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Iron Front in Arm3 LITE - preview versions

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Preview v19 is out

 

Download

http://ww2ina3.com/wiki/index.php?title=WW2_Download

 

Changelog

http://ww2ina3.com/wiki/index.php?title=WW2_Changelog

 

Small maintenance update with new keys to ensure MP without issues of mixed versions.

 

Highlights

  • Fixed: source of freeze with vehicles.
  • Changed: re-enabled custom vehicle interface.

 

Suggestions and issues please go here.

 

For a chat or interested to assist us - join our discord server.

 

Reminder

Especially looking for people familiar with Blender or other modeling software to help fix and polish existing assets.

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Bulge by Dmorok

 

Merderet by Dmorok

 

Neaville by Dmorok

 

Omaha by Dmorok

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Thank you for your outstanding work!  :thumb:

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Hello to all, the other day I was playing on I44 OMAHA V2 a map that I always liked in Arma 2, however, did not give me the feeling of realism and live environment so I started using the editor to add vegetation, trees and buildings . The map is large and placing all those objects penalizes the performance of my pc making me move in the editor at 10 fps. Is there an easy way to "update" the map and maybe one day, release it to the community with the necessary permits .... I leave you a few screenshots I'd like to have your opinions

http://steamcommunity.com/profiles/76561198107164009/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=imagewall

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22 minutes ago, dontshootmemf!! said:

Hello to all, the other day I was playing on I44 OMAHA V2 a map that I always liked in Arma 2, however, did not give me the feeling of realism and live environment so I started using the editor to add vegetation, trees and buildings . The map is large and placing all those objects penalizes the performance of my pc making me move in the editor at 10 fps. Is there an easy way to "update" the map and maybe one day, release it to the community with the necessary permits .... I leave you a few screenshots I'd like to have your opinions

http://steamcommunity.com/profiles/76561198107164009/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=imagewall

That's amazing! Would be awesome if you could upload that as a template with the objects placed down ! 

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56 minutes ago, dontshootmemf!! said:

Hello to all, the other day I was playing on I44 OMAHA V2 a map that I always liked in Arma 2, however, did not give me the feeling of realism and live environment so I started using the editor to add vegetation, trees and buildings . The map is large and placing all those objects penalizes the performance of my pc making me move in the editor at 10 fps. Is there an easy way to "update" the map and maybe one day, release it to the community with the necessary permits .... I leave you a few screenshots I'd like to have your opinions

http://steamcommunity.com/profiles/76561198107164009/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=imagewall

 

Depending on performance, size and IFA3L team response, you could always pitch them the map as a more 'overgrown' version of the current Omaha map, so you have the 'clean' version so to say and the 'bushy' version. Allows people to pick what they want to play on. 

 

Overall though doesn't look too bad, I myself have been in the editor on I44 Omaha and noticed it wasn't very grassy at all. The IFA3L Omaha has all the nice tall grass, flowers etc.. 

 

EDIT: Also you'd probably have to re-do it all and place the objects as map objects in a terrain making tool rather than just in the editor. 

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50 minutes ago, Bish91 said:

That's amazing! Would be awesome if you could upload that as a template with the objects placed down !

thanks a lot, initially I thought to release it as a template, but as I wrote, you get to 10 fps (even less) and in my opinion is really annoying

 

27 minutes ago, xxgetbuck123 said:

Overall though doesn't look too bad, I myself have been in the editor on I44 Omaha and noticed it wasn't very grassy at all. The IFA3L Omaha has all the nice tall grass, flowers etc.. 

it is true, the other version has more bushes and trees but is lacking in terms of buildings, I have tried over and over again with IFA3 version but I can not get the same result

 

34 minutes ago, xxgetbuck123 said:

EDIT: Also you'd probably have to re-do it all and place the objects as map objects in a terrain making tool rather than just in the editor. 

It is exactly what I feared..

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3 hours ago, dontshootmemf!! said:

Hello to all, the other day I was playing on I44 OMAHA V2 a map that I always liked in Arma 2, however, did not give me the feeling of realism and live environment so I started using the editor to add vegetation, trees and buildings . The map is large and placing all those objects penalizes the performance of my pc making me move in the editor at 10 fps. Is there an easy way to "update" the map and maybe one day, release it to the community with the necessary permits .... I leave you a few screenshots I'd like to have your opinions

http://steamcommunity.com/profiles/76561198107164009/screenshots/?appid=0&sort=newestfirst&browsefilter=myfiles&view=imagewall

Wow, that looks amazing!

Any chance you could upload it as a mission? I personally don't care about the low FPS as I spend most of my time in ArmA just making screenshots and this map would be excellent for that.

