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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3

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@ D4NI3L3

1. Remove this mods: @RDS_A2_IslandFixes

2. If it doesn't help remove mods one by one to determine the problematic one.

3. Try to load AiA TP first somehow - means: -mod=LAST;stuff;@AiATP

@ Tinter

Forgot to update the first post. Sorry about that.

Will do that on Sunday with the next update.

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;2783258']@ D4NI3L3

1. Remove this mods: @RDS_A2_IslandFixes

2. If it doesn't help remove mods one by one to determine the problematic one.

3. Try to load AiA TP first somehow - means: -mod=LAST;stuff;@AiATP

Thank you so much!! I'll try it and let you know!!

EDIT Now it works!! I've removed @RDS_A2_IslandFixes. Thanks a lot.

Edited by D4NI3L3

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I saw the fix for the falling issue, and haven't been able to try it yet, but I wanted to ask if you knew of any other issues with your character just randomly falling/diving? I have a mission on Cherno, and at the most random of times, you'll see people diving to the ground, and nothing shows up in my RPT logs.

Thanks!

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Finally had a chance to get the 140919 update via a friend and noticed positive "side effect" with the new grass.

On my rig the FPS was increased while testing on Chernarus and without any grass in FOV it doubled my FPS from 30 to 60+. As infantry with grass in FOV the gain was not that drastic only a few FPS but when flying helis I noticed the increase quite a bit.

/KC

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What 140919 update? I am sorry , what is this update for, AiA TP or the game :confused:

Sounds like a good update though.

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@MikeTim: Check post #507 by kju on previous page. There is a DL link to the update.

/KC

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Ok I have a serious question and I am not sure if it has been answered, I am crunched for time as I writing ballistics code for other devs, my apologies in advance if this has been answered before...

With the All In ArmA pack, are the RV mats set correctly for the ArmA III engine so that bullets will penetrate "correctly", because using the A3MP mod the RV mats were either non existent or not set to ArmA III's values.

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Ok I have a serious question and I am not sure if it has been answered, I am crunched for time as I writing ballistics code for other devs, my apologies in advance if this has been answered before...

With the All In ArmA pack, are the RV mats set correctly for the ArmA III engine so that bullets will penetrate "correctly", because using the A3MP mod the RV mats were either non existent or not set to ArmA III's values.

I know that some of them are. However, last I checked they weren't all finished. I think Reyhard is working with kju on this.

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Apologies if this has been asked and that it is more related to PwS rather than this mod...

Is anyone succesfully running AiA TP with ArmA 2 maps on PwS? It seems that PwS does not recognise AiATP as being compatible to run ArmA 2 maps in ArmA 3.

For example, if i create a collection with maps such as Mcn_HazarKot,Torabora, Thirsk. I assume this is the case for all ArmA 2 maps, but these are just examples. Then add AiA TP, PwS says the ArmA2 maps are incompatible. Do this same thing with @A3MP and it works fine.

As far as i can see this is just a problem or PwS, not seeing AiATP as a "required" or dependency for running ArmA 2 maps.

I have submitted a support ticket to PwS on this issue, but fear it has gotten lost in all the others. So back to my original question, is anybody running this setup succesfully, or have an idea on how i would go about this. As this is the only thing preventing me from switching my group fully over to AiATP.

Thankyou in advance for any help.

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@ D4NI3L3

Glad to hear. :)

Notified the mod author to update his description.

@ floppy_pancakes and AngelWingGamingJacob

Please upload the rpt log file.

Preferably also the md5 hashlist of the AiATP modfolder:

http://code.kliu.org/hashcheck/

@ KeyCat

That's good to hear. :)

We hope to improve performance to uprade A1/A2/OA clutter/grass and vegetation to A3 standards eventually.

@ Spartan0536

For some yes, but its WIP. There is lots of objects to update..

The penetration files itself have been upgrade to A3 standards.

@ AngelWingGamingJacob

You are lacking the hotfix.

@ Shadow.D. ^BOB^

It should work at least with the latest beta of PWS.

Did you try this yet?

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;2783920']

@ AngelWingGamingJacob

You are lacking the hotfix.

?

it is the latest hotfix according to SIX, V.1.2.1 , i have A3 grass, no floating buildings, midrange textures

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I am so confused about this hotfix : I can't find any download link for it - do I have to re-download AiA TP all over again?

EDIT : ...I already have it. ^^'

Edited by Pepe Hal

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;2783920']

@ AngelWingGamingJacob

You are lacking the hotfix.

I never checked to confirm if this fix solved the issue. I did notice that there were some gates that were normal and some that were rotated, pre-hotfix. So I'm assuming there's more than one gate model used on the A1 terrains.

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This might be the best to place to ask :

Does anyone know if it's possible to replace, preferably by a config change, all the pine trees on Chernarus by the dead ones from Proving Grounds?

I guess it's impossible, but I'm in love with the ambiance in this map!

I'd be the happiest man if I could somehow reproduce it on other terrains.

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I never checked to confirm if this fix solved the issue. I did notice that there were some gates that were normal and some that were rotated, pre-hotfix. So I'm assuming there's more than one gate model used on the A1 terrains.

i meant roadblock gate, the colorful one

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We played a mission on Bys tonight and it was hmm not so much fun. ai shoot straight trough bushes, gras, forests, even with thermal vision we never saw them like they see us. Is this a arma2 port problem?

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@ AngelWingGamingJacob

Midrange texture change has not yet been reverted as explained above.

