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_SCAR

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Everything posted by _SCAR

  1. ========================= EDEN EXTENDED OBJECTS ========================= This mod has been out for a while but I realized that I've never properly presented it. Eden Extended Objects is mainly targeted for terrain building, however you can also use it to extend the standard maps in your missions. If you do so, your users will need to download this mod in order to play the missions. Abusing of this mod in a mission file may result in loss of performance. This small editor extension adds these three functionalities. 1. Insert items that are not available in Eden vanilla. Trees Bushes Clutter Plants Signs Castle ruins Power Wires These items can be accessed under the appropriate Eden categories. LEGAL NOTICE: this mod does not contain any Arma 3 content. All this mod does is expose the existing items from their original Arma 3 file locations in the Eden editor and in user-made scenarios. 2. "Multiply" a selection of objects, thus facilitating the creation of forests, rocky areas, civilian groups, etc. To access this functionality, select one or more objects that you would like to multiply, right click on your selection and in the contextual menu click on "Extended Objects: Multiply". Objects will be created around your original selection. 3. Rotate objects. Apply a random different rotation to each object of a selection by pressing F9. You can find it on the Steam Workshop here. Best, _SCAR.
  2. ========================= KASTELLORIZO - ISLAND ========================= I’m pleased to announce that the island of Kastellorizo has been released today in beta. Kastellorizo (Καστελλοριζο) is a beautiful island in Greece of 11.98 km2. It is the easternmost Greek island and is situated in the Eastern Mediterranean. This is a self-contained mod that has no dependencies, which can be downloaded from: the Steam Workshop SHOWREEL IMAGES GUILTY PARTIES 2RGT SCAR 2RGT EagleOne 2RGT Rigel 2RGT Tapparella Comments and feedback welcome. _SCAR
  3. _SCAR

