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ag_smith

CAT's Afghanistan Revisited

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I'm like halfway done with the update. Just wanted to let you know what to expect:

- Rivers - some people said that there is a plenty of rivers in Afghanistan. Well, in some regions - yes, in the others - no. Anyway, due to OFP grid size and the whole waves/tides thing they wouldn't look like a river anyway, so don't expect to see any on this map.

- Lush terrain - other people said that terrain is to barren and there should be more greenery. I could partly agree with that, but the original map had the desert feel and I'm not going all of a sudden change that. It's gonna stay as barren as it is now. The quick google search will also bring up enough photos that look so similar to what you can see on this island, so I think my decision is justificated.

blues.gif

On this occasion, I'd like to also promote 3 excellent missions made recently for this map:

Dynamic Afghanistan, by honchoblack, tacrod, Sanctuary. It's a campaing-in-a-single-mission type with incredible replayability factor.

The Last Fight 3 by Sanctuary, something for those who want an instant firefight in 4 random locations.

Convoy Security, excellent coop mission by Winters.

smile_o.gif

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MLF:  Looks pretty barren to me.

You must be reading my mind... wink_o.gif

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I'm guessing the forest which occupy the highlands are fairly barren, afghanistan is very varied in vegitations, from lush firls of grass to dunes of sand, it's a shame that the siland does not reflect this. CAT was going to add forest to the mountains when he was posting OFPEC.

I love the island but i don't really regard it as afghanistan.

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you can't regard it as afghanistan... its too small...

you've got to realise that you're not just going to find all this terrain in the space of an OFP island - live with it

those varying degrees of vegetation etc occur over the whole of afghanistan, which is slightly larger thqan 26x26 - this is a snippet of the country, and should be regarded as such...

remember - you could always download visitor, wrpedit etc and change it yourself smile_o.gif

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you can't regard it as afghanistan... its too small...

you've got to realise that you're not just going to find all this terrain in the space of an OFP island - live with it

those varying degrees of vegetation etc occur over the whole of afghanistan, which is slightly larger thqan 26x26 - this is a snippet of the country, and should be regarded as such...

remember - you could always download visitor, wrpedit etc and change it yourself  smile_o.gif

o i know that, it's just that i always thought CAT was going for a kind of mini Afghanistan which had the varying vegitation which he was going to implement later.

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Yes.... but that was a long time ago. The Cat stopped working on it, some missions were made, people got used to it as it was. Now, all of a sudden, I can't change that much. I hope you'll undestand my decision.

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One thing to think about is using the low lying vegetation found in the desert portion of Tonal. It would work nicely in this map.

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Latest Afghani economic news!

Trade fluorishes thanks to new markets being opened all over the country:

afghantrade39ue.th.jpg

afghantrade54nt.th.jpg

Notice these friendly market traders... tounge_o.gif

afghantrade24qo.th.jpg

smile_o.gif

PS @gunterlund, I'll check on that vegetation right now. Wouldn't be too much of a problem as I already have the permission to use Tonal stuff. I just don't want to copy too much unnecessary stuff...

I've been thinking though about changing one major road to asphalt road, the one used on Tonal. What do you think people? rock.gif

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Ag_Smith:

Looks fantastic. I really appreciate you updating something that you already updated that was great to begin with. I think a hardball road wouldn't be too bad, if it blends, but the biggest concern would be to maintain the lag-free gameplay that this map allows. I haven't even done much w/ it yet, but it has so many possibilities (mission-wise). Thanks again.

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yes i agree.. that if its one thing this map does possess is lag free gameplay!! its the only good desert map that you can play on that doesnt lag.... lets keep it that way. I agree more vegetation would be nice.. it makes it look more real with those green spots on the map not just blank desert. And some Tonal objects wouldnt be bad as long as we can keep it realistic.

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This is the road I'm talking about:

conceptafghan35fm.th.jpg

I've just got the Azaan prayer sound and I'm thinking about the best way to implement it into map... for now I think I'm gonna leave it to missionmakers to use via triggers.

Vegetation from Tonal is a no go. I've checked and actually there are only 2 sorts of bush and for me they don't really look like they could grow in arid climate.

And no worries about the lag.... you won't see any! That's the most important aspect I pay attention to. smile_o.gif

Edit: Forgot to say... I'm trying to get a nice sand storm effect. I'm using the old CAT effects as a base, but I have no idea how to modify cloudlet parameters. Not just yet. tounge_o.gif

For now it looks like that (actual ingame screenshot, only resized and brightness modified):

conceptafghan28ru.th.jpg

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The sandstorm looks pretty sweet. I think the road looks fine there, especially w/ the sand spilling over, so as long as you think it fits in the map, like near the airport, I'd say go for it.

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Well this is an early one for OPGWC. No idea where/if I have an updated one.....so it's probably a little laggy. I'm just copying these verbatum, but it should give you some ideas. I know the colour works 100% for OPGWC anyway.