@ TheCapulet and AngelWingGamingJacob

Please check the wiki on how to report issues.

@ Pepe Hal

Cannot be done via config. You have to adjust the terrain.

You can do that via moveObject on the wrp though.

@ Numrollen

No changes to the A2 version. If it was an issue before, it is now and vice versa.

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Been away so just finished trying to catch up...

Just some quick questions... Loaded up Panthera and checked and indeed all the buildings seem enterable, GREAT JOB guys - (did spot one little church/chapel that seems to have escaped evisceration, but meh)

However on Sahrani + United Sahrani I'm still seeing the old buildings ? What am I doing wrong... I'm not running SMD_Sahrani - I assumed the fix would be a retro fit right ?

SJ

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Playing with latest PWS version... I dont see any SMD buildings.. no eneterable buildings that I know should be made enterable with smd stuff...

Note: I do not have any SMD stuff installed, only AIA TP itself..

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;2784422']@ AngelWingGamingJacob

Midrange texture change has not yet been reverted as explained above.

still just stating that i am on the current version with the crouch problem and roadblock gates sideways

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;2784422']

@ Pepe Hal

Cannot be done via config. You have to adjust the terrain.

You can do that via moveObject on the wrp though.

Doh' date=' that sounds complicated! >_<'

What is a "wrp"?

Thanks anyway! ;)

EDIT : While I'm at it, I have another question :

As you will guess, I'm working on a post-apo addon.

Right now I'm trying to [i']disable[/i] all street lamps on Chernarus; eventhough I've been able to do so on Altis via some config changes, I'm unable to achieve the same result with AiA maps.

Here's what my current config looks like, for those interested :

class CfgPatches {
class test_addon {
	units[] = {};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[] = {CAStructures_E_Misc, A3_Structures_F_Civ_Lamps, AiA_Buildings_Config, CABuildings};
	author[] = {"Haleks"};
};
};

class CfgVehicles {
access = 0;
class Lamps_base_F;

class Land_Lampa_sidl : Lamps_base_F {
	mapSize = 3.78;
	author = "Bohemia Interactive";
	_generalMacro = "Land_LampStreet_F";
	scope = 1;
	displayName = "Street Lamp 2 [off]";
	model = "\ca\buildings\misc\lampa_sidl.p3d";
	aggregateReflectors[] = {{}};
};
class Land_lampa_sidl_2: Land_Lampa_sidl {
	scope = 1;
	model = "\ca\buildings\misc\lampa_sidl_2.p3d";
	aggregateReflectors[] = {{}};
};
class Land_lampa_sidl_3: Land_Lampa_sidl {
	scope = 1;
	model = "\ca\buildings\misc\lampa_sidl_3.p3d";
	aggregateReflectors[] = {{}};
};
class Land_Lampa_cut : Land_Lampa_sidl {
	model = "\ca\buildings\misc\lampa_cut.p3d";
};

class Land_Lampa_ind : Land_Lampa_sidl {
	model = "\ca\buildings\misc\lampa_ind.p3d";
};

class Land_Lampa_ind_b : Land_Lampa_sidl {
	model = "\ca\buildings\misc\lampa_ind_b.p3d";
};

class Land_Lampa_ind_zebr : Land_Lampa_sidl {
	model = "\ca\buildings\misc\lampa_ind_zebr.p3d";
};

class Land_Lampadrevo : Land_Lampa_sidl {
	model = "\ca\buildings\misc\lampadrevo.p3d";
};

class Land_Lampazel : Land_Lampa_sidl {
	model = "\ca\buildings\Misc\lampazel.p3d";
};

class Land_Vo_seda : Land_Lampa_sidl {
	model = "\ca\buildings\Misc\vo_seda.p3d";
};

class Land_Tlampac_vo_seda : Land_Vo_seda {
	model = "\ca\buildings\Misc\tlampac_vo_seda.p3d";
};

class Land_Vo_zlut : Land_Lampa_sidl {
	model = "\ca\buildings\Misc\vo_zlut.p3d";
};

class Land_Lampa_valec : Land_Lampa_sidl {
	model = "\ca\buildings\Misc\lampa_valec.p3d";
};

class Land_Lampa_koule : Land_Lampa_sidl {
	model = "\ca\buildings\Misc\lampa_koule.p3d";
};

class Land_Lampa_vysoka : Land_Lampa_sidl {
	model = "\ca\buildings\misc\lampa_vysoka.p3d";
};

class Land_Lampa_vysoka2 : Land_Lampa_sidl {
	model = "\ca\buildings\Misc\lampa_vysoka2.p3d";
};
};

It doesn't give me any errors - but it also has no effect in-game... :(

Any help or suggestion is welcomed!

Edited by Pepe Hal

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EDIT : While I'm at it, I have another question :

As you will guess, I'm working on a post-apo addon.

Right now I'm trying to disable all street lamps on Chernarus; eventhough I've been able to do so on Altis via some config changes, I'm unable to achieve the same result with AiA maps.

Your config doesn't do anything, you need to modify the Reflectors subclass since it defines the lights on a model, still think the best way is iterating over the lamps with NearestObjects with filter for "Lamps_base_F" and just damaging the hitpoint, since it doesn't require an extra addon and can be adjusted per mission basis.

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;2784422']@ Numrollen

No changes to the A2 version. If it was an issue before' date=' it is now and vice versa.[/quote']

IDK if AI can see trough anything in arma2, i played only ACE2. Is there no way you can achive the same that ACE2 did? Its horrible to play coop on these maps, this would leave the TP to PvP only.

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