rip31st 98 Posted December 28, 2009 looks awesome troc! Share this post Link to post Share on other sites
T_Roc 0 Posted December 28, 2009 Those are some nice lookin tanks T Roc.Did you just port over all your stuff from OFP or did you start from scratch again? Those tanks from OFP caused hours of lost sleep. Would be a pity to throw them all away. But they are not imports i have worked a lot on the textures and used a some part of the ofp models but most is new. Share this post Link to post Share on other sites
Lightninguk 0 Posted December 28, 2009 i dont think so. the map was already released for arma 1. now he improoved it much more! and many many new vehicles, planes and stuff added. maybe you should just come to a point and release the mod. you dont have to do everything at once. after its been released you can still update it ;) just a conversion of the old mod would already be awesome! i agree please giveus it to play with can not waitto makesome missions with these ifyou want any missions to go with your release them pm me very happy to get some missions done, so you can release it with some missions but your call Share this post Link to post Share on other sites
JarmenKeLL 0 Posted December 28, 2009 You guys better to wait ;) Im planning to making an axis and allied campaings that includes air-land-naval-subvessel missions. Share this post Link to post Share on other sites
cheritto 0 Posted December 28, 2009 Wow, wonderful armors and sub , r u working on flying stuff too cause i liked particulary gliders of ur arma version. Share this post Link to post Share on other sites
IbastI 10 Posted December 28, 2009 is there any plan when u could release the first "wave"? just a kind of orientation for us;-) i personally can't wait since i've seen the first pictures^^ Share this post Link to post Share on other sites
RUDOLF 9 Posted December 28, 2009 [quote= maybe you should just come to a point and release the mod. you dont have to do everything at once. after its been released you can still update it ;) Fully agree with you for such releasing policy. Share this post Link to post Share on other sites
Colonel BoB 10 Posted December 28, 2009 Hi there , your mod will be perfect to match with an island i am working on , i want to know if you have made some blockhauss or casemate yet , i would like to use these for my map , before i creating ones , have a nice day btw:rolleyes: here is a video showing my map wip Share this post Link to post Share on other sites
Tobie 10 Posted December 28, 2009 nice tanks T roc. but im a little confused. Rip also made a sherman and many other tanks. watch this thread on armaholic. which tanks will you be using then? Share this post Link to post Share on other sites
rip31st 98 Posted December 28, 2009 nice tanks T roc. but im a little confused. Rip also made a sherman and many other tanks. watch this thread on armaholic. which tanks will you be using then? Were using troc's armor with a few of the ones aqu made, mainly a stug and a couple others. ---------- Post added at 02:57 PM ---------- Previous post was at 02:53 PM ---------- Hi there , your mod will be perfect to match with an island i am working on , i want to know if you have made some blockhauss or casemate yet , i would like to use these for my map , before i creating ones , have a nice day btw:rolleyes: here is a video showing my map wip Looks great! Share this post Link to post Share on other sites
Tobie 10 Posted December 29, 2009 hmm ok. do you also have a king tiger? if not maybe you could use johns king tiger from arma 1 if you ask him. that one was really cool! Share this post Link to post Share on other sites
IbastI 10 Posted December 29, 2009 hey guys, i have a little question and i know it is the wrong thread but i would like to make a map. a huge map( don't know what happens to performance). it is a city, maybe the most important at the war. what do you thing about BERLIN ? but i'm just a noob and want to learn how to map. i read tutorials successfully but i don't know how to create satalite and mask... would u like to help me build up this mammoth? greetz Share this post Link to post Share on other sites
T_Roc 0 Posted December 29, 2009 hmm ok. do you also have a king tiger? if not maybe you could use johns king tiger from arma 1 if you ask him. that one was really cool! Yes i have made some effort to contact john but no luck yet and i would also need some work to function good in Arma2. If there is no luck there i have one tiger2 but it also needs some work both model and texture wise. Anyway they both are in need of an interior as all of the tanks will have one, i dont like the forceoptics thing. Share this post Link to post Share on other sites
Tobie 10 Posted December 29, 2009 hey guys, i have a little question and i know it is the wrong thread buti would like to make a map. a huge map( don't know what happens to performance). it is a city, maybe the most important at the war. what do you thing about BERLIN ? but i'm just a noob and want to learn how to map. i read tutorials successfully but i don't know how to create satalite and mask... would u like to help me build up this mammoth? greetz well as you said its the wrong thread^^ so why dont you post your questions in the right thread? this mod is called 31st normandy mod so it doesnt need berlin... but maybe paris or so. it could actually be half size as it is/was in real life. Share this post Link to post Share on other sites
