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Everything posted by rocket

  1. USEC Aoraki/Mount Cook (New Zealand) Island (v0.1 Alpha) By Rocket www.usecforce.com This initial release only includes a small scale map (20km x 20km) of the Aoraki region, with snow/rock/ice only. It includes no buildings, vegetation, or anything. Future releases will include the expanded version with the real world vegetation and object details. Current Version: - 0.1 (Alpha), 18 January 2011 Requirements: - ArmA2 OA (only config file requires OA) - USEC Alpine Core Mod v0.1a (download below) Includes: - Aoraki (Snow) version map only Features: - 20km x 20km terrain - 10m terrain relief resolution - 1m terrain satellite map resolution Credits: - Land Information New Zealand for providing contour data, from which the heightmap was generated - USEC for testing - Spirit for his help and inspiration at every turn! Where to download: USEC Aoraki: - USEC Aoraki @ ArmA2Base.de - USEC Aoraki @ Armaholic.com - USEC Aoraki @ Armedassault.info - USEC Aoraki @ Strategyinformer.com USEC Alpine: - USEC Alpine @ ArmA2Base.de - USEC Alpine @ Armaholic.com - USEC Alpine @ Armedassault.info - USEC Alpine @ Strategyinformer.com BOTH files are required to run the island! Advise mirror locations below (any welcome) and I will update above. Server Key: - Included ------- If you like the download: please consider making a donation to a local charity. Of particular note, donating to ArmA community websites is also extremely important. Bandwidth is not cheap and we are blessed to have such an excellent network of community sites, in many languages. This will only continue if you support them not just by visiting, but also by donating.
  2. Anyone else not have any key point data loaded for Visitor 3? I can't find the KPtypes.cfg file (which should have the list of key points in it), fresh install of the tools.
  3. Making best use of the "Super" shader Materials The new "super" shader offers excellent options for creating really beautiful objects within ArmA2. I studied Soul_Assain's post on the new RVMAT, and then reviewed BIS's textures to study how they composed the objects. Then I experiemented until I got what looked like "polished metal". The "super" shader is made up of SEVEN stages, each is described below along with what I did and why: Specular/Light settings ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 0.0}; specular[] = {1.0, 1.0, 1.0, 0.0}; specularPower = 90.0; Plenty of info on these in the forums. Play with them to get the desired results. The Normal Map { texture="usec_maule\textures\maule_1_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; The old faithful normal map! I generated this using the same processes as with ArmA1. Drawing flat lines in greyscale over the diffuse, then using the nVidia plugin in photoshop (height: 1) gave me the right look. Because of the additive effects of the shader, I only wanted subtle detail in the Normal map. I left the channels as they were in photoshop, exported to a PNG, and batch converted using Pal2PacE.exe (see below). The end result should have moved your channels around, the PAA should have: Black red channel, Green channel as before, Blue channel white, and Alpha should have the old contents of the red channel. The Detail Texture class Stage2 { texture="usec_maule\textures\maule_dt.paa"; uvSource="tex"; class uvTransform { aside[]={8.000000,0.000000,0.000000}; up[]={0.000000,8.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; A new twist on an old friend. It's my opinion that the detail texture has a very important role now. I tried two implementations. In the F-35, the ambient occlusion (see below) was taken, and then blurred, and used as the detail texture with the UV tiling set to 1. This resulted in the effects seen on the F35. This didn't work for me, perhaps because my Normal map was so sutble. So I went for the method used with most other vehicles, I used a tiling detail texture. I tried the BIS textures, but found they were too scratched. So I took one of theirs, and then ran a "dust and scratch" removal filter on it in photoshop, to take the edge off it. This is a greyscale image, I saved it as a PNG and then exported it to PAA. The Macro Texture class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; Now I don't know about you, but I don't screw around with Macro textures. So I left this part of the shader generating the texture itself. I believe this has a bearing on the roughness of an object. The Ambient Shadow Texture class Stage4 { texture="usec_maule\textures\maule_1_as.