Jove Chiere 448 Posted October 30, 2019 Well @lato190... These tests have already been done, with CUP and JBAD. The problem is much deeper, since CUP models use self-centering and those of ToH do not. For that reason the models do not fit and the buildings appear moving. Even canceling the self-centering value, the doors appear badly throughout the map. It has a bad solution, you should edit the buildings from the Terrain Builder, and that is very intense work. 1 Share this post Link to post Share on other sites
lato190 55 Posted November 2, 2019 On 10/30/2019 at 10:04 AM, Jove Chiere said: Well @lato190... These tests have already been done, with CUP and JBAD. The problem is much deeper, since CUP models use self-centering and those of ToH do not. For that reason the models do not fit and the buildings appear moving. Even canceling the self-centering value, the doors appear badly throughout the map. It has a bad solution, you should edit the buildings from the Terrain Builder, and that is very intense work. wait, have you also tried re-exporting the map from terrain builder after you replaced the building models? maybe the map needs to be re exported Share this post Link to post Share on other sites
Jove Chiere 448 Posted November 3, 2019 On 11/2/2019 at 4:12 PM, lato190 said: wait, have you also tried re-exporting the map from terrain builder after you replaced the building models? maybe the map needs to be re exported The problem is more in the model than in the field, I explain. The center of a model is usually allowed to self-center according to size, this is currently used a lot in Arma 3. But formerly in ToH the variable "Autocenter = 0" was used to avoid that the model of a building could focus on one position erroneous to the desired modeling. And for that reason the buildings do not fit. You can deactivate this Autocenter option by replacing the model within the map's own config.cpp. Example: class Land_House_C_1_EP1; class Land_House_C_1_H : Land_House_C_1_EP1 { autocenter = 0; }; But the problem is that the doors and other elements are not placed in the desired position. The fact of replacing the buildings in the Terrain Builder, for now I do not contemplate the option of touching the .WRP. Share this post Link to post Share on other sites
Jove Chiere 448 Posted November 8, 2019 A new small update but that also changes small interesting details. Quote Version 1.105 @ToH Core -Fixed walls and fences, now they are destructible by vehicle collision. -Added more intensity to the night lights of signaling of airports and buildings. @Seattle -Added 3 new airstrips, all airports. I hope you like it, Happy weekend. See you in the clouds. 10 3 Share this post Link to post Share on other sites
LuizBarros99 7 Posted February 15, 2020 On 10/2/2019 at 8:54 PM, Jove Chiere said: Grande @Tova, a very clean and fast script. I love that you use the name of the .p3d to locate the objects. I also tried using the Replace script, but I couldn't save the problem of the unnamed models. Goodjob... I was doing tests to replace the buildings directly in the terrain config, but although anulate the model's autocenter, the doors were still moving. On black buildings, the problem is in CUP. They have a file called CUP_Terrains_Hsim_data_fix.pbo that overrides ToH settings to send conflicts with the material that CUP uses within its mod. But also extracting this file gives errors and visual defects in CUP terrains. Hey, I am very "beguinner" in relation to understanding how mod work in ArmA 3. Because of that I can't quite comprehend why can't you just replace as many assets with assets that can be found in game or in CUP Terrains mod? I think it would be a lot more functional solution if its possible. Share this post Link to post Share on other sites
Aradol 13 Posted May 3, 2020 (edited) My current WIP on the South Asia map. Update: Note that I am working on 2 versions of this base inspired by Bagram. Above is 2003, below is 2009. Edited May 9, 2020 by Aradol Update on WIP 9 1 Share this post Link to post Share on other sites
Jove Chiere 448 Posted May 15, 2020 On 5/3/2020 at 10:36 PM, Aradol said: My current WIP on the South Asia map. A huge job @Aradol... Congratulations by a Base Aerea extraordinary. 💪 When you play with infantry, recommend the mod of @ANZINS Terrain to give more quality to the terrain. 1 Share this post Link to post Share on other sites
starlord1214 12 Posted May 23, 2020 hey @Jove Chiere question is there chance your going fix the roads for the Seattle map? Share this post Link to post Share on other sites
Jove Chiere 448 Posted May 25, 2020 Hi @starlord1214, I have versions of the roads, one with all possible roads on the map (including streets and side roads) and one that only includes highways, main roads and major streets. But both are too much for the Arma 3 engine, too unstable. https://imgur.com/a/HOBo7DU I'm planning to add the roads as an external file that can be used or not depending on the players. 1 1 Share this post Link to post Share on other sites
