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major_desync

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  1. Sugar Lake v1.51 by Major Desync Background Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries. Given the strategic importance of these assets, Sugar Lake is home to two recently requisitioned military installations - Joint Air Facility (JAF) Sugar Lake (formerly Sugar Lake “International†Airport) and Camp Burnside (formerly Sugar Lake Marina). The military detachments in these bases are supported in local security and counterinsurgency actions by a number of private military contractors (PMCs). The most prominent of these is Ion Services, which operates out of an extensive facility in the port. The security provided by these forces has encouraged the government to locate several of its displaced persons (DP) camps in Sugar Lake, housing citizens internally displaced by the virulent insurgency that wrack the country. Some of these refugees have voluntarily fled conflict zones, others have been resettled as a result of Ward of the Government Orders. Corporate Social Responsibility Pacts with a number of private enterprises, including Vrana Industries, provide these refugees with welcome opportunities to supplement their subsistence allowances with Productivity Credits by working in the local oil and port facilities. Insurgent and other criminal groups have tried to exploit the DP camps as recruiting grounds, but thanks to the vigilance of the government, the military and their PMC security partners, their efforts have been unsuccessful thus far. The Vieilhomme Delta is a maze of bayous, channels and watercourses of varying size, and low-lying islands covered with tall marsh grass and patches of dense forest. The wetlands are infested with a number of anti-government militias. According to government sources, several of these insurgent groups are proxies for foreign states and non-state actors bent on the destabilisation of the country. Moreover, many insurgents are affiliated with international organised crime syndicates, who have made Vieilhomme Delta a highway for narcotic and arms, and human trafficking. Features: Terrain dimensions: 8.2 km x 8.2 km Terrain area: 67.1 sq. km (same area as Zargabad) Heightmap resolution: 4 m/pixel Elevation range: -15 m to +16 m Approx 280,000 objects drawn from A1, A2, and A3; AiATP or CUP Terrains is a required addon. Vast majority of buildings enterable. Low-lying river delta marsh terrain, with high marsh-grass and patches of dense woodland; many navigable bayous, bays, and channels. A large low-density urban area surrounded by levees, and several small outlying delta settlements. A large industrial port facility, with a number of different compounds, including a PMC base, several shipping container yards, and oil storage plants. An air-base, with extensive hinterland and associated radome installation, military camp, and fuel storage facility, all surrounded by levees. A military camp with extensive dock, field hospital and airmobile facilities. A range of industrial facilities including several oil refineries and isolated outlying extraction rigs and installations. Sugar Lake's size, topography, ground cover, and locations make it perfect for amphibious operations involving boats, subs, and divers, and/or airmobile elements, as well as counterinsurgency search-and-destroy missions, and/or insurgency raids against military or industrial infrastructure and/or personnel. The various oil and port installations are suitable for close combat and MOUT. This is not an ideal map for extensive armoured maneuvers, aside from convoys. However, Sugar Lake does offer a chance for amphibious vehicles to shine. Required Addons: CUP Terrains OR All in Arma Terrain Pack (note AIATP is no longer being updated, so CUP Terrains is recommended) Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Media: Screenshots Video showcase by MS Leveldesigns Video Zeus flythrough by Hisashi Nagato. Review by Officially Lost. Change log: Beta v1.0: First release. Beta v1.1 (16/11/15) FIXED: Error message on start-up: “Cannot Load Texture Ca\misc3\wf\data\black.pac†by removing several objects including tents from the DP camps. (Thank you Auss for the pro tip!) FIXED: Placement and height of a number of objects - including oil platforms, wood docks, powerlines etc. ADDED: More pier ladders to oil facilities and wooden piers to make it easier/possible to climb out of water. Beta v1.2 (26/04/16) FIXED: Ugly artifacting on dirt textures due to new parallax mapping. FIXED: Various misplaced objects (floating garbage bins, sandbags etc). TWEAKED: Sugar Lake now uses the CUP Terrains models for all pre-Arma3 objects. It is still compatible with All in Arma Terrain Pack as of this release date. TWEAKED: The following objects incompatible with the latest versions of MakePbo have been removed: Shooting_range_acr, seacat, garbage_metal, powgen_big, TWEAKED: The positions of some of the army_hut, hotel and yellow bungalow house objects, and objects around them to compensate for inconsistent positioning in CUP Terrains. Beta v1.21 (hotfix for 1.60) (1/06/16) TWEAKED: Config and surface textures to come up to 1.60 standard. Fixes the 1.60 Black Sky bug. Thanks to james2464 and Makhno for the necessary know-how. Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips. Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update) v 1.5 (05/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4 v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5 Known Issues: 1: The row of buildings at grid 056978 has a weird lighting glitch, where they do not appear to reflect the ambient artificial light after dark. However, it will reflect vehicle lights, and lights placed via Zeus. 2: A3 water is invisible through A2 windows, which gives players x-ray underwater specs when looking through them. 3: Since v1.2, running Sugar Lake with All in Arma Terrain Pack, produces an annoying, but harmless error message requiring the CUP_Ca_Plants_E2 addon when launching Arma 3. Select OK to close the message and resumes the game launch. As of this release, Sugar Lake is still fully compatible with the All in Arma Terrain Pack. 4: Some of the A2 trees do not play nice with the new A3 lighting. Credits & Thanks: Silola for the outstanding X-Cam mod, with which most of the objects in this terrain were placed, and without which this terrain would have been delivered in multiples of the time and fractions of the quality. CAPTNCAPS (teamproskill) and FSF for their ever helpful Terrain tutorials. Bushlurker, M!lkman, Jakerod, Uro, Aus and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero, whose tools underwrite most of the the Arma modding community. Gav for alpha testing. BIS for producing the Arma series. Download links: Steam Workshop Armaholic PlayWithSix
  2. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Quickfix on Steam (and Armaholic shortly) v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5
  3. major_desync