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; This, I was excited about! I ran an ambient occlusion bake over my model in 3ds Max (I already had one for the diffuse). The ambient occlusion was used very lightly in the diffuse, to give it a bit of depth, but I was used as the basis for the entire AS texture. Basically, think of ambient occlusion as being "firing light at the model from all angles (ambient) and then seeing where the shadow is". I took the ambient occlusion bake, and used a "multiply" additive layer for it on top of white. Then I set the RED channel white, and the BLUE channel white, leaving the result only in the GREEN channel. I then saved this as a PNG and batch processed it to PAA. The Specular Texture class Stage5 { texture="usec_maule\textures\maule_1_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.000000,0.000000,0.000000}; up[]={0.000000,1.000000,0.000000}; dir[]={0.000000,0.000000,0.000000}; pos[]={0.000000,0.000000,0.000000}; }; }; Straightforward, similar to the ambient texture. This tells where is MORE SHINY than other areas. Fiddled with this one very much indeed. Don't have shadows in this, using your painted diffuse before you added any shading is helpful. As per ArmA1, filled in the RED and BLUE channel white, the GREEN channel held all the data. The Fresnel Texture class Stage6 { texture = "#(ai,64,64,1)fresnel(0.92,0.95)"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; OMG FRESNEL!!! These have always confused me, but are a great source of power. The fresnel texture defines incident-angle opacity and colorization for a given channel on an object. Essentially, I guess you could say it alters the color output produced from an object according to its normal. The standard shader generates this texture procedurally, and I didn't really care for much for changing this. If you're making an ice object... have a toy with this! You can get some awesome effects from altering it I suspect, either by making your own texture, or altering the settings. The Environment Map Texture class Stage7 { texture = "ca\data\env_land_co.paa"; uvSource="none"; }; Same as in ArmA1. I experiemented with the ones shipped with ArmA2, and chose the land one. Looked mint, so I left it! Exporting the textures I put all the PNG and TGA textures for my project in a folder, along with Pal2PacE.exe, and then created a *.bat file with: Pal2PacE *.png Pal2PacE *.tga In it. Then I simply click the bat file, and it processes any PNG and TGA textures in the folder :)
  4. Developed over the last two years, the Revolution system is a persistent world game mode, linked to a MySQL database and website. Recognizes players and logs them in each time. It is using JayArmA2Lib and named pipes together with a custom developed Console app. Due to the complexity of the system, this is not and cannot be released as a standalone mod. If anyone is interested in running this, send me a PM but you will need a dedicated Windows Server box capable of running ArmA2, MySQL, and a webapp. This allows many things including: Training completed online results in instant awarding of qualification ribbons and badges Online statistics and scoring for assessments Persistent aircraft and vehicles, tracking vehicle hours used etc... Activity report, logging hours played, events, kills Base Building persistence, restarting the server it streams in buildings Persistent supplies, use a magazine and the count goes down The mission framework itself, taking inspiration from Norrin's work and the ACE mod includes: Fully developed Medical System, with Morphine, Epi, Bandages, and particle effects for bleeding AI controlled "Air Boss" Dialog controls for debarkation Side Missions: Capture, Destroy, Kill - fully randomized with professional briefings Custom damage effects and sounds Back Blast Damage Area simulation for rocket launchers, tanks, bombs, etc... Realtime editor for enemy Base Building Logistics Supply delivery required for base building Aerial dropping of Supplies for base building, or unloading after landing Credits are extensive but the major credit goes to JayArmA2Lib which made the system much more performance friendly. Norrin for his First Aid system which grew into this. Demonstration Videos kLDvVN7--R8 iQNeWTEdu84 eCeWgqE2oDc XkvJmjYRvO4 More demonstration videos to follow...