rip31st 98 Posted December 29, 2009 (edited) hey guys, i have a little question and i know it is the wrong thread buti would like to make a map. a huge map( don't know what happens to performance). it is a city, maybe the most important at the war. what do you thing about BERLIN ? but i'm just a noob and want to learn how to map. i read tutorials successfully but i don't know how to create satalite and mask... would u like to help me build up this mammoth? greetz You could do that I suppose. It would be a lot of war devastated buildings you could create. Could potentially be very fun. If you want to do half scale maps I have the data as far as what you need for visitor( If you want to process it like I did * very basic): 2048 terrain grid 75m terrain cell 150m texture layer size -Google up: "srtm41.kmz", download the file where you can find it -Open google earth -Open file, point to the srtm41.kmz You can see it loads into the top window under temporary places -Check mark the elevation data box and grid squares appear -Find Berlin and click on one of the green triangles inside the grid square...it should say srtm_39_02 - a pop up window opens - In the center click on "Click here to visualise terrain and access 1 degree tiles", it will load the geotiff data(elevation data) you will need for your terrain. -Open up your clipboard, or windows snipping tool or in google earth, save image as...and take a screen shot - make sure you place the upper left hand corner of the image you will take in the upper left hand corner of google earth because you will need to take a second screen shot in the exact same position of just the regular google earth without all the labels on and the elevation data box unchecked. -Save the geotiff data as a "terrain.png" -Save the regular google earth satellite image as "Sat_LCO.png" Download Gimp(free) or use some photo editing software to resize both images to 2048x2048. Before you save the terrain.png after resizing, change it to a gradient map by selecting colors>map>gradient map. -Goto http://www.ridgenet.net/~jslayton/software.html and download/install wilbur -Open your "terrain.png" in wilbur, run errosion cycles or blur, I prefer blur so once its loaded into visitor you don't get jagged terrain. -Click on surface>map info and write down the highest and lowest points -Save it, make sure you save it as a 16-bit image. -Make yourself a folder on your p: drive and call it "IbastI" -Inside that folder make another folder whatever name you wish to choose, maybe "Berlin" - This is your project folder -Inside your "Berlin" folder make one called "data" and one called "source" -Inside "source" make another one called "terrain" -Go back and move or copy your "terrain.png" to the terrain folder -Go back and move or copy your "Sat_LCO.png" to the source folder -Create a new text file inside the "terrain" folder and save it as "terrain.pbl", open and edit it with notepad, then copy and paste this code: class cfg { PNGfilename="terrain.png"; squareSize=75.000000; originX=0; originY=0; minHeight=-99; maxHeight=214; }; -Save In your file for the above parameters change the minHeight/MaxHeight to the variables wilbur gave you when you looked at the map info. Square size = your terrain grid. My minHeight was -99 because I included sea floor, yours will vary. These numbers can be adjusted up and down to achieve desired results. -Open up gimp or whatever photo editing software of your choice and create a plain blank white image using RGB color code of 255,255,0 with a resolution of 2048x2048 and save it as "Mask_LCO.png" in your "source" folder. Go back to your "source" folder and create another text file and save it as "layers.cfg", edit it with notepad and copy this code to it: class Layers { class sm_grass { texture = "IblastI\berlin\data\sm_grass_mco.png"; material= "IblastI\berlin\data\sm_grass.rvmat"; }; }; class Legend { picture="IblastI\berlin\source\mapLegend.png"; class Colors { sm_grass[]={{255,255,0}}; }; }; -Save The above code references 255,255,0 as a texture color for grass on your map. You can add more custom colors and terrain classes for whatever you wish so long as you keep it under 6 textures per terrain grid. You can use any combination of textures and as many as you wish so long as you don't surpass 6 per grid. -Save these to your "data" folder: http://i91.photobucket.com/albums/k285/wa_roush/sm_grass_detail_nopx.png http://i91.photobucket.com/albums/k285/wa_roush/sm_grass_detail_co.png http://i91.photobucket.com/albums/k285/wa_roush/sm_grass_mco.png -Open them with texview2 and save them as *.paa file extensions. -Go to your "data" folder and create a new text file and edit it with notepad, copy this code to it: ambient[]={0.89999998,0.89999998,0.89999998,1}; diffuse[]={0.89999998,0.89999998,0.89999998,1}; forcedDiffuse[]={0.02,0.02,0.02,1}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="IblastI\berlin\data\sm_grass_detail_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="IblastI\berlin\data\sm_grass_detail_co.png"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; -Save the file as "sm_grass.rvmat" inside your "data" folder -Go here: http://community.bistudio.com/wikidata/images/2/2a/SurfaceMapLegend.png and save the "MapLegend.png" to your "source" folder. -Open visitor, click new -Enter project paramters: terrain grid size:2048 terrain cell size:75 -click on calculator, type in 2048 in image size, click apply proposed, click close, click ok -Go back to tools>project parameters and click on the words "base active" and click edit, change it to 150x150m otherwise the game/visitor will crash if this isn't twice the size of the 75m terrain grid. Other maps vary, but I found with this huge of a map, this worked. -Click on project>import terrain from image and go into your terrain folder and open up your "terrain.pbl" file - This imports your terrain into a game world from your "terrain.png" image. -Save -Click on tools>import satellite and mask, select your "layers.cfg" inside your source folder, then chose import rvmats as "text". Then select your "Sat_LCO.png" and "Mask_LCO.png". Visitor then imports them. -Click on the red "!" mark in visitor and buldozer runs, this creates all the rvmats and files inside a visitor created "layers" folder - voila you can roam around your newly created game world in buldozer. You'll have to pull up the BIS wiki to see the buldozer controls. You can edit the terrain in buldozer, alternately you can edit it gimp or wilbur. Hopefully this has helped. :) Now go and make me a big gigantic map of Berlin so I can add it to the mod. If you need further help adding objects, textures or getting the map ingame, just ask. Edited December 29, 2009 by Rip31st Share this post Link to post Share on other sites
