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rocket

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Posts posted by rocket


  1. Not wanting to blame everything on Visitor, I said that 4096x4096 heightmaps are problematic, not impossible! I managed to produce a 4096x4096 map that you can see screenshots of in the discussion area thread for this addon, but I found it wasn't as playable.

    It was eight times the size of this map (20m heightmap resolution, ~4m terrain satmap resolution). Dealing with files that big is real pain in photoshop, which is a big issue. Also, the file map size is massive (several gigabytes). None of those are Visitor's fault. Visitor, the only issue it creates is rotating and editing objects easily on the map. That's a known visitor bug, but you can work around it with a bit of thinking.

    So its possible, just given the work required... such maps would be so massive, and so large in filesize, that they're not really that practical. Given OA is now quite well optimized, such maps may work better. But yes - in summary... Visitor 3 isn't really to blame, its just the prohibitively large source material you have to deal with at that size that causes issues.


  2. Thanks for all the comment and input. I considered a number of the points, particularly around the movement of infantry through the mountainous areas. Having climbed in the area extensively myself, I can attest that regular soldiers would be lucky to survive, let alone cross, this area of the southern alps, without abandoning much of their gear and being very lucky. I also felt that the mountains restricting AI movement, made the use of helicopters and aircraft very relevant for a map such as this, which is in fact the reality... in terrain like this aircraft becomes extremely important.

    There are about three or four passes in this location on the map that I would consider accessible, in the real world, to regular infantry. I've been across three of the four of those. I think it might be a great idea if I smooth those areas out a little to make it practical for the AI to traverse these.

    Regarding expanding the map. Originally, it was a 40km x 40km map, but I have run into a number of issues (mainly associated with Visitor 3 not handling 4096 x 4096 heightmaps) that make working with 20km x 20km much better. I also felt this was a good balance for playability.

    In the next release, i can produce one much, much larger for flying if there is a demand for it.


  3. 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.

    aoraki1.jpg

    aoraki2.jpg

    aoraki4.jpg

    aoraki5.jpg

    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.


  4. It was your sister or your girlfriend releasing your work, claiming you asked her to do it.

    I asked my sister if she could post some files online, the source and the current state (very early alpha's) of a number of projects. Unfortunately, my website went down as I had not continued the hosting at dhd.co.nz, as I was no longer contracting. So I don't believe they can be accessed through there any longer.

    But yes, permission was granted to release WIP versions of my early projects.

    So you live in Waiouru?

    No, I was posted there. Then I was posted to Singapore, where I am currently.


  5. Welcome back Rocket!

    Something I've been wondering, the person who came on here releasing your source files, did you authorize that?

    In terms of ArmA2 addon development, I believe releasing all source files is a great way to move the hobby forward. So for all my projects I release the source files. For some, its not practical to host them somewhere due to the filesize. I have had alot of PMs, asking for permissions. They have all been approved.


  6. Well, i don't these things lol, but maybe a newer CH53 will convince me ;)

    Ugh that whole debarkle. Got a refund on the source models in the end. But to keep this OT. To confirm, there will be no CH53 in this mod. In fact, I'm not sure a CH53 has ever even BEEN to NZ.

    Also, I would like to STRESS the version I am releasing, is a "ice age" version. There are no rivers, and everything is snow, rock, or ice. This is for simplicity. It also makes for wonderful framerates.


  7. Man, how did you stitch up such a big sat_lco? I'm loosing my nerves with anything over 10240x10240 ;)

    I managed much bigger with my Waiouru map. With Aoraki, I made my own climates in L3DT, and then I used vegetation polygon data exported from Global Mapper that I got from Land Information NZ (govt dept). I imposed that on the attributes map, which gave me a base to generate a satmap for. The result isnt finished, and my little sister currently has my big grunty desktop in NZ - so I'm using my alienware laptop to do it (stands up to the job quite well actually).

    The files are all ready to go, they work in OA stand alone so I hope they work in ArmA2 standalone too. I dont have my copy of ArmA2 with me, and its sold out here in SG.

    I just found out from the MO, at LEAST another week of rest. My ass-period continues... which means I may be able to push out quite a few things over the next week or so.


