icebreakr 3157 Posted July 16, 2010 Why are use using \ca ? Never put your or other modmaker stuff to \ca folder (!), thats BIS stuff. Use your own or root folder on P:\ p.s. of course you can use objects from P:\ca\, the default BIS stuff. Share this post Link to post Share on other sites
plumose 219 0 Posted July 16, 2010 Why are use using \ca ? Never put your or other modmaker stuff to \ca folder (!), thats BIS stuff. Use your own or root folder on P:\p.s. of course you can use objects from P:\ca\, the default BIS stuff. in visitor 3, project prefences , folder objects, ive put in , ca ,can you tell me please what to put in this space thank you. Share this post Link to post Share on other sites
Synide 0 Posted July 16, 2010 (edited) @Berghoff... Have you tried using 'TreeAdv' and 'TreeAdvTrunk' for an OA variation of your models? Of course they may not be appropriate given the difference in poly counts 'tween plants_e and your stuff. Hmmm, I wonder if someone is willing to detail what they bring to the table graphically speaking? Edited July 17, 2010 by Synide Share this post Link to post Share on other sites
icebreakr 3157 Posted July 17, 2010 Island makers that are using Berghoff's pack beware: this latest v1.20 version changes couple of object heights (such as elephant grass) so you need to recompile your island. Share this post Link to post Share on other sites
plumose 219 0 Posted July 17, 2010 Island makers that are using Berghoff's pack beware: this latest v1.20 version changes couple of object heights (such as elephant grass) so you need to recompile your island. in visitor 3, project prefences , folder objects, ive put in , ca ,can you tell me please what to put in this space thank you. Share this post Link to post Share on other sites
Civilian_88 10 Posted July 17, 2010 this is what i needed for my mod :) Share this post Link to post Share on other sites
icebreakr 3157 Posted July 17, 2010 in visitor 3, project prefences , folder objects, ive put in , ca ,can you tell me please what to put in this space thank you. I recommend you get the basics first with tutorials. In project preferences I have: Share this post Link to post Share on other sites
icebreakr 3157 Posted February 7, 2011 Berghoff: it seems the latest version still "features" couple of branches and leaves that are able to stop tank sabot rounds? Can you please take a look in your MLODs? Share this post Link to post Share on other sites
berghoff 11 Posted February 18, 2011 I am currently working on an update. Any more things I overlooked that needs fixing? Share this post Link to post Share on other sites
icebreakr 3157 Posted February 18, 2011 So far I have reports of: - two Carrisa plants are able to stop most of the vehicles going 50+ strong - recheck pls the penetration on the smaller plants, they are able to stop sabot rounds - please play around with the saturation/hue of the bigger plants (such as canopy trees) if you're able to receieve a more realistic look Share this post Link to post Share on other sites
oktyabr 12 Posted February 27, 2011 Absolutely beautiful stuff! I don't suppose anyone has taken screenshots of these to go with the class definitions? Share this post Link to post Share on other sites
bushlurker 46 Posted February 27, 2011 I don't suppose anyone has taken screenshots of these to go with the class definitions? They're all ready-defined in WorldTools along with pictures... B Share this post Link to post Share on other sites
oldbear 390 Posted February 27, 2011 A good new, for us "tree lovers", to know you are still working on the African Foliage. I will just add, I am still unable to use "brg_jungle_shrub_2" because in game the bush is displaying it's lods not it's foliage. Share this post Link to post Share on other sites
icebreakr 3157 Posted February 27, 2011 Vegetation for Duala & Lingor is improved and the addon will be added in the packages. Share this post Link to post Share on other sites
oktyabr 12 Posted March 3, 2011 A good new, for us "tree lovers", to know you are still working on the African Foliage.I will just add, I am still unable to use "brg_jungle_shrub_2" because in game the bush is displaying it's lods not it's foliage. Yup, I have the same problem. Also seeing some flickering in some of the _shrub and _canopy. This is on a pretty small test section... maybe my video card is dying? :butbut: Share this post Link to post Share on other sites
commander1985 10 Posted March 4, 2011 Nope Oktyabr, i have the same issue on my test swamp... so it should not be the card ;) Berghoff if it helps you this is what i see in my .log file. brg_africa\brg_jungle_shrub_3.p3d: wrong land flags 800 brg_africa\brg_jungle_groundcover_1.p3d: wrong land flags 800 SW keep height animation used for brg_africa\brg_jungle_shrub_1.p3d brg_africa\brg_jungle_shrub_1.p3d: wrong land flags 800 brg_africa\brg_jungle_shrub_5.p3d: wrong land flags 800 brg_africa\brg_jungle_groundcover_2.p3d: wrong land flags 800 SW keep height animation used for brg_africa\brg_jungle_shrub_2.p3d brg_africa\brg_jungle_shrub_2.p3d: wrong land flags 800 and some screens: http://img855.imageshack.us/img855/4664/arma2oa2011030401421960.jpg http://img585.imageshack.us/img585/3122/arma2oa2011030401422040.jpg http://img816.imageshack.us/img816/7132/arma2oa2011030401422095.jpg http://img26.imageshack.us/img26/1088/arma2oa2011030401422160.jpg (Screenshots taken from same spot and rapidly taken within a second) Share this post Link to post Share on other sites
icebreakr 3157 Posted March 24, 2011 Check first post, Berghoff updated his foliage to 1.23 (the one included with Duala 1.9 or newer). Share this post Link to post Share on other sites
pwnage_51 10 Posted March 24, 2011 Do these plants include view blockers? It seems like the AI can see right through them. Share this post Link to post Share on other sites
miller 49 Posted March 24, 2011 Thanks Berghoff ArmA2Base.de Mirror updated: African Foliage for ArmA 2 v1.23 by Berghoff Kind regards Miller Share this post Link to post Share on other sites
Guest Posted March 24, 2011 Thanks for the headsup IceBreakr. Updated version frontpaged on the Armaholic homepage. African Foliage 1.23 Share this post Link to post Share on other sites
sv5000 127 Posted March 24, 2011 Thanks Berghoff for all you have given the community since ofp. Sit back and enjoy a game or 2 :) Share this post Link to post Share on other sites
rscarrab 10 Posted March 25, 2011 Does the viewblock work? Do these plants include view blockers? It seems like the AI can see right through them. I agree, it does seem like from the AI's perspective that the trees just arent there. Can anyone please confirm if this is the case or not. Thankyou. :) Share this post Link to post Share on other sites
oktyabr 12 Posted March 25, 2011 Yay! New version! Sorry to hear you are hanging up your gardening tools though Berghoff! Who will carry the torch? I'd sure like to see an asian twist (rice, bamboo, bamboo, more bamboo) I agree, it does seem like from the AI's perspective that the trees just arent there.Can anyone please confirm if this is the case or not. Thankyou. :) Leaves are one thing and a lot depends on what AI you are using too. I've had a spec ops team get in pistol range at night (with lots of careful stealth) with nothing but africa foliage for cover. Share this post Link to post Share on other sites
hotzenplotz 138 Posted March 25, 2011 Oh nice , many thx for fixing. Greez Hotze Share this post Link to post Share on other sites
pwnage_51 10 Posted March 27, 2011 I've been testing this some more and the AI can definitely see right through these plants. I had a ton of foliage between myself and the enemy AI and it provided no concealment, which kind of makes the whole idea of thick foliage completely pointless. It doesn't matter what AI you use, either the plants include view blockers or they don't. Any chance of this being fixed? Share this post Link to post Share on other sites