BUNNY 0 Posted October 3, 2006 Does anyone know what kind of map editor will there be for armed assault? The wrpedit wasn't exactly the most flexible one so I'm hoping there will be something else. Sorry if this has been asked or mentioned before but there is too much to dig from in here. Share this post Link to post Share on other sites
Callsign 128 Posted October 3, 2006 if you look on the community wiki it says we get visitor 4 so cant wait to make new arma islands! bootneckofficer Share this post Link to post Share on other sites
BUNNY 0 Posted October 3, 2006 Oh that! Thanks! Hmh, there seems to be no introduction of it :/ Guess I have to be patient... Share this post Link to post Share on other sites
Pierrot 0 Posted October 3, 2006 How can you map editors import actual topography into the map for ArmA? Share this post Link to post Share on other sites
wamingo 1 Posted October 3, 2006 Think you convert your topology data to a heightmap (photoshop eg) and import it in visitor which converts it to a mesh.. or something along those lines. Share this post Link to post Share on other sites
Pierrot 0 Posted October 3, 2006 Think you convert your topology data to a heightmap (photoshop eg) Thanks. You mean a bitmap file which is black-and-white? Then how can you set 0 meter (the horizon) in the black-and-white bitmap file? Share this post Link to post Share on other sites
BUNNY 0 Posted October 3, 2006 Maybe it is then gray, 50% black. I'm not sure. Share this post Link to post Share on other sites
wamingo 1 Posted October 3, 2006 yeah a grayscale image. visitor will define how high/low pure black/white is, where the water level is and so. Share this post Link to post Share on other sites
l etranger 5 Posted October 3, 2006 It seem there is also Editing option ingame, that allow you to setup vertex manually etc... Share this post Link to post Share on other sites
Metal Heart 0 Posted October 4, 2006 It seem there is also Editing option ingame, that allow you to setup vertex manually etc... Uh... What do you mean, like non-destructive editing of terrain data with the mission editor to alter the terrain for each mission invidually, manipulate terrain via scripting on-the-fly or that there's a built-in island editor? I'd also really like to know what exactly made you think so because to me, all of that seems very unlikely. Share this post Link to post Share on other sites
l etranger 5 Posted October 4, 2006 You can configure key for something called "bulldozer" wich allow many transformation like vertex manipulation (one key for each transformation). For me it seem very likely, because how would they have done their multilevel city in slope without terrain glitch (you can see that the terrain is perfectly matched with buildings) ? Share this post Link to post Share on other sites
Cannon Fodder 0 Posted October 4, 2006 That's a revelation! This is very important news for map and mission editors everywhere! Man, when people were given press copies to preview, why didn't we get crucial and genuinely ground breaking information like this?! I definitely think it's time to provide a DECENT fan site, who have actually played the original game for more than 5 minutes, with the press demo so we get previews that don't tell us exactly the same irrelevant information every time and INSTEAD give us incredibly useful and exciting tidbits like this. Share this post Link to post Share on other sites
Metal Heart 0 Posted October 4, 2006 I don't know, no matter how much I'd like to, going through the shots I can't come up with the same conclusions. There's some steep hills but they seem to be based on a large even-spaced grid just like OFP instead of free form. I would guess that the buildings are aligned to match the edges of this grid, not the other way around. Maybe I'm watching the wrong shots but whenever I see a building on a slope, it's either sinking into the ground or has a huge base in the model instead of having the land beneath it deformed to form the base. Maybe the 'bulldozer' keys are just for some developement feature that will be disabled later or for accurately positioning objects in the mission editor? Bulldozer certainly does sound like it might have something to do with deforming though Share this post Link to post Share on other sites
cobra@pulse 0 Posted October 4, 2006 Buldozer was the viewer for use with O2 and Visitor in OFP afaik Share this post Link to post Share on other sites
Pierrot 0 Posted October 5, 2006 yeah a grayscale image. visitor will define how high/low pure black/white is, where the water level is and so. I see. Well I hear that a resolution of the Nogova map is 256x256 or 512x512. How large will ArmA support for the map? 1024x1024 or larger scale? Share this post Link to post Share on other sites
Metal Heart 0 Posted October 5, 2006 It's not a resolution, it's the size (aka grid or the number of cells) of the map. 256 x 256 is the default size. Each cell is 50m x 50m so the default maps are 50m*256 = 12.8km per side. I think the maximum practical size for a map in OFP is 512x512 cells which is the size of Tonal. You can also use a smaller grid size but I guess it's just too heavy to be useful or causes some problems with the engine. In ArmA there's this feature called terrain streaming which basicly means that you don't have to have all of the map in memory because it can be "streamed" when you move around so the map might not be limited to some arbitrary size at all. Share this post Link to post Share on other sites
l etranger 5 Posted October 5, 2006 In ArmA there's this feature called terrain streaming which basicly means that you don't have to have all of the map in memory because it can be "streamed" when you move around so the map might not be limited to some arbitrary size at all. If you play multiplayer, the server has to load the entire map data to not do any inaccurate computing. Share this post Link to post Share on other sites