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smiley nick

Smileys Environments "Afghanistan,Kabul"

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Hi Smiley!

Just wanted 2 say absof***inlutely well done actually gettin DEM data 2 work properly!

I had a go a while back with a partial DEM of Cyprus using ASTER satellite data from NASA - it went into my GIS system no problem for the archaeology work I was doin @ the time but I couldn't get it 2 work in OFP - sea level was the problem as has been mentioned.

I'm kinda out the GIS and OFP loop @ the moment since RL issues demand I actually work for a living though I'm lookin forward to AA but here's where I used to get my DEM data from

http://edcimswww.cr.usgs.gov/pub/imswelcome/

it used to all be free but I'm not sure if that's true anymore but it's worth a look

If ur lookin for votes - try an unpopulated Cyprus - it was a north/south warzone n when we worked there a few years back we had an Argentinian UN escort in case we wandered into minefields - AND it actually is an island

anyway - bloody good work mate!  

Bushlurker notworthy.gif

Thanks for the kind words smile_o.gif

If your still wanting to get it working in ofp, give me a shout and i can help you out with it. Im on 56k so my time is limited "online" so anything via email and a wee message will be handy and i can crack on with it.

Dont give up tho wink_o.gif Keep at it.

AS for the extra link? im not sure ofp info is hosting it, so it should be ok confused_o.gif

Smiley

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Impressive island.

Even if there is nothing on it its nice to fly about on it looking at the terrain.

Very nice job, love the different terrain heights and hills.

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REQUEST:

How abt Hellmand area? Its the taliban home area and quite busy area atm, would be sweet for some british and canadian missions yay.gif

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This island looks amazing but I can't seem to download it with the ofp.info link. Is there another link for the download?

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Guest Ti0n3r

I got it the day it was released but forgot to add a comment here mad_o.gif

This is in my opinion the best looking terrain for OFP really. Now I'm just waiting for a 'populated' version smile_o.gif

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The biggest map Ive ever seen in OFP, good work. biggrin_o.gif

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Many thanks for the kind words smile_o.gif Expect plenty more like this to come wink_o.gif

@Sgt_Eversmann

Kabul should be far north of the large central flat area that you see in the ofp map, you will notice a few smaller hills, kabul surrounds itself around that, now due to the sheer scale and size of kabul you would really have to populate the eitire northern part, however this cant be done for ofp, so a smaller version will have to do, if you have google earth check the area of kabul and you will be able to take refrence on its location and size, or try google for images of "maps" and you will see smile_o.gif

As for the other link, im not aware of anymore confused_o.gif

As for the requests, all have been noted, but i cant emagin them being done until Arm A, as this is a small teaser of whats to come useing the updated engine (drools)

As for the populated version? Im sure there are a few others who are having a go, with some modeling experience or not anyone can place objects smile_o.gif

Nick

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As for the other link, im not aware of anymore confused_o.gif

It's all good, I got it to download. GJ on the island.

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1024 x 1024 I believe is a 51.2km! as 256 was 12.8, 512 25.6km...

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just stumbled across this thread...

Quote[/b] ]1024 x 1024 I believe is a 51.2km! as 256 was 12.8, 512 25.6km...

1024 would indeed be 51.2 kilometers if the map used the default terrain sample rate of 50m, but it sounds like he was able to change it to 100m. in that case, this map would be 102.4 kilometers on each side. is this the case smiley_nick, and if so, can you tell me how you were able to increase the sample rate?

also, can you tell us how much you paid for the DEM data?

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here's a new config for the addon, it adds accurately-placed map names for 16 locations (towns, mountains, anything i could find) to the map as well as the real latitude/longitude coordinates for the area. placing these names took several hours of research, and each is placed within a few dozen meters of the actual town/peak, if not directly on it, so use 'em!:

Quote[/b] ]// Kabul

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class Kabul

{

units[] = {};

weapons[] = {};

worlds[] = {"Kabul"};

requiredVersion = 1.75;

};

};

class CfgVehicles{};

class CfgSurfaces

{

class Default {};

};

class CfgEnvSounds {};

class CfgWorlds

{

class DefaultWorld {};

class Kabul: DefaultWorld

{

access=3;

description="Kabul, Afghanistan";

icon="\Kabul\Kabul.paa";

worldName="\Kabul\Kabul.wrp";

plateFormat="ML$ - #####";

plateLetters="0123456789";

startTime="19:30";

startDate="26/4/06";

centerPosition[]={31261.7891, 27919.3164, 0};

startWeather=0.300000;

startFog=0.000000;

forecastWeather=0.300000;

forecastFog=0.000000;

latitude=34.566667;

longitude=69.208889;

seagullPos[]={6375,6375,100};

ilsPosition[]={0,0,0};

ilsDirection[]={0,0.080000,1};

ilsTaxiIn[]={};

ilsTaxiOff[]={};

class Sounds

{

sounds[]={};

};

class Animation

{

vehicles[]={};

};

class Grid

{

offsetX = 0;

offsetY = 256 * 100;

class Zoom1

{

zoomMax = 0.2;

format = "XY";

formatX = "000";

formatY = "000";

stepX = 100;

stepY = -100;

};

class Zoom2

{

zoomMax = 1e30;

format = "XY";

formatX = "00";

formatY = "00";

stepX = 1000;

stepY = -1000;

};

};

class Names

{

class Kabul

{

name="Kabul";

position[]={31261.7891, 27919.3164, 0};

};

class Kabul_Int_Airport

{

name="Kabul Int. Airport";

position[]={32265.0293, 28969.1582, 0};

};

class Charikar

{

name="Charikar";

position[]={31242.7949, 42846.6797, 0};

};

class Jalez

{

name="Jalez";

position[]={17696.3223, 26079.8926, 0};

