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mikebart

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Posts posted by mikebart


  1. Im not too sure about A3 trees but they seam to still use the TreeAdv shaders from A2OA, not sure but it looks like they're doing something different from looking at the tree textures in A3, I noticed the far lods share the same texture maps, maybe batching groups of tree models in distant lods?

    Here are some trees, bushes and clutter mlods that use the TreeAdv shaders, theres some .psd's in there aswell:

    http://www.mediafire.com/download/fhrf8kypq91zihx/mb_veg_mlods_v0.9.rar

    you can get the .paa textures from here: http://dev.withsix.com/projects/mb-veg

    edit: you dont need a config file unless you want to be able to place your models in the mission editor, everything about the tree is defined in named properties in the .pd3


  2. Hi im trying to convert my source files for Mana Island NZ to arma3 p drive and hoping to pick things up where i left off.

    when I use the Addon Builder to build the pbo's im getting quite a few errors, but the main one for me at the moment is clutter not showing in game.

    Im having this error pop up when i launch Arma 3:

    "No entry 'bin\config.bin/CfgSurfaces/CfgSurfaces.rough'."

    Here are my config and cfgsurfaces files, I think it would have to be something to do with those two files but I can post up other files if it helps. Also, feel free to point out other problems with the config if you see any.

    Thanks in advance.

    config.cpp:

    #define ReadAndWrite		0
    #define ReadAndCreate		1
    #define ReadOnly		2
    #define ReadOnlyVerified		3
    
    class CfgPatches
    {
    class mb_manaisland
    {
    	units[] = {mb_manaisland};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"};
    	version = "2014-1-14";
    	fileName = "mb_manaisland.pbo";
    	author = "mikebart";
    	mail = "mikebartlett1980@hotmail.com";
    };
    };
    
    class CfgWorlds
    {
    class DefaultWorld
    {
    class Weather
    	{
    		class Overcast;
    	};
    };
    class CAWorld: DefaultWorld
    {
    	class Grid{};
    	class DayLightingBrightAlmost;
    	class DayLightingRainy;
    	class DefaultClutter;
    	class Weather: Weather
    	{
    		class Lighting;
    		class Overcast: Overcast
    		{
    			class Weather1;
    			class Weather2;
    			class Weather3;
    			class Weather4;
    			class Weather5;
    			class Weather6;
    		};
    	};
    };
    class DefaultLighting;	// External class reference
    
    class mb_manaisland: CAWorld
    {
    	access = ReadOnlyVerified;
    	worldId = 4;
    	cutscenes[] = {};
    	description = "Mana Island";
    	icon = "";
    	worldName = "mikebart\mb_manaisland\mb_manaisland.wrp";
    	pictureMap = "";
    	pictureShot = "mikebart\mb_manaisland_data\data\ui_selectisland_mana_ca.paa";
    	plateFormat = "ML$ - #####";
    	plateLetters = ABCDEGHIKLMNOPRSTVXZ;
    	longitude = 30; // positive is east, in degrees?
    	latitude = -45; // positive is south, in degrees?
    
    	class Sea
    	{
    		seaTexture = "a3\data_f\seatexture_co.paa";
    		seaMaterial = "#water";
    		shoreMaterial = "#shore";
    		shoreFoamMaterial = "#shorefoam";
    		shoreWetMaterial = "#shorewet";
    		WaterMapScale = 20;
    		WaterGrid = 50;
    		MaxTide = 0;
    		MaxWave = 0.25;
    		SeaWaveXScale = "2.0/50";
    		SeaWaveZScale = "1.0/50";
    		SeaWaveHScale = 2.0;
    		SeaWaveXDuration = 5000;
    		SeaWaveZDuration = 10000;
    	};
    	class Underwater
    	{
    		noWaterFog = -0.01;
    		fullWaterFog = -0.01;
    		deepWaterFog = 100;
    		waterFogDistanceNear = 5;
    		waterFogDistance = 30;
    		waterColor[] = {0.12,0.12,0.12};
    		deepWaterColor[] = {0.0,0.5,0.8};
    		surfaceColor[] = {0,0,0};
    		deepSurfaceColor[] = {0,0,0};
    	};
    
    	class SeaWaterShaderPars
    	{
    		refractionMoveCoef = 0.03;
    		minWaterOpacity = 0.0;
    		waterOpacityDistCoef = 0.4;
    		underwaterOpacity = 0.5;
    		waterOpacityFadeStart = 60;
    		waterOpacityFadeLength = 120;
    	};
    
    	class OutsideTerrain
    	{
    		satellite = "A3\map_Stratis\data\s_satout_co.paa";
    		enableTerrainSynth = 0;
    		class Layers
    		{
    			class Layer0
    			{
    				nopx = "A3\Map_Data\gdt_grass_green_nopx.paa";
    				texture = "A3\Map_Data\gdt_grass_green_co.paa";
    			};
    		};
    
