mcnools 62 Posted March 23, 2007 1.3 RELEASED! Well, I have a hard time leaving projects unfinished, and I got a bit of a plan for retextured plants, so here's a new version, this time with an addon-pack for new plants and some minor changes From the readme: V.1.3 Changelog: Replaced the intro-scene with an empty undistractive one. Removed/lowered birds and insects. Changed the texture of the grass Changed the textures of the plants (not fully standalone, read the separate readme for the plants) From the plants readme: "To install the custom plants, you'll need to put the plants.pbo & the "plants.pbo.bi.bisign" in a MOD-folder of your choice (NOTE: It is extremely important that you do NOT replace the original plants.pbo with this one, since that will cause missing textures etc., also not that this might not be compatible with other mods that changes the plants.pbo). If you don't know how to create mod folders, check further down. Having this .pbo in the mod folder will cause missing textures in all islands execpt for the Dry South Saharni map, the reason I did this is because the original file is over 400mb large, so I removed pretty much all textures my map doesn't use. I don't know of any other way to do this, so this is as good as it gets for now." Known issues: Except for the error messages and missing textures in other islands, nothing really, there are probably bugs, but I don't have time to test it. Screenshots: http://img176.imageshack.us/my.php?image=screen1zz2.jpg http://img442.imageshack.us/my.php?image=screen2gz0.jpg http://img403.imageshack.us/my.php?image=screen3bv4.jpg Download Links for the main file (island and new grass): Download from Rapidshare Download from Armed-Assault-Zone.com Download from ArmaHolic.com Download Links for the plants addon package: Download from Rapidshare Download from ArmaHolic.com From Armed-Assault-Zone.com Share this post Link to post Share on other sites
Daniel 0 Posted March 23, 2007 Nice one, would make a good campaign setting for the desert reskins that are coming out. Share this post Link to post Share on other sites
VictorTroska 0 Posted March 23, 2007 ^^ Yup,and some good old OFP Desert style ambush missions. Also its almost lagg/glitchy free, i like it. GJ Share this post Link to post Share on other sites
redface 1 Posted March 23, 2007 "McNools Pacific", those were the OFP days very good idea to give us our deserts back Share this post Link to post Share on other sites
mcnools 62 Posted March 23, 2007 "McNools Pacific", those were the OFP days very good idea to give us our deserts back haha, I can't belive anyone actually remembers that island ^^ Thanks for all the comments guys! Share this post Link to post Share on other sites
william1 0 Posted March 23, 2007 very interesting , downloading now , thanks ! Share this post Link to post Share on other sites
Pillage 0 Posted March 23, 2007 "McNools Pacific", those were the OFP days very good idea to give us our deserts back haha, I can't belive anyone actually remembers that island ^^ Are you kidding me "McNools Pacific" was great. Thanks for this I didn't see the point of having Sahrani and Sahrani Lite. But this retex is great. Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 24, 2007 Great, thanks McNools ! Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone. Share this post Link to post Share on other sites
mcnools 62 Posted March 24, 2007 Gnat @ Mar. 24 2007,02:32)]Great, thanks McNools !Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone. Yeah, I tried making it standalone but I couldn't get it to work Anyone found any issues yet? Share this post Link to post Share on other sites
Mr_Tea 0 Posted March 24, 2007 Not yet, but it looks and work great. Share this post Link to post Share on other sites
mr burns 132 Posted March 24, 2007 Gnat @ Mar. 24 2007,02:32)]Great, thanks McNools !Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone. Yeah, I tried making it standalone but I couldn't get it to work A possible way to get it standalone has been posted in our comments by ocramweb. I´ve not tested it but sounds good enough to give it a try. http://armed-assault.net/news/sara-lite---dry.html Share this post Link to post Share on other sites
mcnools 62 Posted March 24, 2007 Gnat @ Mar. 24 2007,02:32)]Great, thanks McNools !Bit of a shame it overwrites South Sahrani ...... would have been better if it was stand-alone. Yeah, I tried making it standalone but I couldn't get it to work A possible way to get it standalone has been posted in our comments by ocramweb. I´ve not tested it but sounds good enough to give it a try. http://armed-assault.net/news/sara-lite---dry.html Yeah, I tried that and it didn't work :/ I think it needs to be defined in the main config for ArmA or something :/ I haven't got enough time to try and make it work though. Share this post Link to post Share on other sites
