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cifordayzserver

SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD

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So, took a bit of time today to fix up the glitches in the buildings, not sure I've gotten them all, but a few are done:

oz2oRU2l.jpg

blXgPjVl.jpg

I'll go back through the thread, and fly around a bit to make sure I got them all, the shutters in the dual tower church are being odd, they're not taking the fix for some reason, I'll try it again.

I also need to fix the satmask layer, it's dropping the undersea texture on land for some reason, I have to either back it out, or change it around a bit.

If I can get that fixed quick, I'll keep it, but if it turns into a PITA, I'm going to pull that for now, try to get the surface frictions and effects sorted, and release and update for now.

I doubt I can get it done by the end of the weekend though. We'll see.

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Fixed:

pRWDzEXl.jpg

Not fixed:

pYvRo5ll.jpg

Better but still has an oddity in the entrance doors, tried 3 times to fix this.

WskLlBKl.jpg

I think the same goes for the 2 tower church, but I'm not sure.

I did some changes to hopefully get rid of the seabed clutter ending up on land, but I'm not sure yet, repacking it now. We'll see..

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For some reason the 2 story church DID take the fix, not sure what's going on with the one set of clock dials, and the hotel doors

Qt9V77Kl.jpg

There are only 2 major building issues left, one of the two story buildings M1lkm8n did has really dark interiors and flickering textures when you're on the outside deck/roof patio. The other one works fine, so I might just overwrite the broken one with the working one and re-arrange the furniture. Same goes for one of the destructable one story stucco buildings, the rubble is showing before it's destroyed for some reason, but the other one isn't.

The seabed not fixed either, not sure WTH is going on with it, but if i can't get it sorted by next weekend, I'll release and update for just the building fixes, and some of the config fixes for the terrain, but not include the seafloor/seabed texture changes.

I'll do my best to make sure I release an update next weekend.

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No update this week as planned, I'm sick, I tried to do some last fixes and repack it, and somehow got all the old alpha issues back. I'm too sick/tired to deal with it today. Even if I get it fixed tomorrow I won't have time to pack it/UL it etc.

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Take your time and get well soon, better work with a healthy mind cus the bugs from RV are already sicking ;)

You´ve done a great deal for Sahrani!

cheers!

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So, I've been working on it a bit this weekend, but my tools issues continue to make everything a nightmare.

I don't know that I can get anything substantial done before I buy some more harddrives, back up, and do a clean install.

I'm going to give it one more go today to just get a building fix update done, but it's just endlessly frustrating when I'm having weird issues that I'm pretty sure are not caused by anything I'm doing.

Hopefully I get it worked out, but it's not looking very good, and I can't spend any money on HD's at this point. If I can't get it done today in my spare time, I'm going to shelf the project for a while till I can afford to get some storage and do a backup/clean install.

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Bummer and good luck on PC -been having daily fun running AI tests in Cayo. A very good place for intense cqb, just need a few buildings to become more AI friendly.

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Squeaky wheel gets the grease....

I've just added dozens if not hundred+ AIspawnpos_x positions to every logical model through H, I will finish it up after I've verified a test build it's working as intended.

I very well may back port this update to A2, so that the A2 terrain will work just as well with ALICE and other AI modules/scripting.

I added a lot of AIDoorx 's as well, but understand from milkm8n these tend to spawn Ai that doesn't move after spawning.

*edit

Just checked it out a bit in A2, and it definitely spawned more citizens than it previously did. I don't know of/how to really test it thoroughly in A3 (or a2 really lol). So, if anyone has a mission they want to point me to that is a good test, let me know.

I'm going to try to continue adding those memory points to the rest of the buildings tomorrow, and hopefully finally get a patch together, but my back has been really bad this week, so I'm not super confident I'll be able to get it all done.

Edited by CiforDayZServer

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That's great news!

So will this add more locations for AI to spawn in buildings in maps like Takistan? Maybe even allow them to enter the buildings on their own easier? (I've yet to see an AI enter a building in Takistan without being ordered to)

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So, on this pass through I'm just adding 1-10 each of the AIDoor0. 1, 2, 3, etc, and AIspawnpos_0, _1, _2, _3, etc. Most 2 story buildings have 2 of each, 1 stories have 1 of each, the hotels have 10 of each.