    Kastellorizo

    After all these years since we’ve made this map, I’m currently in Kastellorizo… It is quite the experience to know most of the things of this island, knowing where you are just by looking at the surroundings, having actually never been here before. I guess this is one of the perks of terrain making I never thought of. It’s quite surreal 😄 Has anyone experienced this before? @kastellorizo if you’re around maybe ping me 🙂
  4. All, I've just released a Countdown Watch that allows to set a maximum mission time. In game, it replaces the standard watch and lets the players see how much time they have left. Optionally, an End Game can be triggered when the time is up. It is also possible to set your custom watch faces by specifying a different image to use with the watch. To do so, you will have to create a watch face with the same dimensions of the included one. It can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=931486257 We use this watch in the internal missions we design with 2RGT (check us here if you are looking for an Italian clan). Comment and feedback always welcome. _SCAR
  5. Hello, I'm trying to understand if it is possible to replace the textures in Arma's houses. I'm building a terrain with typically very colored houses, and that's all I want to do: create a mod with houses based on vanilla Arma, just with different textures. Is this doable? This is what allows me to see a new building type in 2DEN: class CfgPatches { class Colored_Houses { // author name = "Colored Houses"; author = "_SCAR"; // settings units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {"A3_Structures_F"}; }; }; // main object classes class CfgVehicleClasses { class Colored_Houses_Class { displayName = "Colored Houses"; }; }; class CfgVehicles { class Land_i_House_Big_01_V1_F; class Colored_Houses_House_Large_Red: Land_i_House_Big_01_V1_F { scope = 2; vehicleClass = "Colored_Houses_Class"; editorCategory="EdCat_Structures"; }; }; But it is unclear to me if there's a way to set the new texture.
  6. =========================== [UCM] Utilities Construction Mod =========================== I'm pleased to announce the release of the Utilities Construction Mod. This mod allows to quickly add construction areas in your missions for pipelines, railways, electric lines, and such. Being a fan of milsim, the main reason I developed this mod was to give an objective purpose for staying in specific areas, especially for persistent servers. Having a lot of small tasks such as the ones that ALiVE gives you it's really great, but having (for instance) a pipeline to build qualifies the presence and gives specific time limits for a faction to be in an area. Video Trailer Video Tutorial on how to use the mod A few images Find UCM on: Steam Github A sample mission can be downloaded from here. Dependencies: CBA_A3 UCM does not need ACE3 to run, but if enabled the Interaction and Cargo functionalities will the the ones of ACE, otherwise they will default to enhanced vanilla ones. Please note that this mod is still in beta. Some changes and bugs are to be expected. Thanks to W4lly63 and 2RGT Hollywood for their help in alpha-testing. Comments and feedback welcome. _SCAR
  7. Sorry I have taken a pause modding Arma a while ago. I would recommend trying out the default mission and seeing if it works. Also, ACE is optional.
  8. Hello @kastellorizo, sorry to hear that you deem that the areas we reproduced do not look at all as your island. We've spent several hours (days?) immersing ourselves in all the videos, photos and tourist maps that we have been able to find online, and reproducing as much as we could. We’ve tried to keep the island spirit intact, however you have to understand that all terrain builders have to deal with the models in Arma 2 & 3 that are available to us, or build our own. At a given time, we also tried painting homes which became a very difficult task due to legal restrictions that we did not want to break (see video). Anyway, we don't plan to do any changes to this map. If you end up building your own Kastellorizo I would recommend doing the larger zone and include pieces of Turkey. @JohnKalo we have many internal ones, I saw a couple of ones published on the Steam workshop. All the best, _SCAR.
  9. All, I’m pleased to announce that we’re currently working on a new island for Arma 3, Kastellorizo. Kastellorizo (Καστελλοριζο) is a beautiful island in Greece of 11.98 km2. It is the easternmost Greek island and is situated in the Eastern Mediterranean. If you have seen the movie Mediterraneo of G. Salvatores you might already be in love with it. Here is the in-game satellite view: [Link to Google Maps] We have chosen it for its relatively small size, for its beauty, and because there are interesting panoramas, especially from the top view points (250 meters ~270 yards above the sea level). Its main and only city has beautiful and typical colored houses, and 2 sea ports. The terrain also has 1 airport, 2 military bases, 2 main archeological sites, 3 mountain steps (we think that we have built something very unique in Arma, check the video below!), 1 power plant, 1 gas station, 1 bridge radio, 1 cemetery, 1 mosque with a minaret, 1 private villa on a small island, many farms, churches, and a variety of ruins all around the place. We’ve tried to keep the island spirit intact, by immersing ourselves in all the videos, photos and tourist maps we have been able to find online and reproducing as much as we could. Don’t expect a 100% faithful representation though, as we have taken some liberties partly due to limitations from the Arma engine, but also to improve terrain playability. We think that this terrain will be mainly interesting for infiltration, VIP exfils, sabotage, and CQB scenarios. That being said, we are looking forward to see what scenarios makers will do with it :) Kastellorizo will be a standalone terrain (no external dependencies such as CUP or DLC content). Some helper functions will be there, for instance to turn on/off lights in the military bases, or open the gates that are already included in the map. This is a joint effort done in collaboration with members of the 2RGT clan: _SCAR EagleOne Mister-Pizza Tapparella BTW check us here if you are looking for an Italian clan: http://www.secondoreggimento.it/ Enough with the talk :) Here are some videos for you. A quick tour of the main port by boat: Walking the panoramic stairs up to St. George Of The Mountain: St. George Of The Mountain: Paleokastro by dawn(archeological site): Cruising around: A landing at the airport: Comments and feedback always welcome! _SCAR
  10. Is there any way to retrieve the side from string? I mean something like: sideFromString "WEST"; ==> returns west (side, not string)
  11. I mean the possibility of saving your work and continuing at a later stage.
  12. ========================== [E2TB] Export To Terrain Builder ========================== I'm pleased to announce the release of E2TB, a small module for Arma 3 that allows you to export data to Terrain Builder. Writing this announcement here because it only concerns Terrain Makers. Why? If you have tried to import from EDEN or from any other custom tools that generate objects while in mission to Terrain Builder (such as XCam, Surface Painter, Map Builder), you may have seen the hassle of objects' rotations being often incorrect once imported. This has been very painful for many terrain makers, given the fact that rotations needed to be corrected back into Terrain Builder. This mod fixes most of those issues. You can check out results in this comparison image: This came out of a painful session of 4 days (for 40 lines of code or less), where after all experiments I was able to import using .lbt format, the format that Terrain Processor exports with. The last 2 of those days have been heavily spent on Discord's Arma3 #terrain_makers channel. A big thank you for help / discussions to @lappihuan @zgmrvn @mikero @W4lly63 @ianbanks @Ice @cring0 @Adanteh @HorribleGoat @t_d ...and all the other folks involved in those discussions in those memorable days of October 18th and 19th 2017. After this, a new fix from @ianbanks came in. This is what is now being used. How does it work Copy the objects to the clipboard: From EDEN: click on the menu Export > Export to Terrain Builder (E2TB) or the absolute position alternative From within a mission (SP): run the action Copy the map objects to the clipboard or the absolute position alternative. To do this you'll first need to drop the SCAR_E2TB_Module in your mission. Copy the contents of the clipboard in a file and save it with the extension .txt From within your map in Terrain Builder: File > Import > Objects. If you exported with absolute position, ensure that you import the objects in Terrain Builder by checking advanced options > absolute in the import dialog. According to our experience, absolute position works better with large objects such as Big Rocks. Your mileage may vary. A huge thank you to @ianbanks for the absolute code positioning / TB matrices computations, and for allowing me to include his work in E2TB. Scale E2TB will use the size as reported by the following tools: XCam Surface Painter Map Builder Download Find E2TB on: Steam Github Note There are certain objects that behave very differently in EDEN and Terrain Builder. These are the objects that have the named property `placement=slopelandcontact` into the geometry LOD. The intended behaviour for these objects is to stay flat on the ground and adapt to the terrain. Though, in EDEN you are able to easily position them horizontally, but once imported in Terrain Builder they will follow the ground. As an example, if you were to put a barbed wire on top of a bunker that is on a slope, once imported in Terrain Builder the barbed wire will follow the underneath terrain slope and hence be in an incorrect position. As a compromise, E2TB assumes that all of those objects are used as normally intended to be: on the ground, following the terrain. This should cover 95% of usage. If you use those objects differently, you will have to manually fix them in Terrain Builder. We are working on alternative options to see if we can come up with some other solutions, as in the end it boils down to the fact that EDEN and Terrain Builder do not treat these objects in the same way. A sane development cycle for those objects: set them on the ground using SLOPE mode (to follow terrain) so that you can preview them as close as possible to what you'll see once imported in TB. Comments and feedback welcome. _SCAR
  13. A good start would be you abusing the README. :) This is probably your case. Best, r.
  14. Hello, As per the README if you export in position absolute you also need to import in position absolute in Terrain Builder, otherwise your objects will be flying in the air and you might have not realized that (which is probably why you say that nothing is added). The other one is a bug which has already been solved and just pushed (v0.13.0), just restart steam / arma to ensure that you get it or wait for @foxhound to kindly update the armaholic mirror too (he's usually fast in doing so). :) Thank you for reporting it. Best, _SCAR.
  15. UCM v0.16.0 released, with better JIP compatibility.
  16. v0.12.0. released. E2TB now allows to set custom objects to be exported as slopeModels.
  17. E2TB v 0.11.0 has just been released. This one adds the option to export the objects with absolute positioning, with an extra attention to the bounding box of the object itself. A huge thank you to @ianbanks for the absolute code positioning / TB matrices computations, and for allowing me to include his work in E2TB.
  18. _SCAR

