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-ben-

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Everything posted by -ben-

  1. -ben-

    Tembelan Island

    I will look into this. Probs have a patch to fix a few things next week.
  2. -ben-

    Tembelan Island

    @Col. Hoffy By default Roads are not exposed to the Eden editor. There are mods such as CUP Terrains that add objects such as roads, trees, bushes and rocks to the Eden editor to be placed by mission makers. @narrundo I do realize that to people who'm actually speak the language the place names will be weird. 90% of the place names are made up, and were created towards the end of development. Whilst we were making things many areas had unofficial names, things we called places so we knew what we were talking about, "Fish Town, "Fish Village" that sort of thing, so in the end i just took these nicknames we were using for the places and put them into google and put down the result. This is probably why they don't actually make sense, as most of them are phrases not actual names.
  3. -ben-

    Tembelan Island

    I have done so. We will see if it gets picked up, i might be able to do it myself if i find some time.
  4. -ben-

    Tembelan Island

    @bumgie Thank you for the in depth response, i actually agree with majority of what you posted. In regards to the under ocean you are correct that there is nothing there to speak of, this did come up during development, though at the time nothing became of it. I may remedy this in the future. In regards to objects that have a lack of blending of ground details, there are two points here. 1. I am limited by what the engine can do, where it might make sense to have some dirt or soil blending in with another surface, it might not be viable because the tile that it is composed of is full of other surfaces that might be in an area a few hundred meters away. This is a balance i have to strike between the resolution of the tiles and the overall filesize. 2. New surface tools became available to the community fairly late into the development of this map and there is a visible discrepancy between the mask quality of areas particularly between the east and western halves of the island. This may be something that is touched up in the future. Finally, with the comment about things not being believable or making sense, I.E there being farms/villages with no paths leading to them, i am aware of this. However towards the end of this project i became very fatigued with it. Understand that i have been developing this 65-70% by myself with varying levels of commitment for 3 years. The last two months alone were spent redoing the resort, it took so long not because of it being particularly difficult, but because motivation and energy was really lacking. I got very fed up with the island towards the end to be honest. It's not something i am particularly proud of, but it happens. So many of the smaller things, arguably the more important things got overlooked. Thankfully i do not think there was anything missed that makes the terrain unplayable, and i am confident that i will revist this terrain in the future and give it some of the TLC it needs here and there. But for now i am getting stuck into other things.
  5. Release thread can be found here: Mods can you please close this topic.
  6. Hello, For about a year and a half i have been working on Tembelan Island, with help from Dmitry Yuri. Tembelan Island is part of a cluster of Islands in Indonesia, however work on this map began before the announcement of Tanoa, who's assets would fit perfectly on this island. Instead this map uses purely Vanilla content, and will remain that way. Consideration has been made into when the community gets its hands on the Tanoa assets, no decision has been made yet whether or not the map will be updated with the new assets. Work on this project has been slow due to other time commitments, and i do not have an idea of an ETA on release. Best case scenario i would like to release this before Tanoa, but i make no promises. Testing of portions of the island during development have taken place through the Zeus Community of which we are a part of, and during the development we also re textured and configed some units, creating some fictional flavor background to the island. It is more than likely that when the island is done the units will be released as well if anyone wants to use them. Below is the technical specs of the island as well as a bit more info about the "lore" we created for the island during it's development. It is also worth noting that any screenshots of the island are very W.I.P especially the satmap. Technical Specs: Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Tembelan is a real island, chosen by me to put into arma for it's interesting shape however while developing it we decided to make changes to the heightmap in order to create more interesting gameplay opportunities. With that in mind, the island is divided into two fairly distinct biomes, in the north and the south, with vegetation varying in each. We feature several large forests, as well as large hillside and valleys in the north. Where as in the south there are a lot more flat open mud plains, more suitable for vehicle combat, there is also a small river network to break things up on the eastern side of the island. There are a few smaller islands that are connected to the main island by fordable river crossings. In terms of man made features, there is a long sprawling capital city on the coast, several smaller villages, a few medium sized towns. Fully serviced military bases, as well as smaller F.O.B style outposts dotted through the island as well. In ArmA, Tembelan is home to the Tembelan National Army (TNA), who are the official military force of the island, whom maintain control over the island with the help of NATO. Their main threat is from the guerrilla "Revolutionary Peoples Army of Tembelan" (RPAT) who through the assistance of CSAT, constantly undermine the TNA's authority conducting guerrilla attacks and raids regularly, to shift the balance of power on the island. Now for some screenshots. http://imgur.com/a/sFT62 Hope you all look forward to it. Regards Ben.
  7. Hey, me again. Have any thoughts been made to making this more multiplayer friendly? Was in a multiplayer session boxing out ideas for an area to develop with Xcam, and i painted some areas with surface, however other players saw the tiles as 1mx1m helipads. I assume that is the default texture to use if it can't find a colour definition properly. I have not tested what other people see if they have the mask and layers cfg. I'm not sure what data you currently send over the network.
  8. -ben-