ocramweb 0 Posted March 28, 2007 Hi Guys. 'This file is not going to show ingame if ou have the original saralite demo file already in your Addons folder. So I suggest you unpack the pbo and change in config.cpp (unrapped from config.bin) all Saralite references to SaraliteDes and then rename saralite.wrp the same: SaraliteDes.wrp repack your pbo and up you go saralite as 'Southern sahrani' appears along side 'Southern sarhani Des' (or whatever name you 've put up in the title of your cpp file) by the way before repacking your SaraliteDes.pbo do not forget to delete config.bin and leave your unrapped config.cpp in it ! ' Sorry McNools i've put the above text where i dwnloaded the file because i couldn't get your email. Did you replace all occurences of SaraLite ? the folder name too ? Here is what you should have as config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class SaraLiteDes { units[] = {"SaraLiteDes"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks"}; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.2; }; class DefaultWorld; // External class reference class CAWorld : DefaultWorld { class Grid {}; }; class SaraLiteDes : CAWorld { access = ReadOnlyVerified; cutscenes[] = {"SaraLiteIntro1"}; description = "Southern Sahrani Des"; icon = ""; worldName = "\SaraLiteDes\SaraLiteDes.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "SA$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ .................cut.................. ....................................... class Local_SanTomas { name = "San Tomas"; position[] = {4575.59, 750.173}; type = "NameLocal"; radiusA = 100; radiusB = 100; }; class Marine_BajoEstrecho { name = "Bajo Estrecho"; position[] = {4551.54, 1356.36}; type = "NameMarine"; radiusA = 100; radiusB = 100; }; }; }; }; class CfgWorldList { class SaraLiteDes {}; }; class CfgMissions { class Cutscenes { class SaraLiteIntro1 { directory = "ca\IntroAnims\data\scenes\intro.Sara"; }; }; }; Sorry i ommit on http://armed-assault.net/news/sara-lite---dry.html to mention that you need also to rename the folder  SaraLiteDes before repacking as pbo? So you have: a folder [saraLiteDes] inside file config.cpp as above with all reference to SaraLite replaced with SaraLiteDes plus :... description = "Southern Sahrani Des"; .... for the name to show in the editor the original was Southern Sahrani but you could put 'McNools Des Southern Sahrani' instead  then you repack you folder  SaraliteDes.pbo  Excuse my English, so McNools if you want to pop up on www.Team-Dst.com on our TeamSpeak, I will try to explain. I did it and it works perfect,:mock: McNools Thx for the Addon. Mr Burns Thx for Ur Site ---------------------------------- =DST= OcramWeb Share this post Link to post Share on other sites
mcnools 62 Posted March 29, 2007 I'm pretty sure I did that, but I guess I missed something unfortunatly I don't have much time for modding at the moment, so if you wish to do it for me and release it as 1.1 and just add a little part in readme wich says you made it standalone it's okay by me. Share this post Link to post Share on other sites
wika_woo 182 Posted March 29, 2007 Nice!.. Finally a new island! grabbin' it Share this post Link to post Share on other sites
ocramweb 0 Posted March 30, 2007 ok McNools : i'll make version 1.1, as a stand alone then, i'll tweak a bit the effect of wind on left tall grass, and reduce the number of trees, and take out leafs fx as well as polen Fx to improove even more fps. I'll also give  bigger zoom on the map, for mission maker to place things easily on the right spot. and i'll distibute it very very soon. ---------------------------------- =DST= OcramWeb Share this post Link to post Share on other sites
mcnools 62 Posted March 30, 2007 Sounds good just don't take all the credit for it Share this post Link to post Share on other sites
EricM 0 Posted March 30, 2007 could you explain a bit more the process you used ? Share this post Link to post Share on other sites