T_Roc 0 Posted December 29, 2009 well as you said its the wrong thread^^ so why dont you post your questions in the right thread?this mod is called 31st normandy mod so it doesnt need berlin... but maybe paris or so. it could actually be half size as it is/was in real life. I think the normandy is only one part of this mod, You will have units for almost any front exept africa. As i will bring in the Towards Berlin mod in this you will also have russian Units for you to play with. Share this post Link to post Share on other sites
rip31st 98 Posted December 30, 2009 I think the normandy is only one part of this mod, You will have units for almost any front exept africa.As i will bring in the Towards Berlin mod in this you will also have russian Units for you to play with. 31st Normandy mod is just the name of the mod and like troc said, there will be a lot more included then just the items that were active in the Normandy area during ww2. Share this post Link to post Share on other sites
Tobie 10 Posted December 30, 2009 really? oh well then i find it cool to bring these mods together! better than having 10 seperate ww2 mods around. hmm i remember in the mod for arma 1 there were also russian units. the more stuff the better :D Share this post Link to post Share on other sites
Stark101 10 Posted December 30, 2009 Only one question rip31st please... I have look the sub and the sub interior and its great. i would like to know if you can walk inside the interior sub...(command room)...so...you can walk in the bridge, then down the stairs, close the hatch and walk in the zentrale???... or not??? this question is important for me...thank you Your work is great!!! Share this post Link to post Share on other sites
Tobie 10 Posted December 30, 2009 you can place yourself in the editor in the sub probably. but when its moving you dont come along. so you cant actually walk in it while moving. the same problem as with the ships in arma 1. Share this post Link to post Share on other sites
rip31st 98 Posted December 30, 2009 (edited) you can place yourself in the editor in the sub probably. but when its moving you dont come along. so you cant actually walk in it while moving. the same problem as with the ships in arma 1. I know from using the battleship you can walk around on the deck, not sure if you can do this while it's moving or adviseable to do so as you can drive it. Maybe the sub is like that where you can walk around on the deck. Will have to check with Aqu and Alper as they are working on them. Was messing around with porting arma1 stuff over to arma2 and got several infantry, older style into arma2 no problem. We can also use those. I'm working on updating sounds for them, maybe some uniform updates and getting rid of their arma1 dependancies. Edited December 30, 2009 by Rip31st Share this post Link to post Share on other sites
Tobie 10 Posted December 30, 2009 you cant walk on the deck while its moving because theres no friction between you and the ship. for the sounds. i recently watched band of brothers. i really liked the sound of the browning M1919 and the MG42. you could use them. im going to try to make a sound file. Share this post Link to post Share on other sites
Aqu 0 Posted December 30, 2009 (edited) Only one question rip31st please...I have look the sub and the sub interior and its great. i would like to know if you can walk inside the interior sub...(command room)...so...you can walk in the bridge, then down the stairs, close the hatch and walk in the zentrale???... or not??? this question is important for me...thank you Your work is great!!! Currently walking inside...nope...bridge...yes...deck...yes. You can also walk on the deck of 200+ meters long battleship Scharnhorst and climb ladder to upper decks. The walking on a deck is bit problematic as Rip mentioned because if a ship moves you esily drop of the deck (human movements seem to be relative to the ground not to the platfrom he is walking on). I think I have mentioned earlier the modeller of the U-boot and Scharnhorst to be Alper. That is correct, but he is known as JarmenKeLL here. Sorry about that. I have only made the configs and other needed lods for Arma. Big cities like Berlin are quite impossible to make with the current hardware. Just think how much the biggest Chernarus towns causes trouble to many people. Maybe a small section of it... The second problem which troubles at least me is that where to have good detailed maps of WW2 time. I made a huge Berlin map for Steel Panthers: World at War and I had to use modern maps and imagination for many parts. Edited December 30, 2009 by Aqu small typo Share this post Link to post Share on other sites
KidDynamite 0 Posted December 30, 2009 I'm really glad to see that T-Roc shares his work with the 31st Normandy Mod. Makes it more promising. It would be greatfull if they work together with the Inv44 Team. Or the Liberation 41-45 Team. ...the community does not need several Panzer V "Panther" ....it is just useless. Share this post Link to post Share on other sites
Tobie 10 Posted December 31, 2009 exactly my opinion KidDynamite! Share this post Link to post Share on other sites