CarlGustaffa 4 Posted December 26, 2009 And as you can see, the resolution is nowhere near enough for trench usage. A "satchel bag" is, I don't know, about 9-10 kg heavy and omnidirectional? Even if you could flick a switch making it a shaped charge or crater maker, you wouldn't obtain that kind of deformation. 25kg worth of TNT was the heaviest blast we set off (much, considering 5kg was the limit, but our officers loved explosions too :D), and it didn't leave much of a dent in the ground (winter though). We also setup crater makers which did produce a nice crater, but it was like 1 meter wide and 1/2 - 1 meter deep. Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted December 26, 2009 (edited) True, but you can concede that its a start. Also, for trenches, I saw this http://www.vimeo.com/4833156 Long time no see Carl (Dom-lite or Dominatrix for A2?) 55769Stang [ODB] Edited December 26, 2009 by Stang69 Share this post Link to post Share on other sites
CarlGustaffa 4 Posted December 26, 2009 Nice. But with trenches I really meant trenches for infantry which tend to have rather sharp edges where they cut into the ground. Such a boolean cut can also be used to "lower" fortifications and even bunkers into the ground. It's not a boolean operation like in polygonal modeling software, where a lot of new vertices are generated, it "simply" takes away a cut over its surface creating basically a black "void" below it. For a fortification, it's size is between the outer and inner wall of the fortification wall. Collisions might be harder maybe. Dom-lite or Dominatrix, probably not. Domination can now be scaled down to those levels by mission parameters. It's not suited for public play due to so many restrictions, and on closed games you can already probably achieve the kind of structural "forced" teamplay I was going for. I am working on something similar to be used with Domination, but it won't be as extensive as Dominatrix was. Since no planes and far less hardware oriented, I'll probably use a different location as a base as well. And obviously with a lot less weapons to choose from and not as fast as Domination. However, the current problems with the editor hanging every time I alt-tab to i.e. UltraEdit, makes it practically impossible for me to have any work done on it. Share this post Link to post Share on other sites
max power 21 Posted December 27, 2009 This can all be done with objects above ground. Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted December 27, 2009 an above ground hole? Share this post Link to post Share on other sites
max power 21 Posted December 27, 2009 an above ground hole? Yep. A model of a crater or a trench above the terrain. Examples of this can be seen as far back as the OFP days, with the FDF World War 2 mod and the Enhanced Configuration mod. They provide adequate cover and may even be compatible with the AI's pathfinding abilities since they are objects, not messing with the fundamental structure of the terrain. Share this post Link to post Share on other sites
johncage 30 Posted December 30, 2009 yes, but it's not really hole, just a donut shaped rubble. as the pictures on first page shows, clearly a large yield explosive does not produce a lot of dirt surrounding the crater, but rather blows it out evenly so it spreads all over....and the crater itself is very deep. Share this post Link to post Share on other sites
max power 21 Posted December 30, 2009 yes, but it's not really hole, just a donut shaped rubble. as the pictures on first page shows, clearly a large yield explosive does not produce a lot of dirt surrounding the crater, but rather blows it out evenly so it spreads all over....and the crater itself is very deep. Trees don't disappear at 60% of your visibility radius, either. Neither are tyres 20 sided polygonal toroid shapes. What's your point? Some stuff can work 'good enough' to get the relative presence of the thing in while being in a format conducive to other computation. Share this post Link to post Share on other sites
dmarkwick 261 Posted December 30, 2009 I've seen shallow crater models work reasonably well in OFP/ArmA, good enough for a unit to hide if prone anyway. Share this post Link to post Share on other sites
McArcher 0 Posted December 30, 2009 2. Such fortifications already exists as objects. You just need to make an engineer team be able to build them, via scripting. I haven't tested how collisions are done, does tank collide (rest on) ground or on placed fortification? I agree that finding good hull down locations in terrain are more difficult than in real terrain. Guessing here (not a tanker), but I think islands with smaller cell sizes helps though. don't mess digged trenches, which are the hole in the ground with that poor similarity of placeble object in Arma2. These objects are very easily destroyable ingame and thus not effective. Maybe I can somehow edit their strength, then I will like them?.. But where can I do that? ---------- Post added at 00:37 ---------- Previous post was at 00:33 ---------- Looks like someone is at least trying to do it.http://www.youtube.com/watch?v=yhGfEvxt2Hc the hole is as it was 50 kg of TNT , lol ---------- Post added at 00:38 ---------- Previous post was at 00:37 ---------- does this work with all maps anywhere? ---------- Post added at 00:42 ---------- Previous post was at 00:38 ---------- True, but you can concede that its a start. Also, for trenches, I saw this http://www.vimeo.com/4833156Long time no see Carl (Dom-lite or Dominatrix for A2?) 55769Stang [ODB] looks strange... he starts moving ground and the hill appears suddenly)) it need more smooth and realistic ground moving)) Share this post Link to post Share on other sites