    Sugar Lake [67 sq km river delta terrain]

    One more update....live in Steam now, Armaholic soon. v 1.5 (04/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4
  4. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Update: Live on Steam now and Armaholic. With Altiplano done - I finally got around to doing some long overdue fixes and additions to Sugar Lake. I'm not done adding APEX stuff yet, so consider this a first instalment. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update)
  5. Altiplano by Major Desync Background: Altiplano is situated in the Andes along the borders of several South American nations. It is a high plateau, only sparsely populated due to its aridity and extreme altitude (at least 3,700 m above sea level). Once the almost exclusive province of mining companies, the great open-cast pits became econonomically inviable. Their closure left abandoned mining camps and other infrastructure strewn across the high desert. These bases were soon repurposed to support the construction of solar energy plants by the Agola Corporation in an attempt to revitalise the region. Later, Altiplano came to be used for other more clandestine purposes. Regional governments constructed clandestine research installations far from the prying eyes of oversight committees or the media. Drug cartels, meanwhile, also appreciated the border region’s isolation. Their smuggling camps dot the rugged mountains and dry canyons, moving constantly in an unending game of cat and mouse with national and international drug enforcement agencies. Recently, tensions between NATO and CSAT have led to new frontlines being drawn in the plateaus of the Andes, as each bloc backed its own proxies among the nations of South America. The old mining camps and aerodromes are now occupied by international “stabilisation forces”. Ostensibly deployed to prevent long-smouldering border disputes igniting into brush fire wars, this military build-up has only added more fuel to the pyre. As NATO and CSAT face off around the world, it takes only a single spark to set Altiplano ablaze. Features: Terrain dimensions: 20.5 km x 20.5 km Terrain area: 420 sq. km Height map resolution: 5 m/pixel Elevation range: 3727 m to 4495 m Approx 400,000 objects - all A3 only; no map addons required. Vast majority of buildings enterable. High-altitude desert terrain, with salt flats, dry riverbeds, rocky canyons and mountain ridges. 1 large military base with extensive fortifications, barracks, offices, hospital and airmobile facilities. 1 large biosciences facility, with research domes, offices, fortifications, and a construction site. 1 air-base, with associated navigation and early warning radome installations. A range of industrial facilities including 6 solar energy plants, 2 factory compounds, junk and container yards, and several isolated outlying installations. Note: Altiplano’s high altitude affects the aerodynamic performance of helicopters and planes. The following aircraft cannot take off in Altiplano: NATO: AL-6 Pelican; AR-2 Darter; UH-80 Ghosthawk; AH-99 Blackfoot. CSAT: Jinaah AL-6; Tayran AR-2; Mi-290 Taru. Independents: AL-6 Pelican; AR-2 Darter; CH-49 Mohawk; WY-55 Hellcat. Civilian: All drones; FH-302. Additionally, the NATO AH-9 Pawnee and MH-9 Hummingbird and the civilian M-900 lose lift and cannot operate above 4,000 m. Altiplano’s size, topography, ground cover, and locations make it perfect for large scale motorised, mechanised and armoured warfare scenarios. It is also well suited to hit and run raids by insurgents or special forces against well-fortified installations. This addon is released under the Arma Public Licence Share Alike (APL-SA) licence. Required Addons: None. Screenshots Downloads: Steam Workshop Armaholic Known Issues: 1: AI vehicles intermittently have difficulty pathfinding across road bridges. 2: Fog does not function properly. It cannot be set above 1,000 m in Eden and produces odd visual effects in Zeus. 3: Having the Alitplano mod active will make the small thorn bush clutter models on Stratis, Altis and Malden turn black. An interim fix is to not have Altiplano active if you're playing on these terrains. Credits & Thanks: Silola for the X-Cam mod which was used to place most of the objects in this terrain. Mikero, whose tools underwrite most of the the Arma modding community. BIS for producing the Arma series. This terrain is dedicated to the memory of Paul “Bushlurker” Pelosi (1960-2017).
  6. major_desync

