Jump to content
Sign in to follow this  
.kju

A.C.E CWC Island Pack - beta-1 release

Recommended Posts

Like I said, Imshi-Yallah, if you make a screenshot from your

setup just like the-F did, we can try to help you. smile_o.gif

Share this post


Link to post
Share on other sites

Imshi you need to take the contents of the dta folder in your second image and put it all one folder up. You currently have it as...

Quote[/b] ]

C:\Program Files\Bohemia Interactive\ArmA\Dta\dta

it should be just...

Quote[/b] ]

C:\Program Files\Bohemia Interactive\ArmA\Dta

Share this post


Link to post
Share on other sites

this is quite nice but any chance you could do it so that the islands are in there original style but with arma ground textures and grass etc would be much nicer than choosing different ground textures. I would really like to see nogova in its original form with dessert around the airport and grass and rock around the rest of the island

Share this post


Link to post
Share on other sites

All textures tested... but only two of them imho fit into OFP terrain, woods and towns: Wood01 and if you like it bit more brighter Grass05. All others look nice on preview pictures but ingame it doesn't fit.

Lets hope The F and Q have enough time to fix bugs and can drive around islands to find other things like trees on dirtroads or townsign too close to each other. smile_o.gif

Edit: some pics

from left Wood01 // Grass05 // ArmA_Trava // Stone04

woodnogks1.th.jpg grassnogmo0.th.jpg travanogdw7.th.jpg stonenogsi1.th.jpg

Share this post


Link to post
Share on other sites

Just given the islands a play on and they are awesome. Lovely to be back on the original OFP islands, brings back some nice memorys.

But I'm just wonderuing would it be possible to make it so you can chose different texturs per island? Because different textures suit the different islands.

So if it was possible to chose different textures per island it would be perfect.

Share this post


Link to post
Share on other sites

I tried them and indeed, it's really great to have the islands from OFP.

Retrospectively, Nogova is a lot better for fighting than Sahrani... And I'm talking landscape here.

I tried the texture Grass_05, and it fits well. Only one thing: I assume the texture was made for a smaller scale... maybe those need reworking.

The airports, as it has been pointed out, need runways; as for making them airports (with the automatic landing and such), if this is where you're having a problem, it's unnecessary imho.

But all in all, I think you guys have fiercely achieved your goal with those maps; because gameplay-wise, it can't get any better.

Great job.

Share this post


Link to post
Share on other sites

Wouldn't be considered cheating of one player used desert/white texture in PvP game based on one of this islands? IMHO textures should be set permanently.

Share this post


Link to post
Share on other sites

Even though i have written my complete "quick-review" over here, i just wanted to share my opinion with the whole arma community about the texture-question.

Pictures: (somehow imgeshack thumbnails don't work in this forums software)

http://img242.imageshack.us/img242....MG]http://img242.imageshack.us/img242....MG]

Of course the "arma_trava". Because of grass and perfect fitting green color-scheme.

Regards, Christian

Share this post


Link to post
Share on other sites

Is it possible to put the \DTA stuff under the addons directory?

I personally hate mods that mess in the games default folders...

Of course, i understand that this is a beta, it might just change later on...

Share this post


Link to post
Share on other sites

Thanks for the feedback!

We will fix the noted issues as soon as possible. smile_o.gif

Multiple ground textures per island are only possible with ArmA

WRP file format. Yet the SAT generation takes a lot of time.

CWR (Plank and OFMan) are working on those for a long time.

And they will provide the real HQ versions of those. All will be

happy once they will release them. smile_o.gif

Yet for now as stated our aim is to bring islands into ArmA

ASAP, yet at the same provide fair quality visual and fix all bugs.

Even more for our other OFP conversions we were not able to

convert the islands to ArmA WRP file format. So the one texture

solution is the only option here unfortunately.

Overall for the OFP islands only very few of the given textures

fit well. Yet if you think of desert islands or other type of islands,

maybe a few more will be useful as well.

The idea is to set a fixed texture for each island PER island.

So this is only a testing phase to find out which texture you

guys like best for EACH given island. So again Everon can

have a different than Malden, which instead can be different

to Kolgojuv. All the other conversions can have different

textures again. We will try to find more free textures in the net.

Suggestions are very welcome!

We can also add grass or other clutter (stones) for any

ground texture to all islands. So again grass is not limited to

the one where is works right now.

(Technical detail: clutter display depends on texture file naming)

@Yoma:

I am not exactly certain right now.

.\ArmA\dta and .\ArmA\addons works.

Not sure if modfolders / custom folders work. We will test again.

I agree to your opinion.

Share this post


Link to post
Share on other sites

Hey other than that: great work!

