reyhard 2082 Posted July 19, 2014 (edited) So, I spent some time to make A2 maps a little bit more playable and here is there result. vehicle dustlights at nighta3 penetration & particles effects Bellow addon fixes:*added missing stringtables *penetration materials - no more bulletproof walls or trees*added vehicle dust & friction to a2 surfaces - moving vehicels & infantry leave dust and no more driving offroad like on highway*falling walls*remove a2 & a2co from mods menu*working street lamps DOWNLOAD - A2 Island Fixes REQUIREMENTS:AiA or A3MP PackNotes:It can be used with AiA or A3MP Pack. In fact, I tried to keep A3MP structure so if you want to save some space you can remove or rename (change rds_ with a3mp_, bikeys may not working after that) folowing files:RDS_Builds_Data RDS_Structures_Data RDS_Structures2_Data RDS_Utilis8 Below is explanation how did I fixed those thing so if you have some custom maps you can freely adapt those tips :)--------------------------------------Wall bugWith a3 bis changed how trees are handled (how they fall). Since OFP, wall used same simulation like trees and now they introduced new one (because old one is not working very well with walls) - damage: WallIn order to make your wall fall in nice fashion you need to change damage (or dammage) param to WallO2 Macro to speed up thing (replace damage param to wall)#include "std\lodNames.inc" #include "std\o2config.inc" #include "std\paramFile.inc" #include "CheckMat.inc.bio2s" #include "std\flags.inc" scopeName "CheckAll"; console=openStandardIO; lastLodShow=-1; inLodShow={ private "_res"; bugreported=true; if (lastLodShow!=_this) then { _res=eoln+"In level "+(_this call lodNameGetName)+":"+eoln; lastLodShow=_this; } else { _res=""; }; _res }; #define ERROR(x) {console<<(_resol call inLodShow)<<" "<<x<<eoln;} #define ERROR_LOG(x) ERROR(x) 0 call { bugreported=false; if (this in ["options"]) then {messageBox ["No options are available in this script!",0];BreakTo "CheckAll";}; if (typename this=="STRING") then { p3d=newLODObject; p3dname=this; if (!(p3d loadP3d this)) then { console<<"Unable to open:"<<this<<eoln;BreakTo "CheckAll";}; runFromO2=false; texpath=((splitPath p3dname) @ 0); console<<"----------------------------------------------------------------------"<<eoln; console<<"Checking file: "<<p3dname<<eoln; } else { p3dname=nameof this; p3dname=splitPath p3dname; p3dname=p3dname @ 2 + p3dname @ 3; runFromO2=true; p3d=this; texpath=o2GetConfig IDS_CFGPATHFORTEX; console<<"--------- Checking "<<p3dname<<" ------"<<eoln; }; objects=getObjects p3d; resols=getResolutions p3d; collectMats=+[]; _hasView = false; _hasFire = false; _shadow0 = false; _shadow10 = false; for "_i" from 0 to (count p3d-1) do { private ["_obj","_resol","_isol","_numsect","_degen"]; _resol=resols @ _i; _obj=objects @ _i; if (_resol<LOD_EDIT_MIN || _resol>=LOD_EDIT_MAX) then { if (IS_LOD_GEOMETRY(_resol)) then { _obj setProperty ["dammage","wall"]; console<<"Added wall damage geometry"<<eoln; }; }; }; };--------------------------------------Street lightsOnce again, one param changed.In geometry lod you need to change class: Street Lamp to HouseSimulatedAfter that, you need to define your street lamp in config.cppImportant, use following naming schemeclass LAND_nameofyourp3dexample config class CfgPatches { class CAStructures_E_Misc_Misc_powerline { units[]={}; weapons[]={}; requiredVersion=1.02; requiredAddons[]= { "CAStructures_E_Misc","A3_Structures_F_Civ_Lamps" //<- that is important too! }; }; }; class CfgVehicles { class Lamps_base_F; class Land_PowLines_Conc2L_EP1: Lamps_base_F { mapSize=3.78; author="$STR_A3_Bohemia_Interactive"; _generalMacro="Land_LampStreet_F"; scope=1; scopeCurator=2; displayName="$STR_A3_CfgVehicles_Land_LampStreet_F0"; model="\ca\Structures_E\Misc\Misc_Powerline\PowLines_Conc 2L_EP1"; armor=500; class Reflectors { class Light_1 { color[]={1200,600,300}; ambient[]={12,6,3}; intensity=7; size=1; innerAngle=100; outerAngle=180; coneFadeCoef=2; position="Light_1_pos"; direction="Light_1_dir"; hitpoint="lampa"; selection=""; useFlare=1; flareSize=2; flareMaxDistance=220; class Attenuation { start=0; constant=0; linear=0; quadratic=0.30000001; hardLimitStart=40; hardLimitEnd=60; }; }; }; }; };--------------------------------------Dusteffect are surface specific now. couldn't make to work array[] += so it replaces BIS effects - adding new surfaces might be a little bit tricky... leftDustEffects[] = { [bis surfaces] //new surfaces - chernarus {"CRGrass1","LDustEffects"}, {"CRGrass1","LGrassEffects"}, {"CRGrass1","LDirtEffects"}, etc. }; Edited July 19, 2014 by Reyhard Share this post Link to post Share on other sites
