Non-Human 10 Posted January 14, 2010 the tip of Brittany in the game I'd like to help with the binarization pbo card and give it for download on the forum the map is not finished is nothing on it, but if there are those who are interested in working on the map they can is to open source I need a tester that can also binarization pbo file binarization not it takes 25 minutes to load the card into the game! :eek::confused: Share this post Link to post Share on other sites
beton 2 Posted January 15, 2010 Well that looks very promising,:) from where did you get the heightmap? It seems to have a good detail.. Share this post Link to post Share on other sites
dunedain 48 Posted January 15, 2010 Great, I can see my house from here !! :) Share this post Link to post Share on other sites
Sennacherib 0 Posted January 15, 2010 nice idea :) breizh araok atao Share this post Link to post Share on other sites
Non-Human 10 Posted January 16, 2010 (edited) with this map, a mod B 17 the Mighty 8TH be welcome who would volunteer to participate? working already on B17 bomber ;) Edited January 16, 2010 by Non-Human Share this post Link to post Share on other sites
colonel29 0 Posted June 25, 2010 good map, I take after ;) Share this post Link to post Share on other sites
colonel29 0 Posted July 17, 2010 (edited) I reworked the map and changed the Satmap and elevation is better now http://img69.imageshack.us/img69/1406/btre.jpg ;) but need a lot of work on it yet Edited July 17, 2010 by colonel29 Share this post Link to post Share on other sites
Fox '09 14 Posted July 17, 2010 good to hear it's still in the works! good luck Share this post Link to post Share on other sites
colonel29 0 Posted July 20, 2010 I reworked the map and changed the Satmap and elevation is better nowhttp://img69.imageshack.us/img69/1406/btre.jpg ;) but need a lot of work on it yet need to rebuild satmap because to many pixelated trying new sat map this day ;) Share this post Link to post Share on other sites
hellfire257 3 Posted July 20, 2010 This looks great! Share this post Link to post Share on other sites
ck-claw 1 Posted July 20, 2010 Yepp- looking amazing! Very much like where i live! Share this post Link to post Share on other sites
colonel29 0 Posted July 23, 2010 (edited) Yepp- looking amazing! Very much like where i live! I try to make more realistic ;) it works well in the game, but there's no grass on the ground. there is the land texture of course, but here I am to ensure there have for long grass in the fields, it is probably a problem I think cluster_grasse_long :confused: thank again for your help mister Martin :p:) Edited July 23, 2010 by colonel29 Share this post Link to post Share on other sites
colonel29 0 Posted July 26, 2010 I changed the satmap and I think it should now, that's a problem resolved http://img687.imageshack.us/img687/9025/insky2.jpg I met another problem, not much grass on the ground http://img237.imageshack.us/img237/1994/grasse2.jpg I would like the land of my island looks like this http://img689.imageshack.us/img689/6033/grasse1.jpg i don't know if it is a config.cpp file problem or a visitor3 cluster problem if you can help me I thank you very much :p:) Share this post Link to post Share on other sites
mankyle 420 Posted July 26, 2010 It can be config related or visitor related How many textures are you using? Maximum is 6 per cell And, also, could you post your island's config ? (only the config related parts) For example, in one of my custom islands clutter config is class Clutter { class musStubbleClutter : DefaultClutter { model = "ca\plants2\clutter\c_stubble.p3d"; affectedByWind = 0.1; swLighting = 1; scaleMin = 0.9; scaleMax = 1.1; }; class musAutumnFlowers : DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class musGrassBunch : DefaultClutter { model = "ca\plants2\clutter\c_GrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.0; }; class musGrassCrooked : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.7; scaleMax = 1.4; }; class musGrassCrookedGreen : DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; }; the cfgsurfaces part is class CfgSurfaces { class Default {}; class Water {}; class musSand : Default { access = ReadOnly; files = "mus_pisek_*"; rough = 0.1; dust = 0.35; soundEnviron = "gravel"; character = "Empty"; soundHit = "hard_ground"; }; class musRock : Default { access = ReadOnly; files = "mus_skala_*"; rough = 0.2; dust = 0.07; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class musConcrete : Default { access = ReadOnly; files = "mus_asfalt_*"; rough = 0.08; dust = 0.05; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "hard_ground"; }; class musGrass : Default { access = ReadOnly; files = "mus_trava_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "musGrassClutter"; soundHit = "soft_ground"; }; }; and the cfgsurfacecharacters is class CfgSurfaceCharacters { class musGrassClutter { probability[] = {0.02, 0.03, 0.10}; names[] = {"musGrassBunch", "musAutumnFlowers", "musGrassCrookedGreen"}; }; }; These are the three parts of the config that are related to the clutter In the cfgsurface you define which texture is linked to which type of surface and which type of clutters are you going to show in that surface type. In the cfgsurfacecharacters you define which clutter classes use your surfaces. the cfgclutter defines clutter classes and which p3ds are used. Hope the explanation is clear Share this post Link to post Share on other sites
ck-claw 1 Posted July 27, 2010 Strangely enough-i'm loving that 2nd pic without the grass! :D Share this post Link to post Share on other sites
colonel29 0 Posted August 1, 2010 I continue to work on the project, rebuilt the settlement of German base, airport and road-network clustters addition of herbs and replant the vegetation, not easy and it takes time :pet6: Share this post Link to post Share on other sites
ck-claw 1 Posted August 1, 2010 Keep it up mate! :) Share this post Link to post Share on other sites
colonel29 0 Posted August 2, 2010 Keep it up mate! :) The problem I have is that I do not do as I want because the map is too large and that serious shit if I put too much vegetation or other objects I will be forced to put it on download to the forum as it is there I just do not much :o Share this post Link to post Share on other sites
ck-claw 1 Posted August 2, 2010 Are you saying you might release as it is now? If so might not be a bad idea? - so ppl can look at it and maybe give suggestions! Share this post Link to post Share on other sites
colonel29 0 Posted August 2, 2010 Are you saying you might release as it is now?If so might not be a bad idea? - so ppl can look at it and maybe give suggestions! yes;) I have a version of the map that works well and turns in Arma2 but I can not manage to add more vegetation the soil is too barren, the road network is too cut up, and visitor 3 crashes too often. very difficult :( Share this post Link to post Share on other sites
colonel29 0 Posted August 19, 2010 it is finally starting to make good http://img20.imageshack.us/img20/14/grasssq.jpg Share this post Link to post Share on other sites
ck-claw 1 Posted August 19, 2010 it is finally starting to make good http://img20.imageshack.us/img20/14/grasssq.jpg Excellent -good to see you getting there!:) Share this post Link to post Share on other sites
dale0404 5 Posted August 19, 2010 Please keep going with this mate, the mission possibilities are endless! Cool, very cool. Share this post Link to post Share on other sites
TomatoArden 0 Posted August 19, 2010 this is awesome! Share this post Link to post Share on other sites
dxfan01 10 Posted August 20, 2010 Is this the same map 31st Normandy Mod uses? Share this post Link to post Share on other sites