  5. Here they go folks. Rocket's usecforce.com addon's. Images on armaholic. Didn't post them here because wasnt sure if they were right size. Very busy, not much time. Post is a mess. Moderator feel free to cleanup. Remember - I'm ROCKET not ICEMOTOBOY. USEC B1B Bomber * Requires a Pilot and a Weapons Officer * Self explanatory really, it's variants of a B1B bomber * Currently Alpha * Hard to use without instructions * No pilot cockpit dials in this version * NOT AI FRIENDLY USEC NAVY * Has an LHA thats a "spawnable base" * Couple of destroyers * Oh and it has an HH60 too. Can be used to pickup cargo crates and such USEC EFF * This is like a mix of a bunch of stuff * Might not work well without the core USEC mod * Oh it has a cool AAV. If you know what that is, you'll probably be pretty excited. * And some cammo units, which are pretty choice * Gas masks and stuff too, and gas grenades * I can't remember what else. But quite a bit. USEC Core * Old, and a real mess * But has some cool stuff in it * Enjoyness * Maybe the snow units are in this one? They're pretty cool Oh some of the units don't appear in the menu for ACE, you have to mention them directly. Some of the things REQUIRE ACE. It's all setup entirely for USEC, so if you don't have it all setup right - it doesn't work so well. That's all the USEC mods! When ArmA2 came out, I promised myself I'd make all the USEC mods public to non-USEC people. I'll still be modding for ArmA for a few months until I see how ArmA2 pans out... then I'll commence my modding for that. If you like these mods (or want to host them) then: - Identify me, Dean "Rocket" Hall, as the author. - Provide a link to http://www.usecforce.com/ - Support Armaholic - Visit the USEC site (www.usecforce.com) - Come checkout the USEC game server some time, and chat to the guys and gals there - Be nice, find something you love to do, and do that forever! Hi to Big and Foxhound and all the Armaholic chaps, great work, see you in ArmA2 development. P.S. I can't field any questions relating to how to use these mods. If you have questions, try asking some USEC members. They know how to use the mods and they can be a REAL pain in the backside to get working. Unfortunately, I'm busy being a producer and other stuff - all the free time I have goes to USEC. P.P.S. If you're REALLY stuck. You can try PM'ing me. I do eventually get around to replying. ---- Link to mirror at ArmedAssault.info, thanks guys: USEC B1B Bomber USEC NAVY USEC EFF USEC Core
  6. USEC BELL 206B (Civilian Helicopter) By Rocket www.usecforce.com Current Version: - 1.0, 23 January 2011 Requirements: - Standard ArmA2 OA/CO install Includes: - Bell 206B (4 colour scheme variants): United States Coast Guard White (Default) White/Grey Dragonfly Credits: - Jen Galbraith for base of the USCG repaint - Patrick Machabert for the base of the Dragonfly repaint - The many, many people who have helped with testing, screenshoting from MSFS, and much else. Thank you all. - Soul_Assassin for his tireless work with 3ds Max tools! Where to download: @Mediafire.com Advise mirror locations below (any welcome) and I will update above. Server Key: - Included ------- If you like the download: please consider making a donation to a local charity. Of particular note, donating to ArmA community websites is also extremely important. Bandwidth is not cheap and we are blessed to have such an excellent network of community sites, in many languages. This will only continue if you support them not just by visiting, but also by donating.
  7. rocket


