NoRailgunner 0 Posted July 21, 2008 How the objects look if you place them in hills/rough terrain? Will there be kind of "gravity" = no more weird looking placed buildings/objects? Share this post Link to post Share on other sites
sickboy 13 Posted July 21, 2008 Hi,It is now *also* possible, to generate a xxxxx.sqm file. It should only be renamed in "mission.sqm so that they can be loaded. Such mission.sqm can then form the basis of your mission. and as u know...for objects only  Greeting Silola (It's not a trick, it's 3DE  ) Sweet!! Like usual from you Silola; totally wicked work! Share this post Link to post Share on other sites
mcpxxl 2 Posted July 21, 2008 @NoRailgunner You can make a negative offset to trees as sample so you can place them in every terrain. You see what you get Share this post Link to post Share on other sites
wld427 1705 Posted July 21, 2008 O, I am confused..... will this tool be useable when making missions? For example i want to add a dock on my map of Sahrani on the southwest corner? Share this post Link to post Share on other sites
mcpxxl 2 Posted July 21, 2008 yup As Silola wrote you can make now a base for your Mission. You place all things in and save it as a mission.sqm. After that you can take these mission.sqm as your base. This would be even better because things are there bevore ai comes in , so they know the additional buildings. Share this post Link to post Share on other sites
mcpxxl 2 Posted July 22, 2008 Doing a short test with the Mission.sqm function Hotel closed .. And Hotel opend and loaded Cars with Mission.sqm function Share this post Link to post Share on other sites
bravo 6 0 Posted July 22, 2008 This will be very inspiring for terrain and mission makers. So, while we are building terrains we can also make missions at the same time, right? Share this post Link to post Share on other sites
mcpxxl 2 Posted July 22, 2008 You can save your actual project as a mission.sqm and then use it as base for your "Mission" yes. But you have to do this in a "closed project" or you will all things bring into your mission.sqm. So i startetd with a clear 3DE made a projekt "Hotel_Cars" and saved it normal as Project. Now when i change things on the parksystem i can save this project again as mission.sqm. Ok Cars can also be done in the normal editor but here was it done in 5 Minutes and within in a normal workflow without switching from 2D-Editor to gameengine. Share this post Link to post Share on other sites
wipman 1 Posted July 22, 2008 Hi, that sounds great. Let's C ya Share this post Link to post Share on other sites
Shadow_Spyder 0 Posted July 22, 2008 Awesome work! Really can't wait to get my hands on this. It will greatly help mission makers like myself, since I always like to create bases for the playable soldiers to start and return to after missions. Thanks for your time n work! Share this post Link to post Share on other sites
silola 1087 Posted July 23, 2008 ... should I really try to drive over this *own* construction? Ok, it was a bad idea Silola Share this post Link to post Share on other sites
silola 1087 Posted July 23, 2008 ... this design is probably safer http://img139.imageshack.us/img139....MG] Share this post Link to post Share on other sites
mr.g-c 6 Posted July 23, 2008 Awesomeness, really! But i hope Missions created with your "product", especially the editor-upgrade will not kill the Server FPS when placing many objects or objects like "Grasscutter's", like it did with the Editorupgrade 1.02 by (whoever the creator was). This is really something you should look into. Bad Example: We have placed 2 smaller Airports with the old Editor upgrade and it Lowered the Average Dedicated-Server FPS from ~25 FPS with 32 Players in a script heavy mission, down to 5FPS!!! Maybe make it so when you place runways, that you dont need to place additionally grasscutters. Best Regards, Christian Share this post Link to post Share on other sites
mcpxxl 2 Posted July 23, 2008 Think this will only "by the people" how they use the things we give. With every tool you can make bad things Our Server runs at 40 frames with a DAC Mission.(48 without fights) And no gfx is loaded on a dedicated server Share this post Link to post Share on other sites
mcpxxl 2 Posted July 23, 2008 I only took these photos while Silola and Ace made some tests around with the corrected and now implemented Bank/Pitch function from General Barron and vektorboson Let´s say Playing with 3DE DNA loool Share this post Link to post Share on other sites
mcpxxl 2 Posted July 23, 2008 build up a shelter with only one object a wall ? Share this post Link to post Share on other sites
Commando84 0 Posted July 23, 2008 awesome pics! didn't knew you could twist , bend stuff in arma like that! Share this post Link to post Share on other sites
Guest Posted July 23, 2008 Stuff looks really great - Hugely appreciated all the effort here For missions out there that use objects heavily, like walls and structures, etc, for say.. 14 towns - this could be a real help in both time consumption and expand possibilities for being creative as well. Nice pics too, good stuff Share this post Link to post Share on other sites
mcpxxl 2 Posted July 23, 2008 Destruction tests from Sgt.Ace Share this post Link to post Share on other sites
wld427 1705 Posted July 24, 2008 Ok can you import an already worked on mission like evo to the editor?? Or will it be possible to place the objects you want on the Sahrani map and them merge it into your mission in the game? Share this post Link to post Share on other sites
FABfm 0 Posted July 24, 2008 Think this will only "by the people" how they use the things we give... Opportunities for creativity are very impressive with this tool . Silola and Ace are artists with great imagination If I understood, we will not use all the editor's objects, but only a library of items supplied by your stuff. Is your tool will include all languages of csv file ? I love this tool. Thanks for your hard work, and Congratulations. Share this post Link to post Share on other sites
Rg 0 Posted July 24, 2008 You guys are killing me with all these teasers. One question, will you guys be releasing this editor with all the templates that you guys have and are making included in the package? Basically all the bases/object clusters/weird objects as above^ ? What would be a tremendous benefit to the community would be to have those tons of templates you guys already have and then have it only get larger in time from people making more templates to share to the community, eventually having a huge database of templates ranging from bases/camps/towns/forests/object clusters/weird objects/ect... all to be hosted by Mapfact or someone else. Am I dreaming? Share this post Link to post Share on other sites
mcpxxl 2 Posted July 24, 2008 @wld427 Yes @rg7621 Most of them are simply done in workflow because your are really fast with it. And some conditions should be given to use them as template like a flat ground as sample. We hope that a Library would be build up :-) Next we are working parallel on Lesters Documentation of the EU_Update so people can see how he sortetd classes, use what kind of icons and the names of the types of vertical and sloped objects. We also think about to open the mapfact_TS/Game Server at the release and make some little online workshops in german and if there is interest in english. But first it has to be ready for release more infos will come. Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 24, 2008 <span style='font-size:16pt;line-height:100%'><span style='color:DarkRed'>> > O M G again ! ! ! < <</span></span> Keep that up and we could generate a SciFi world ! lol Share this post Link to post Share on other sites