mistyronin 1181 Posted July 19, 2014 First let me thank you once more for all your effort and time ( being in the RHS mod, RDS tanks, static , civilians or this fixes ), I really think you are doing an awesome job, and I personally use all your mods. Keep it up :) I don't know if its possible to fix it, but one thing that bugs me a bit with the A2 maps, is that some objects are material-less, for instance you can go through the bump in the road-rail crossings or in the sidewalks in the cities. Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted July 19, 2014 Are you going to merge the two projects with only one thing to download? Thanks anyway :) Share this post Link to post Share on other sites
mistyronin 1181 Posted July 19, 2014 BTW is the bradley comming soon ? :P Share this post Link to post Share on other sites
reyhard 2082 Posted July 19, 2014 First let me thank you once more for all your effort and time ( being in the RHS mod, RDS tanks, static , civilians or this fixes ), I really think you are doing an awesome job, and I personally use all your mods. Keep it up :)I don't know if its possible to fix it, but one thing that bugs me a bit with the A2 maps, is that some objects are material-less, for instance you can go through the bump in the road-rail crossings or in the sidewalks in the cities. Thanks, I was thinking about that thing a that's somehow connected with empty geometry on those objects - probably to avoid ai loosing his wheels. I will check if only adding physx lod will help anyhow and what performance impact it will have ps: I don't think so :P @ papy.rabbit.08 - I was thinking about merging it with aia but dunno when it will happen Share this post Link to post Share on other sites
Dorak 11 Posted July 19, 2014 (edited) Thanks you for that. Really. I heard Alduric was working on something similar ( A3MP 1.5 ? ) but i didn't saw any updates, teasing, or news since ages. So, very much appreciated. Edited July 19, 2014 by Dorak Share this post Link to post Share on other sites
papanowel 120 Posted July 19, 2014 (edited) Thanks a lot, it will add more immersion to those existing maps :) Edit: I don't see any street lamp on while flying driving around Chernarus at night time. I'm using it with A3MP, everything is working properly :) Edited July 19, 2014 by Papanowel Share this post Link to post Share on other sites
mordeaniischaos 3 Posted July 19, 2014 Any chance you might peak into some of the Addon island issues? Clafghan, even with A3MP fixes, has some really jarring issues with stuff like water and fog. And I think a couple of maps share the same issues. Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted July 19, 2014 Thanks, I was thinking about that thing a that's somehow connected with empty geometry on those objects - probably to avoid ai loosing his wheels. I will check if only adding physx lod will help anyhow and what performance impact it will haveps: I don't think so :P @ papy.rabbit.08 - I was thinking about merging it with aia but dunno when it will happen Ok! I hope you also think about merging it with A3MP maybe :) Are you going to make it available on the workshop or playwithsix? Thanks! Share this post Link to post Share on other sites
chains 11 Posted July 19, 2014 This is cool, hopefully it will be included in A3MP in the next patch Share this post Link to post Share on other sites
Gudsawn 93 Posted July 19, 2014 (edited) This is fantastic, thanks very much for doing this (and also for including how you made these fixes) :) Edit: Just noticed the file is 1.72GB? Is this mod not just config changes? Also, do you know if SIX will be hosting this? Edited July 19, 2014 by Goodson Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted July 19, 2014 Thank you so much !! One quick question: on FATA, the lights are really bright ( cf: http://cloud-4.steampowered.com/ugc/45351778319656600/86B29C3E920FBB5411EFF6A8E21BA6D732CEA0E3/ ). Is that normal ? Is there a way to darken them a little bit ? Share this post Link to post Share on other sites
