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cring0

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Everything posted by cring0

  1. This started out as a test, begun around late July 2017. I wanted to see if the game engine could handle a 1.5m cell size. I decided to see it through and continue developing it. There should be several small villages once I'm finished. https://steamcommunity.com/sharedfiles/filedetails/?id=1060191411 Terrain size: 1.5km
  2. cring0

    [WIP terrain] Nevid

    Sorry, I haven't logged into BIF in a while XD This is because I wasn't the one who uploaded it to Armaholic. Someone took it upon themselves to do it without actually asking me(not that I really care all that much, only because Armaholic had been for us for years before Steam Workshop). However, I decided along the way to split my ground textures, road textures, etc. into a separate mod. That way a) If I update the terrain users don't have to download all those files, b) it kinda cleaned up my workflow for things and c) I can use the same files for other terrain(and others can as well) without making another terrain a requirement(like Icebreakr does with Panthera I believe). So yes, without this other mod you will not have any ground textures, roads will be missing, etc.etc. PS: I'm making a new version of Nevid that will be 6km. It will be a separate workshop mod in case some still want to use the smaller terrain, since I actually moved the original island away from the edges of the map and coords for things would be off.
  3. Thanks Clairborne! May your days be stressful and bugfree. Hopefully the next title and BI's future decisions keep modders around, it's a truly unique community. o7
  4. cring0

    I need fix lag

    I smell a new meme. I'd guess by the name that they're maybe Burmese, Google translate is probably a little dodgy going from that to English. XD
  5. Congrats, this looks great! Completely missed this one.
  6. Glad you and your family are ok! Excited to learn Blender and try your tools out. Just being able to paint the ground texture mask around objects would be so amazing! Its a very tedious and often inaccurate process to adjust ground textures via polygons in TB. After a couple years of using TB and Buldozer, anything that saves us from having to rely on them is a miracle!
  7. Hello? Is there anybody out there?
  8. cring0

    [WIP terrain] Nevid

    Oh hello, no not a real location, all fictional. I've been working on learning how to make decals for the past week or so. Once I get some of that finished I'll push another update. That, and I reorganized files and added PBO's so updates shouldn't be as big for this and my future projects.
  9. cring0

    [WIP terrain] Nevid

    http://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial I used L3DT initially, I use Xcam here and there, mostly Terrain Builder and Buldozer.
  10. I don't know, I was getting all sorts of problems until I changed my TerrainBuilder.exe to run in compatibility mode for Windows XP SP2. The only problem I've had with this is that I have to use WorkDrive from a3 tools to mount my P drive. If I use SUBST in a bat, TB won't see my P drive. Other than that it's been running pretty good since making the change. I'm running Win10 though.
  11. I was getting the same thing and I think I had to point my mapframe properties to my layers.cfg again, even though it had the correct path in the field. Spent like 2 days trying to figure that out. I've about had it with these silly bugs.
  12. Well as long as the tracks are in place and the mod supports those model p3ds, it will work. I know they said they were planning on supporting CUP but not sure how far they've made it. But the terrain maker themselves dont really need to do much. I was worried with mine because I was using the Tanoa tracks and had to finangle them a bit in places, but that mod is very forgiving, it had no problems at all. Even had a 1m gap in one part that I didnt notice at first and no problem, smooth as butter. *edit* Oh CUP tracks are supported now? Nice.
  13. While I've kept the IRL island name, this terrain has been largely altered from the real island for various reasons. Besides the buildings and vegetation, I've chopped the top of the mountain off, altered a lot of roads, etc. However, it does still resemble the real place in some ways. Iwagi is a small island located in the Ehime prefecture, kinda in between Okoyama and Hiroshima. I'm planning on using assets from the Apex expansion, and so it will require having the expansion to play. Right now, it's a total of 6x6km(I guess that could possibly change if it's too small). The island itself is roughly 4x5km. I'm using a cell space(hoizontal scale) of 3m, which is slightly less than what is suggested by all the Arma terrain gurus, but I'm hoping with it being a pretty small terrain it will work out alright. While I tried to keep a lot of places true to it's IRL form, I'm mostly limited to Google streets and as such I'm completely winging most of the island. Besides that, it needs to be military friendly.. so I completely chopped the top of the mountain and I'm going to put a military base there. =] I think I started working on Iwagi in February of this year. Originally, I had started with a completely custom terrain taking bits and pieces from all over the world in Google Earth Pro and piecing them together like a Frenkenstein. After a year of killing myself I decided to jump into a smaller terrain and use a real world place. This will be my first terrain for anything. Being as small as it is, I'm not sure it will be suitable for anything milsim related(hopefully I'm wrong), I'm hoping to be able to use it for Battle Royale and/or maybe some survival mods. GOALS: - I want to keep the mod filesize as small as possible. Thus, a smaller terrain with very limited user made content/models. - I don't want to require the user to have any other community made mods loaded to play on the terrain. TO DO LIST (as of 14 Sep 2016) Finish surface mask. Finish sat map. Finish watershed erosion and reservoir objects. Place random rocks. Finish rock outcrops. Fix mixture of vegetation in forests, add rocks and fallen trees. Finish military housing area. Finish military base layout and objects. Finish airport runway, objects, and buildings. Remove all vegetation from roadways and under buildings and other objects where it's noticeable. Set water level. Check AI movements along roadways and bridges. Have all bridges placed and remove road textures from underneath. Place road intersections and transitions. Finalize clutter mixture for all surfaces, no texture issues, set color and wind variation. Fix all road gradients, remove protrusions, smooth. Place polygons for vegetation. Place back roads and trails polylines. Place secondary roads polylines. Place main highway polylines. Put together a rough sat mask for ground textures. Make a place for a large military base and housing. Sculpt a rough height map with L3DT. Put together a rough sat map to use as a guide. MEDIA IRL Location: https://goo.gl/maps/YMEwqNyjmD32 Wikipedia: https://en.wikipedia.org/wiki/Iwagi,_Ehime Photo album: http://imgur.com/a/hqQSr I don't really have many pictures or videos yet, but I'm usually streaming on Twitch when I'm working on it. Once I can get it working in Arma I'll take some snapshots and make a video. https://www.twitch.tv/cring0 https://www.youtube.com/user/cringocringo I'll be back once I have more. If you have any questions or suggestions please let me know.
  14. cring0

