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mcnools

"dry" south Sahrani"

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Ahh good, another version of my most used island. Tonight i will test out your desert opfor vehicles on this most excellent terrain.

thumbs-up.gif

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Ah, I see, well, I'm looking forward for your version. Still, I think you should have alerted me earlier that you were going solo.

Edit: Also, I released my final version on the first page.

Well done.

Ok McNools as promise here is the requested Full config.cpp file just copy past, version forgotten updated and insects sold to a foreign country wink_o.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// config.bin - 19:50:11 03/29/07, generated in 0.23 seconds

// Generated by unRap v1.05 by Kegetys

// Separate rootclasses: Disabled, Automatic comments: Enabled

// Edited from original by =DST= OcramWeb grass size and anim tweak, less trees for best perf

#define ReadAndWrite 0

#define ReadAndCreate 1

#define ReadOnly 2

#define ReadOnlyVerified 3

class CfgPatches {

class McNSaraLiteDryite {

units[] = {"McNSaraLiteDryite"};

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 McNSaraLiteDryite : CAWorld {

access = ReadOnlyVerified;

cutscenes[] = {"McNSaraLiteDryiteIntro1"};

description = "Dry Southern Sahrani v1.2";

icon = "";

worldName = "\McNSaraLiteDryite\McNSaraLiteDryite.wrp";

pictureMap = "";

pictureShot = "";

plateFormat = "SA$ - #####";

plateLetters = ABCDEGHIKLMNOPRSTVXZ;

longitude = -40.02; // positive is east

latitude = -39.95; // positive is south

landGrid = 40;

class Grid : Grid {

offsetX = -4880;

offsetY = -7480;

class Zoom1 {

zoomMax = 0.35;

format = "XY";

formatX = "Aa";

formatY = "00";

stepX = 200;

stepY = 200;

};

class Zoom2 {

zoomMax = 1e+030;

format = "XY";

formatX = "A";

formatY = "0";

stepX = 2000;

stepY = 2000;

};

};

startTime = 14:30;

startDate = 07/06/2007;

startWeather = 0.1;

startFog = 0.0;

forecastWeather = 0.0;

forecastFog = 0.0;

seagullPos[] = {5120.0, 150.0, 5120.0};

ilsPosition[] = {4360, 7384, 141};

ilsDirection[] = {-1, 0.08, 0};

ilsTaxiOff[] = {4920, 7384, 5320, 7384, 5478, 7384, 5495, 7374, 5504, 7356, 5504, 7290, 5495, 7272, 5478, 7262, 4940, 7262};

ilsTaxiIn[] = {4940, 7262, 4391, 7262, 4374, 7272, 4365, 7290, 4365, 7356, 4374, 7374, 4391, 7384};

centerPosition[] = {5750, 6570, 300};

class ReplaceObjects {};

class Sounds {

sounds[] = {};

};

class Animation {

vehicles[] = {};

};

class Lighting : DefaultLighting {};

clutterGrid = 1.11;

clutterDist = 55;

noDetailDist = 40;

fullDetailDist = 5;

minTreesInForestSquare = 0;

minRocksInRockSquare = 1;

class clutter {

class GrassGeneral : DefaultClutter {

model = "ca\plants\clutter_grass_desert.p3d";

};

class GrassFlowers : GrassGeneral {

model = "ca\plants\clutter_grass_flowers.p3d";

};

class GrassLong : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

affectedByWind = 0;

};

class GrassSevenbeauty : GrassGeneral {

model = "ca\plants\clutter_grass_sevenbaeuty.p3d";

affectedByWind = 0.2;

scaleMin = 0.3;

scaleMax = 0.5;

};

class GrassYellow : GrassGeneral {

model = "ca\plants\clutter_grass_yellow.p3d";

affectedByWind = 0;

scaleMin = 0.4;

scaleMax = 0.6;

};

class GrassDesert : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

};

class ForestFern : GrassGeneral {

model = "ca\plants\clutter_forest_fern.p3d";

affectedByWind = 0;

scaleMin = 0.2;

scaleMax = 0.4;

};

class SmallRocks : GrassGeneral {

model = "ca\rocks\clutter_stone_small.p3d";

affectedByWind = 0;

scaleMin = 0.5;

scaleMax = 1.4;

};

class FlowersColor : GrassGeneral {

model = "ca\plants\clutter_smetanka.p3d";

};

class FlowersWhite : GrassGeneral {

model = "ca\plants\clutter_grass_desert.p3d";