I went through a bunch of the sample models and really didn't find that many examples that had them at all, or in any large numbers, so I pretty much do 2 of each unless the building is small or huge.

As far as them working on other terrains, that's kind of up to AiA, as the reason some of our buildings are in there, is we shared source, I'd have to send them a new batch of the buildings, and have them convert them for use in AiA. It SHOULD work though. The only concern is if the relevant definitions are not done in the particular terrain. For custom scripts it should work fine. ALICE depends on the memory points AND defined citizen lists, and city center lists, and some other info that's in our config, but not in all the terrains. I'd have to look at some examples of community made AI spawning scripts to see if they do as well, but likely not.

I'm going to TRY to play with this a fair amount in A2, since we have our own civilians, police, military, and opfor, I could make it very robust in terms of who spawns where, and I have a decent working model from our DayZ mod which spawned only certain zombies in certain logical locations. I am pretty sure I had this in mind when I did the zombie spawns, so if I remember correctly I'll basically just have to change SMDZ_citizen1 to SMD_citizen1 or something similar. That's definitely something I will wait to check out until I've got an update out for A3 though.

Still not sure if I'll be able to get a package to where I want it by the end of the weekend but I'm going to try.

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Just finished adding the AIDoor and AIspawnpos memory points to all the SMD buildings.

I'm packing it now, to check it out. I haven't had any luck in A3, I have no experience with AI coding or addons. Someone suggest Insurgency, but I couldn't find a Sahrani version. TPW doesn't seem to spawn a ton of citizens, and I couldn't figure out Alive quick enough. So I stopped messing with that and tried to get the building issues sorted out once and for all.

All I really need to do is get the destruction error worked out, then I should be all set to pack a build for release. Not sure on whether it will be just the buildings, or if I'll include some of the terrain progress as well. Currently I think it would be better to just put out an update that fixes the buildings and then try to polish off the terrain changes better so they don't introduce new issues.

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I actually made a very basic insurgency mission for Sahrani (just to see if EOS would spawn units in buildings) in case you're interested.

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Sorry guys can I just clarify; If I've got the 01/01/2015 version AiA TP and the AiA extension mod, am I using the most up-to-date version of Sahrani? Oh yeah an if that is true, do I use the one which is simply labeled "Sahrani" (not "South Sahrani" or "United Sahrani")?

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I actually made a very basic insurgency mission for Sahrani (just to see if EOS would spawn units in buildings) in case you're interested.

Totally interested, please feel free to PM me or post the link here.

Sorry guys can I just clarify; If I've got the 01/01/2015 version AiA TP and the AiA extension mod, am I using the most up-to-date version of Sahrani? Oh yeah an if that is true, do I use the one which is simply labeled "Sahrani" (not "South Sahrani" or "United Sahrani")?

AIA currently only includes the default BI versions. I'm not sure if they will include SMD Sahrani A3 or not, I haven't had a chance to talk to the guy who took it over from kju. To play this version you need to download it separately and run it with AiA_TP.

Great map! Never played original Armed Assault but I can appreciate the excitement for the A3 version. For anyone looking for a persistent scenario on this map, check out my mission

http://forums.bistudio.com/showthread.php?187131-SP-West-to-East-Mission-by-StTosin

Will check it out!

+++

I couldn't help myself but try to get the lighthouses working again, it didn't work out, so I'm going to back out those changes and work on getting the destruction errors out. Hopefully I should be able to UL something tonight, but I work from home on the weekends, so if work gets busy likely not.

I couldn't help myself again... and GOT IT WORKING!

The model I was using as an example had different memory point names, and the smd lighthouses aren't called on the island, only the CA ones, so I had to re-configure the CA one's correctly and all is now working.

I'm trying to get the destruction effects error to clear, but if I can't get it to go after the next few tries, I'm going to leave it for now, and pack a build. If I don't start on that by 5 I won't get it all done and uploaded by tonight.