Aradol 13 Posted June 29, 2020 (edited) Just an update. I am still working on the airbase template, most of what I have been doing lately has been tweaks and fixes to some errors with things lining up so there hasn't been anything really new enough to warrant new images. The project is still going on. I have been asked in PMs, yes I will be releasing the template on steam along with links to the needed addons to get it looking nice. Thanks for the patience. July 2nd Update: In the next day or so I plan on releasing an alpha build of my airbase template for feedback. Please note that while advised against in the map, I have used CUP assets however as my template will likely be used for air based missions I don't forsee this being much of an issue. Edited July 2, 2020 by Aradol Update 1 Share this post Link to post Share on other sites
Aradol 13 Posted July 4, 2020 Here she is folks. The early alpha build. I do not know how to upload an unbinarized version for your editing enjoyment, but as soon as I do I will update it ASAP. I also plan to regularly update this alpha build maybe once a week on steam if I feel I have made decent progress so check back occasionally. https://steamcommunity.com/sharedfiles/filedetails/?id=2154083891 I forgot to mention that in this version of the map, just like bagram, the old runway is no longer in use. So autopilot landings or ai landings will not use the active runway. I know this seems odd but this map was originally intended for a private server. Share this post Link to post Share on other sites
Jono the Cutest 70 Posted July 19, 2020 When you feel like Arma 3 doesn't have many character faces. And now this. THIS! 😍 1 Share this post Link to post Share on other sites
Valken 622 Posted July 21, 2020 I had an idea for the South Asia map and maybe for Seattle. I saw a mod that replaced cup with some Contact DLC houses which can be entered. https://steamcommunity.com/sharedfiles/filedetails/?id=1883956552 Would you consider using that to fix some of the housing issues? 1 Share this post Link to post Share on other sites
Jove Chiere 448 Posted July 21, 2020 4 minutes ago, Valken said: I had an idea for the South Asia map and maybe for Seattle. I saw a mod that replaced cup with some Contact DLC houses which can be entered. https://steamcommunity.com/sharedfiles/filedetails/?id=1883956552 Would you consider using that to fix some of the housing issues? @Tova and I, we talked about this long ago... there are numerous problems, in addition to the overload generated by high polygon buildings. In principle, it's not in my immediate plans. Besides, I'm more of a graphic designer than a programmer, it's complicated for me. Share this post Link to post Share on other sites
Jove Chiere 448 Posted August 1, 2020 I have created a new thread for the heads (the mod has expanded so much that it requires one). This will continue for the Seattle and South Asia terrains. Sorry for the inconvenience! 🙄 Share this post Link to post Share on other sites
Jove Chiere 448 Posted September 21, 2020 Good night on the road, Seattle drivers! ToH Core Version 1.110 Updated roads in both South Asia and Seattle. Still a lot of work to do. The update only affects ToH Core. Quote Version 1.110-Optimized South Asian roads, eliminated unnecessary areas and corrected some others. (WIP) -Complete version of Seattle's roads, still in work, is a first version. (WIP) Spoiler I confess that I tried to make a full version of Seattle's roads, with more than 77k roads. After 15 minutes processing the information, Arma3 managed to show me the roads but at only 1 FPS. This is too much for the Arma3 engine, unacceptable! Be careful behind the wheel. 3 1 Share this post Link to post Share on other sites
Valken 622 Posted September 22, 2020 Wait until GPU gets up to 20x the power of today's GPUs and then we can run it with no problems. 1 Share this post Link to post Share on other sites
h4wek 43 Posted March 29, 2021 Maybe someone want to exchange objects to clasees massive here is the tool: https://steamcommunity.com/sharedfiles/filedetails/?id=2439692082 4 Share this post Link to post Share on other sites
DSK-Outlaw 1 Posted April 21, 2021 Hello, Regarding the issue posted on the steam comments : I managed to find the issue stated in the comment.It was the a3 launcher that reset my load order and put ToH core infront of CUP core.Im still getting one error that i can't figure out(only when using TOH with seattle or South asia and CUP Core+CUP Terrains) wich is when launching the game : https://imgur.com/a/x4lZ1rm or when changing the advised load order : https://imgur.com/a/4MoqjZm , https://imgur.com/a/t1AAcve 1 Share this post Link to post Share on other sites
Jove Chiere 448 Posted April 22, 2021 8 hours ago, DSK-Outlaw said: Hello, Regarding the issue posted on the steam comments : I managed to find the issue stated in the comment.It was the a3 launcher that reset my load order and put ToH core infront of CUP core.Im still getting one error that i can't figure out(only when using TOH with seattle or South asia and CUP Core+CUP Terrains) wich is when launching the game : https://imgur.com/a/x4lZ1rm or when changing the advised load order : https://imgur.com/a/4MoqjZm , https://imgur.com/a/t1AAcve Oh that's it @DSK-Outlaw, no problem, I've created a mini-mod that fixes compatibility and CUP bugs with ToH.https://steamcommunity.com/sharedfiles/filedetails/?id=2423420392 You must sort the mods in the right order as explained in the mod description... 1 Share this post Link to post Share on other sites