    Incorrect. DayZ used to use jayarma2lib. Now it uses nothing, just its own DLL using the callExtension command. So any issue is with HiveEXT and has nothing to do at all with Arma2net.
  8. USEC Aoraki/Mount Cook (New Zealand) Island By Rocket www.usecforce.com Latest WIP Picture 12 Aug 11: Background: "Aoraki/Mount Cook is the highest mountain in New Zealand, reaching a height of 3,754 metres (12,316 ft).[1] It lies in the Southern Alps, the mountain range which runs the length of the South Island. A popular tourist destination,[2] it is also a favourite challenge for mountain climbers. Aoraki/Mt Cook consists of three summits lying slightly south and east of the main divide, the Low Peak, Middle Peak and High Peak, with the Tasman Glacier to the east and the Hooker Glacier to the west." - Wikipedia About: - As many know, I'm a Kiwi. I'm also a mountaineer, having climbed the mighty Aoraki on my fifth attempt and several other 3000m peaks in the area. Grew up in the area so know it like the back of my hand. Unfortunately, not only has mountaineering cost me many thousands of dollars, it's also cost the lives of some dear friends, and nearly the fingers on my left hand. I've always wanted to show other people around the world, in game, just how beautiful this area is. You can on youtube.- Over the years I have compiled software and a database of images from my climbs and travels around the area. I've put these all together to make this addon. It's a 60km x 60km area, shrunk down into a 30km by 30km area. It stretches from the West Coast of the island, through inland to the southern alps. There is one sealed runway (Mount Cook Airport), two grass airports, along with another three high-country airstrips. Technical Details: - Area shrunk by 50% for ArmA (mountains half as high, distance half as long) - 30km x 30km = 900km Square area in game - Terrain texure resolution to 1.25 in-game meters (24k x 24k satmap/mask) - 4096 Heightmap was used, heightpoints every 7.5 in-game meters - 6 terrain types successfully on mask Multimedia: All these pictures are taken in ArmA2 1.04 View an in-game 360 degree panorama from near the summit Question & Answers: Why did you shrink the height and distance by 50%? - Photoshop only handles PNGs (required for import into Visitor) up to 30,000 pixels. The maximum heightmap imported into Visitor is 4096. So I could either import at 15m height resolution, and have 60km, or I'd have to drop the resolution or the area. - In the end, after testing 60km terrain at 15m height resolution, I found that halving the distance assisted gameplay greately and opted for this solution. Where are the forests? - Forests are eating framerates on my PC, and they're also lagging. On top of this, they're problematic to place in Visitor. If someone can write a script for Visitor to take a shapefile (I have vegetation data all ready to go in Global Mapper) and generate forests, let me know and I'll add them in. - I will be adding a few trees here and there, but not too many. What are framerates like? - During the taking of screenshots, I was getting 30fps at 10k viewdistance with texture settings on full. Chenarus, by comparison, is barely playable on my PC. How big will the download be? - At the moment, it is looking at between the 600 to 800 megabyte mark. Reduced somewhat with RAR compression most likely. How did you make it? - I took publically available (LINZ) contour data, heightpoint data, and I imported this into GIS software. - I then extrapolated height data from this into a heightmap, exported this along with much other data (shingle, ice, moraine, terrain type) and cut out a section in photoshop. - This was imported into L3DT, where I then altered the heightmap by hand based on my own knowledge of the area to add details. - I made a custom climate in L3DT, and generated base land attributes. I then exported this to Photoshop, added additional layers from GIS data (LINZ), and then imported back into L3DT. - I generated Satmap from L3DT, and attributes I used to generate the mask. - Import and then repeat many times, over many weeks, until i got it right. When will it be released? - I am currently unemployed, so I have all the time in the world to finish it. I expect to have an initial version out before the end of November. Will you release the source files? - Currently, this project uses up the good portion of an entire 500GB hard disk, entirely for itself. If anyone wants anything specific, let me know, but the entirely source will have to stay on my HD :) Are you going to be adding buildings? Yes, all the mountaineering huts, the small number of villages in the area, some farmhouses, and the airports. I may do custom buildings for the mountaineering huts, and the hermatige (hotel) if I have time. Will there be custom sounds? - I am planning on going climbing up there again shortly, and I will be recording custom sounds at this time should I not be able to find any locally. Will there be lakes and rivers? - As you can see, the rivers are dry at present in the island. This will remain. Lakes may be added. Are you using custom textures? - All textures, other than grass, are currently custom. I imagine this will remain. I will likely end up with eight textures, although no more than 6 in close proximity per the requirements. Is it working in-game? - Yes, silly. Thats how I got the pictures. It binarized without any errors (although it did take a long time!). --- Ask any other questions below and I will answer as best as I can. Those wishing to mirror the release, please contact me with private FTP details so I can upload to your server(s). My personal server blew up with downloads last time, so I will likely need to directly upload.
  9. DayZ does not use any modifications other than @dayz and @hive. CBA was used on old version with JayArmA2lib, but this has not been used for some time.
  10. publicVariableServer (run on client) publicVariableClient (run on server) Enjoy :)
  11. Please note new commands: publicVariableServer <varname> Publishers the variable (name as STRING) to the server only. Useful when you want to synchronize a variable with the server but not any other clients. <clientID> publicVariableClient <varname> Publishes a variable (name as STRING) to a specific client, from the server. This is useful where you want to synchronize a variable with only a specific client. The Client ID is the temporary ID given to a connected client for that session. You can find out this ID with the owner command (using it on a player's character, for example, will give you that players client ID). This is a useful way to cut down on network traffic, as publicVariable commands are issued as a priority message. So use publicVariable sparingly, and these commands where they apply.
  12. rocket

