cross 1 Posted January 3, 2009 Opteryx.. I had these config error in the clientside arma.rpt. There are many of them so I only copied them once here. opxbuildings\hut3_b_2.p3d: house, config class missing opxbuildings\hut7.p3d: house, config class missing opxbuildings\little mosque.p3d: house, config class missing opxbuildings\shack.p3d: house, config class missing opxbuildings\tower3.p3d: house, config class missing FYI. Cheers Share this post Link to post Share on other sites
opteryx 1562 Posted January 3, 2009 Thanks for the feedback people, I'm too tired to reply to individual posts, but I am looking into most issues. It's very time consuming, but I'll get there... hopefully. Share this post Link to post Share on other sites
mcpxxl 2 Posted January 3, 2009 Great map Opt Played some hours on it. My favorit island after 3demap loool Share this post Link to post Share on other sites
halkrath 1 Posted January 3, 2009 These maps are awesome. Right now I am plsying missions on the Afghan map. I have a base setup that took me almost a week to get perfect, and its in references of some british bases ive seen in Afghanistan war pics. Share this post Link to post Share on other sites
icebreakr 3159 Posted January 3, 2009 Halkrath : want to share a pic or two with us? Maybe a mission template file? Share this post Link to post Share on other sites
halkrath 1 Posted January 4, 2009 If I can get some decent shots, sure thing! Share this post Link to post Share on other sites
charliereddog 9 Posted January 7, 2009 Hi, great island. However, I think I might have a bug, unfortunately I didn't note the GR but it might apply to all walls. Seems that I can see through walls, in terms of auto-reporting enemies I can't physically see. Also, a couple of building placements don't allow you to move around those porch posts where they're placed near compound walls. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 7, 2009 Objects might be missing View Geometries ? Share this post Link to post Share on other sites
opteryx 1562 Posted January 7, 2009 Nah, not missing, but it's probable that some are defect, I doubt all walls are though. I will investigate. Share this post Link to post Share on other sites
JanMasterson 0 Posted January 8, 2009 Here is a little something I made this afternoon, a little map in jpg format (4873x4672) of the Avgani's urban area (grids Bi11 to Dd 25). It's far from perfect, it's only a manual merging of about an hundred screenshots but it may be useful and it's free (2900 Kb): http://amb3940.be/avgani_detail_notex.zip Cheers Share this post Link to post Share on other sites
opteryx 1562 Posted January 8, 2009 Here is a little something I made this afternoon, a little map in jpg format (4873x4672) of the Avgani's urban area (grids Bi11 to Dd 25).It's far from perfect, it's only a manual merging of about an hundred screenshots but it may be useful and it's free (2900 Kb): http://amb3940.be/avgani_detail_notex.zip Cheers LOL, you could just press and hold left shift, then press numpad minus, type "TOPOGRAPHY" and you get a full resolution emf picture of the vector map on your C: drive. Would save some time. Share this post Link to post Share on other sites
JanMasterson 0 Posted January 8, 2009 Hello Opteryx, off course I did used that feature but I wasn't satisfied with the result (it's not that much "full resolution") so I spent some time to do an a bit more detailed version. Compare the two and you'll see what I mean Could you also please confirm that your both island are not affected by the Durg's Vegetation Fix at all? By the way, your both maps are very fun to play on, Afghan village is a great place to kill pixels Thanks for your hard work and best wishes for 2009 Share this post Link to post Share on other sites
miles teg 1 Posted January 9, 2009 And soon there will be Taliban to fight against on this map. Â This is an older picture of one of the units that soon will be in combat on behalf of the Lost Brothers mod, Remo, Vixer, and a base model by the Vilas Mod. Â If anyone else is also working on Taliban, please contact me so we can work together to make a good solid Taliban pack that will provide good realistic OPFOR on theAfghan village map (and hopefully future Afghanistan maps such as a fixed up version of the last CATSHIT conversion of his Afghanistan map that was very buggy). Â Lets unite as a ArmA community and keep pumping out high quality addons! Â If Opteryx got some more help I'm sure we could have even more high quality maps such as the Avgani and Afghan village maps. Â They truly are astonishing and take game play to a level that I did not expect!!! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Knight Trane 0 Posted January 15, 2009 Does anyone know why I can't setPos my sniper in the tall tower( I can't remember the name) or any of the Avgani buildings? Share this post Link to post Share on other sites
Namikaze 0 Posted January 15, 2009 I'll hazard a guess and say that your unit is in the right X Y coordinates but not in the correct Z position, right? If so, this will fix it: setPosASL. Share this post Link to post Share on other sites
monty67t 0 Posted January 24, 2009 I've been away for a few weeks. I just got my first look at the Afghan Village today. It is amazing. I love looking down on the village from the highway and engaging enemies at a distance. It's badass Opteryx, keep it up man. Share this post Link to post Share on other sites
stilpu 0 Posted February 2, 2009 I think collision geometry might be messed up for some buildings in Afghan Village. I crashed with an MH6 in an invisible wall while moving about 3m over rooftops. I'll try to reproduce it this evening and post the map coords. Share this post Link to post Share on other sites
nikita320106 0 Posted February 5, 2009 can i add another one suggestion?? i don't know right now// but cun you to make somthing that prevent AI looking trough trees and bush in afgan village?? Share this post Link to post Share on other sites
miles teg 1 Posted February 5, 2009 Yeah I did notice that fighting in the areas with alot of bushes and trees was EXTREMELY hard as you couldn't see the enemy, but they could see you and would NAIL you. So yeah.... fixing that would definitely improve things. There are a bunch of tree/bush experts on the forums who have released tree fixes for default ArmA trees. They would be good people to consult and to get help on some of that stuff. Everytime you make those things better....it just makes your next map that much better as well because the objects will have less problems. Less object problems=more time to concentrate on improving the layout of the actual map. Keep up the awesome work! Still my favorite maps in ArmA!!!! Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
opteryx 1562 Posted February 5, 2009 stilpu If you could identify any structures with defect collision LODs that would be great, I have somewhere around 230 P3Ds now and checking them all for errors is tedious.... As for view LODs on vegetation, I'll have a look at it. Shouldn't be problem, all I need is just a convex blob to cover most of the tree/bush. Share this post Link to post Share on other sites
wipman 1 Posted February 11, 2009 Hi, in the Afgan Village's v0.6 green crops, the AI it's unable of see you if you're inside one of those crops, even the AI on your squad is unable of know where you're; the OPFOR AI can pass at 50cm from you and they still unable of know where you're. Ever that you be prone or crawl; if you dare to stand up... you're dead. It's weird, the AI in my squad didn't even follow me as they didn't knew where i was. And there're a pair of buildings that are placed too high, so you can't enter inside unless you use that great addon that allows you to jump using an actions menu's option (thanks God for that addon) and by the way, those pics in the combat photos thread of the continious progress on Avgani are really pimp; it's looking even better each time. Let's C ya Share this post Link to post Share on other sites