    Altiplano [420 sq km desert terrain]

    Thanks for your feedback and kind words! @Bitesrad: Good to know it resembles the real thing at least a little. I might add a few of those houses around the civilian settlement areas - but probably not too many. I left a lot of scope for people to add their own stuff to missions via Eden if they want to. You'll notice there's a few flattened(ish) FOB/camp type sites in the western hills just for this purpose. I'll also take another look at the airfield to smooth out smaller lumps and bumps, but as for the larger scale"waviness" it looks like the real thing is does follow the contours of the land like that (the airstrip is 3 km or so long!). @tpw: Good to know. I'd wanted to add those clutter bushes to this map, but had that problem when I did. I didn't know it affected other maps too when the mod is active. Must be a config thing as you say. That at least gives me a lead to work on - so thank you! I'll add it to the known issues.
  7. major_desync

    Sugar Lake [67 sq km river delta terrain]

    @Private Evans That'd be a fair amount of work - there's a lot of CUP items in place. So, while a version with Apex items added is still possible (assuming X-cam woes can be sorted), eliminating all the CUP stuff is unlikely. Thanks for the interest through!
  8. major_desync

    Paul “Bushlurker” Pelosi (1960-2017) Rest in Peace

    This is terribly sad news. My sincerest condolences to Paul's family and friends. I think it's fair to say that without Bushlurker a lot of community ARMA terrains simply wouldn't exist. Mine certainly wouldn't. His guides, his advice, and his endless patience were indispensable, and they'll be missed. If it's any sort of consolation, some part of him will live on in the memory of those that knew him and in the terrains he left us with - his own and the many others to which he generously gave his time. Rest in Peace, Bushlurker. There'll be a fine dram raised for you tonight.
  9. So - ever since Apex, I've been unable to pboproject my Sugar Lake map, which prior to that was working just fine. Before I updated to the subscription version of Mikeros tools, I was getting a weird layers error (documented here: https://forums.bistudio.com/topic/187761-makepbo-crash-with-a-terrain-project/). Since updating to the subscription version, I've been getting a different failure at the MakePbo step of the process - which looks like this in the outputs: <lots of stuff snipped> sugarlake_concrete.rvmat sugarlake_concrete_co.paa sugarlake_concrete_nopx.paa sugarlake_dirt.rvmat sugarlake_dirt_co.paa sugarlake_dirt_nopx.paa sugarlake_grass_green.rvmat sugarlake_grass_green_co.paa sugarlake_grass_green_nopx.paa sugarlake_marsh.rvmat sugarlake_marsh_co.paa sugarlake_marsh_nopx.paa sugarlake_mud.rvmat sugarlake_mud_co.paa sugarlake_mud_nopx.paa sugarlake_pic.paa sugarlake_seabed.rvmat sugarlake_seabed_co.paa sugarlake_seabed_nopx.paa s_satout_co.paa objects.txt : ignored or merged readme.txt : ignored or merged sugarlake.hpp : ignored or merged sugarlake.wrp scanning wrp checking for missing files... ERROR: \ca\structures\misc\config.cpp has no cfgPatches classr The addon name for \ca\structures\misc\misc_gcontainer_big\misc_gcontainer_big.p3d cannot be determined Looks like a problem in the wrp. gcontainer_big is those big blue garbage containers from Arma2. I've quite a few of them and I'd rather not delete them. Now when I look in my Ca folder on the P: Drive, that p3d is there, along with the .p3d.dep, and a data folder with a bunch of PAAs, an icon folder,and the Misc_multi RVMAT. There is also a config file in the structures/Misc folder that reads: #define _ARMA_ //Class structures : Misc\config.bin{ //}; Anyone got an idea why this happening? I do have Mikero's AIA2p exe, which I think might fix any issues with my Ca folder on the P: Drive, but I can't seem to get it working or find any help files about it. When I run it, I get the error: syntax aia2p location\of\your\@AIA\mod\folder failed Press any keyetc... Anyone know how to get AIA2p running? Any help would be greatly appreciated! :)
  10. http://i.imgur.com/VRZ07q1.png?1 (183 kB) Gorgona v1.51 by Major Desync Description: Gorgona is a small island located in the Ligurian Sea, 37 km off the west coast of Italy and 35 km north of the island of Capraia. Inhabited and fortified since ancient times, it is now home to an agricultural penal colony, housing 50 prisoners, including those convicted of murder and other violent crimes, as well as Mafiosi. The prisoners work the island's farms, moving freely around the island by day tending crops and livestock, returning to the prison buildings before the evening curfew. In the history of the prison, only one prisoner has escaped, though it is not known if he survived the long swim to the mainland. (Source: Wikipedia) Though based on the real island of Gorgona, this terrain differs somewhat from the actual island. Firstly, the terrain is larger - measuring 3.7 km from north to south, and 2.6 km from east to west (compared to 2.1 km and 1.6 km respectively for the real island). Secondly, the terrain is a lot less steep than the real island. Finally, while the terrain's buildings and roads are based on the real thing, I've taken a lot of liberties to produce some interesting locations for Arma3. Gorgona's size, topography, ground cover, and locations make it perfect for small-unit infantry actions and stealth missions with an emphasis on close-quarter combat. Features: Terrain dimensions: 4.1 km x 4.1km Terrain area: 16.2 sq. km Island dimensions: approx 3.7 km x approx 2.6 km Land area: approx. 