    Congratulations Bohemia Interactive

    Without $able's update, the DayZ central server would have remained shut down, so yeah. I owe him very many beers!
  13. rocket

    Congratulations Bohemia Interactive

    Exactly. Revo was DayZ without the Z.
  14. rocket

    Congratulations Bohemia Interactive

    Anyone here ever heard of my USEC Revolution system?
  15. I'd just like to say how helpful and supportive Sickboy and his team have been, right since the start. Really great example of community support. Thanks so much :)
  16. Couple of screenies for the forthcoming release of HALO/Parachutist models. Notes: Made from extremely high quality 3D reference material The reference material (from a variety of 3D libraries) is HIGH POLY and I have opted to stay fairly high with poly counts (~12k per model complete), in prep for ArmA3 The texture load is 3 x 1024 textures, 1 x 256 alpha. You can hide parts of the uniform dynamically Custom vertex weighting used for body, everything is "non BIS" except for hands (todo) and face Trying to script in a watch altimeter but having some issues, more to follow on that Current screens for the stock configuration and colours from the 3D reference material. Plenty more configurations complete, but this was the most comprehensive and close to the reference material so I'll use this Target release: This week (early June)
  17. rocket

    Question on Key/GUID

    The best would be install for separate users under windows. To do this make sure you don't check "install for all users" and both have different users to login and play the game. Unfortunately in the current way the mod is setup, this is the only way to do this.
  19. This topic is no longer maintained. Please post bugs at the dev-heaven project, and discuss issues at the http://www.dayzmod.com/forum/ I have requested the moderators close this thread.
  20. That's the whole point, there is no right way to play it - you decide for yourself. Concepts like PvP or PvE and etc... don't really fit well, because its not a structured gameplay environment in that respect.
  21. Please remember, it's an Alpha. I'm following the traditional software development life-cycle, i.e. Alpha will end with a feature freeze. My focus up until this point was on core technology components such as zombie spawning, persistence, and the hackery needed to get it all working. As I've said in all the interviews so far, this was never really meant to be fun as such, because my focus was on the core components with no thought to longevity or replayability.
  22. The "Save <vehicle>" Option forces a save to the database for that vehicle.
  23. Tonic is our expert, he's getting it configured. We're looking at getting HIVE to synchronize bans beyond the database level (so BattlEye runs off the same list), but that's going to take some time. Tonic reviews the setup and Dwarden is also taking a key role to ensure we're doing everything we can here. It's a testament to those guys and the hosters that we haven't had more of this going on. When they figure out that its very easy to spot them in the database, and their profiles stop working (or I turn them into funny things like WildBoars) they will stop.
  24. Hacker. Name: GreyWolf. He has been banned, and his database profile corrupted in such a way his game will lockup whenever he tries to connect. He went through a number of servers doing what hackers do.
  25. Go back to the player select screen, and then in. Not all the way back to the MP lobby, but the one where you select players.