redarmy 422 Posted October 13, 2017 I spent about three months editing summer cherno with the Eden editor,hand placing wrecks,foilage,buildings,mil compounds etc etc, in order to simulate cherno plus to a certain extent,in preperation to run Ravage mod with an old DAYZ feel,while all the time being drawn to Essekers lush setting. This version of Chernarus you guys created is so fantastic,im lost for words,you guys have plugged a huge gap for me in terrain choice,its just stunning. The lighting,the foilage,the total change to certain parts of the terrain,the buildings from DS houses and there many positions for AI,and loot spawning makes it so accessible,even at its current 30% finished status. I cannot wait to see when you guys are finished,especially looking forward to the new town/towns your planning to introduce... Thanks for the efforts of everyone involved,i'm delighted BI gave you guys the green light to alter the terrain.Great choice. Good luck with the development guys! 6 Share this post Link to post Share on other sites
scelsi 0 Posted October 14, 2017 Do you add only the small place like military camp, rural houses or we can work on a town whit lot of details for contribute to the map ? Sorry for my english, and hello from france =) Share this post Link to post Share on other sites
pvt. partz 248 Posted October 14, 2017 What is the optional folder for? Share this post Link to post Share on other sites
C.Ritter 16 Posted October 14, 2017 Hello i've recreated the Balota Arma 2 DayZ Military Camp, Zelengorsk Arma 2 DayZ Military Camp and the Stary Sobor DayZ Standalone Military Camp, but can only allow the Stary Sobor on the map, the other locations i see has been custom modified, free for you to put on the map if you like, just remade it out of boredom for these mods, made one original with the DesolationREDUX mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1166320239 , but here ya go :) https://drive.google.com/open?id=0B_rzwNxH36VEWHJMcUpvYWxfemc or to save time if only the terrain builder code is needed: Spoiler "BagFence_Long_F";206269.3125;7826.516113;303.771;-359.287;-1.05313;1;304.939911; "CncBlock";206264.5;7819.802246;267.324;-357.525;-2.74053;1;304.621979; "BagBunker_Small_F";206268.984375;7818.605957;91.2889;-357.705;-2.14293;1;304.736725; "Barbedwire";206282.265625;7799.861816;221.945;-356.623;-3.133;1;304.381042; "Barbedwire";206298.078125;7790.149902;33.2415;-356.873;-2.73259;1;304.652618; 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EO 11277 Posted October 14, 2017 5 hours ago, pvt. partz said: What is the optional folder for? It contains a SimulWeather config, based on the Sullen Skies mod. 1 Share this post Link to post Share on other sites
katipo66 94 Posted October 14, 2017 Hey guys and gals, ive spent a bit of time on this map now trying to build a mission, ive mostly only been down in the South west corner west of Kamenka, the river is a really nice feature, shame it wasnt longer and veered into the map more, would have been a great way to traverse... could it be opened up to enable boat travel all the way to the end, currently theres a big ass boulder thats just blocking access... also there is a little lagoon there, it would be great if it had a channel to move in an out off. Also im guessing this map is not really being made with AI in mind to much maybe? i was just concerned with wrecks all over the road that AI get confused and are unable to complete dynamic waypoints? tbh i havent been anywhere else on the map yet lol, but just from some screens i seen and stuff. Anyways i know its only 30% complete but from this little corner that ive been camped in for a while i really like the look and feel of it, for example while testing i must have ran from the train carriages to Kamenka over 50 times but ive never really tired of it. Im only concerned that it might be 'ruined' by too much clutter and user made camps and bases and things... and lastly those Malden bunkers look awesome in this map but then they look awesome anywhere.. Thanks guys! 3 Share this post Link to post Share on other sites
EO 11277 Posted October 14, 2017 22 minutes ago, katipo66 said: Also im guessing this map is not really being made with AI in mind to much maybe? i was just concerned with wrecks all over the road that AI get confused and are unable to complete dynamic waypoints? AI get confused even without wrecks on the road. ^^ It's worth remembering you can remove anything you don't like using the Hide Terrain Object module, it's pretty useful. 2 1 Share this post Link to post Share on other sites
redarmy 422 Posted October 14, 2017 11 minutes ago, Evil Organ said: AI get confused even without wrecks on the road. ^^ It's worth remembering you can remove anything you don't like using the Hide Terrain Object module, it's pretty useful. That hide terrain module sounds awesome. can it improve FPS in some instances? i imagine it functions the same as the show hide module Share this post Link to post Share on other sites