6.5 sq km. Heightmap resolution: 4 m/pixel Elevation range: -50 m to 230 m Approx 112,000 objects Hilly, heavily forested terrain, with large olive plantations, and rocky shorelines. 1 main village, with several surrounding farms and compounds. Locations: Prison, junk yard, port, helipad, cemetery, castle, radome installation, military camp, research station. Screengrabs. by 12reviewman. Changelog: Beta v1.0: Released. Beta v1.1: Released. Changelog: Fixed: Keypoint text colour more legible Added: Seabed texture, clutter, rock outcroppings (and a surprise or two). Added: Several small ruins and a small comm compound to wooded areas Added: Secondary entrance to Military camp, plus several new lights to camp and radome. Added: Security fence, gates, new lights to Helipad. Beta v1.2: Released Changelog: Fixed: Smoothed and widened several lethal gullies around the coastline (some are now good clandestine landing spots!). Fixed: Several misplaced objects (tree bin by prison wall, street lamp in town building and others) Fixed: Ground clipping through floor of several buildings. Added: Randomisation of orientation of most trees and bushes to give a more natural look (Thank you to Jakerod and his excellent Atlas terrain tutorial for the pro-tip!) Added: Box pier to harbour area. Added: Pier ladders to square water tanks to allow entry and escape. Added: Break in fence around Helipad. Thanks to Granis, Zonker3210, TokyoIndia, Gav and Jakerod for their feedback for improving the map in this version Beta v1.3 Released Changelog: FIXED: Buildings and markers not appearing on editor and in-game map. FIXED: Crash on exiting Arma 3 after previewing Gorgona in the editor. FIXED: Intermittent issue with activation of environmental lights on first load in to editor or missions. (It seems these issues were due to incompatibilities between new type 60 p3ds introduced in recent Arma 3 updates and BIS Binarize. Beta v1.3 uses type 58 p3ds, which apparently fixes these bugs, but may cause other unforeseen issues.) Thanks to Mikero for his latest Tools update for making this fix possible (and to Twelvecaliber for the tip). Beta v1.4 Released Changelog: ADDED: A few minor cosmetic tweaks to road paths (near Gorgona Scalo) and to the pier at the harbour in Gorgona Scalo. ADDED : Short road segments to gated compounds to allow AI to path through gates better (hopefully). ADDED: any changes to objects introduced in the latest (post-Nexus) version of Mikero's Arma3p. Beta v1.41 (Hotfix for 1.60) Released. Changelog: TWEAKED: Config and surface textures updated to 1.60 standards. This fixes the 1.60 Black Sky bug. ADDED: Some clutter objects around the helipad. REMOVED: Target range objects from the military base. Unfortunately these were crashing MakePbo for some reason. Thanks to james2464 and Makhno for the necessary know-how. v1.50 Released Changelog: Visual optimisation - Making Gorgona Splendid Again. ADDED: Green grass texture plus clutter. ADDED: Three large olive groves on the previously bare slopes on the east side of the island. ADDED: Miscellaneous trees and bushes to blend better with new, darker sat image. ADDED: Functioning or new lights to various locations, inc Gorgona Scalo, the prison and the military base. TWEAKED: Config lighting settings. TWEAKED: Sat image and mask image - there are some changes to the distribution and extent of the different surface textures. TWEAKED: Texture PAAs - to better match updated sat image. Stony PAA swapped for soil PAA. TWEAKED: Clutter on dry grass textures. TWEAKED: All non-concrete roads changed to dirt trails. Thanks to t800a and Cype_Revenge for visual optimisation hints and tips. v1.51 released Changelog: FIXED: Ingame map grid is no longer divided into two large-scale grid squares. Thanks to Makhno for the pro-tip. Known Issues: None currently. Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Credits & Thanks: CAPTNCAPS (teamproskill) and FSF for their incredibly helpful tutorials. Bushlurker, M!lkman, Jakerod and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero for his invaluable and amazing tools Gav, Sam, and Geks for alpha testing. Contributors to this thread for posting issues and feedback. BIS for making the Arma series in the first place Download: Armaholic Play with Six Steam Workshop
  11. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Yeah - the yellow bushes in particular are pretty fugly right now, and some of the light green trees. I do like the willows for the concealment they provide, but I'll have to see about them. I was hoping the Apex assets would be available to map-makers on release, so I didn't take the fugly vegetation out after the 1.60 update in the expectations that I'd be swapping them out for Apex bushes and trees soon anyway. That doesn't seem to be the case though, so I might just go on a bushwhacking spree and do an interim release... :)
  12. major_desync

