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Solus

SLX Desert Island Example

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anyways can arma support more textures than ofp did? but im guessing first version if anybody would do it would use arma textures but imo that would be better than nothing smile_o.gif yeah wouldnt it be nice to have the cat afghan houses in the arma version fo the island? I know the old textures look out of place in arma engine but still would have some new buildings. smile_o.gif

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Thx Solus smile_o.gif

img137....th.jpg

img519....th.jpg

give.. us... that crazy_o.gif

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Snake Man: Thanks, and you are welcome. :]

luemmel: I might try porting some basic textured OFP islands so they can be played with while someone else can work on making them with better textures, since texture changes shouldn't mess anything up on missions made with the basic islands.

Commando84, R0adki11: I might also try to make Nogova with the OFP islands in one .wrp that will at least be able to import Nogova missions without any big changes needed.

Sgt.Ace: Looking good! :]

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Whats that saying from Jurassic Park?

"Life will find a way?"

well....

It did tounge2.gif

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Ok now i can texur the whole Island with differen rvmat but does anybody know how to fit the two textures togheter.

img442....th.jpg

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Looking good Sgt.Ace! I think using the satellite texture method like BIS used with Sahrani and Sahrani lite would be easier than the OFP transition textures though.

The OFP Eden island uses about 300 regular textures for the transitions and everything. Sahrani lite uses 121*2 satellite and mask textures, and about 450 rvmat files for about 700 files total. If you did the OFP like transition textures in ArmA it would need the 300 regular + 300 masks + 300 rvmats, for about 900 files just for that one island, and it would still look like OFP. I don't know how many satellite textures it will take to cover the OFP islands, it might take a lot but they can also look more detailed.

There might also be a way to change the rvmats to make the satellite textures take more cells so that you can have a fewer number of larger textures to cover the islands. Sahrani lite uses 512x512 textures so maybe a 1024x1024 texture could be made to take up 4 times as many cells and look just as good. Good luck with it!

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Can't wait for Everon (aka Croatian island of Krk, hehe) wink_o.gif

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Update your game.

Anyway... it's funny using this Island because it reminds me of the smooth frame rates I got playing Flashpoint :P

I'm pretty sure now the Islands that came with ArmA are what is where most of the slow-down comes from.

Can't wait for other OFP islands to make it in smile_o.gif

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I made a quick terrain similar to the ballistic one bdfy: http://www.unbase.com/n/0898769205

Needs SLX_Isl.pbo installed too. It has some bug with the far away cells though, I haven't had time to figure out what's causing that yet.

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Solus if you figure that out, please let me know. I want to learn about rvmat files too but havent had time yet to go that far, been busy enough with the basic WRP stuff wink_o.gif

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IceBreakr: Thanks for mentioning that, I looked it up on google earth maps. It looks like it has similar roads to the ones that Sahrani uses.

Snake Man: Sure! I'd take a look at the "TerrainXX" numbered things near the top of the rvmat files, that might have something to do with it. I think they are numbered differently for different rvmats that take up cells next to each other. The rvmat I used in both islands has "Terrain15". I've seen others with "Terrian1" through about 15 I think. Maybe they're for each cell that one satellite image takes up? Try using unRap on a bunch of rvmats to see if there is anything you can make out.

Nice job on figuring some of that stuff out on your forum! :]

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I looked into the island format when the demo came out. This is just my conjecture, it may be completely wrong. I haven't looked at or thought about it in months.

Quote[/b] ]There are several RVMAT configs for each segment, each defining a PixelShaderID. There exist one RVMAT config for each combination of terrain types within each texture grid (40m and 40 pixels) within that segment. The PixelShaderIDs are named using this manner : first terrain type = 1, 2nd = 2, 3rd = 4, 4th = 8. (technical term?). For example: PixelShaderID = "Terrain15" contains all 4 terrains, "Terrain6" contains the 2nd and 3rd terrains.

I think we need to know which combinations of detail surfaces are to be used in each satellite map segment in order to build the correct rvmats?

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I made a quick terrain similar to the ballistic one bdfy: http://www.unbase.com/n/0898769205

Needs SLX_Isl.pbo installed too. It has some bug with the far away cells though, I haven't had time to figure out what's causing that yet.

Thanks. I'll check asa i get new patch smile_o.gif

i guess, SLX_Isl.pbo is needed for some textures ?

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