mcnools 62 Posted March 30, 2007 could you explain a bit more the process you used ? Well, I simply unPbo'd the file, found the detail textures for the terrain (those who show up close around the player), then I simply recolored and changed it a bit. Then there was a long process of applying the texture to all the different parts of the "map"-textures, since those are the ones that show up farther away and on the map when you use "show textures". If I wouldn't have done this, everything would look green om the distance, but then when you get closer it would be brown, wich doesn't really look good. So basicly I just took several tiles of the dry-grass texture and shrunk them together so it looked like they were seen from very high above, and I filled the map-textures with this and did some blending changes so that it only covered the green stuff. I'm not good at explaining, but yeah, that's pretty much what I did. Share this post Link to post Share on other sites
EricM 0 Posted March 30, 2007 Do you kmow how to remove the grass layer ? like some guys did for the no-grass sahrani ? For a Desert island, could be usefull... Share this post Link to post Share on other sites
HGuderian 0 Posted March 30, 2007 Hi! A q: is there a way to change topos names in the street marks? Share this post Link to post Share on other sites
mcnools 62 Posted March 30, 2007 Do you kmow how to remove the grass layer ? like some guys did for the no-grass sahrani ? For a Desert island, could be usefull... I think you can do it in the config. Share this post Link to post Share on other sites
ocramweb 0 Posted March 30, 2007 Sounds good  just don't take all the credit for it  No worries McNools, it is  MCNools Dry Sahrani but perf tweaked by ocramweb. The Island is done for a while now, but I need more testing on frame rate, i already can increase my view dist, texture and effect quality up to where i couldn't  without lagging before. (..i have to say i play with an Ati x600...) ///////////////////////////////////////////////////////// EDITED: The retextured McNools Dry Southern Sahrani V1.1 tweaked by =DST= ocramweb Is  now a stand alone pbo working in game addons folder with the original SaraLite in, and show up as 'Dry Southern Sahrani' -Menu anim of island up and working - few more texture swap and have now for better Frame rate: - fewer and shortened grass - shortened flowers - less trees per forest squares - default grass replace with desert grass - effect/anim from wind as been cut or greatly reduced on  vegetation - Fx leafs,polen...cut - Hawks are less shy - flyes, mosquitos and bees now enjoy sunbathing - improoved Zooming on Map for tighter placing  of object for mission builders (on spot at once...) - Position Gride more precise too DOWNLOAD : SOON, having trouble with textures binary compilation i think. sorry [/b]  Share this post Link to post Share on other sites
ocramweb 0 Posted March 31, 2007 Hi! A q: is there a way to change topos names in the street marks? unpack the pbo, unrap the config.bin to get config.cpp once inside : class Local_SanTomas { name = "Put_the_name_you_whant"; position[] = {4575.59, 750.173}; type = "NameLocal"; radiusA = 100; radiusB = 100; }; class Marine_BajoEstrecho { name = "Put_the_name_you_whant"; position[] = {4551.54, 1356.36}; type = "NameMarine"; radiusA = 100; radiusB = 100; }; and here you go, you can make you homeland . ------------------------ =DST= OcramWeb Share this post Link to post Share on other sites
anoik 0 Posted March 31, 2007 Sounds good just don't take all the credit for it No worries McNools, it is MCNools Dry Sahrani but perf tweaked by ocramweb. The Island is done for a while now, but I need more testing on frame rate, i already can increase my view dist, texture and effect quality up to where i couldn't without lagging before. (..i have to say i play with an Ati x600...) ///////////////////////////////////////////////////////// EDITED: The retextured McNools Dry Southern Sahrani V1.1 tweaked by =DST= ocramweb Is now a stand alone pbo working in game addons folder with the original SaraLite in, and show up as 'Dry Southern Sahrani' -Menu anim of island up and working - few more texture swap and have now for better Frame rate: - fewer and shortened grass - shortened flowers - less trees per forest squares - default grass replace with desert grass - effect/anim from wind as been cut or greatly reduced on vegetation - Fx leafs,polen...cut - Hawks are less shy - flyes, mosquitos and bees now enjoy sunbathing - improoved Zooming on Map for tighter placing of object for mission builders (on spot at once...) - Position Gride more precise too McNools you can update your first post. here it is for now: Dry Southern Sahrani V1.1 DOWNLOAD : - =DST= http Download obviously fell free to host it , mirrors are Sorry McNools, but your island is the original Sara Lite Share this post Link to post Share on other sites