};

class MushroomsHorcak : GrassGeneral {

model = "ca\plants\clutter_horcak.p3d";

affectedByWind = 0;

scaleMin = 0.65;

scaleMax = 0.85;

};

class MushroomsPrasivka : MushroomsHorcak {

model = "ca\plants\clutter_prasivky.p3d";

};

class MushroomsBabka : MushroomsHorcak {

model = "ca\plants\clutter_babka.p3d";

};

class MushroomsMuchomurka : MushroomsHorcak {

model = "ca\plants\clutter_muchomurka.p3d";

};

};

class Subdivision {

class Fractal {

rougness = 4;

maxRoad = 0.07;

maxTrack = 0.8;

maxSlopeFactor = 0.09;

};

class WhiteNoise {

rougness = 4;

maxRoad = 0.03;

maxTrack = 0.07;

maxSlopeFactor = 0.0040;

};

minY = 0.0;

minSlope = 0.04;

};

class Ambient {

class BigBirds {

radius = 250;

cost = "(1 - night) * ((1 + (1 * forest)) - (1 * sea))";

class Species {

class Hawk {

probability = 0;

cost = 1;

};

};

};

class Birds {

radius = 170;

cost = " (1 - night) * ((1 + (2 * sea)+ (1 * forest)) - (1 * rain))";

class Species {

class Seagull {

probability = 0;

cost = 1;

};

};

};

class BigInsects {

radius = 20;

cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class DragonFly {

probability = "0";

cost = 1;

};

class ButterFly {

probability = "0";

cost = 1;

};

};

};

class BigInsectsAquatic {

radius = 20;

cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {

class DragonFly {

probability = 0;

cost = 1;

};

};

};

class WindClutter {

radius = 30;

cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {

class FxWindGrass1 {

probability = "0.05 - 0.05 * hills - 0.1 * trees";

cost = 1;

};

class FxWindGrass2 {

probability = "0.05 - 0.05 * hills - 0.1 * trees";

cost = 1;

};

class FxWindRock1 {

probability = "0.8 * hills";

cost = 1;

};

class FxWindLeaf1 {

probability = "0 * trees";

cost = 1;

};

class FxWindLeaf2 {

probability = "0.01 * trees + 0.1";

cost = 1;

};

class FxWindLeaf3 {

probability = "0 * trees";

cost = 1;

};

};

};

class NoWindClutter {

radius = 15;

cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {

class FxWindPollen1 {

probability = 0;

cost = 1;

};

};

};

class SmallInsects {

radius = 3;

cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class HouseFly {

probability = "0)";

cost = 1;

};

class HoneyBee {

probability = "0";

cost = 1;

};

class Mosquito {

probability = "0";

cost = 1;

};

};

};

class NightInsects {

radius = 3;

cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {

class Mosquito {

probability = 0;

cost = 1;

};

};

};

};

class Names {

class Local_InfosModdeur {

name = "McNools & =DST= Dry Southern Sahrani v1.2";

position[] = {9172.83, 5800.48};

type = "VegetationVineyard";

radiusA = 300;

radiusB = 300;

};

};

};

};

class CfgWorldList {

class McNSaraLiteDryite {};

};

class CfgMissions {

class Cutscenes {

class McNSaraLiteDryiteIntro1 {

directory = "McNSaraLiteDryite\scenes\Intro.McNSaraLiteDryite";

};

};

};

Update fast before too much mirrors get the first one.

I think your desert reskin vehicules are going to have more kilometers than the real ones...

----------------------

=DST= OcramWeb

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Thanks but, I have no time updating it now :/ might put that in a later version, if there is one ever. But thanks.

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I was thinking since ocramweb has released his sandy 'desert' version, you could perhaps make yours more african 'dry' bush similar to Ebuds Tonal Redux project for OFP. Tonal Redux was the best update to the best addon pack ever made for OFP in my opinion.

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I'm dreaming of starting a map project myself. What software is there for map making to arma? Do I need several or just Visitor2?

Does anyone know any good step-by-step tutorials for map making?

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I was thinking since ocramweb has released his sandy 'desert' version, you could perhaps make yours more african 'dry' bush similar to Ebuds Tonal Redux project for OFP. Tonal Redux was the best update to the best addon pack ever made for OFP in my opinion.

Well, I won't do much work for this no more, since I really don't have time for ArmA-modding, however, if there's a new version, the changes will be that the few dense forest-parts that are in the map will have been removed.

And BUNNY, this is just a retexture, map-editing isn't possible yes (as far as I know) so you'll just have to wait for the proper tools to be released, they will, eventually.

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A new version is out, enjoy.