Edited by CiforDayZServer

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I removed the destruction effects from the Hotel for now, so, I THINK that's the buildings all sorted. It's gotten way too late to pack/UL a build, so I'll have to try to get it done after work this week if I can find the time.

Otherwise it should be good for Friday/Saturday.

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Totally interested, please feel free to PM me or post the link here.

AIA currently only includes the default BI versions. I'm not sure if they will include SMD Sahrani A3 or not, I haven't had a chance to talk to the guy who took it over from kju. To play this version you need to download it separately and run it with AiA_TP.

Will check it out!

+++

I couldn't help myself but try to get the lighthouses working again, it didn't work out, so I'm going to back out those changes and work on getting the destruction errors out. Hopefully I should be able to UL something tonight, but I work from home on the weekends, so if work gets busy likely not.

I couldn't help myself again... and GOT IT WORKING!

The model I was using as an example had different memory point names, and the smd lighthouses aren't called on the island, only the CA ones, so I had to re-configure the CA one's correctly and all is now working.

I'm trying to get the destruction effects error to clear, but if I can't get it to go after the next few tries, I'm going to leave it for now, and pack a build. If I don't start on that by 5 I won't get it all done and uploaded by tonight.

Very nice! I wonder is it possible to set the light to only light up within some defined degrees? I'm mostly thinking of not having the light beam sweep over the city.

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currently only includes the default BI versions. I'm not sure if they will include SMD Sahrani A3 or not, I haven't had a chance to talk to the guy who took it over from kju. To play this version you need to download it separately and run it with AiA_TP.

WOO! :yay:

I was hoping you were going to say that! Well i'm off to armaholic.com! :pet11:

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Do lighthouses do that?

I like the effect of the light sweeping the city personally, and I THINK that's more realistic?

So... I just finished testing a repacked build that has

- All the new terrain config updates

- Intro mission (it throws a "cannot load mission" error but click ok and it's fine (will fix next update))

- New midrange texture

- All alpha issues fixed

- All merged textures fixed (doors on the 2 story houses)

- Fixed Texture for SMD ATACS unit

- All buildings/misc scope = 2 and classed for placement in the editor

- Units/Vehicle preview mission included

- No building errors

I did not have the time to include the ocean or seabed textures or clutter. That stuff needs to be redone. ALL the buildings are error free, but they hotel has destruction fully disabled, it's not even spawning the rubble model for some reason, but I'm not going to delay an update for it.

The assets have the updated textures, and are properly nested in an "smd_assets.pbo" instead of being in their own pbos (Side = Bluefor Faction = NATO Class = SMD ATACS, SMD Black Ops, SMD Digital Tigers, SMD RACS) + SMD Hughes 500D (TJ from Magnum PI's Helicopter) (Side = Empty Class = Air Unit = SMD Hughes 500D [NATO].

For the additional units Plisken did, I haven't included them yet, and as a warning to mission makers, the above unit classes may change. the next release I will ensure that I clean up the configs/defines so that everything will remain the same from there out.

I'm going to include a mission with the DL that has all the units placed on the Paraiso runway. I'm pretty sure all the units=[] lists are defined in all the pbo's properly now, I went through and listed out all the buildings. Next release I will include a mission with all the buildings placed in the editor as well. It's also setup now so everything is scope=2, and defined as classes (Side = Empt Class = SMD Buildings, SMD Castles, SMD Misc) so they all show up in the editor as well (this should enable map builder support)

It's gotten way to late to start zipping it all up and UL'ing it so I'm going to TRY to do that tomorrow... Certainly will pack/release this build though before Friday.

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oh yeah! Flying around as TJ. What could be cooler? Magnum's 308 GTS?

BTW can any of these fixes and/or optimisations be rolled back into the A2 version?

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Pretty sure that should be easy enough. But I'm not when I'll do it. I have 3 to 10 buildings in limbo that I want to finish. They are all a2 right now so, I'll try to loo back finish those and then add in these updates.

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Is this version of the island included in AiA_TP or it's a different version?

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Fantastic work mate. Always eager to see updates on Sahrani! Thanks for your efforts.

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