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Ironsight

Midship island released

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Midship released his typedemo island on OFP.info, this is a great island and is a breakthrough in OFP (it even includes trenches). Try it out and I am sure you will be just as astonished as me smile_o.gif

Quote[/b] ]Midship has sent us his typedemo island, it features reduced cell sizes to increase details and enhance the terrain variety. Check the readme before installing it!

Overview : The island shows the properties of a terrain resolution at 1,5m cell size (instead of 50m). This is useful for CQB theatres where detailed terrain is demanded.

For comparison, the demo uses intentionally the most basic OFP objects and textures. The island extends over 10000 squaremeters at 4096 cells.

Download link

MidShips.jpg

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As an island maker, I would love to know how he got such a small cell size...

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Very beautiful, but I consider it as a "demonstrator", as it seem too small even for the smaller training scenario.

In addiction, if I think to a larger island with the same detailed resolution I can't avoid to imagine it as a lag-inferno.... rock.gif

Anyway, very nice island.

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lol i put a man on the island view distance right down lots of fog and i still froze my computer biggrin_o.gif

i have a good com as well tounge_o.gif ah well nvm

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Quote[/b] ]Settings : As lag increases with reduced cell size, the parameters

for fog and the view-slantrange are to be set as follows:

setviewdistance 141.4

fog (weather) 12/16

fog (forecast) 12/16

Viewdistance 141.4 hmmm that's extremely low. I shall give it a try.

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my comp freezes too, wonder how some people can actually play on that island  rock.gif  sad_o.gif

edit:<span id='ME'><center>Mr Burns bangs head on keyboard</center></span> .. gotta read readme´s more often  tounge_o.gif

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The first time I ran it, my PC freeze and I was forced to restart it. In the second attempt I had put a trigger with setviewdistance at 200, setfog at 0.5 and setovercast at 0.5 and all ran well. With this conditions I've no experienced heavy lag and all the isle was visible to me.

But my dubts still remains....

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i´ve tried with viewdistance 500 and some fog, slightly less than full setting, and it ran really well. the trenches are impressive, but the islands size is just too small..i dont wanna imagine the lag on a malden sized island with so many objects and the special terrain setting.

the hc1_spearhead island (1st version) is a good compromise between object count and island size imho, it´s got a unique feel to it due to the extensive use of objects in towns but doesn´t lag at all.

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how do I setfog and setovercast?

in a trigger act I type:

setfog 0.5

and then it gives me an unknown operator.

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how do I setfog and setovercast?

in a trigger act I type:

setfog 0.5

and then it gives me an unknown operator.

You must add the transition time before:

e.g.: 200 setfog 0.5

Where 200 is the amount of time in seconds before the transition is complete.

The same for setovercast.

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Setviewdistance can never be lower than 500 or has something happened lately that allows such an action? rock.gif

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When I load the map in the editor, I have to wait a long time before it starts, and when it starts, it hangs...

EDIT: I saw Burns' reply. I Second that... smile_o.gif

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I have been hoping that someone would do something like this. Although this particular island is not usefull for gaming purposes it would be good to see cell sizes in 25m, 12.5m and 6.25M. It would be interesting to see a few years from now if we can still make up to date computers lag biggrin_o.gif

With his cell resolution however you can make some nice trenches using elevation.

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If you want a real challenge -

1 - Place yourself somewhere on the range.

2 - Spawn one enemy

3 - copy and paste this "this setDir random 360; this setPos [getpos this select 0 - random 3 + random 3,getpos this select 1 - random 3 + random 3,0]" in the before mentioned unit's init field(without the "quotation marks").

4 - copy this unit and place the copies all over the map

This will Make a lot of enemies that are looking in different directions, and are never in the exact same place

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Setviewdistance can never be lower than 500 or has something happened lately that allows such an action?  rock.gif

These are the first words I had never read about...

Are you saying that there should be a minimun limit for setviewdistance?

I don't know if something happened "behind the scene" during my attempt.... rock.gif

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I tried it with no setview distance... I didn't crash but it took 4-6 seconds to render one frame. And I think I have the same problem with minimum viewrange at 500.

Oh and when I walk over the water I feel biiiig smile_o.gif

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very good, but what computer can use this map when it's 'll bigest and with a some viewdistance?

I have a AMD athlon 2Ghz, 1024MO DDR ram, and a Readon 9200.

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congrats to the author!

what a nice island this is, with fog and corrected viewdistance is plays quite well in fact.

btw:you can set viewdistance below 500m in user.cfg

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He defined the cell size in the config I think

I wouldn't have thought so other wise how can you create the trenches etc in the editor which only allows default ofp cell size.

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with lots of trying ?!

UnPbo the file and check out the wrp file with WRP Tool,

then you want to know how he had done that.

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