(on the first page)

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Very nice, McNools!

Love the new plants. inlove.gif

Thx a lot,

MfG Medicus

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i have an error come up every time i start the game. although it seems to work okay once i get past it.

it IS installed correctly btw.

command line - "-mod=ModWarSound;beta;Plants"

this is the error...

http://img444.imageshack.us/img444/4113/arma2007051613061025pe1.jpg

smile_o.gif

Yeah I know, it's because the main-menu is loading the Rahmadi-island, wich is using textures I've removed smile_o.gif so everyone should get that error.

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Nice work, but to many errors in the *.rpt ... whistle.gif

Please use for further releases this ODST.P3D instead of yours

http://a.kiel.us/odst.p3d (381 Byte) <Link deactivated>

The "ODST class" errors are history after this 2 minute work and the island gain some more frames too. wink_o.gif

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Nice work, but to many errors in the *.rpt ... whistle.gif

Please use for further releases this ODST.P3D instead of yours

http://a.kiel.us/odst.p3d (381 Byte)

The "ODST class" errors are history after this 2 minute work and the island gain some more frames too. wink_o.gif

hmm, actually, I don't even know what it does. huh.gif

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Do it and enjoy, i use a modified version (including the old City names) and it significant speed up the framerate.

I see ... also some citynames would be nice in the next versions like in the islands before. whistle.gif

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that is called stilling work from other people !

and I start to be fed up to see my work under other people's name,My files are not to be distributed or used outside of my addon. as written in the readme file of Saharalite v2.

ODST file is Ocram from DST not McNool.

my work to improove frame rate is Saharalite work

Moderator please take those links out.

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He does not steal anything ... he fixed something and give it back !

No release of a new island and no new credits or something else.

Your thing does a lot of rpt entrys and this is not good for the performance

Not on clients and also not on servers

Sometimes i realy wonder why people do not use the rpt-entrys to check their work.

Both of you did a fine job and he would only be help you i think

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that is called stilling work from other people !

and I start to be fed up to see my work under other people's name,My files are not to be distributed or used outside of my addon. as written in the readme file of Saharalite v2.

ODST file is Ocram from DST not McNool.

my work to improove frame rate is Saharalite work

Moderator please take those links out.

Well, I'm not going to use the file he posted anyway, since this is most likely the last version of this island.

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Oh my god ... what a mess confused_o.gif

I don't release anything of my improvements public !

Yes, i have changed some things only for private use and have hoped that the "Original stealed by the ArmA Demo brom BIS" can also can use this performance gain and also Bugfixing in the next version. tounge2.gif

However, do what you want and think about the words posted here,

that was definatly the last enhancement i posted here for this project. banghead.gif

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it may be cool if knowledgeable people like Ocramweb and Lester could explain what they did to share what they know rather than acting like childs ("It's mine! No, Mine!...") wink_o.gif

Good job all wink_o.gif

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it may be cool if knowledgeable people like Ocramweb and Lester could explain what they did to share what they know rather than acting like childs ("It's mine! No, Mine!...") wink_o.gif

Good job all wink_o.gif

wow_o.gif I haven't say this at any point, i only show a easy method to enhance this island to the author/coauthor/whatever

... but the answer for that was flameing, as i see confused_o.gif

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Sorry, but those who hoard knowledge don't get any respect from me as "addon makers" ..... because thats the exact opposite of what made the OFP Community so great.

Viva la Share ! thumbs-up.gif

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Gnat @ May 17 2007,14:06)]Sorry, but those who hoard knowledge don't get any respect from me as "addon makers" ..... because thats the exact opposite of what made the OFP Community so great.

Viva la Share ! thumbs-up.gif

I agree with you, I think everyone should share their knowledge freely, that's what makes a good community.

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Oh my god ... what a mess  confused_o.gif

I don't release anything of my improvements public !

Yes, i have changed some things only for private use and have hoped that the "Original stealed by the ArmA Demo brom BIS" can also can use this performance gain and also Bugfixing in the next version. tounge2.gif

However, do what you want and think about the words posted here,

that was definatly the last enhancement i posted here for this project. banghead.gif

all i have to say is that Bis America's Army demo as not been published under EA games name !

so there is no raison for that to happen here.

and the demo island was not steeled, BIS was asked and said it was ok

now if you want a file from someone else i think the first thing to do is to ask the owner first, and then if he agreed, the second thing is not to take is name out of the files....

Respect regarding other people work is my only point here.

That is the only thing I have to say, agreed or not, that is the way I think it should work wink_o.gif

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