  8. I actualy redid the heightmap from the original, using higher precision data. But anything beyond 20km^2, the scale is just too big to be really playable. At the current resolution (10m for the heightmap, 1m for the satmap), I feel is about right. As said above, the alpha version will be a snow/rock/ice terrain version (aka winter), with no objects placed. When I get back to New Zealand, then I will finish off the "true to life" version, fixing any errors identified from the Alpha


  9. thats cause hes stuck in a certain shithole known as waiouru

    Correct :) Until I had the (mis?)fortune to be selected for an exchange program to Singapore halfway through.

    So I'm still here, seeing how a conscript army trains officers. I've been stung by a swarm of bees, bitten by a centipede, stung by a scorpion, starved for 9 days then constipated for 10, followed by shitting my insides out... surgery... recovery.... and all the madness won't be finished until April 2011 when I finally fucking graduate.

    Hence the delays.

    The upside is that I have a bit of time off, and I will be uploading a "version" of the Aoraki map this week. Its going to be like watkins, no objects. Later release will be more faithful to the real Aoraki. The terrain is done, I just have to generate a server key and upload it somewhere. Its a 300mb download.


  10. I've tried the methods that Snake_Man and spirit have raised and discussed - yet I am unable to alter the forest sounds for my map. I wanted to change some of the bird sounds to ones local to the area my map is based.

    I tried having it in the main config, and also nested inside CfgWorlds. Here is what I have:

    			class Forest {
    			name = $STR_DN_WIND;
    			//sound[] = {"ca\sounds\Ambient\forest\forest-day-2", 0.0398107, 1};
    			sound[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-1", 0.0398107, 1};
    			volume = "forest";
    			randSamp11[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-1", 0.1, 1, 30, 0.14, 5, 8, 10}; //
    			randSamp10[] = {"ca\sounds\Ambient\forest\forest-sfx-12datel", 0.1, 30, 0.125, 10, 20, 40};
    			randSamp0[] = {"usec_aoraki\sounds\forest-sfx-nz-fantail-1", 0.125893, 1, 30, 0.13, 4, 8, 12}; //
    			randSamp1[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-2", 0.125893, 1, 30, 0.125, 4, 8, 12}; //
    			randSamp2[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-3", 0.125893, 1, 30, 0.125, 4, 8, 12}; //
    			randSamp3[] = {"usec_aoraki\sounds\forest-sfx-nz-tui-4", 0.125893, 1, 30, 0.1, 4, 8, 12}; //
    			randSamp8[] = {"ca\sounds\Ambient\forest\forest-sfx-10bird-flapping", 0.1, 1, 30, 0.04, 10, 20, 40};
    			randSamp9[] = {"ca\sounds\Ambient\forest\forest-sfx-11holub-flapping", 0.1, 1, 30, 0.04, 10, 20, 40};
    			randSamp4[] = {"usec_aoraki\sounds\forest-sfx-nz-cicada-1", 0.1, 1, 30, 0.025, 4, 8, 10};
    			randSamp5[] = {"ca\sounds\Ambient\forest\forest-sfx-2", 0.1, 1, 30, 0.025, 4, 8, 10};
    			randSamp6[] = {"ca\sounds\Ambient\forest\forest-sfx-3", 0.1, 1, 30, 0.025, 4, 8, 10};
    			randSamp7[] = {"ca\sounds\Ambient\forest\forest-sfx-4", 0.1, 1, 30, 0.025, 4, 8, 10};
    			random[] = {"randSamp11", "randSamp10", "randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp8", "randSamp9", "randSamp4", "randSamp5", "randSamp6", "randSamp7"};
    		};

    My land type definition is:

    	class usec_Forest : Default {
    	access = ReadOnly;
    	files = "usec_forest_*";
    	rough = 0.2;
    	dust = 0.15;
    	soundEnviron = "forest";
    	character = "USEC_ForestClutter";
    	soundHit = "soft_ground";
    };

    Has anyone had any luck altering the sounds that are played within the forest?


  11. thanks for the reply rocket, do you mean have it as a mesh when you export or always when working with multiple UV's?.

