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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.

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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

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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.

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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.

aLJJncS.jpg
 -Added more intensity to the night lights of signaling of airports and buildings.

8rR0gss.jpg

@Seattle

 -Added 3 new airstrips, all airports.

qHHA66f.jpg

 

I hope you like it, Happy weekend.
See you in the clouds.

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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.

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Posted (edited)

My current WIP on the South Asia map.

A44D21A1FFDE2C40FA524ECD404FAC2EAAD6ABDB

D0170C8CC09C7D10EFC63BA1004347A86C3DE118

022309E1DCB2FC9172E8C30B2549D6C83217FF7A

 

Update: Note that I am working on 2 versions of this base inspired by Bagram. Above is 2003, below is 2009.

 

208413BB6D4339DF3E44FC919E859B66EECAD866

EEEB3EC1A5E1C42AE59C38F3B2A36BBF0BAAC3CF

Edited by Aradol
Update on WIP
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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.

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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.

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Posted (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 by Aradol
Update
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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.

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When you feel like Arma 3 doesn't have many character faces.
And now this. THIS! 😍

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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.

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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! 🙄

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