    	};
    
    	class Grid : Grid 
    	{
    		offsetX = 0;
    		offsetY = 0;
    
    		class Zoom1
    		{
    			zoomMax = 0.15;
    			format = "XY";
    			formatX = 000;
    			formatY = 000;
    			stepX = 100;
    			stepY = 100;
    		};
    
    		class Zoom2
    		{
    			zoomMax = 0.85;
    			format = "XY";
    			formatX = "00";
    			formatY = "00";
    			stepX = 1000;
    			stepY = 1000;
    		};
    
    		class Zoom3
    		{
    			zoomMax = 1e+030;
    			format = "XY";
    			formatX = "0";
    			formatY = "0";
    			stepX = 10000;
    			stepY = 10000;
    		};
    	};
    	startTime = 12:00;
    	startDate = 05/08/2010;
    	startWeather = 0.0;
    	startFog = 0.0;
    	forecastWeather = 0.0;
    	forecastFog = 0.0;
    	centerPosition[] = {2500, 2500, 300};
    	seagullPos[] = {2560, 150, 2560};
    	ilsPosition[] ={0.0,0.0,0.0};
    	ilsDirection[] ={0.0,0.0,0.0};
    	ilsTaxiIn[]= {0.0,0.0,0.0};
    	ilsTaxiOff[]= {0.0,0.0,0.0};
    	drawTaxiway=false;
    
    	class ReplaceObjects {};
    
    	class Sounds
    	{
    		sounds[] = {};
    	};
    
    	class Animation
    	{
    		vehicles[] = {};
    	};
    
    	class Lighting: DefaultLighting
    	{
    		#include "cfgLight.hpp"
    	};
    
    	class Clutter
    	{
    		#include "cfgClutter.hpp"
    	};
    
    	clutterGrid = 1.0;
    	clutterDist = 150;
    	noDetailDist = 95;
    	fullDetailDist = 55;
    	midDetailTexture = "mikebart\mb_manaisland_data\data\mb_manaisland_middle_mco.paa";
    	minTreesInForestSquare = 4;
    	minRocksInRockSquare = 4;
    	hazeDistCoef = 0.1;
    	hazeFogCoef = 0.98;
    	horizonParallaxCoef = 0.045;
    	horizonFogColorationStart = "0.8f";
    	skyFogColorationStart = "0.7f";
    	soundMapSizeCoef = 4;
    	satelliteNormalBlendStart = 10;
    	satelliteNormalBlendEnd = 100;
    
    	class Ambient
    	{
    		#include "cfgAmbient.hpp"
    	};
    
    	class Names
    	{
    		#include "mb_manaisland.hpp"
    	};
    
    	class Armory{};
    
    };
    };
    
    class CfgWorldList
    {
    class mb_manaisland {};
    };
    
    class CfgMissions {};
    
    class CfgSurfaces 
    {
    #include "cfgSurfaces.hpp"
    };

    CgfSurfaces.hpp:

    class CfgSurfaces
    {
    class Default {};
    
    class Water {};
    
    class mb_grasssurface: Default
    {
    	files = "mb_soilgrass_*";
    	rough = 0.05;
    	dust = 0.1;
    	soundEnviron = "grass";
    	character = "mb_soilgrassclutter";
    	soundHit = "soft_ground";
    	lucidity = 0.3;
    	grassCover = 0.0;
    	maxSpeedCoef = 1;
    };
    class mb_drygrasssurface: Default
    {
    	files = "mb_drygrass_*";
    	rough = 0.05;
    	dust = 0.2;
    	soundEnviron = "drygrass";
    	character = "mb_drygrassclutter";
    	soundHit = "soft_ground";
    	lucidity = 0.3;
    	grassCover = 0.0;
    	maxSpeedCoef = 1;
    };
    class mb_forestfloorsurface: Default
    {
    	files = "mb_forestfloor_*";
    	rough = 0.1;
    	dust = 0.1;
    	soundEnviron = "forest";
    	character = "mb_forestfloorclutter";
    	soundHit = "soft_ground";
    	lucidity = 0.3;
    	grassCover = 0.0;
    	maxSpeedCoef = 1;
    };
    class mb_cliffsurface: Default
    {
    	files = "mb_cliff_*";
    	rough = 0.1;
    	dust = 0.07;
    	soundEnviron = "rock";
    	character = "mb_cliffclutter";
    	soundHit = "hard_ground";
    	lucidity = 0.3;
    	grassCover = 0.0;
    	maxSpeedCoef = 1;
    };
    class mb_soilsurface: Default
    {
    	files = "mb_soil_*";
    	rough = 0.01;
    	dust = 0.3;
    	soundEnviron = "dirt";
    	character = "mb_cliffclutter";
    	soundHit = "soft_ground";
    	lucidity = 0.3;
    	grassCover = 0.0;
    	maxSpeedCoef = 1;
    };
    };
    class CfgSurfaceCharacters
    {
    class mb_soilgrassclutter
    {
    	probability[] = {0.24,0.60,0.05,0.03,0.01,0.04,0.03};
    	names[] ={mb_c_grassshort01, "mb_c_grasslush01", "mb_c_grasstall01", "mb_c_forestweed01", "mb_c_forestweedgroup01","mb_c_taraxacum01", "mb_c_tussock01"};
    };
    class mb_drygrassclutter
    {
    	probability[] = {0.5,0.4,0.05,0.01,0.04};
    	names[] ={"mb_c_grassdry01", "mb_c_tussock01", "mb_c_forestweed01", "mb_c_forestweedgroup01", "mb_c_taraxacum01"};
    };
    class mb_forestfloorclutter
    {
    	probability[] = {0.05,0.5,0.1,0.1,0.3,0.2,0.03};
    	names[] ={"mb_c_grasslush01", "mb_c_ulmus01", "mb_c_ulmus02", "mb_c_ulmus03", "mb_c_forestweed01", "mb_c_forestweedgroup01","mb_c_taraxacum01"};
    };
    class mb_cliffclutter
    {
    	probability[] = {};
    	names[] ={};
    };
    };