    I just had a go doing what you're trying to, and I had the same problems.

    Having said that, I do work in mesh prior to export to O2, otherwise use Soul_assassins 3ds Max toolset and then I haven't really worried.

    I'll keep trying and see if I can figure it out... let us know if you do because this will be very useful!


  12. How about giving it the same limits as view distance or grass render distance have? Mission set parameters would be a priority over Video Options.

    That's starting to sound like a BIG feature request...

    • Changing the rendering...
    • UI changes for the option...
    • Function/Setting creation for use in the mission
    • Multiplayer/JIP function use/syncronization

    That's not a walk in the park...


  13. Rocket: so basically BIS (or one of affiliates) went the long way and created new anims for children in VBS2? Ouch.

    Any new rig will have a new set of animations. If you have the source rig you might be able to skin a new model to that and rebake some RTM's off it. But you'll still need new RTM's.

    You get your modeller to make the model, and either them or the animator then "rigs" it to a skeleton. Then you apply your animations to the skeleton. I'm not sure whether BIS/BIA use Max or Maya for their animations, but somehow they bake their animations out to linear RTM files that are then called by the engine. This saves alot of CPU time from, say, Havoc type "rag doll" animations and such.

    BIA made VBS2, not BIS. I imagine they used similar tools. The animation tools they use, for Max/Maya, will be quite significant. Also - purchasing or motion capturing the required animations is a good way to kick start the animation building proces, followed by much cleanup.

    I've had involvement in this area, motioncapturing animation, or getting it from stock libraries - is in the tens of thousands of dollars. Then you need to clean it up and make it work for your rig, and your movements.

    Remember: Militaries, such as the NZDF which I am familiar with, spend hundreds of thousands - if not millions - in developing and tailoring the implementation to suit their specific requirements.

    I believe you can do many wonderous things with ArmA/VBS - but you are limited severely by the time required to achieve them. Tools are your route to cutting down time requirements (hence MaskMapper and LineMapper), but these take a great deal of thinking and understanding. It took me two years, and much research - to pull together the concept of both tools in such a way they were useful.

    This topic is a source of annoyance to me, not because of the moral implications - but because a massive moral debate is occuring over something that nobody is going to be making any time soon... when we have plenty of other issues our community should be dealing with... like making ourselves tools to better support our activities, creating tutorials, supporting addon sites like armaholic and armedassault.info with donations, opening our source files and joining our projects. And less "Discussion" posts with WIP's that never happen, more "Completed" posts with addons :)


  14. Really? The speed of the processor is too low for the video cards in SLI?

    Twin GPU's can actually reduce performance due to their operation by your mobo and by software/driver issue.

    Your GPU output is entirely based on what the CPU/Motherboard combination can supply the cards. Sometimes throwing more hardware into the mix is just more overhead... SLi causes some CPU overhead, so if your CPU is already being taxed and you enable SLi you can actually loose some FPS


  15. I'm making a 30km x 30km Aoraki/Mount Cook Island, based extremely closely around real-world data (including roads, pylons, vegetation, even fencelines - matched to the real-world co-ordinates.

    I had originally intended (and have the data for) 60km x 60km however I found performance extremely prohibitive, and also you are limited to a maximum of 4096 for the heightmap - thus the larger it is the lower your resolution must be.

    Another thing to note... you have difficulty placing and rotating objects on a 4096 heightmap.


  16. Rocket: how did ColonelWell put a Scorpion in A1 and various creatures, like Ants?

    He alternated the use of two leg selections with raw movement of a single bone (one leg = one bone). The animation of such animals is extremely simply compared to that of a biped human. If you look at the animation of the scorpion ColonelWell made, you'll see that its just moving position with little deformation. If you try to do that with a human (many animation bones), it will look extremely odd.

    You need to have the vertices in the right positions and relation to each other to achieve the correct deformation for human-like movement.

    I tried to achieve the use of decent deforming animations (with results similar in quality to the BI models) for a dog with ArmA1, and failed miserably despite enlisting two workmates. The main area of difficulty is lack of adequate tools, followed by lack of usable and complete source animation data.

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