EDIT: Damm...found a slightly later one.

init.sqs:

Quote[/b] ]cutText ["", "BLACK IN", 3]

[dude] exec "sandstorm2.sqs"

mission.sqs:

Quote[/b] ]version=11;

class Mission

{

randomSeed=15517699;

class Intel

{

startWeather=0.000000;

startFog=0.944222;

forecastWeather=0.000000;

hour=6;

minute=0;

};

class Groups

{

items=1;

class Item0

{

side="WEST";

class Vehicles

{

items=2;

class Item0

{

position[]={6908.239746,75.000000,2403.453613};

azimut=-91.824142;

id=0;

side="WEST";

vehicle="Jeep";

player="PLAYER COMMANDER";

leader=1;

skill=0.600000;

text="dude";

};

class Item1

{

position[]={6901.068359,75.000000,2347.798828};

id=1;

side="WEST";

vehicle="SoldierWB";

skill=0.600000;

};

};

class Waypoints

{

items=5;

class Item0

{

position[]={8268.708984,43.688858,3217.817627};

class Effects

{

};

showWP="NEVER";

};

class Item1

{

position[]={8330.815430,42.592136,3211.902588};

class Effects

{

};

showWP="NEVER";

};

class Item2

{

position[]={8323.349609,42.484348,3170.375732};

class Effects

{

};

showWP="NEVER";

};

class Item3

{

position[]={8278.987305,43.621044,3168.403564};

class Effects

{

};

showWP="NEVER";

};

class Item4

{

position[]={8268.955078,43.686432,3217.593994};

type="CYCLE";

class Effects

{

};

showWP="NEVER";

};

};

};

};

};

class Intro

{

randomSeed=10660355;

class Intel

{

};

};

class OutroWin

{

randomSeed=6981123;

class Intel

{

};

};

class OutroLoose

{

randomSeed=7907331;

class Intel

{

};

};

sandstorm2.sqs

Quote[/b] ]_OBJ = _this select 0

#update

;FRONT

#N1

drop ["cl_WATER", "", "Billboard", 10, 10, [-50,65,-2], [0,-17,0.5], 1.5, 1.28, 1, 0, [25], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.25,0.3], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

~ 0.1

#N1

drop ["cl_WATER", "", "Billboard", 10, 7, [-40,60,-1], [0,-15,0.5], 1.5, 1.28, 1, 0, [26], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N1

drop ["cl_WATER", "", "Billboard", 10, 7, [-30,62,-3], [0,-12,0.5], 1.5, 1.28, 1, 0, [27], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

~ 0.1

#N1

drop ["cl_WATER", "", "Billboard", 10, 9, [-20,67,-2], [0,-15,0.5], 5, 1.28, 1, 0, [26], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N2

drop ["cl_WATER", "", "Billboard", 10, 9, [-10,60,-1], [0,-16,0.5], 5, 1.28, 1, 0, [25], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N3

drop ["cl_WATER", "", "Billboard", 10, 9, [2,63,-2], [0,-15,0.5], 5, 1.28, 1, 0, [26], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N4

drop ["cl_WATER", "", "Billboard", 10, 9, [10,61,-1], [0,-14,0.5], 5, 1.28, 1, 0, [27], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N5

drop ["cl_WATER", "", "Billboard", 10, 9, [20,66,-2], [0,-15,0.5], 5, 1.28, 1, 0, [26], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N1

drop ["cl_WATER", "", "Billboard", 10, 9, [30,60,-1], [0,-12,0.5], 1.5, 1.28, 1, 0, [25], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N1

drop ["cl_WATER", "", "Billboard", 10, 9, [40,65,-2], [0,-15,0.5], 1.5, 1.28, 1, 0, [25], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

#N1

drop ["cl_WATER", "", "Billboard", 10, 10, [50,62,-3], [0,-17,0.5], 1, 1.28, 1, 0, [26], [[0.8,0.6,0.3,0.0], [0.8,0.6,0.3,0.25], [0.8,0.6,0.3,0.1], [0.8,0.6,0.2,0.05], [0.8,0.6,0.2,0]], [0,1], 2, 0.1, "", "", _OBJ]

~ 0.1

goto "update"

#end

exit

Have fun!

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I love you ag_smith (In a non homo way ofcourse biggrin_o.gif ) all these changes your making to the map are fantastic. The sandstorm thing is very good , especially if its coupled with good sound effects too (yes THAT is the key , simply brown stuff in air isnt good enough it needs to have that wind sound raging and whistling past you for the complete expereince)/

If your btw looking for good quality azan sound files i have them , i gave them to remo sometime ago too for his afghan everon map (dunno what happened to that map?) and do note : The morning prayer is a biit different in wording then the others. And if you cant work it out in the map then i guess its fair to leave it to us Mission makers its not to hard to put a trigger in and get it setup.

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If your btw looking for good quality azan sound files i have them

Why don't you simply release them as an AMORE addon? That way, a single copy of the files can be used multiple times by mission/mod/addon makers.

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If your btw looking for good quality azan sound files i have them

Why don't you simply release them as an AMORE addon? That way, a single copy of the files can be used multiple times by mission/mod/addon makers.

Umm sorry didnt know about that.

If i send it to you later today can you make it as an AMORE addon and put it up for whoever wants it?

smile_o.gif

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If i send it to you later today can you make it as an AMORE addon and put it up for whoever wants it?

Yes. Very busy but I'll work on it.

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Thx, Leone, I'll look into your sandstorm script. smile_o.gif

Acecombat, yes, whistling and raging wind sound effects are included!

... and I'm very interested in these Azan sounds. Could you upload them eg. to yousendit.com? Thanks. smile_o.gif

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... and I'm very interested in these Azan sounds. Could you upload them eg. to yousendit.com? Thanks.  smile_o.gif

AC sent them to me. I'm preparing an AMORE Muazzin Soundpack.

Will that suit your needs?

NOTE: AC had problems in reduced quality converting these WAV files to OGGs. I'm experiencing the same thing. Any objections to retaining them as WAVs (the WAVs are smaller than the OGGs)? Both AC and I are using dbPowerAmp.

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Let me have a look at them, I'll decide what to do.

PS. Avon, I've been always wondering how many different faces do you have for your avatar? tounge_o.gif

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