  3. thanks guys,

    I found some "lite" versions of this addon in one of my island folders. For the life of me, I can't figure out which island needed them. Does anyone know if I replaced the "lite" files (like bushlite.pbo) with these new files if it would cause any issues? I guess I could just try it, but again, I can't remember which map was using these to test.

    the mb_veg_lite mod works on any island that uses mb_veg, you probably want to have mb_veg running and then run mb_veg_lite with higher priority, because i havent updated mb_veg_lite with the new trees and there are a few new trees in the latest update.


  4. Hey Kommiekat, im not quite through it yet but I've really enjoyed the mission so far, I have an updated version of mb vegetation now available for download which fixes the annoying flickering tussock plants, thanks for using mana island for the mission, fantastic work to all those involved.

    http://forums.bistudio.com/showthread.php?104825-mikebart-s-Project-s&p=2224379&viewfull=1#post2224379

    edit: hey, I've just noticed you've included the mb_manaisland, mb_veg and mb_rocks inside you're mission, thats probably not a great idea (i know i dont update often but I do it eventually :) ), It would be better if you just treat these mods the same as the other mods required for the mission and have people download them seperatly. This way's better for me because then I can keep my work updated, get credited properly and make sure the latest versions get distributed, its better for you because it insures that people who download your mission get the latest version of manaisland etc... and hopefully experience a bug free and finished island.


  5. Update: i've updated mb_vegetation with the A2OA treeAdv shaders so all the flickering issues found with the tussock have been fixed, vegetation drawing in front of fog in the distance has been fixed too.

    You can also find mlods for the newer versions of the vegetation on this page.

    https://dev-heaven.net/projects/mb-veg

    arma2oa2012070115282077.th.jpg arma2oa2012070115262504.th.jpg arma2oa2012070115115852.th.jpg arma2oa2012070115090722.th.jpg arma2oa2012070115412210.th.jpg

    there is a newer version of Mana Island NZ in the works, so hopefully wont be too far away from release.

    @wipman: thanks for posting about all those bugs, I should have all the road blocking issues ironed out in the next release.


  6. oh ok, the ambient and the MCA were way too dark, I should have tested it out.

    Try this out, worked pretty well for the mb_tussock model;

    ambient[] = {1.0, 1.0, 1.0, 1.0};  [color="#FF0000"]//increased ambient to 1.0 [/color]
    diffuse[] = {0.5, 0.5, 0.5, 1.0};
    forcedDiffuse[] = {0.5, 0.5, 0.5, 0.5};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {0.045,0.045,0.045,0.2};
    specularPower = 300;
    PixelShaderID = "TreeAdv";
    VertexShaderID = "TreeNoFade";
    
    class Stage1 {
    texture = "#(argb,8,8,3)color(0.5,0.5,1.0,1.0,NO)"
    
    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};
    };
    };
    class Stage2
    {
     texture = "#(argb,8,8,3)color(0.75,0.75,0.75,0.6,MCA)"; [color="#FF0000"]//increased the MCA to 0.75, before it was too dark, think of it as another ambient control[/color]
    uvSource = "tex";
    class uvTransform
    {
     aside[] = {1,0,0};
     up[] = {0,1,0};
     dir[] = {0,0,0};
     pos[] = {0,0,0};
    };
    };
    //};

    yeah they're pretty cool trees, im attempting to make the messmate eucalyptus

    you can see why they're called messmate by the picture below, "because they make a mess mate"

    oororoo011.jpg

    I like the dry brush, it looks like you could put alot of it down and still get good performance, the treeAdv shader should help it shade nicely and corrospond with a light source.

    edit: I just noticed that, that .rvmat receives no shadow, you need to use "TreeAdv" in the vertex shader and use a .can for the diffusemap, just multiply the noisey image i posted a few weeks back onto the alpha channel of your .ca and save it as .can.

    do you use photoshop?