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4 minutes ago, dontshootmemf!! said:

http://steamcommunity.com/sharedfiles/filedetails/?id=896939132

should be up it's the first time i release something so i hope it works...

 

Thank you! Do you think you could upload the mission outside of Steam on Mega or something? I ask because as far as I know missions downloaded from the Workshop can't be accessed in the editor, only in the scenarios tab.

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I'd like to but I do not know how to do as I said is the first time I publish something, if someone tells me how to do I'll do it. Maybe in Pm because is offtopic

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1 hour ago, Zhivets said:

Thank you! Do you think you could upload the mission outside of Steam on Mega or something? I ask because as far as I know missions downloaded from the Workshop can't be accessed in the editor, only in the scenarios tab.

 

You could always track it down in Workshop folders and extract pbo so you can open it up in editor.

Edit: I'm not sure if it's really in !Workshop folder or one of the folders in MyDocuments but I know you can find it.

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Wondering if anyone knows why the US Rocket bags can only fit one round in them, despite being able to carry 3 irl?

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4 hours ago, xxgetbuck123 said:

EDIT: Also you'd probably have to re-do it all and place the objects as map objects in a terrain making tool rather than just in the editor. 

I don't really know but have a look at x-cam. If I remember right the objects are placed in the editor and later converted into another file for visitor. So maybe the work is not wasted?

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Not sure if anyone reported this yet but the AI are ridiculous in the American tanks. They flipped over all the shermans and stuarts other than the sherman that was already in the mod before the others were added

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@LykosMactire will be improved - PhysX and AI is tough to get well

 

@TheCr8rMaker there is bigger variants available via scripting:

 

Spoiler

    class B_LIB_US_Backpack: B_LIB_AssaultPack_Base
        maximumLoad = 100;
    class B_LIB_US_Backpack_dday: B_LIB_US_Backpack
    class B_LIB_US_Backpack_eng: B_LIB_US_Backpack
    class B_LIB_US_MedicBackpack: B_LIB_US_Backpack
        maximumLoad = 80;
    class B_LIB_US_MedicBackpack_Empty: B_LIB_US_MedicBackpack
    class B_LIB_US_MedicBackpack_Big_Empty: B_LIB_US_MedicBackpack_Empty
        maximumLoad = 250;
    class B_LIB_US_RocketBag: B_LIB_AssaultPack_Base
        maximumLoad = 90;
    class B_LIB_US_RocketBag_Empty: B_LIB_US_RocketBag
    class B_LIB_US_RocketBag_Big_Empty: B_LIB_US_RocketBag_Empty
        maximumLoad = 250;
    class B_LIB_US_Radio: B_LIB_AssaultPack_Base
        maximumLoad = 2;
        mass = 150;
    class B_LIB_US_Bandoleer: B_LIB_AssaultPack_Base
        maximumLoad = 40;//55
    class B_LIB_US_MGbag: B_LIB_AssaultPack_Base
        maximumLoad = 60;
    class B_LIB_US_MGbag_Empty: B_LIB_US_MGbag
    class B_LIB_US_MGbag_Big_Empty: B_LIB_US_MGbag_Empty
        maximumLoad = 250;

    class B_LIB_GER_A_frame: B_LIB_AssaultPack_Base
        maximumLoad = 40;
    class B_LIB_GER_A_frame_kit: B_LIB_GER_A_frame
        maximumLoad = 40;
    class B_LIB_GER_A_frame_zeltbahn: B_LIB_GER_A_frame
        maximumLoad = 40;
    class B_LIB_GER_A_frame_AT: B_LIB_GER_A_frame
    class B_LIB_GER_A_frame_Gef: B_LIB_GER_A_frame
    class B_LIB_GER_Radio: B_LIB_AssaultPack_Base
        maximumLoad = 2;
        mass = 150;
    class B_LIB_GER_Backpack: B_LIB_AssaultPack_Base
        maximumLoad = 110;
    class B_LIB_GER_SapperBackpack_empty: B_LIB_GER_Backpack
    class B_LIB_GER_SapperBackpack: B_LIB_GER_SapperBackpack_empty
    class B_LIB_GER_SapperBackpack2: B_LIB_GER_SapperBackpack_empty
    class B_LIB_GER_MedicBackpack: B_LIB_AssaultPack_Base
        maximumLoad = 80;
    class B_LIB_GER_MedicBackpack_Empty: B_LIB_GER_MedicBackpack
    class B_LIB_GER_MedicBackpack_Big_Empty: B_LIB_GER_MedicBackpack_Empty
        maximumLoad = 250;
    class B_LIB_GER_Tonister34_cowhide: B_LIB_GER_MedicBackpack_Empty
    class B_LIB_GER_LW_Paradrop: B_LIB_AssaultPack_Base
        maximumLoad = 0;
    class B_LIB_GER_Panzer: B_LIB_AssaultPack_Base
        maximumLoad = 150;
    class B_LIB_GER_Panzer_Empty: B_LIB_GER_Panzer
    class B_LIB_GER_Panzer_Big_Empty: B_LIB_GER_Panzer_Empty
        maximumLoad = 250;

