MJRamon 2 Posted April 7, 2018 Ask and you will be heard. This is good news, @shelestov! Share this post Link to post Share on other sites
Zhivets 2392 Posted April 7, 2018 Incredibly happy to see that this mod is still being worked on. Those new assets look stunning. Share this post Link to post Share on other sites
badanov 116 Posted April 7, 2018 What are the prospects later , at some point in time, in making a winter version of Orshanets? 1 Share this post Link to post Share on other sites
Shelestov 270 Posted April 7, 2018 11 minutes ago, badanov said: What are the prospects later , at some point in time, in making a winter version of Orshanets? no 5 Share this post Link to post Share on other sites
Private Evans 498 Posted April 7, 2018 This makes me so...happy !!!!!!! Share this post Link to post Share on other sites
Shelestov 270 Posted April 10, 2018 https://imgur.com/a/A6ark 13 1 Share this post Link to post Share on other sites
Private Evans 498 Posted April 10, 2018 With all the new stuff...will this still require CUP or will it be standalone in the future :) ? 1 Share this post Link to post Share on other sites
Shelestov 270 Posted April 11, 2018 9 hours ago, Private Evans said: With all the new stuff...will this still require CUP or will it be standalone in the future :) ? I'd like all the models to be custom, but with one modeler it's impossible. And now there's an issue with contrast in quality with old Arma 1/2 assets, which i'm not sure how approach yet. 2 Share this post Link to post Share on other sites
mondkalb 1087 Posted April 11, 2018 9 hours ago, Shelestov said: I'd like all the models to be custom, but with one modeler it's impossible. That's strictly speaking not true. :) My advice is to seek consistency across the assets used, you have already committed enough work to add a unique new collection of new custom assets. Mixing them with older structures from even Arma1 will really impact that consistency and overall look and feel of the terrain. If your goal is to finish a terrain soon for general use, then using the older assets is your best bet. However, if you enjoy the process of creating and progressing the terrain, then it's not an impossible task as you presume. It's just a very lengthy but also very enjoyable task well worth it. :) 8 Share this post Link to post Share on other sites
Shelestov 270 Posted April 11, 2018 59 minutes ago, mondkalb said: That's strictly speaking not true. :) My advice is to seek consistency across the assets used, you have already committed enough work to add a unique new collection of new custom assets. Mixing them with older structures from even Arma1 will really impact that consistency and overall look and feel of the terrain. If your goal is to finish a terrain soon for general use, then using the older assets is your best bet. However, if you enjoy the process of creating and progressing the terrain, then it's not an impossible task as you presume. It's just a very lengthy but also very enjoyable task well worth it. :) >Mixing them with older structures from even Arma1 will really impact that consistency and overall look and feel of the terrain. Yeah, this is what i'd like to avoid, so, we'll try to replace all we can in reasonable time, hopefully. I can't say that i enjoy the process, more like i feel like i have to do this. 1 1 4 Share this post Link to post Share on other sites
mondkalb 1087 Posted April 11, 2018 1 hour ago, Shelestov said: I can't say that i enjoy the process, more like i feel like i have to do this. Oh, I may draw some strong negative sentiment for saying this: In my experience this is a bad mindset. Let me explain: It is my strongest belief that modding must be for the personal enjoyment of creating the mod. Every minute you spend making an addon, you are spending a minute on yourself. Either as personal recreation or as skill development. To me, the fun in modding comes from a combination of both of these. A challenge to go further and farther than I have before. At no point am I making a mod for anyone else but me. A release is always just a bonus. Nobody has a right to it: You release an addon when you are happy and done with it (for the time). If you feel like you have to release it because of some outside pressure, be it promises to the community or other, it's not a stress-free hobby anymore, and therefore not a recreation. You will burn out, stress out over it, get annoyed with the project and worst of all, it becomes a chore. Nobody likes doing chores, and chores generally do not result in great work. (Unless you're a paid professional, where it becomes your job to do this. And you have to be, well, professional, about it) As an example, I needed to place about 130 direction signs on my current map project. Each sign being a unique combo of distance and destination-name. I was dreading to do it, because I knew it would be soul-crushing mind numbing boring work. I overcame this by finding a new and better way. Spent a bit of time honing my scripting/programming skills, and at the end of that I was able to generate all 130 direction signs in exactly 1.5 seconds. It was fun to do because I learned new things, new methods, new ways to tackle tasks that seem huge and full of despair. Learned bit of extra scripting, too, and so on. The time was well worth spent honing my own set of skills and tools. That's why I mod. That's why I think you should mod and continue with your high standards. You've figured out how to make really great looking vegetation. That puts you in the top 0.1% of mod makers. If you can do that, you can do the rest. :) Now all this comes with a big fat huge escape-clause: If your modding activity is serving as a portfolio project to seek (future) job opportunities. Then you'll just have to bite down and suffer through it, but also maybe it's not the best profession to go into. I hope this wasn't too off-topic. :O 13 2 Share this post Link to post Share on other sites