Share this post


Link to post
Share on other sites

I don't know if it was in OFP:R already or not, but the lights on the bridge won't turn on at night.

screenresistanceretouchqn1.jpg

Full Size

Share this post


Link to post
Share on other sites

Hi, seems that all the buildings in the screenshots from nogova are

placed between 0.5 to 0.8 metter higher than how they should be,

but i never seen any other old man in nogova than gubba so... i

guess that he could fall of the entrance "by mistake" and break his

face againist the ground and no one will complain about. Let's C ya

Share this post


Link to post
Share on other sites

wooooooooooooooooooooooooooooooooooooooooooow

i was so missing for those islands

THANK YOU !!!

Share this post


Link to post
Share on other sites

Hey, that's a great thing !

I've been away for more than a month now, and I have quite a lot of new toys to play with when I get my new computer ! Anyway, they are looking good from what I can tell.

I know it's been said, but I expected CWR to port these. Are you going to share with them or are all mods comptetiting now ?

Malick

Share this post


Link to post
Share on other sites

Malick, like written a few posts above, CWR is doing the HQ version.

That will make everyone happy.

We are doing the cheap and easy version for people that are also

happen with fair visual quality.

Share this post


Link to post
Share on other sites
But I'm just wonderuing would it be possible to make it so you can chose different texturs per island? Because different textures suit the different islands.

Maybe in the next version it is possible to set for each island a different texture.

eg. Everon = grass01

    Nogova = grass02

    Malden = steppe

Quote[/b] ]Hi, seems that all the buildings in the screenshots from nogova are

placed between 0.5 to 0.8 metter higher than how they should be

It is a known bug. The reason for this is that i dont have the ArmA buildings in OFP Odol format, which WRPTool uses.

This mean i cant change the settings of the object in WRPTool.

Share this post


Link to post
Share on other sites

Well some textures ingame look strange at distance and if you look from ground up at hills. Stone inclusions (dark/black lines, dots) are way too big ingame, same with sharp grass stem. I don't know if its help to soften/blur/dodge those texture pics first?

Share this post


Link to post
Share on other sites

Awesome map set. I'm glad to see these back in ArmA so soon - the forests of the CWC islands and the cities of Nogova really add a lot of strategy. This bodes well for the ACE team.

I'd like to see the doors and ladders of buildings working again, and the airfields to be concreted, but all in good time, I suppose.

Share this post


Link to post
Share on other sites

Everytime i try to play with CWR i get an error message:

No entry 'bin\config.bin/CfgDifficulties/Regular/Flags.VonID'

when i click OK

Error compiling pixel shader PSAlphaonlyMod

i try to play it with the Arma Beta 1.11 because CWR only works with 1.09 or higher...

first i installed it as you describe...

dont work...

then i put the dta folders in beta dta...

dont work either...

then i put the @ace_islands in the Beta Folder...

dont work...

someone have a clue or a solution what i am doing wrong???

thx in advance

KOrO

Share this post


Link to post
Share on other sites

some little things found on nogova

ehm where is the market square ?

nogova1.jpg

ehm texture problems at castle near trosky?

nogova2.jpg

(crossroads) :your primary objective is to secure the airfield  

(troops) : ehmm boss ? airfield ? we looked everywhre but we cant see a airfield

nogova3.jpg

(troops) : the only thing foud were people working on a road   and even these guys seem to be drunk but who blames them when intel tells us to prepare for desert combat around the airfield  and we find a grassy green area  

nogova4.jpg

wasn't there supposed to be snow up in the tallest mountains ?

nogova5.jpg

all with all a good island   just some minor fixes and its could be perfect

btw using grass 05 as it looks real good

Share this post


Link to post
Share on other sites

Still really nice to play on the new Nogova, but some of the lustre is wearing off, so here's a bug report:

LOTS of floating rocks, at least on the north side of Nogova. The area around the valley where you ambush your first convoy in the resistance campaign is especially bad, it looks like somebody got their gravity gun in my Flashpoint. There's also a few texture issues, most notable with the enterable stone church, and bad alpha channel transparency for signs, handrails, stuff like that. I'm on an 8800gtx, in case it's just me. Some other small things, like wall sections not lining up properly, the aforementioned missing runway, and black roadway intersections detract from the experience.

I also liked the forests when they were made of individual tree objects, is there any way to go back to that for the Nogova forests? The static forest trees are pretty noticable at the edges when they're next to the trees that are swaying in the wind. Some of the trees sway too much at the trunk, too, and less at the leaves, but that's probably an engine limitation. I DO like very much that the trees are simpler than the ones in Arma, and so are cheaper to render. Some of the bushes are a little ugly, and I would like to see berghoff's tree packs get ported over for a lot of them, but I'm consistently impressed by the tall pine trees on Nogova. They remind me very well how small all the trees in Arma were, and since they're only given one pass for texturing without a bunch of fancy shaders, I'm running at a constant 60+ FPS in Nogova with a 2+ KM viewdistance.

To be honest, I've only played Nogova so far, the terrain there is a great reminder of how ludicrous the terrain in Sahrani was constructed.

Oh, and grass05 gets my vote.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×