    Sugar Lake [67 sq km river delta terrain]

    You ask, I deliver (when it's not too difficult to fix). :) Another minor update for SL. On Steam now and other mirrors soon. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Let me know if this doesn't fix your mod problems.
  13. major_desync

    Gorgona, Italy (terrain)

    Minor update to Gorgona now on Steam and on other mirrors soon. v1.51 released Changelog: FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip.
  14. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Hey - thanks for the feedback! Apex - I had planned to do this already (see previous posts), but so far as I know at the moment, BIS have not made the Apex assets freely available for use in 3rd party terrains (they're locked away in encrypted PBOs). When this changes (assuming it hasn't already), I will make an Apex update, probably forking SL, so that people without the DLC still have a version to work with (so there will be SL basic and SL Apex). In terms of what I'll change - it'll mainly be taking enterable Apex buildings and using them to replace and diversify the A2 buildings already used. Enterable is important here; I don't want to stick too many non-enterable buildings in, unless they have some other compelling feature (like extensive ladders, roofs etc). I will very likely also change out some of the A2 bushes and trees that don't look great with the new A3 lighting (assuming CUP don't fix them first). I did consider changing out a lot of the port stuff (piers, cranes etc), but it [a] would be a ton of work and would be only of marginal gain - the real life place SL is based on doesn't have the kind of cranes and piers you see in Tanoa. One thing I was a little disappointed with in Tanoa was the dearth of new underwater assets. Aside from mangroves (which aren't really underwater anyway), there really wasn't anything new to spice up the depths. So that's where we're at with an Apex-ized SL. If/when that changes, I'll let you all know! Map Grid - that is a PITA all right. I'll look to see what how this might be fixed. I noticed Makhno updated his terrain map grids, presumably for the same reasons - so there must be a solution out there. I'll stick this on the known issue list. Cheers for the bug report!
  15. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Announcing Sugar Lake v 1.31, a minor update to deugly the outside terrain on the north end of the map. Up now on Steam Workshop and other mirrors CHANGELOG: Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain.
  16. major_desync