    Predator Mod

    I imagine not, but worth asking: are there any plans to port this to A3?
  19. That's why there's a E2TB module that you can put in EDEN. This adds a self-action to export while in map. All is in README.
  20. 0.15.0 Has been released. Improves MP and JIP compatibility.
  21. Found it. I was referencing a default.rvmat by mistake.
  22. Hi all, When binarizing and packing mymod I get a: 11:42:06: Warning: mymod\mymodel.p3d:3 Stage 1 has no texture to retrieve format from (while generating ST coordinates) Anyone know where I should be looking to fix this?
  23. 0.14.0 has just been released. It fixes some bugs related to workers teleportation, actions availability and animations.
  24. I've looked into this option, but unfortunately saving to file wouldn't make a difference. It's not the text output that fills the memory (that is at most 3MB with 50,000 objects): it's the fact that all of the objects need to be loaded in memory from script to process them, and this eats a lot of memory. I will though try to reproduce and see if there's anything that I can do to address this.
  25. As already discussed, there are certain objects that behave very differently in EDEN and Terrain Builder. I found out that these are the objects that have the named property `placement=slopelandcontact` into the geometry LOD. The intended behaviour for these objects is to stay flat on the ground and adapt to the terrain. Though, in EDEN you are able to easily position them horizontally, but once imported in Terrain Builder they will follow the ground. As an example, if you were to put a barbed wire on top of a bunker that is on a slope, once imported in Terrain Builder the barbed wire will follow the underneath terrain slope and hence be in an incorrect position. As a compromise, E2TB will now assume that all of those objects are used as normally intended to be: on the ground, following the terrain. This should cover 95% of usage. If you use those objects differently, you will have to manually fix them in Terrain Builder. We are working on alternative options to see if we can come up with some other solutions, as in the end it boils down to the fact that EDEN and Terrain Builder do not treat these objects in the same way. New version 0.10.0 released on Steam.
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