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cring0

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Everything posted by cring0

  1. cring0

    [WIP] Iwagi, Japan

    Most of the buildings in the main town are finished. Something like 4600+ objects so far.
  2. cring0

    [WIP] Iwagi, Japan

    http://imgur.com/T11eso7 http://imgur.com/ig2xdtv http://imgur.com/JCca33s http://imgur.com/UCP5lYU http://imgur.com/29vtSSu http://imgur.com/C2MT5h2
  3. cring0

    Arma 3 Tutorial Request Thread

    Is there not a clear tutorial on creating a real simple object in 3DS Max and the steps taken to bring it into Arma? I'm completely lost.. and everything here seems to be years old and simply explaining how to use O2 and/or complex things like animations and vehicles etc. etc.
  4. cring0

    [WIP] Iwagi, Japan

    http://imgur.com/JmvxUav
  5. cring0

    [WIP] Iwagi, Japan

    That's not crunched, that's in Xcam. When I loaded libraries most of the buildings were under Structures (Town) and Structures (Village). It won't be crunched until either BI unlock the terrain objects, structures, and vegetation, or another viable process comes about. I know you probably saw talk in Skype, but so others know that there was talk about creating dummy objects so that we can get something into Terrain Builder. Since BI didn't do this themselves, it's left to the community to do it. Being that I'm still very new to all this and have never done any modelling, I don't know what all is involved. But if there's something I can do to help, let me know.
  6. cring0

    [WIP] Iwagi, Japan

    Placing objects in the main town on south side.
  7. cring0

    [WIP] Iwagi, Japan

    Got most of my clutter working, still needs some tweaking though because I'm getting some pitch black clutter again. Thanks to kju for all the help, much thanks! http://steamcommunity.com/sharedfiles/filedetails/?id=770738830
  8. Whoooaaa... how did I miss this one? You guys are creating a godamned masterpiece over here! As I'm merely entry level, this is quite inspiring. Keep it up guys, beautiful! =o
  9. cring0

    [WIP] Iwagi, Japan

    Decided to run only trees through my polygon shapes, then use same shapes to run bushes. Came out rather nicely. Not Tanoa thick thank god, but fairly thick. Changed my vertical range in L3DT so that the tide doesn't come up quite as high. Though, it may be a little too low, so maybe I'll adjust that via config.cpp if that will work. I *should* have all my bridges placed for roadways. Most of my roads are smoothed out nicely. Finished a few more pathways and used some good ol' wooden piers for bridges in places. Flattened the runway, no more attempts at running a road underneath. I'll try to have snapshots tomorrow. You can catch a bit at the end of my stream, link in my signature.
  10. cring0

    [WIP] Iwagi, Japan

    Yeah, I have no idea how soon I'll have it done because a) I have never finished a terrain before so I'm learning as I go, which means lots of goofs and learning the hard way, 2) I was planning on using Apex objects and who knows when or if they'll unlock them, z) I'm currently working a crappy retail job and the holidays are here. Merry fml! So I kinda changed up the military a bit, ran a road all the way around the area and looped it around the one side of the airfield. I have a lot of buildings down in Xcam, but haven't imported them yet since I'm changing things up. I'll do screenshots and a vid once I have something imported.
  11. cring0

    [WIP] Iwagi, Japan

    Got some more roads finished, changed a couple of the road types, put a bunch of bridges in. Gonna try to put some buildings down tonight. Eh, I dont' think it would be worth the trouble. It's ridiculous, the content is released. I don't see the point of keeping it locked. A big reason I was anticipating Apex was for MORE CONTENT to use for terrain building, not just to play on Tanoa. Iwagi won't be finished until they unlock it, simply put. If they don't unlock it soon.. I've been playing Arma for a while and I love it, but things like this keep pushing me away. It's always 2 steps forward and 1 or 10 steps back. But we'll see I guess. I can get some things down now from core a3, but I could really, really use some of the new bridges, clutter, textures, trees, objects, buildings, etc etc.
  12. cring0