katipo66 94 Posted October 14, 2017 For one thing, that plane on the runway at Balota air strip will need to go, would be good if it can do that, will need to investigate it, sounds very useful. Share this post Link to post Share on other sites
Killjoyy 170 Posted October 14, 2017 1 minute ago, katipo66 said: For one thing, that plane on the runway at Balota air strip will need to go, would be good if it can do that, will need to investigate it, sounds very useful. As mentioned above, the new modules work flawlessly, big ups to BI on this one. It's almost as if they had our map in mind :D As for the river there is plans on extending it, stay tuned for more details! 2 Share this post Link to post Share on other sites
haleks 8212 Posted October 14, 2017 1 hour ago, Evil Organ said: AI get confused even without wrecks on the road. ^^ It's worth remembering you can remove anything you don't like using the Hide Terrain Object module, it's pretty useful. I would add that the AI would most likely "know" about wrecks on the roads, as those are part of the terrain itself. It's objects that are spawned during the mission (like wrecks spawned by the Ravage mod) that will confuse them the most. 1 Share this post Link to post Share on other sites
Zhivets 2392 Posted October 14, 2017 6 hours ago, redarmy said: That hide terrain module sounds awesome. can it improve FPS in some instances? i imagine it functions the same as the show hide module In my experience using it, it can actually hurt your FPS if you spawn too many of them. 1 Share this post Link to post Share on other sites
aussie battler 94 Posted October 24, 2017 Love the map, great work. Just wondering if I can override the murky water & make it clear. We have under water missions & I would like to make it visible underwater. I tried adding this code but it didnt override it: Spoiler class Underwater { /// fog color is changed based on the depth under the water surface /// normal fog color -> water color -> deep water color /// ^ /// noWaterFog -> fullWaterFog -> deepWaterFog /// depth under the water, where water color starts (can be negative = distance above water) noWaterFog = -0.3; /// depth under the water, where water color is at full strength and deep water color starts fullWaterFog = 0.1; /// depth under the water, where deep water color is at full strength deepWaterFog = 10; /// distance of the water fog (fog far) waterFogDistance = 20; /// distance of the water fog (fog near) waterFogDistanceNear = 0; /// color of the water fog at fullWaterFog depth waterColor[] = {0.02,0.08,0.12}; /// color of the water fog at deepWaterFog depth deepWaterColor[] = {0.01,0.06,0.14}; /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?) surfaceColor[] = {0.20,0.30,0.25}; /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?) deepSurfaceColor[] = {0.10,0.18,0.22}; }; class SeaWaterShaderPars { // coefficient used to multiply move value of refractions refractionMoveCoef = 0.01; // minimal water surface opacity, when we are looking from above the water surface down minWaterOpacity = 0.65; // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef; waterOpacityDistCoef = 0.07; // opacity of water surface when we are under water underwaterOpacity = 0.2; // distance from object, where we start to fade the water surface to full opacity waterOpacityFadeStart = 100; // length of water surface opacity fading waterOpacityFadeLength = 20; }; Found the code here: https://forums.bistudio.com/forums/topic/185225-changing-water-color/ Share this post Link to post Share on other sites
crazy mike 567 Posted October 24, 2017 11 hours ago, aussie battler said: Love the map, great work. Just wondering if I can override the murky water & make it clear. We have under water missions & I would like to make it visible underwater. I tried adding this code but it didnt override it: Reveal hidden contents class Underwater { /// fog color is changed based on the depth under the water surface /// normal fog color -> water color -> deep water color /// ^ /// noWaterFog -> fullWaterFog -> deepWaterFog /// depth under the water, where water color starts (can be negative = distance above water) noWaterFog = -0.3; /// depth under the water, where water color is at full strength and deep water color starts fullWaterFog = 0.1; /// depth under the water, where deep water color is at full strength deepWaterFog = 10; /// distance of the water fog (fog far) waterFogDistance = 20; /// distance of the water fog (fog near) waterFogDistanceNear = 0; /// color of the water fog at fullWaterFog depth waterColor[] = {0.02,0.08,0.12}; /// color of the water fog at deepWaterFog depth deepWaterColor[] = {0.01,0.06,0.14}; /// skyTopColor (zenith) at fullWaterFog depth (reflections on water surface?) surfaceColor[] = {0.20,0.30,0.25}; /// skyTopColor (zenith) at deepWaterFog depth (reflections on water