Shelestov 270 Posted April 12, 2018 11 hours ago, mondkalb said: Oh, I may draw some strong negative sentiment for saying this: In my experience this is a bad mindset. Let me explain: It is my strongest belief that modding must be for the personal enjoyment of creating the mod. Every minute you spend making an addon, you are spending a minute on yourself. Either as personal recreation or as skill development. To me, the fun in modding comes from a combination of both of these. A challenge to go further and farther than I have before. At no point am I making a mod for anyone else but me. A release is always just a bonus. Nobody has a right to it: You release an addon when you are happy and done with it (for the time). If you feel like you have to release it because of some outside pressure, be it promises to the community or other, it's not a stress-free hobby anymore, and therefore not a recreation. You will burn out, stress out over it, get annoyed with the project and worst of all, it becomes a chore. Nobody likes doing chores, and chores generally do not result in great work. (Unless you're a paid professional, where it becomes your job to do this. And you have to be, well, professional, about it) As an example, I needed to place about 130 direction signs on my current map project. Each sign being a unique combo of distance and destination-name. I was dreading to do it, because I knew it would be soul-crushing mind numbing boring work. I overcame this by finding a new and better way. Spent a bit of time honing my scripting/programming skills, and at the end of that I was able to generate all 130 direction signs in exactly 1.5 seconds. It was fun to do because I learned new things, new methods, new ways to tackle tasks that seem huge and full of despair. Learned bit of extra scripting, too, and so on. The time was well worth spent honing my own set of skills and tools. That's why I mod. That's why I think you should mod and continue with your high standards. You've figured out how to make really great looking vegetation. That puts you in the top 0.1% of mod makers. If you can do that, you can do the rest. :) Now all this comes with a big fat huge escape-clause: If your modding activity is serving as a portfolio project to seek (future) job opportunities. Then you'll just have to bite down and suffer through it, but also maybe it's not the best profession to go into. I hope this wasn't too off-topic. :O >because of some outside pressure More like inside pressure. Well, i know i can deliver quality better than many others, but the main issue is that i have to actually do it. Knowing how doesn't help much. What helps a little is that i know that if i won't do it -- nobody will. 4 2 Share this post Link to post Share on other sites
Shelestov 270 Posted May 10, 2018 Ok, guys. We might need some help in terms of creating assets, if anyone want to join -- you are welcome. PM me here or Discord (better) -- Shelestov#6717 1 Share this post Link to post Share on other sites
Shelestov 270 Posted June 14, 2018 Apple tree assembled with 10 scanned hi-poly leaves. 19 Share this post Link to post Share on other sites
SnakeDocc 72 Posted June 17, 2018 Does this just require Cup Terrains Core? Share this post Link to post Share on other sites
Gunter Severloh 4052 Posted June 17, 2018 32 minutes ago, SnakeDocc said: Does this just require Cup Terrains Core? Yes see requirements on the workshop page ---> https://steamcommunity.com/sharedfiles/filedetails/?id=431380279 Share this post Link to post Share on other sites
SnakeDocc 72 Posted June 17, 2018 Thanks, i had only seen the armaholic page, which says cup terrains complete Share this post Link to post Share on other sites
Shelestov 270 Posted September 3, 2018 Spoiler Ugh... 16 Share this post Link to post Share on other sites
Flinty 454 Posted September 3, 2018 Looks brilliant mate good job! 1 Share this post Link to post Share on other sites
laxemann 1673 Posted September 3, 2018 My GPU started screaming and ran off. Looks great! 1 1 Share this post Link to post Share on other sites
Shelestov 270 Posted July 25, 2019 Spoiler Finally some hi-res DEM incoming. Coverage is poor though. 16 2 Share this post Link to post Share on other sites
Bukain 86 Posted December 6, 2019 On 4/11/2018 at 10:52 PM, mondkalb said: You've figured out how to make really great looking vegetation. That puts you in the top 0.1% of mod makers. If you can do that, you can do the rest. 🙂 I couldn't agree more. The dude has some serious skills at creating realistic surrounding. Whenever I put my character in the middle of a completed village in this terrain, I feel like I'm in some real world places. Nothing like that so far in game Arma. 3 Share this post Link to post Share on other sites