    class B_LIB_SOV_RA_GasBag: B_LIB_AssaultPack_Base
        maximumLoad = 65;
    class B_LIB_SOV_RA_Paradrop: B_LIB_AssaultPack_Base
        maximumLoad = 0;
    class B_LIB_SOV_RA_MedicalBag: B_LIB_AssaultPack_Base
        maximumLoad = 80;
    class B_LIB_SOV_RA_MedicalBag_Empty: B_LIB_SOV_RA_MedicalBag
    class B_LIB_SOV_RA_MedicalBag_Big_Empty: B_LIB_SOV_RA_MedicalBag_Empty
        maximumLoad = 250;
    class B_LIB_SOV_RA_Radio: B_LIB_AssaultPack_Base
        maximumLoad = 2;
        mass = 150;
    class B_LIB_SOV_RA_Rucksack: B_LIB_AssaultPack_Base
        maximumLoad = 100;
    class B_LIB_SOV_RA_Rucksack_Green: B_LIB_SOV_RA_Rucksack
    class B_LIB_SOV_RA_Rucksack2: B_LIB_SOV_RA_Rucksack
    class B_LIB_SOV_RA_Rucksack2_Green: B_LIB_SOV_RA_Rucksack2
    class B_LIB_SOV_RA_Shinel: B_LIB_SOV_RA_Rucksack
    class B_LIB_SOV_RA_RucksackMines: B_LIB_SOV_RA_Rucksack
    class B_LIB_SOV_RA_RucksackMines2: B_LIB_SOV_RA_Rucksack
    class B_LIB_SOV_RA_MGAmmoBag: B_LIB_AssaultPack_Base
        maximumLoad = 80;
    class B_LIB_SOV_RA_MGAmmoBag_Empty: B_LIB_SOV_RA_MGAmmoBag
    class B_LIB_SOV_RA_MGAmmoBag_Big_Empty: B_LIB_SOV_RA_MGAmmoBag_Empty
        maximumLoad = 250;

    class B_LIB_BasicBag: B_LIB_AssaultPack_Base
    class B_LIB_GER_Bag: B_LIB_AssaultPack_Base
        maximumLoad = 100;
    class B_LIB_GER_GrenadesBag: B_LIB_GER_Bag
    class B_LIB_GER_K89AmmoBag: B_LIB_GER_Bag
    class B_LIB_GER_MGAmmoBag: B_LIB_GER_Bag
    class B_LIB_GER_MineBag: B_LIB_GER_Bag
    class B_LIB_GER_ExplosivesBag: B_LIB_GER_Bag
    class B_LIB_SOV_Bag: B_LIB_AssaultPack_Base
        maximumLoad = 100;
    class B_LIB_SOV_GrenadesBag: B_LIB_SOV_Bag
    class B_LIB_SOV_PPShAmmoBag: B_LIB_SOV_Bag
    class B_LIB_SOV_MinesBag: B_LIB_SOV_Bag
    class B_LIB_SOV_ExplosivesBag: B_LIB_SOV_Bag
    class B_LIB_SOV_MosinAmmoBag: B_LIB_SOV_Bag
    class B_LIB_SOV_DPAmmoBag: B_LIB_SOV_Bag
    class B_LIB_US_Bag: B_LIB_AssaultPack_Base
        maximumLoad = 100;
    class B_LIB_US_BARBag: B_LIB_US_Bag
    class B_LIB_US_BazBag: B_LIB_US_Bag
    class B_LIB_US_MineBag: B_LIB_US_Bag
    class B_LIB_FunkBag: B_LIB_AssaultPack_Base
        maximumLoad = 2;
        mass = 150;
    class B_LIB_FunkBag_Empty: B_LIB_FunkBag
    class B_LIB_RadioBag: B_LIB_AssaultPack_Base
        maximumLoad = 2;
        mass = 150;
    class B_LIB_RadioBag_Empty: B_LIB_RadioBag
 

 

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British Special Operations Command - Africa - 1941 

Pictured after a successful attack on an Axis Airfield 

 

2816376.jpg

 

Mods= IF+FOW

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