surface?) deepSurfaceColor[] = {0.10,0.18,0.22}; }; class SeaWaterShaderPars { // coefficient used to multiply move value of refractions refractionMoveCoef = 0.01; // minimal water surface opacity, when we are looking from above the water surface down minWaterOpacity = 0.65; // coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface // waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef; waterOpacityDistCoef = 0.07; // opacity of water surface when we are under water underwaterOpacity = 0.2; // distance from object, where we start to fade the water surface to full opacity waterOpacityFadeStart = 100; // length of water surface opacity fading waterOpacityFadeLength = 20; }; Found the code here: https://forums.bistudio.com/forums/topic/185225-changing-water-color/ make a new config and either copy paste the entire chr config or just copy the main world class then paste in what you want to change, pack it and load the addon you just made and should override, make sure this new configs patch is dependant on the chr map patch or else it wont override 1 Share this post Link to post Share on other sites
zhaleks 16 Posted October 24, 2017 Hello there. I've found this floating object. Sorry, if already mentioned somewhere. Good luck and thanks for your efforts. Share this post Link to post Share on other sites
major-stiffy 281 Posted October 24, 2017 On 10/14/2017 at 6:11 AM, haleks said: I would add that the AI would most likely "know" about wrecks on the roads, as those are part of the terrain itself I tested this and the AI cannot navigate past the wrecks. When they hit a wreck, they back up slightly then just sit there. Share this post Link to post Share on other sites
YourDaddy 1 Posted October 24, 2017 Hi, the map is beautifull! The postapocalyptical environment is perfectly! Have you in concept to do, the winter mod for chernarus redux ? Greeting YourDaddy 1 Share this post Link to post Share on other sites
yukihito23 122 Posted October 24, 2017 5 hours ago, zhaleks said: Hello there. I've found this floating object. Sorry, if already mentioned somewhere. Good luck and thanks for your efforts. yes, thats already been foind and logged on defect tracker. thanks for reporting though! Share this post Link to post Share on other sites
aussie battler 94 Posted October 25, 2017 @crazy mike Thanks for the heads up, I'll do that. Sorry to see you leave Exile forums, I did enjoy your reading your funny replies. Share this post Link to post Share on other sites
katipo66 94 Posted October 25, 2017 This map obviously works very well with the whole survival theme of which I have recently dived head first into but I also setup a few DAC missions with RHS and CUP and well, they all go together very nicely.. Feels very authentic. i might be be over thinking it or my lappy might be playing tricks on me but there is a very strong contrast of dark and light when moving in and out of forests, it's very immersive, especially coming out of a forest into the open fields, the lighting work on this map is outstanding, it can at times feel a bit too strong but that's suits my taste anyway. 1 Share this post Link to post Share on other sites
crazy mike 567 Posted October 25, 2017 3 hours ago, katipo66 said: This map obviously works very well with the whole survival theme of which I have recently dived head first into but I also setup a few DAC missions with RHS and CUP and well, they all go together very nicely.. Feels very authentic. i might be be over thinking it or my lappy might be playing tricks on me but there is a very strong contrast of dark and light when moving in and out of forests, it's very immersive, especially coming out of a forest into the open fields, the lighting work on this map is outstanding, it can at times feel a bit too strong but that's suits my taste anyway. ill probably be tweaking the lighting and the sky soon because its just a tad bit too intense ive quite literally gotten a headache from sitting in a dark room playing lol Share this post Link to post Share on other sites
katipo66 94 Posted October 25, 2017 Oh bro! just a "tad" ok lol, I think it's that lighting that contributes to the ominous type feel. Share this post Link to post Share on other sites
EO 11277 Posted October 25, 2017 Playing anything in a darkened room will probably give a headache, it's not really the best environment for tweaking such an important element of a terrain either. 2 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted October 25, 2017 I think the lighting is amazing as is, and is hands down not only my favorite map in A3 currently (close call with Lythium), but also my favorite lighting as well. Hopefully if it has to get tweaked it’s subtle. The lighting is awesome IMO. 1 Share this post Link to post Share on other sites
crazy mike 567 Posted October 25, 2017 well lighting as in the super gray sky which killjoy also agrees needs a small touch 2 Share this post Link to post Share on other sites