    [WIP] Iwagi, Japan

    Finished linking the tracks around the island and tried out that train mod.
  15. Just finished putting tracks all the way around Iwagi today and tried your train mod for first time, went smooth!
  16. cring0

    [WIP] Iwagi, Japan

    The grass texture is my own, the others are from Apex.
  17. Needs some Malden pink doll houses in the mix! ;o
  18. cring0

    [WIP] Iwagi, Japan

    Yeah, I figured out what my problem was.. I had Terrain Builder set to run as admin.. and it's been like that for over a year..
  19. Well, if anything, it can't be worse than trying to get zombies in Arma. But, doing anything with any form of melee is pretty jenky as well, keep that in mind. I'm sure you could come up with something similar that could maybe be fun using rifles. But I feel like a big part of those other games is interacting with your environment and objects in different ways. And that's just not something Arma is good with.
  20. cring0

    [WIP] Iwagi, Japan

    Yeah there's a PBO for objects and one for Xcam configs. Soooo.. I made a bat file to mount P drive at windows startup. I just put subst p: "e:\arma3work" in the bat and put it in my startup folder. Windows sees it fine but TB does not. Anyone have any ideas why that might be? I've been using Arma3Tools to mount P drive all this time and I've been told that's a bad idea for some reason.
  21. Well someone made a dead by daylight copycat mod, which.. I don't know it all looks the same to me tbh.
  22. Yeah see, over the past couple years people have been complaining that they just wanted to port Chern+ into Arma and I kept suggesting they just rework the original and make it their own but no one wanted to put in the work. Great to see someone getting creative with it. Keep it up!
  23. cring0

    [WIP] Iwagi, Japan

    Oh hmm.. I think I had issues with this until I got the library entries that came with Mikero's subscriber tools. If you don't have his paid tools, they also come with the placeholders you'd need in TB to be able to crunch it(since BI never changed such objects from EBO to PBO). I think it was vegetation and rocks that I couldn't find before.. Next time I boot up xcam I'll take a look. *edit* Yeah for whatever reason I wasn't able to access vegetation and rocks before I got the library entries from Mikero's Tools.
  24. cring0

    [WIP] Iwagi, Japan

    So I have most of the southern island of Kosagi finished up I think. I'd updated it a few days ago. Album: http://imgur.com/a/hqQSr? And I decided to start making a marina. I'll have more screenshots soon.
  25. cring0

    [WIP] Iwagi, Japan

    Yeah I was leaving space for other objects but I'll take that into consideration. Another thing is that I'm usually trying to avoid blocking windows on the sides of buildings. The A3/Altis/Stratis houses you can kinda slap together fairly easy, but a lot of the Apex buildings have things on the sides that make it difficult to push them together too closely. Thanks, everyone, for all the feedback, means a lot! Yeah, I took my grass/green ground texture, tiled it a bit, scaled it down, tinkered with the color and darkness to get it as close as I could to blend near/far. For concrete and dirt I think I just tinkered with colors and added some static.
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