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egilsandfeld

Bornholm, Denmark [Terrain]

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EgilSandfeld, this map is a masterpiece, especially for a 1.0 release. Congratulations, and thanks for the incredible amount of hard work you obviously put in.

My only complaint is that it tries and fails to load itself as the default map when A3 starts, so that I'm left staring at a blank underwater scene. Maybe it's just me, but I've never been a big fan of mods that try to take over the loading screen - I already know that I'm using the mod.

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EgilSandfeld, this map is a masterpiece, especially for a 1.0 release. Congratulations, and thanks for the incredible amount of hard work you obviously put in.

My only complaint is that it tries and fails to load itself as the default map when A3 starts, so that I'm left staring at a blank underwater scene. Maybe it's just me, but I've never been a big fan of mods that try to take over the loading screen - I already know that I'm using the mod.

TPW You just stumbled upon a major problem im having.I have that main menu screen,and had no idea why i was getting it.Note i had it before installling this map.

Are you sure a map can cause this to happen?

I take it from your post theres no work around till the map author addresses it?

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Any links that work? Just tried to download one which was corrupt.

No errors have been reported on our mirror and you have a 1GB port to abuse (so just a few muntes to download it, depending on your own downloadspeed):

Bornholm v1.0 @ Armaholic.com

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TPW You just stumbled upon a major problem im having.I have that main menu screen,and had no idea why i was getting it.Note i had it before installling this map.

Are you sure a map can cause this to happen?

I take it from your post theres no work around till the map author addresses it?

try to add this to your startparameters: -world=Stratis

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I already love this map. Some nice terrain also for tank combat. Well done.

Minor thing: I think I can already hear this maps sounds (birds singing etc.) before I've loaded the map into the editor.

Edited by tortuosit

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try to add this to your startparameters: -world=Stratis

Cant beleive this worked.I tried altis and it didnt.

Thanks mate

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That house. It has no doors :D Where is the asset from? Chernarus?

2014-10-20_00001ttjrx.jpg

Splendid Camera:

["Bornholm",[7182.67,9690.34,19.255],299.921,0.7,[-38.2979,2.17578e-006],0,0,602.313,0.226633,0]

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^^ It's a A2 house. Originally a two story house, which I've lowered into the ground. I'm looking into all the RPT errors and I've removed a lot of them already. Actually I did not know that A3 would spit out info on errors like that in RPT for Bornholm. But that's good so I can track it down.

Would anyone know what to do with "Strange convex componentxxx"? Do I need to convert the models to component convex hull or something?

Again I'm so glad you have started playing on Bornholm :) I'm still looking into the errors

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Hey Egil, I have played Bornholm for a day or two now and here are the problems (complaints and bitching) I found:

Alot of Overuse of those concrete walls, especially randomly on beach areas.

http://steamcommunity.com/sharedfiles/filedetails/?id=329518327

http://steamcommunity.com/sharedfiles/filedetails/?id=329519753

I found one in the forest randomly somewhere, and you put a bunch of them on the beach by raghammer... maybe you should consider placing some czech hedgehogs and barbed wire instead.... its significantly more millitarylity logical, random walls arent really logical for a beach, and you (imo) use those walls way too much anyway.

(Also I think it would look significantly better)

Try using some of those arma 3 (they have arma 2 ones as well) green millitary walls, they blend better with the ground color so it looks less overly-contrasted.

Also you could try using some of those arma 3 canal walls, you could partially sink them, line the tops with sandbags, or hedgehogs and barbed wire, maybe some hescos and it would make more sense and look much better too.

(seriously do this, I think it would look awesome as hell) :)

Another issue is the firing range, the firing postion things are floating: (which makes it kind of less useable)

http://steamcommunity.com/sharedfiles/filedetails/?id=329519036

Also on that firing range I cant tell how im supposed to shoot at stuff... the angles and everything is kind of confusing, not sure where your supposed to shoot from really, the wood walls are facing some certain way... I just dont know how its supposed to be, maybe im in the wrong place to shoot? You included some targets but im not really sure where I should be to shoot them :confused: (The targets are like in the ditch, but there is wood things on top... :confused:)

Another issue, you placed helicopter wrecks on raghammer( and in some field (north?) of it.. frankly I dont think it looks that good there, and I dont think any helicopters crash there, you should use a car wreck or something ( there are alot of good models) and those heli wrecks are really dark black and kind of just contrast hard. (the black is strong against the ground espsecially when there isnt grass, I pretty much suggest dont use helicopter wrecks, at least not those ones , some ArmA 2 soviet one or something would look better and maybe look less "hard" )

Image: http://steamcommunity.com/sharedfiles/filedetails/?id=329536701

http://steamcommunity.com/sharedfiles/filedetails/?id=329532073

(if you look, it almost makes the grass stuff look more aliased, just really conflicts visually)

(Also, there is a black wreck CJ-130 crashed by raghammer, isnt the most logical )

As i am sure you also know, there is some grass growing on the roads, if you want I can find you coordinates.