Guest Posted July 19, 2014 Release frontpaged on the Armaholic homepage. A2 Island Fixes v1.0All in Arma (AiA)OrArmA 3 Map Pack - A3MP ================================================ We have also "connected" these pages to your account 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! Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted July 19, 2014 Another question: what is defining the distance at which the lights are appearing ? Share this post Link to post Share on other sites
drunkenjawa 11 Posted July 19, 2014 Does this help with Panthera stability at all? Or Lingor maybe? I'd love to see those maps bug free! Share this post Link to post Share on other sites
reyhard 2082 Posted July 19, 2014 It's really important if you want to use A3mp files and those fixed to launch it in correct order so a3mp model gets overwritten by mine. @ papy.rabbit.08 - I'm considering sending it to PWS using new collection thing but that will happen after I will get back to home. Ah, and no steam for sure because current filesize limits is set on 987MB @ Goodson - I wish, it was so easy - plenty of model changes here and there (described in first post) I will try to answer rest of the question tomorow, got to go and thanks for the support! Share this post Link to post Share on other sites
gvse 10 Posted July 19, 2014 firstly, an awesome and much needed development. Thank you for it! Now for the questions: 1. I use AiA SA and is the order in this mod line correct: "-mod=@cba_a3;@alive;@rds_a2_islandfixes;@allinarmastandalone; ? When I put the fixes last, the whole game turns into an a2 game with Utes only available in the editor.2. The next question is about shooting through windows of buildings: is this possible with the mod now and does it work on all A2 buildings? 3. Finally, am I correct in assuming that the mod affects all islands utilizing A2 buildings? Once again, thank you so much for working on this! Share this post Link to post Share on other sites
theevancat 277 Posted July 19, 2014 Me like. I didn't notice this stuff, but every little thing is important. Good job! Share this post Link to post Share on other sites
KeyCat 131 Posted July 20, 2014 (edited) Thank you very much for this! I found myself loading up the old A2 maps in A3 very seldom, mainly due to the missing streetlights but you sir seems to have changed all that - great work and thanks for sharing files as well as knowledge! PS: Hope to see it merged with Aldriuc's and kju's goodies in the future! /KC Edited July 20, 2014 by KeyCat Share this post Link to post Share on other sites
drunkenjawa 11 Posted July 20, 2014 Can't wait to try this, hopefully I will be able to now remove all the maually placed streetlamps from Clafghan :D Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted July 20, 2014 (edited) I can confirm that it works very well with A3MP! Nice! Only problem: the lights don't turn on very far away, they turn on only when you pass by, so the distance should be greater. This problem appears more if you're in a helicopter at night of course! Edited July 20, 2014 by papy.rabbit.08 Share this post Link to post Share on other sites
kecske 46 Posted July 20, 2014 Any chance on getting pond objects working again? Or thats something only the devs can fix? Share this post Link to post Share on other sites
sonsalt6 105 Posted July 20, 2014 New mod v1.0 available at withSIX. Download now by clicking: @ Reyhard ; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites
KeyCat 131 Posted July 20, 2014 I can confirm that it works very well with A3MP! Nice!Only problem: the lights don't turn on very far away, they turn on only when you pass by, so the distance should be greater. This problem appears more if you're in a helicopter at night of course! Hope there is a way to fix that since I love to fly helicopters at dusk/night... /KC Share this post Link to post Share on other sites