    [WIP] Iwagi, Japan

    You'd have to put a dummy model down and change the model classname afterwards, then you'd have to crunch it, see what it looks like in game, find that its probably off or oriented incorrectly, go back and change it, recrunch.. no thanks, I'll wait. Found my clutter issue though. Straightening up some roads then I'll check to see that they are in fact working.
  13. cring0

    [WIP] Iwagi, Japan

    Got the majority of roads down, just need to adjust them in a few places, adjust the heightmap here and there, do some of the smaller roads and paths. I'll probably place some objects while I'm at it. However, again, I'm limited until BI unlocks Apex EBOs. Also my godamn clutter won't show up for some reason. >_> Layers: http://pastebin.com/hceTDbry Clutter: http://pastebin.com/9kGxs3Fr Surfaces: http://pastebin.com/WP9XqR2C
  14. cring0

    [WIP] Iwagi, Japan

    http://imgur.com/wpPusEV Have to figure out some ground textures issues. Otherwise, well... it's a little smaller than I was hoping it would be. It's doable though, just gotta tinker with some places that are obstructing the roadway, start laying down objects.
  15. cring0

    [WIP] Iwagi, Japan

    Ok guys, I've finally pulled the finger out and learned how to use TB. Now I can begin lol. Thanks Jakerod and co. for the Atlas Guide!
  16. cring0

    [WIP] Iwagi, Japan

    Got the mountain top shaped up, added a 3rd road leading to the top from the east coast, added some trails. Gonna set up my P drive and try to get it working in Arma later today hopefully.
  17. cring0

    [WIP] Iwagi, Japan

    Yep. There's a ton of things in that expansion that would be useful for this terrain + it won't require extra mods + I won't have to increase the filesize of my terrain by throwing in a ton of models/objects. However, IRL Iwagi has all these retaining walls everywhere and I've been blessed with people offering to model these for me(since I haven't dabbled into all that yet). Uro made these up yesterday for a water channel that runs through the northern side of the island. (He just slapped it into Stratis to show it in game) http://imagizer.imageshack.us/a/img921/274/yeycWd.jpg Pretty nice. =]
  18. I'm just going to pull this from my post on steam community... Can someone for the love of god inform me of a practical way of finding class names while actually being able to tell what the thing is? I can pull the class names from the editor but I don't know what everything is, and I can view everything in Virtual Arsenal but I don't know what the class names are for what I'm looking at... I'm currently trying to find certain backpacks, but I'm not sure what is what. Do I need to start sacrificing goats? Or do people just spend hours throwing individual items in boxes? I would think there would be a much better way to go about this... but I guess it is Arma... *mumbles* why can't they just show the classnames in VA *mumbles*
  19. cring0

    Cossac cape map, Crimea

    I flew around it this morning, looks pretty good. I like those little bunkers, you modeled those right?
  20. cring0

    Carve terrain

    Hotkey "M" while editing will change between modes. =] I'm doing a similar thing with my terrain. I have a city area that is sort of Venice-esque. https://dl.dropboxusercontent.com/u/7225557/Show/Ilanavis.html * waves at Richie *
  21. cring0

    roads in L3DT?

    I don't know if I'm doing it correctly myself, but I customized my roads on my sat map and etched out the roadways with L3DT. Now, I'm using asphalt and gravel textures in my mask image for most of my roadways, as I'm considering simply relying on that texture for some of the secondary/back/side roads as opposed to using road objects for every road. I'm thinking that this will not only save some time during object placement, but might help performance a little? One problem with this that was brought to my attention was that AI need proper roads to follow if they're going to be operating vehicles(http://epochmod.com/forum/index.php?/topic/34473-ground-textures-and-mask-image/?p=231897).
  22. I was told you just have to change the minimum and maximum values. For instance, I have mine currently set to min. -15m and max. 150m. If the waterline is 1m above the level I wanted, the land is too low, so I want to raise everything up 1m. I would then change those values to -14m and 151m. At least that's what I understood, maybe I have that wrong. I haven't gotten this far yet though, I'll have to confirm this later.
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