Something which isnt really a proper issue but I think you should do later once you fix bugs etc, is to put some proper parking lots or proper pavement lots, gas stations also have grass...:p I think bornholm is pretty developed right.. they can afford concrete :cool:

Some LOD stuff has minor errors but nothing much and it doesn't annoy me (I think some bushes switch to early) but I wont argue, because I need that performance :)

Good work on the map, hopefully you can get the problems sorted out for like 1.1 or something. :rolleyes:

I assume most perfomance related things cant be fixed very much, we all know its arma.

(For me placing objects quality from High to standard gave me a 4-6 fps boost just enough to keep it smooth enough (over 30) )

(ps: if you have trouble with the objects, just ask AiA TP team or CUP or whatever it is now, they can probably give you working fixed stuff, I guess it must be after manw is over??)

(ps ps: Also I found some vans in the forest somewhere...( like once or twice) those Van models arent really the most fitting in the forest, again I think using arma 2 or 3 rusted models is better, how about you do a hatchback or offroad or even truck wreck, see if you can throw a bush growing on it or something)

(ps ps ps: I am going to go in zeus and do some placement, and post a screenshot of how I think you improve the beach fortifications to give you some ideas or something, ill post it once ive done it)

Part 2:

Beach fortifications:

Because I think that frankly the beach fortifications overuse that concrete wall model way too much, here is a way I think you could do it, or at least use for inspiration etc.

http://steamcommunity.com/sharedfiles/filedetails/?id=329532288

http://steamcommunity.com/sharedfiles/filedetails/?id=329532143

http://steamcommunity.com/sharedfiles/filedetails/?id=329532180

Try canal wall with some hescos, sandbags etc with some barbed wire, maybe czech hedgehogs.

Czech hedgehogs and wire and such look nice with the grass and all you have there:

http://steamcommunity.com/sharedfiles/filedetails/?id=329532330

You can just also mess with using those canal walls, it fits much much better with a beach then random concrete walls, think about it.. what are those walls even blocking? :rolleyes: (deep philisophy ;) )

Try also using some of these millitary walls (shown on the right): http://steamcommunity.com/sharedfiles/filedetails/?id=329537898

I think it fits better than the concrete ones, they contrast too much with the ground and overall dont have great LODs.

They are higher though, maybe you could sink it into the ground (I am pretty sure that would probably work beautifully, your the master at sinking stuff as evidenced by those houses) :)

Edited by MikeTim
Various.

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Great map!

Bug Report: I just want to let you know, the large hotel in Roenne is not quite put together/aligned properly. There are gaps in the walls and floors where the building sections are just a little off from each other.

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Cheers guys, I'll look into it. Cannot promise a fix for everything though. I might decide to leave a lot of stuff as it is, but I'll try to put up a 1.1 before Sunday :)

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Ok i've tested it for 6 hour too , and it feels very good.

i dont know but i've got the feeling that the lightning from the sun and moon is not so intensiv like on altis,its more dark and not so colorful.

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I believe that the lightning from the ukranian map that a guy release recently would fit much better . Good point stephsen.

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I think the lighting is at least ok, if it was lighter it would bring too much contrast, especially between the ground and houses... and it would look more "porty" in terms of buildings.

Also Egil, found a problem with a road:

http://steamcommunity.com/sharedfiles/filedetails/?id=329534097

at these coords: (where that zeus is)

http://steamcommunity.com/sharedfiles/filedetails/?id=329534069

Ps: Nikiforos I dont work for a QA department :) I just want to help the map improve

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I think the lighting is at least ok, if it was lighter it would bring too much contrast, especially between the ground and houses... and it would look more "porty" in terms of buildings.

then use the brightness and gamma button ;)

the lighting is on altis and (yeahh Nikiforos) the ukrain map considerably better and intensive ,at moment it looks like a bit OFP,is only a suggestion:rolleyes:

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Awesome Terrain, huge amounts of work has gone into this its clear. However for me there seems to be a LOD issue on trees that is taking away the awesomeness of this terrain, I am constantly seeing LOD changes on trees either flying or on foot, and its very distracting.

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Request: Can you lower the ground in the harbour areas?

Reason: http://www.armaholic.com/page.php?id=27067 :D

Also important for existing ship/destroyer/frigatte mods or ones that will be released in the future. There are lots of people working on Naval Units right now but most of them are still WIP

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Is grass distance something that can be changed? I feel grass distance is too short to be honest.

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This looks awesome, great job! We'll try it as soon as we get to arma

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