.kju 3245 Posted April 12, 2008 <span style='font-size:12pt;line-height:100%'>Announcement</span> The A.C.E Mod team is proud to present A.C.E CWC Island Pack. <span style='font-size:12pt;line-height:100%'>Preface</span> If you know how to binarize islands in ArmA without losing the object info for the 'M' map, please contact us. The list of problems below says, where we need help to fix the problems. Thank you! The final release will have a texture assigned for each without the option to change them. For now its about getting feedback. This also means that in the end all islands will have grass. <span style='font-size:12pt;line-height:100%'>Features</span> <ul>[*]OFP:CWC and OFP:Resistance islands in ArmA: <ul>[*]Everon [*]Malden [*]Kolgujev [*]Nogova [*]OFP World [*]No dependencies. You can load them with any other addon or MOD. [*]Tested in MP / dedicated server. [*]VerifySignatures key and bisign files. [*]Replaced most objects/buildings with an ArmA counterpart. [*]Single ground texture technology - several to choose from via client side config. You can assign each island a texture individually now. [*]Replaced the vegetation with OFP:Resistance vegetation. [*]No SAT texture technology. [*]No ArmA clutters (eg. grass) (a few exceptions). <span style='font-size:12pt;line-height:100%'>Beta 2 changes</span> <ul>[*]Changed: Textures can now be set individually for each island. [*]Added: OFP World - all four OFP islands on one large island. Texture settings are different for each island based on the texture setting for each island. [*]Assigned better default texture for each island (different for each). [*]Fixed: Airports now have visible airfield. [*]Fixed: Most config class missing ArmA.rpt Warning. Thanks to DeanosBeano and Linker Split! [*]Fixed: Buggy textures for town sign (problem with model binarization - reason unknown). [*]Fixed: Crossroad textures buggy. [*]Fixed: Object height sometimes wrong (little too high or low). Thanks to SnakeMan! [*]Fixed: Ladders and doors working for a OFP objects. <span style='font-size:12pt;line-height:100%'>Beta 3 changes</span> <ul>[*] <span style='font-size:12pt;line-height:100%'>Known problems</span> Likely be fixed/improved in the next version: <ul>[*]"Tree at 8765.000, 850.000 out of grid (z-axis) - 0.000 rounded to 2" (we are aware that moving the objects does help, yet in this case you need to move them like one meter - this is way too much. <span style='color:darkred'>Suggestions welcome!</span> ) [*]Auto landing is not working (incoming height is wrong - <span style='color:darkred'>help needed</span>). [*]Nogova market place fixed. Yet the ground texture is flashing at times. <span style='color:darkred'>Help needed</span>. [*]Object height sometimes wrong (maybe a few left - <span style='color:darkred'>please report</span>). [*]Ladders not working for a few ArmA objects. [*]Merged textures for OFP objects. [*]Wind sway of vegetation will be reduced. [*]Ground textures at distance improved. [*]Single tree woods. [*]Clutter for all ground textures. [*]ArmA.rpt Warning: config class missing (one left). [*]ArmA.rpt Warning: very small normal ('fixed' by binarization). [*]ArmA.rpt Warning: SW animation used for path\xxx.p3d - Not all levels have Keep Height set. No idea here. It should be set for some of these at least. <span style='color:darkred'>Help wanted</span>. Quote[/b] ]SW animation used for path\xxx.p3d - Not all levels have Keep Height set. Quote[/b] ]ace_island_objects\m\forest\ace_les_nw_ctver_pruhozi_t1.p3dace_island_objects\m\forest\ace_les_nw_ctver_pruhozi_t2.p3d ace_island_objects\m\forest\ace_les_nw_jehl_t1.p3d ace_island_objects\m\forest\ace_les_nw_jehl_t2.p3d ace_island_objects\m\forest\ace_les_nw_jehl_trojuhelnik.p3d ace_island_objects\m\forest\ace_les_nw_trojuhelnik.p3d data3d\jeept_tanker.p3d o\hous\nam_dlazba.p3d <span style='font-size:12pt;line-height:100%'>HowTo install</span> 1. Extract 7z file directly in your ArmA folder. Do NOT create a folder from unpacking. 2. Add the '@ace_islands' modfolder to your ArmA shortcut, like -mod=@ace_islands <span style='font-size:12pt;line-height:100%'>Installation result</span> In .\ArmA: The '<span style='color:darkred'>@ace_islands</span>' folder. In .\ArmA\Dta\userconfig: The '<span style='color:darkred'>ace_island_select_texture.hpp</span>' file and '<span style='color:darkred'>ace_island_texture_pictures</span>', '<span style='color:darkred'>ace_island_config</span>' folders. HELP: See picture for end result! Same goes for the dedicated server! <span style='font-size:12pt;line-height:100%'>HowTo switch ground textures</span> 1. Go to '.