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arb

Afghanistan Green Zone 10km Island WIP

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Had to join to comment on this map, looks fantastic. I will deffo be creating some SP missions for it.

Will there be wadi's and irragation ditches to fight out of?.

Also with regards to the FOBs. As some have said a massive main base isnt needed. In the editor a FOB and PB's could be made and would also give the editor more room in designing missions.

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Need some help guys...

trying to retexture the road, extracted the roads, retextured them, used hex editor to change paths to arb_roads\data\ but when trying to add the road in visitor I get following message....

4403474069_b122a5fe21_o.jpg

any ideas?

alternatively if someone has already retextured the road is there anyway I can send you my texture and you sort it out for me?

many thanks

ARB

Maybe some wadis but no irrigation ditches as can't get any ditches narrow enough, can't even get the canal as narrow as I want it :(

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Did that particular section of road work before??

Theres a big range of road sections supplied with visitor - but only some of them actually work with the road tool - others don't have the "named points" which allow them to snap together...

(Though the "unusable ones" ARE used extensively in Chernarus, which kinda makes you wonder which tool they used to lay the roads!)

On the ditches point... yeah... thats one of the BIG limitations... a 10m terrain cell size basically means you can't make a hole in the ground narrower than 10m across... that zeros all possibility of actual trenches, dugouts, foxholes, etc... though I've seen some bold attempts at faking them via custom objects.....

Otherwise looks as if you're progressing well arb - looking really good so far!

B

Edited by Bushlurker

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shame about the ditches but the odd berm wouldnt hurt.

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(Though the "unusable ones" ARE used extensively in Chernarus, which kinda makes you wonder which tool they used to lay the roads!)

B

that will be my problem.

i'll try the ones with visitor, although no textures included, so guess will have to create data folder within p:\ca\roads2\

---------- Post added at 05:02 PM ---------- Previous post was at 04:47 PM ----------

fixed, arb_roads working.

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i'll try the ones with visitor, although no textures included, so guess will have to create data folder within p:\ca\roads2\

Well - yeah... I assumed you did that as part of your Visitor development drive setup - copied all the textures for the roads you use from the unPBO'd Arma2 Roads 2 to P:\CA\Roads2 (just the textures remember - don't overwrite the mlod road models)...

That way you actually SEE road textures in visitor..... otherwise they're all white...

If you want to use customised road textures then you need to create your own objects PBO (like the "arbplants" one we discussed briefly in PM, or Icebreakrs "ibn_roads.pbo")... do exactly the same thing with the repathed road objects and their associated edited textures as you did with recoloured veg objects - then add those custom road sections to the road tool and off you go...

The "arbroads.pbo" or whatever you call it will become a required "addon" for the island...

PM me if you get stuck, or possibly Icebreakr, who's not only a helpful guy, but who also has successfully made himself a nice roads/bridges/runways/etc pbo which he's then used on several islands successfully... that's the sort of thing you need - except with custom textures....

B

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shame about the ditches but the odd berm wouldnt hurt.

Yeah :( Damn you visitor!

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***oops - seems you fixed it! - great! :)

Yeah Damn you visitor!

Can't actually blame this one on Visitor (for a change ;))... it's more that current computers couldn't handle the load of more detail...

A 10m cell size, and therefore limiting the smallest "terrain feature" to 10x10m isn't written in stone...

You can go higher... if you're willing to have such low detail that 75x75m is the smallest feature (pretty crude), you can go huge - like Rip31sts enormomap for the Normandy mod...

At the other extreme, the classic example is Betons "Nome Winterisland" - that release kinda went right over non-islandmakers heads - but it was actually a bold attempt at a 2m cellsize!!

That means the minimum feature size, or hole in the ground, is 2m wide!!!

Serious, serious ground detail!

Serious serious FPS and stability problems too!!!

Still - now we know! Thanks to Beton - who went largely unthanked for his bold experiment...

10x10m is just a compromise that works... like most things in island making...

B

Edited by Bushlurker

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yeah its a shame about the limitaions of visitor..and these damn computers lol! but still in all this map is already gonna be the best, not to mention when its accauly done!

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10x10m is just a compromise that works... like most things in island making...

Wasn't the size shrunk to 6x6m in Arma2s Chernarus?

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New road texture...

4404014731_0f2c8cacb7_o.jpg

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Very nice looking road texture. I like it a lot, it matches the is a perfect fit for the desert.

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I like the new road. How did you managed to overcome that import problem one page back?

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I like the new road. How did you managed to overcome that import problem one page back?

used the roads2 that came with visitor rather than the depbo roads2.bpo from arma 2.

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Look forward to 'tearing' that up in Landies :)

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This island looks to be really coming along. Nice work, can't wait to try it.

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Look forward to 'tearing' that up in Landies :)

me too :)

4405011218_754becfbc1_o.jpg

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Looks mega mate, keep it up Arb!

Please don't quote images.

Looking absolutely stunning Arb, definately most anticipated addon!

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this is looking sexy as hell right now!! perfect roads..this map already looks better then the bis arma2 islands!

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Looks bloody awesome arb!!! Most anticipated mod on my watch!!

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Looks bloody awesome arb!!! Most anticipated mod on my watch!!

Looking like your's & Matt's Para's have a new home :)

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