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the world in ARMA

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that sounds amazing. if Bis' claim is correct then this map could be huge i mean 2100km^2 for Great Britain, thats almost 5 sahrani's (area wise).

edit:1/400 scale is still massive. Great Britain (i think) would be just bigger than sahrani. another idea, if you wanted the world to be like 1/10 th scale or something, maybe it could be split into sections(one a continent or something) and joined with the "teleport" script. however i think 1/400 is a good scale as anything bigger would probably be too hard to make.

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To put things in perspective, it took me 6 months to create an OFP island with a landmass of 132 km^2, working on it for at least 20 hours a week. At that rate it would take one person 10 years to complete a 100x100km map, assuming it's 30% dry land (as earth is).

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Why not just make "Battleground England" or something insted of the whole world tounge2.gif

Maybe miniscale like that guy said whistle.gif

Just make sure my house is enterable and my city is accurate! biggrin_o.gif

Heheheh.

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Being an American I was drawn to this idea. But my from my own perspective why not create counties, or even states, instead of whole countries. I was thinking about this earlier and I was wondering if it was possible to create, let's say all the counties in England, and then have a sort of map pack that went together like a quilt. So let's say you get to the end of one map you essentially load a new map of the adjacent county. Sort of like an entire map script that opens certain maps when you reach the end of certain maps. I ask this because I want to know if it was possible to have large campaigns take place on countries or large regions of the world but not render the entire region. Only parts of it but when you reached a certain side eg. north side, east side, west side, south side, you would essentially start a script that would load a specific map of a certain region that would in the real world be adjacent to that region. If anyone has played Close Combat Invasion Normandy then you would know what I mean. Instead of having a huge map of the Carentan Penninsula they cut it up into regions and each region was essentially a battleground and when you beat or lost that battle you would load an adjacent map and essentially create dynamic front lines on a regional level. Like a hex map but in a much larger scale.

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The ArmA engine can only use one terrain in one mission, so the only way to create the effect you describe would be for the mission to end, then start a new mission on the adjacent terrain. The correct terrain could easily be loaded, but situational information could only be passed to the new mission within a campaign, which limits it to single player only. You would need to create a dynamic mission engine that can create a suitable mission based on the condition information passed to it from a previous mission.

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Microsoft Flight Simulator X did a decent job at it, but that game was 15GB, and I don't care how good a mod is, I'm not downloading a 15GB addon for the game.

I would download 15GB. I download 15GB before breakfast.

I believe actual "streaming" terrain would make this theoretically possible. You wouldn't have to load the entire thing at once. It will be cool in 2029 when we can have a 40 minute C-130 ride into the AO just to have the player flying crash because he was eating a sandwich. Fun!

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@fasad & Stickler

In OFP there was a "mod" (essentially a campaign) called Conspiracies, which in a manner of speaking did what you're suggesting. Basically it was built up like a persistent campaign, and you moved from one area to another, retaining your weapons and damage and so forth. The designer used several different OFP islands (custom, I believe, all of them), rather than relying on just a single one.

So in principle, what you're suggesting is perfectly feasible, IF the various counties or states are all combined in a campaign format (since yes, you need to load a whole new mission if you want to load a new island).

Regards,

Wolfrug

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When it comes to such large maps the problem is not the landmass/geography but to populate it with hundred's of thousands of bushes/houses/trees...

The only way I see it possible is to divide the work between 5/10 people with a given region to populate and then see if you can merge everything together at the end.

Or playing in the Sahara...

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I would be already happy and impressed, if we had a 40kmx40km island with two propper airports (the paraiso one is too short for bigger planes).

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In regards to the mission parts what I had in mind was for an army to be able to get to those other maps that are adjacent to the starting or current map they need to essentially capture that map. Complete all the objectives for that map before they can move on to the next or before they can choose the next map. Imagine a quilt or even a region in a country that consists of let's say nine counties. Now imagine the army you are a part of rests in the middle of those nine counties, you might say a major city like map. Now imagine having to complete all the objectives on that one map like capture certain points such as cities, or if you wanted to go even further capture certain resource points like a factory or an airport that was just on that map. Now after you control everything you need to control you can choose, or if you like have a scripted sequence, which map you go to next and the battle or war continues.

My reason for wanting to know this and also my reason for joining this discussion was because I was wondering if this is possible to integrate into, or even create a whole new, CTI like game where instead of just capturing cities you must capture points of interest like airports or certain industrial areas. I was also wondering if it was possible to create a resource system off these points of interest so that for every factory you capture on certain maps you can create more tanks or have a faster production rate, as well as for airports you get the opportunity to use local air strikes. My other reason for asking about this is because I was wondering if it would be possible and also enjoyable to allow the enemy, if it's multiplayer the other team, to capture a map and essentially attack you on the same map you just fought for creating in essence a tug of war for maps as well as the individual objectives on each map. If you capture an airport from the other team they lose the air strike and you gain a great asset to your assault. I know this sort of goes off topic and I wanted to begin a thread about it but I was wary if this map idea was possible at first and now that I see it's at least plausible I'm beginning to gain more interest and motivation to design and hopefully begin this mod.

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@Stickler

AFAIK, multiplayer doesn't support any kind of campaign structure (changing from one island to another dynamically), nor is it possible to save your mission data (cf. other thread on saving multiplayer mission data somewhere around here).

In principle, what you're suggesting could be possible in a dedicated multiplayer league however, with scripters and admins watching over the allocation of resources and making sure everything is "remembered" so to speak. But ah well. smile_o.gif

/Wolfrug

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maybe a low detail version of the world on a 1/40-1/10 scale (i think this would make britain about the size of Sahrani(including sea)) this would include basic terrain like mountains e.t.c, then the more detailed stuff could maybe be generated for now. this would then be tested (just to see if it would work like that) and then, if this didn't work the world could be divided up into a grid with each square being the size of Sahrani but representing an area about 2000kmX2000km in the real world. this would at least make it possible to have a mission on the whole of britain. then, if possible, scripts could be made which basically make you "teleport" to the next square. i think this might have been possible in the stargate mod so maybe a similar method could be used.

as for the time it would take to make, if a way to generate terrain is found (it could be edited in more detail afterwards), this shouldn't take too long as they could be divided up, possibly so there is 1 person working on each square. it could also be released before it is finished completely and then updated with patches-this would also stop the files being too big to download as you wouldn't have to get it all at once. the first version could be just terrain, then trees e.t.c, then buildings(ARMA buildings to start with but placed properly). then it could be updated from here with everything being made how it should be for that place over time.

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Very few real life missions are done over 200mi anyway, so a piece of real life terrain that was 200mi x 200mi would be of more practical use than the entire earth done in chibi proportions.

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