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Well it has been some work put in over the last 4 days I am at a point that Sangin is back to where the last save was if not more has been done, I have had minimal sleep over the last 4 days getting sangin ready there is new ground textures applied, a new ground texture mask, 70 new key points added, 50 new models added, about 400 roads\paths put right through the terrain ,400 models swapped updated to jbad or to be independent from AIA and A3mp.

 

I am going to take a day or 2 more to go through and cut more ditches through the green zone to make it like it should of been the first time round, we can now go 2.5 cell size and get away with it giving better ground detail and allows us ditches that suit more to the environment and making some nice low points to pop up and smash the enemy from and then disappear in to the network of ditches to safety, all jbad walls are now swapped which means fully destroyable now just have to tweak the values, I am including the murder, RPG, and mouse hole walls which make fire fights a lot more engaging and ai seems  to use them no problem. I will be releasing a rock pack with about 30 afghan rocks to suit the desert more. 

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Well it has been some work put in over the last 4 days I am at a point that Sangin is back to where the last save was if not more has been done, I have had minimal sleep over the last 4 days getting sangin ready there is new ground textures applied, a new ground texture mask, 70 new key points added, 50 new models added, about 400 roads\paths put right through the terrain ,400 models swapped updated to jbad or to be independent from AIA and A3mp.

 

I am going to take a day or 2 more to go through and cut more ditches through the green zone to make it like it should of been the first time round, we can now go 2.5 cell size and get away with it giving better ground detail and allows us ditches that suit more to the environment and making some nice low points to pop up and smash the enemy from and then disappear in to the network of ditches to safety, all jbad walls are now swapped which means fully destroyable now just have to tweak the values, I am including the murder, RPG, and mouse hole walls which make fire fights a lot more engaging and ai seems  to use them no problem. I will be releasing a rock pack with about 30 afghan rocks to suit the desert more. 

 

Great news SmokeDog! Sounds amazing and thanks for the time and effort your putting in! Will sangin also be compatible with CUP Terrains? 

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the only requirements will be jbad objects and the new objects that comes with the terrain.

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Update time another 140 hours this week completes the terrain , now I have to config all the addons used and Sangin will be ready 

 

Over 30km of irrigation ditches added  2 meters wide 

Total rebuild on the vegetation 

Both Sangin North and south markets re-modeled I have removed opx buildings and added A3 garages for the shops fits more to the true look

Loads of detail for destruction added for the 9 years of fighting, to reflect this  there is many mortar, IED remnants scattering the landscape with each one telling a story 

TOH models ported static objects and vehicles for scene placement non usable but look good and even better with some new textures

A1Trees ported

A2 Summer veg 

 

New features

 

Sangin haulage

Refinery

Hydro power plant re-modeled

Bank

Government offices

Police stations

Prison

Taliban office

Ied factory

vbied factory

Heroin production compounds

caches stashes and secret ares to be found, remember to check every where when clearing compounds or your get it especially on insurgency.

 

https://www.dropbox.com/s/y8dzxul3pr7l4ng/mortar%20ambush.jpg?dl=0

https://www.dropbox.com/s/kw3ytjhfkj116io/Screenshot%202015-10-31%2021.16.57.png?dl=0

https://www.dropbox.com/s/9ab0np8iamku1im/Screenshot%202015-10-31%2021.18.30.png?dl=0

https://www.dropbox.com/s/fitbf1d3f0528bb/Screenshot%202015-10-31%2021.19.36.png?dl=0

https://www.dropbox.com/s/rpgjs40c3w3qeaq/Screenshot%202015-10-31%2021.23.51.png?dl=0

https://www.dropbox.com/s/7wi9hxrzwq5k2ua/Screenshot%202015-10-31%2021.28.52.png?dl=0

https://www.dropbox.com/s/k6yzf83ghe5t4ci/Screenshot%202015-10-31%2021.32.29.png?dl=0

https://www.dropbox.com/s/juc85lqesqp86db/Screenshot%202015-10-31%2021.34.04.png?dl=0

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Great work Smokedog!

 

Really looking forward to playing on this again.

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Would it work with Alive or would it be up to the Alive team to index it?

 

It's already indexed.  I have a British Royal Marine Insurgency ALiVE Campaign using it called British Steel (its on Armaholic and Steam Workshop).

 

However, it may need re-indexing if Smoke is adding new roads, etc. that may affect the previous indexing.

 

GREAT map by the way.  One of my favs.

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cheers guys crunching through these configs again all thanks to the mighty Mikero and his protools, I was having an issue I could not see in the logs but within 5 mins Mikero was at work and finished with an update that found them instantly. always buy the best tool for the job.

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still crunching configs and fixing models both terrains use sets of new models i have had to add all a2 objects used and my own, all needed configs sorting so the terrain can pack so may be a little while more. 

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Looks like a realy interesting play ground with very detailed terrain. I like it :)

 

Silola

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@smokesog3para

Sorry if it was already asked and replied. But: what dimension will have that maps? Will your A2 object suffer the glitch that ai pass trough wall and buildings? Hope in a reply. Thanks dor your nice work however. It looks very nice :)

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Hey,

 

Any news I see in some videos that people are trialing this.

 

Our milsim unit cant wait to use this.

 

Jordan

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I'm going to have to assume this has been canceled. The original is easily one of my favorite maps ever but it's almost entirely unusable due to how hard it hits my FPS.

Was really looking forward to this.

Hopefully I'm wrong.

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Hey man seen alot of improvements from what i last seen of this.

 

Slight issue with the H-barriers in the Para's FOB can be run over.

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Had a lot of RL shit going on ill get back to it, just need to redo the roads and it will be finished. 

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With the FOB alamo the Hesco's disappear when you hit them with a static weapon or vehicle.   

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Yes! Thanks Smokedog!!!!

What are the chances missions made on the released A2 Sangin (with AiA) will port over to the new map in the editor?

Probably wishful thinking but I've got one just laying around I'd really like to continue and finish up.

And is this going to ALiVE compatible?

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Nice! You're talking the WIP map and not the one made for A2, correct? If so, good news. :)

yeah i have been using CAF_aggressors. 

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