_sahrani_a2_lite package and didn't upload it. I will do so now.

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New mod v1.0 available at withSIX. Download now by clicking:

@smd_units.png

New mod v1.0 available at withSIX. Download now by clicking:

@smd_buildings.png

New mod v1.0 available at withSIX. Download now by clicking:

@smd_assets.png

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Frontpage has been updated with links to "smd_sahrani_a2_lite" which excludes the assets, and units, I have tested this briefly in A3 via AiA.

smd_sahrani_a2_lite:

http://www.mediafire.com/download/bbqk027dw3dcbr3/smd_sahrani_a2_1.1.0_Lite.zip

https://drive.google.com/file/d/0Bz-fdGGxhJTvbFlNUkItVGdXV2c/edit?usp=sharing

Edited by CiforDayZServer

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Here is a quick video I did of the revised terrain in A3 via AiA. It also shows all the smd_assets that are working properly in A3 that I could tell very quickly.

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Guest

Updated version has been frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account (M1lkm8n) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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I took a quick look. What you're seeing is "normal". I see the same improperly tiled items if I turn textures on in the editor preview. However I get the same phenomenon when I load A1 Sahrani as well, but NOT for Chernarus or Seattle from TOH, so I'll look into it. It's likely a difference in the way the tiles are named or loaded or configured or something? I will try to have a look at it.

I am going to try to start working more with the CUP project to hone my skills for upgrading content to A3, then will likely rally back and clean up our A2 content for A3.

Moving forward my priorities will be:

1. Locking in/down AiA and A3MP compatibility with the existing A2 packages

2. Working with the @CUP project and M1lkm8n to get the SMD_buildings fully working as A3 assets AND documenting the process, so others can have a go at the buildings THEY want to move into A3.

3. Moving BACK to documenting the A1 to A2 building opening process tutorial with M1lkm8n

4. If it's not done by others by then, working on getting all the Sahrani Civilian clothing into A3, and maybe working on getting some of the character models upgraded and imported as well. I miss A1 fat people.

For the most part though, I'd say this is the final build for the A2 Terrain (barring bug fixes or compatibility fixes as outlined above), and M1lkm8n has some other priorities for A3, so the full A3 import likely will not be done by us for the foreseeable future. I have endless ideas and plans for what I'd like to do with it. But I lack the skills required.

I may return to it, as may M1lkm8n. But for now I'd say that for 1 year, we've gotten a LOT accomplished, and learned even more. I think we both want to take those lessons and move forward with them in different directions.

Don't want to declare the project dead by any stretch, but want to soften expectations pretty heavily.

Pliskin is working on vastly improved A3 versions of all of our vehicles and units. With the BI content releases we are MUCH more free to modify so believe me we WILL continue work in the franchise! I also want to make the step into A3 centric modding.... so more to come for sure!

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I noticed an error in the view lod for the 2 story smd_dum_istan building. M1lkm8n is going to look at it. I also had a chance to play the terrain in A3MP as well as a bit more in AiA.

I'm putting together A3 missions to accompany the next update so folks can have a quick poke around as to what's working in A3, and they can quickly copy/paste from there for the buildings since those are not selectable in the editor.

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Hi, thanks for your efforts on this project! Really appreciated.

I found a little bug in Lite version -> http://steamcommunity.com/id/evromalarkey/screenshot/594780675359448140

Cheers!

You do realise this release is for Arma2, which is why you are getting that error if you try to use in in Arma3!

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Yeah, the lite package will throw errors in A3, due to the units used in the intro scenes. But if you close them everything works fine as far as I've seen.

I am thinking about making a package that is for use in A3 via AiA/A3MP, but am not sure I will or not. I actually wanted to do some original intro scenes as well, I have a bunch that I did but the units have been re-organized a few times since then so they have to be re-done.

Since we're talking A3, here is a sneak peak Pliskin sent me of the C130 reskinned without mirrored textures in A3:

http://www.mediafire.com/watch/d4gljg6f22vpheh/arma2oa_2014-03-30_05-00-34-51.avi

It's going to need a model config, which I'm not an expert on by any means. I'll give it a go whenever he sends over the textures.

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Well I actually thought that there is the same error in A2. I thought it was related to the units from assets, which are no more in Lite version. But now I get it, it's related to A2 units, so sorry my bad :D

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And I finally took and posted a video:

Hi,

Really nice addon, i was wondering if these buildings were implemented yet, and if so where were they ?

Thanks !

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