<span style='color:darkred'>\ArmA\Dta\userconfig</span>' in your explorer. 2. Open the '<span style='color:darkred'>ace_island_select_texture.hpp</span>' file. You can chose the texture you want to test. 3. Activate only one '<span style='color:darkred'>define</span>' you want to use - <span style='color:red'>ONE AT A TIME</span>. You can check the different textures in '.<span style='color:darkred'>\ArmA\Dta\userconfig\ace_island_texture_pictures</span>' folder. Quote[/b] ]#ifdef ACE_EVERON #define GRASS05 #endif #ifdef ACE_MALDEN #define EXOTIC01 #endif #ifdef ACE_KOLGUJEV #define SNOW01 #endif #ifdef ACE_NOGOVA #define GRASS08 #endif <span style='font-size:12pt;line-height:100%'>Links</span> ACE site <span style='font-size:12pt;line-height:100%'>Credits</span> <span style='color:darkred'>Bohemia Interactive and Codemasters for OFP:CWC and OFP:Resistance. Dschulle, Rom, Snake Man for the excellent WrpTool.</span> Ground textures <span style='color:darkred'>Phaeden (WGL/ACE Mod) Bohemia Interactive Wouter CAT_SHIT_ONE Gummi Symbiot NVidia</span> It would be nice of you to make some good looking screenshots and post them in here! ======================================= # Please do <span style='color:red'>NOT</span> host the BETA version! # ======================================= Download link <span style='font-size:10pt;line-height:100%'>ace_cwc_island_pack_beta-3_2008-07-27.7z </span> (194 MB) Spread the word. best regards The-F Q Share this post Link to post Share on other sites
.kju 3245 Posted April 12, 2008 Lets see how this turns out. Please consider this before posting. ============== This != CWR scope. This == release now. This && CWR >> fun. ============== Share this post Link to post Share on other sites
HELLFREEZA 0 Posted April 12, 2008 Great News! DL the maps right now for testing. Share this post Link to post Share on other sites
buliwyf 4 Posted April 12, 2008 Much better... Â I found some texture problems on Nogova in Davle... Â Mostly some signs has wrong textures and some street textures are not correct... >> Screens << Share this post Link to post Share on other sites
MEDICUS 0 Posted April 12, 2008 Cool, Nogova is back! Will test and have a look at them right now. MfG Medicus Share this post Link to post Share on other sites
HELLFREEZA 0 Posted April 12, 2008 Much better... I found some texture problems on Nogova in Davle... Mostly some signs has wrong textures and some street textures are not correct... >> Screens << not only on Nogova...found them bugs on Malden to. and there are no blade of grass... Share this post Link to post Share on other sites
the_shadow 0 Posted April 12, 2008 cant load the islands, get a instant CTD and a error message about missing ace_island_select_texture.hpp file in the dta folder. and yes, the dta folder is there and contains the .hpp file. also i get a error message on startup complaining about missing ace_everon_data.pbo wich is also available in the correct addon folder. no other addons used exept the Franze F/A-18´s and the MIG 15. tried with both 1.08 and 1.12 beta. same errors on both. Share this post Link to post Share on other sites
456820 0 Posted April 12, 2008 I keep getting an error when running ArmA with the modfolder running. "Addon "ace_island_everon" requires addon "ace_everon_data"" I am using the original mod folder and copied the dta files into my dta folder and I am running the modfolder last in my mod list in my shortcut. Share this post Link to post Share on other sites
xav 0 Posted April 12, 2008 Does this pack includes a huge "map" with all the OFP islands (Everon Malden Kolgujev Nogova) on it??? (all islands on the same single map) Share this post Link to post Share on other sites
.kju 3245 Posted April 12, 2008 People did you delete the old ACE_Island_Everon? You are NOT meant to run both at the same time! If it doesn't help, please post an explorer screenshot with the content of every modfolder that you load. Thank you! @xav: Not yet. PS: The different textures you can select are meant to tell us which ones look best for quite islands. Thanks Share this post Link to post Share on other sites
sander 14 Posted April 12, 2008 Excellent work! These temperate climate zone vegetation islands are very useful conversions. Regards, Sander Share this post Link to post Share on other sites
the_shadow 0 Posted April 12, 2008 nevermind, i fixed my problem and got it working.. the dta folder was in the wrong place (my mistake) Share this post Link to post Share on other sites