    Sugar Lake [67 sq km river delta terrain]

    So no objects missing then? :) If so - .
  17. major_desync

    Sugar Lake [67 sq km river delta terrain]

    It shouldn't have! No buildings were removed - so if things have gone missing, then we have a problem. So - what areas, and does it look like some of the A2 buildings have gone missing (a problem with CUP be my first suspicion)?
  18. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Sugar Lake v1.3 is here. As you'll see in the change log, this is mostly visual optimisation, and hopefully SL is looking the better for it. I'm still not happy with how some of the A2 vegetation looks in the new lighting system (shiny green and yellow trees and bushes), so that may need further work - either removing them entirely, or replacing them with stuff from Tanoa (which would create an Apex dependency). Available now on Steam, and other mirrors soon. Change log: Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips.
  19. major_desync

    Gorgona, Italy (terrain)

    Gorgona has been updated to v1.50. This update should bring Gorgona back to a moderately splendid visual standard after the Arma 1.60 release, and it should be good to go for Apex also, provided BIS have no major engine surprises for us between here and release day. Terrain makers can find the gory inside-baseball details here. Before and after 1.60 screengrabs here. The new version is on all mirrors (Steam, Armaholic, PW6) now. v1.50 Changelog: Visual optimisation - Making Gorgona Splendid Again. ADDED: Green grass texture plus clutter. ADDED: Three large olive groves on the previously bare slopes on the east side of the island. ADDED: Miscellaneous trees and bushes to blend better with new, darker sat image. ADDED: Functioning or new lights to various locations, inc Gorgona Scalo, the prison and the military base. TWEAKED: Config lighting settings. TWEAKED: Sat image and mask image - there are some changes to the distribution and extent of the different surface textures. TWEAKED: Texture PAAs - to better match updated sat image. Stony PAA swapped for soil PAA. TWEAKED: Clutter on dry grass textures. TWEAKED: All non-concrete roads changed to dirt trails. Thanks to t800a and Cype_Revenge for visual optimisation hints and tips.
  20. major_desync

    Sugar Lake [67 sq km river delta terrain]

    You may! :) It's a 4 m cell. BTW - I've pretty much finished the post 1.60 visual optimisations (working with the Dev branch releases) - so I should be able to release an update around the same time Apex drops.
  21. major_desync

    1.60+ Terrain Config Update Example

    @Spooky - do you have Mikero's Eliteness tool? If so - run a lint check on your config. It'll ferret out any syntax errors you might have.
  22. major_desync

    Sugar Lake [67 sq km river delta terrain]