    Exact road shape export

    Only thing i can suggest is adding more points to the poly lines. Arma draws roads weirdly, if in TB the polyline is a slight diagonal stretch of 200m in TB, in game it will actually be a nice smooth curve because consistency.... However when you export shapes to imagery as i'm sure you have found, it exports exactly what the poly line look like in TB. Which usually doesn't match particularly well with that curve in game. So the only thing i have been able to do in my work, is add more points to the polyline to better follow the path of what is drawn in game. Also use a polyline width that is appropriate for your roads. I find the default of 10 only suitable for the big highway road on Altis. Most of the other tarmac'd roads fit a size of 8 far better.
  9. Are there patch notes to go with the RC so we know what to try and break "test" for bugs? :P
  10. Okay, steps in the right direction! Firstly, idk if this is on all resolutions but when i loaded up (2160 x 1440) the UI the icons for the buttons did not appear correctly. In regards to the surface painting. It is writing to the file properly now, however it has some strange by product. On my mask i have black to represent sand, and since i was using it on a mask for an island there was a lot of black, so i painted some of my materials down as a test, starting with orange which is a soil texture, and carried on then hit generate. It generated and wrote to the file however it converted all of the black in my original mask to orange. I copied a new version of the mask in and tried again, painting yellow down first and sure enough when i generated it replaced all the black in the mask with yellow. So for some reason it is converting black in my mask to whatever colour i first start painting down then. Progress has been made for sure though. :D Also might be helpful to write in the mask readme about what properties the Tiff needs to be saved as: file compression, pixel order, etc.
  11. Looks like a solid start. Good luck on your journey.
  12. So my community will be testing this map for a week running from 30th of September to the 7th of October, with specific gamenights playing custom missions on the 30th and 4th. Anyone whom wants to come along is welcome to, we advertise ourselves as "Casual Milsim" so we will be playing Co-Operative/Adversarial platoon sized missions (20-40 players) with structured ORBAT's and Comms, i will warn you beforehand there is a large mod pack that our addon server runs so if you aren't into that then no worries, we play with things like RHS, ACE, CUP Terrains ect, and host our modpack through our ArmA3Sync repo. More info can be found here about the event. Our teamspeak: teamspeak.zeus-community.net I imagine most people will be content with waiting for the full release which will probably be end of Octoberish, but for anyone that does want to check it out early or just wants somewhere new to come and play i am sure we can accommodate.
  13. Fair enough, if it's out of scope of what you want to do then, it's out of scope. My original post was just inquiring as to if you had plans to expand out the player driven functionality. If you don't then that's fine. I think its a pretty cool logistical addition regardless. :)
  14. Yeah probably using the already integrated ACE interaction, have a progress bar fill up and play an animation that the AI are currently playing. That would be the simplest approach, if you wanted to go further in depth by adding different "components" to each piece that need to be fitted together, that would be up to you.
  15. Is it possible for the construction part to be done by players instead of AI? As a mission maker for a milsim community, i would be interested in combining this with missions where player engineers have to be protected whilst they build pinelines for a civilian town or something to that effect. But AI can be tricky to corral to where you want them to.
  16. So i was playing with the height based fog while making a mission, and there are times where arma looks really atmospheric. Also i kinda just wanted to play about with my new 4k monitor. :D
  17. -ben-

    8K Grids

    So, i am thinking about my next terrain project and wondering if anyone has even semi reliably gotten 8k grid sizes to work in TB? Ideally I am aiming for 8k grids with 2m cell size, though preliminary testing has not been great i have not been able to load a map in buldozer with these values. I could settle for 4k grids at 4m cell, but i want to see what others experience with 8k grids are first.
  18. Now tested with 1.4 Script error is gone, when i press generate it hangs for a bit while it does it's thing and then gives me back control so it appears like it's done something. The last modified date of the surface.bmp is changed so it has accessed the file, but it does not modify the mask for me. Been testing on a very distinguishable area, multiple colours and the file after export always remains unchanged. Tried both normally and launching arma as administrator. :(
  19. Tested the painting with 1.03. New DLL 24bit Windows BMP. The image size and scale is correctly identified in the info section of the UI, and it detects all the colours that are on the mask too. However when i press generate there is now a script error: Error in expression < { _pixels = []; { private _key = _x select 0; private _pixel = _x select 1> 19:41:21 Error position: <select 0; private _pixel = _x select 1> 19:41:21 Error select: Type Object, expected Array,String,Config entry 19:41:21 Error in expression < { _pixels = []; { private _key = _x select 0; private _pixel = _x select 1> 19:41:21 Error position: <select 0; private _pixel = _x select 1> 19:41:21 Error Generic error in expression
  20. For reference, you could consider your X-Cam page as not being "obsolete" anymore, despite any active development on it, the change with Laws of War that broke it has been fixed, and the mod maintains to be completely functional.
  21. So i tried to use the surface painting tools, however my surface.bmp comes out as follows: In further tests it simply generated a corrupted file that no program can open.
  22. So just a quick update, its nearly done! In terms of objects there is only the small island in the bottom corner to do, along with some tweaking here and there, pulling buildings out of the floor, adding a few bushes and garbage piles that kind of thing. Looking to do a pre-release testing event with my community within the month and hopefully full release shortly after that. Overall i would call it 95% done.
  23. Major object placement is nearly done. I have one last place that i am redoing then from there it is full masking to get rid of this grass everywhere and have something that looks a little nicer. Whilst that is going on small detail things like signposts, tables and chairs, furniture for peoples back yards, etc can be placed. Hopefully it shouldn't be to much longer. Certainly approaching the home stretch.
  24. Are dynamic loadouts for Jets such as the AV8B's still in the works. Apart from the A-10 seems only helicopters have them atm?
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