1in1class 0 Posted April 12, 2008 Where does the dta folder go? Do i put in the @ace_islands folder? Share this post Link to post Share on other sites
456820 0 Posted April 12, 2008 Quote[/b] ]People did you delete the old ACE_Island_Everon?You are NOT meant to run both at the same time! Woops forgot to do that, thanks a lot shall give it another go now. Share this post Link to post Share on other sites
volkov956 0 Posted April 12, 2008 Sweet time to convert MFCTI to them all thanks Enjoyed the orig everon release btw ! Share this post Link to post Share on other sites
ArmaVidz 0 Posted April 12, 2008 Heh, the A.C.E crew...stellar release. Thanks Q Share this post Link to post Share on other sites
lee_h._oswald 0 Posted April 12, 2008 Does this pack includes a huge "map" with all the OFP islands (Everon Malden Kolgujev Nogova) on it??? (all islands on the same single map) THAT would be EXTREMLY cool! And a "old school" CTI map on this huge island(s). Better today then tomorrow! MfG Lee ============================================================ Edit: I'm sorry, but the ground textures kill the "OFP-Nogova-Feeling": Any chance to see the "green grass" texture with arma grass? MfG Lee Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted April 12, 2008 I can't figure the correct place to put the DTA files - I have the select tecture hpps in my main dta folder at the moment but I am just getting an error message. Include file dta\ace_island_config\ace_island_texture_definitions.hpp not found Share this post Link to post Share on other sites
max power 21 Posted April 12, 2008 From an artist's perspective, those ground textures could sure use less contrast and saturation. Consider it if you're going to revisit these islands. Get rid of the black. I have a tutorial on OFPEC that can help you do that quickly and easily Share this post Link to post Share on other sites
the-f 0 Posted April 12, 2008 Propper setup. Quote[/b] ]I'm sorry, but the ground textures kill the "OFP-Nogova-Feeling":Any chance to see the "green grass" texture with arma grass? Possible. Quote[/b] ]Does this pack includes a huge "map" with all the OFP islands (Everon Malden Kolgujev Nogova) on it??? (all islands on the same single map) THAT would be EXTREMLY cool! Will think about it. Share this post Link to post Share on other sites
dwringer 45 Posted April 13, 2008 Now THAT is a user friendly installation guide Share this post Link to post Share on other sites
russin 0 Posted April 13, 2008 thanks for these islands man this is just AWESOME Share this post Link to post Share on other sites
Wanderfalke 0 Posted April 13, 2008 Big thanks to A.C.E Mod team Share this post Link to post Share on other sites
.kju 3245 Posted April 13, 2008 To make one thing very clear again. You can change the ground texture yourself! You have 44 to choose from. Go to .\ArmA\dta\ace_island_select_texture.hpp And select your texture of choice: Quote[/b] ]// in the following area you can choose which texture you like to use// remove the comments '//' ONLY from -ONE- entry to activate this one ! // in the ace_island_texture_pictures folder you can check out the textures. //#define ARMA_BLATO //#define ARMA_LESJEH //#define ARMA_LESLIST //#define ARMA_MESTO //#define ARMA_MESTO2 //#define ARMA_PISEK //#define ARMA_PISEKPLAZ //#define ARMA_PISEKPOUST //#define ARMA_POLE1 //#define ARMA_SKALAJ //#define ARMA_SKALAS //#define ARMA_TRAVA //#define ARMA_TRAVAJIH //#define DESERT01 //#define DESERT02 //#define DESERT03 //#define DESERT04 //#define DESERT05 //#define EXOTIC01 //#define EXOTIC02 //#define GRASS01 #define GRASS02 //#define GRASS03 //#define GRASS04 //#define GRASS05 //#define GRASS06 //#define GRASS07 //#define GRASS08 //#define SNOW01 //#define STEPPE01 //#define STEPPE02 //#define STEPPE03 //#define STONE01 //#define STONE02 //#define STONE03 //#define STONE04 //#define STONE05 //#define STONE06 //#define STONE07 //#define STONE08 //#define STONE09 //#define STONE10 //#define WOOD01 //#define WOOD02 //#define WOOD03 Check the .\ArmA\dta\ace_island_texture_pictures folder to see the ground textures. Ingame they look quite different as they are streched though. Anyway a lot to choose from. Test and see what fits you best. Please share your liking so that we can make a fixed ground texture in the full release - for fairplay. Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted April 13, 2008 The installation guide (Thanks F) is exactly what I had already done. Tried reinstalling the addon and dta components - same result. Share this post Link to post Share on other sites