    Minor update released just now to all mirrors to fix some stuff I messed up in the 1.60 hotfix (used an old .wrp by mistake, which had misplaced objects). Current version now should have all objects back to where they were just before the 1.60 hotfix. We apologize for the inconvenience. :) UPDATE (29/6/16): I thought I'd share where my thinking is at with future updates to SL. First - I do want to do more visual optimisation on the surface textures and sat map to make blend better. I'm currently doing this on Gorgona (which was badly hit by 1.60) and it does make a big difference to the overall splenditude. Second - thinking about Apex. As Apex assets and textures will require people to own the Apex DLC, I toying with the idea of forking SL. I'll do all the 1.60 optimisations, and the heightmap tweaks I've been planning and get to a solid vanilla SL. From there, I may fork off Sugar Lake Apex, incorporating Apex objects, textures etc. Both will be maintained, and it would allow everyone to play SL, whether they have Apex or not. Of course, in the long term, I assume everyone will eventually have Apex, at which point vanilla SL can be quietly put out to pasture. Still undecided on this whole idea, but that's what I'm considering.
  23. Am I right in thinking that clutter no longer takes on the colour of the underlying sat image since 1.60, or did it change earlier and I'm only noticing it now? UPDATE: Having eyeballed this quite a lot - I think this is not true - but naturally there is a limit to how much of the sat colour the texture will pick up. Same with the clutter objects. Also - even keeping in mind that the lighting tweaks are not all done yet - what do people think the list of tasks to update custom terrains to 1.60+ looks like (I'm talking after you've fixed your skybox and config)? Here's my first stab: 1: surface textures - post 1.60, these are now very dark and saturated. One task might be converting the PAAs, customising them to taste, rePAAing and reintegrating. UPDATE: I have found this absolutely necessary to get the sat and the surface textures to blend well together. I did this process and shifted the levels of the texture PAAs to lighten them to the point where they worked better with the sat. 2: Sat image - if my experience is anyway typical, these are often too bright for the new textures - so some playing with levels and saturation seems likely to get them closer to surface textures (maybe meet the texture half way?) UPDATE: I have also done this - darkening the whole map slightly using curves. I also found I had to do specific darkening on the brightest elements of the sat as well as slightly desaturating some of the green areas that were coming out super-green in game. UPDATE 2: Having done further work on this - I've found that rather than messing with curves - playing with the output levels is a far better way to darken overly bright sat maps. With my current maps, knocking the white output from 255 to approx 185 got me a pretty good match between sat and the new darker textures. 3: Mask - this might just be me, but I can see I'm going to have to change mine. However, that might be a good opportunity to work in some of the Apex textures, as some of them look tasty. UPDATE: I have not used Apex textures yet, but I have changed some of my textures to better mesh with the sat. This seemed to be less of an issue pre-1.60, but post 1.60 lighting is pretty unforgiving if your texture and your sat are not at least in the same postcode. 4: Clutter - I'm finding my clutter mixes now look ugly, so, again, might be just me, but I think that will need changes. UPDATE: I've done this. Not sure if it's necessary, but again post-1.60 seems to be less forgiving than the old lighting. 5: Tweak lighting settings in config - This is an unknown quantity since BIS (a.) haven't finished tweaking, and (b.) haven't published documentation. Knowing more about this might make some of the points above unnecessary. UPDATE: The stuff posted on the 1.60 config thread on this forum has been super helpful - especially the terrainBlendMaxDarkenCoef and terrainBlendMaxBrightenCoef settings. I've set these to max darken, min brighten on Gorgona at least. Otherwise - I've duplicated the new Stratis lighting settings pretty much wholesale and that seems to produce good results. UPDATE: 6: Roads. The new dirt road textures are very dark (the old ones used to blend perfectly with default Stratis stony ground texture). These might work fine with the new textures in Apex, but they're horrible if you have very lightly textured road beds, as I did on Gorgona. I replaced them all of mine with dirt trails (the twin tyre mark roads). Anyone else got some insights on the road that Arma map modders will need to take to get to Apex? UPDATE TL:DR: Based on my experience so far - the biggest visual optimisation gains will come from customising your surface texture PAAs to match your sat map (and vice versa). UPDATE 3: Gorgona - ARMA 1.60 before and afters
  24. major_desync

    Tanoa discussion (Dev-Branch)

    That was my first thought too. Parkour Intensifies... :) Many excellent new objects too... WW2 pillboxes confirmed. Giant stone head confirmed. :) The town in the centre of the map should be renamed Sniperville though.. :P Also wires on the small telegraph poles. I think Dslyecxi finally got one of his wishes. Finally - the roundabouts are just showboating by the designers - they're an absolute bugger to get right. :D
  25. major_desync

    Sugar Lake [67 sq km river delta terrain]

    @Tikka - I will look in to that! Thanks for the report. @dakaodo: It's an interesting idea They'd need to be placed as objects rather than clutter though. Just been looking at Tanoa - very little in the way of underwater stuff at the moment; but it's fair to say I will be plundering it at lot for Sugar Lake. There are a tonne of awesome new objects that'll fit perfectly. Now - just need to get the lighting sorted as well... Oh and - water colour - no changes planned until I get the default lighting sorted, and that won't happen until BIS stop fiddling with the settings (they've fixed the night time issues in 1.61 by the look of it, but it might not be the end of the tweaking). So there won't be a major update for a while - but it'll be a biggie - tweaks to heightmap (smoothing airbase, roughing up the underwater); tweaks to clutter, textures, mask and sat image to get the map looking decent again in the new renderer, adding/swapping in Apex assets pretty much everywhere. Update: Keys got screwed up when I updated to workdrive. I've run pboproject again and re-signed the pbo. New version on Steam at the moment and other mirrors shortly.
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