};

class Bagrami

{

name="Bagrami";

position[]={33889.5781, 26642.4863, 0};

};

class Sorubi

{

name="Sorubi";

position[]={46244.5781, 30345.8457, 0};

};

class Soltankhel

{

name="Soltankhel";

position[]={16628.1816, 7531.5254, 0};

};

class Golbahar

{

name="Golbahar";

position[]={34878.0117, 46387.1758, 0};

};

class Jabal_os_Saraj

{

name="Jabal-os-Saraj";

position[]={32958.5273, 46343.0039, 0};

};

class Dakow_Ye_Payan

{

name="Dakow Ye Payan";

position[]={29530.0352, 33887.4414, 0};

};

class Do_Abi_Ghowr_Band

{

name="Do Abi Ghowr Band";

position[]={17513.8301, 41139.7031, 0};

};

class Mahmud_e_Raqi

{

name="Mahmud-e Raqi";

position[]={35192.9961, 42857.1445, 0};

};

class Padkhvab_e_Shaneh

{

name="Padkhvab-e Shaneh";

position[]={27800.9102, 10922.9990, 0};

};

class Hasan_Khel

{

name="Hasan Khel";

position[]={43560.5352, 882.0222, 0};

};

class PAKISTAN

{

name="PAKISTAN";

position[]={50624.9531, 8294.3301, 0};

};

class Bagram_Airbase

{

name="Bagram Airbase";

position[]={34925.4922, 41043.8906, 0};

};

};

};

};

class CfgWorldList

{

class Kabul{};

};

to install just use unpbo to open up SMY_Afgan-kabul.pbo, replace the config inside with the one above, then use winpbo to create a new pbo.

alternatively, you can just d/l the new .pbo from here.

i also used the region tool in WRPTool to add ~430,000 randomly placed/sized rocks (10-20 variety) on the island, but it makes the addon jump from 2mb to 60mb; you can grab it here.

something that greatly disappointed me, though, was that i discovered that Smiley_Nick resampled the data so that the map isn't realistic, but instead squished horiztonally (on the x and y axis) by about a factor of 4 or more (ie from one end of the map to the other is 51.2km, when it should in fact be more than 200km), as well as squished vertically (z axis) by an unknown amount, probably the same as the horiztonal change (so the mountains you see in-game are only around 25% of their real-life size). i can understand why Smiley_Nick did this, but i personally don't see the point in using real-world data if you're going to alter it so greatly, so i hope someone can figure out how to get this map to work with the proper dimensions (via altering the terraingrid, a la midship's typedemo island).

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here's a new config for the addon, it adds accurately-placed map names for 16 locations (towns, mountains, anything i could find) to the map as well as the real latitude/longitude coordinates for the area.  placing these names took several hours of research, and each is placed within a few dozen meters of the actual town/peak, if not directly on it, so use 'em!:

something that greatly disappointed me, though, was that i discovered that Smiley_Nick resampled the data so that the map isn't realistic, but instead squished horiztonally (on the x and y axis) by about a factor of 4 or more (ie from one end of the map to the other is 51.2km, when it should in fact be more than 200km), as well as squished vertically (z axis) by an unknown amount, probably the same as the horiztonal change (so the mountains you see in-game are only around 25% of their real-life size).  i can understand why Smiley_Nick did this, but i personally don't see the point in using real-world data if you're going to alter it so greatly, so i hope someone can figure out how to get this map to work with the proper dimensions (via altering the terraingrid, a la midship's typedemo island).

Hi .pablo.

Thanks for doing the config names, notworthy.gif

Referring to your statement.

I had to resize the dem in a few ways due to ofp limitations.

For one, the height elevations are limited in ofp to 1400m i beive, i use WRP TOOL thus i had to "lower" the true elevation data to comply with ofp, otherwise the terrain would have gone all spiky and ugly.

I hope this will be corrected in Arm A, but ofp was never really suited to taylor large dems with quite dramatic elevations such as Afghan or similar environments.

As for the X-Y you are also correct, the dem i ordered was slightly out of size, so i had to resize it in wilbur, to the untrained eye, there is no noticeable difference, but when looked in more detail you can see the difference, this too is a ofp limit, as i wanted to keep the larger scale, but had to edit back in shape to fit ofp standards ect. Again i hope that Arm A will support different sized resolutions. Without them having them to be a factor of 2. ( i think, crap at maths 12x12, 64x64 128x128 ect ect)

Rem eber this is really a small taster of what "can" be done in ofp, in terms of a semi realistic sized terrain environment using DEMS, but for the real iceing on the cake, we really need to look at Arm A, and a lot of people like you and me will be in heven with all the space and scope we will have available to us. And with the snippets of information from bis about visitor2, it sounds like it will be able to import dems as "standard" with plenty of cool features.

As far as i know the island is still 51.2k, but its useing 100m dem elevation data. The dems i can get for "free" as i have some contacts there, but they are normally about Å8.00. But be warned, its advisable that you contact somone from mapmart if you want to order from them for ofp, as their ordering system is rather lacking "detail" for correct sized areas, its more of a case of draging a box over a area, which i found useless as you cant get the right scale. PM me if you want anything and i can try and get it for you wink_o.gif

If you would like to have the original dem, and if you think you can edit it, let me know and i will be happy to send it over to you, but i think i managed to get the best results for ofp anyway.

Thanks for your input smile_o.gif

Nick

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i'd definitely like to have a look at it; i have some experience working with DEMs (have a look here), but i had been under the impression that DEM data for Afghanistan and Iraq was classified until i found your map. unfortunately i'll be leaving for school tomorrow and won't have access to any OFP editing software so I only have today to work on it.

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Can i ask what sky mod was used in the screenshot's i have seen on ofp info? Or what combo of sky mods were used!

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