  7. hey Robster, try this out instead. Because you're using the NoFade shader you dont really need to use the ".non" bitmap for the normalmap, and should get away with just using the flat colour ".no"

    try using the TreeAdv shaders, they should give you a cleaner image (not so degraded around the edges) also I dont think the old NormalMapThrough shaders work with "AtoC"

    I didnt really test this myself, so i hope it works ;)

    ambient[] = {0.5, 0.5, 0.5, 1.0};
    diffuse[] = {0.5, 0.5, 0.5, 1.0};
    forcedDiffuse[] = {0.5, 0.5, 0.5, 0.5};
    emmisive[] = {0.0, 0.0, 0.0, 1.0};
    specular[] = {0.045,0.045,0.045,0.2};
    specularPower = 300;
    PixelShaderID = [color="#FF0000"]"TreeAdv"[/color];
    VertexShaderID = [color="#FF0000"]"TreeNoFade"[/color];
    
    [color="#0000FF"]class Stage1[/color] {
    texture = [color="#FF0000"]"#(argb,8,8,3)color(0.5,0.5,1.0,1.0,NO)"[/color]
    
    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};
    };
    };
    class Stage2
    {
     texture = [color="#FF0000"]"#(argb,8,8,3)color(0.25,0.25,0.25,0.6,MCA)"[/color];
    uvSource = "tex";
    class uvTransform
    {
     aside[] = {1,0,0};
     up[] = {0,1,0};
     dir[] = {0,0,0};
     pos[] = {0,0,0};
    };
    };
    //};
    

    btw; do you know what the treecrown stages do?, I remember seeing them in Arma 1 trees but never really figured them out


  8. hey Robster, theres a few different ways of doing it.

    Nozwrite

    If you want a blended alpha like the tussock in mb_veg, you need to sort alpha in O2 (Faces/Sort Alpha), and use the "nozwrite" render flag in the .rvmat, that should fix those edges. Its not really meant for vegetation though, you get a few errors sometimes and they draw in front of fog, but you can get away with it on a smaller terrain, cheep tricks but with costs.

    mainLight="None";
    fogMode="Alpha";
    ambient[]={1.0,1.0,1.0,1.000000};
    diffuse[] = {1.0,1.0,1.0,1.0};
    forcedDiffuse[] = {0.0,0.0,0.0,1.0};
    emmisive[] = {0.0,0.0,0.0,1.0};
    specular[] = {0.0000,0.0000,0.0000,1.0};
    specularPower = 1.0;
    renderFlags[]= {"NoZWrite"};
    PixelShaderID="Normal";
    VertexShaderID="Basic";

    treeAdv

    I dont think you have to use an _mca or a second UVW channel for treeAdv, you should be able to give that stage a colour value instead of a bitmap and i think the shader would still work.

    ambient[]={0.5,0.5,0.5,1};
    diffuse[]={0.38039216,0.28235295,0.62352943,1};
    forcedDiffuse[]={1,1,1,1};
    emmisive[]={0,0,0,1};
    specular[]={0.1,0.1,0.1,1};
    specularPower=126;
    PixelShaderID="TreeAdv";
    VertexShaderID="TreeAdv";
    class Stage1
    {
    texture="mikebart\mb_veg\mb_trees\data\mb_t_ulmus_foliage_NO.tga";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    class Stage2
    {
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,MCA)";	     //replaced "mikebart\mb_veg\mb_trees\data\mb_t_ulmus_forest_MCA.tga" with a colour value, adjust to suit
    uvSource="tex";                                                     //changed "tex1" to "tex" 
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,0};
    	pos[]={0,0,0};
    };
    };
    

    the ambient value in treeAdv controls how much the tree shades overall, its hard to explain but to get an understanding of that, see what happens when you decrease ambient to 0.1,0.1,0.1,1.0 and then increase it to something like 4.0,4.0,4.0,1.0

    but without the lightmap (_MCA bitmap) on the second UV, you wont have any baked in ambient occlusion or colour variation.

    _can stands for colour alpha noise, If you have a look at the _can textures used for foliage in A2OA, you'l notice the noise on the white parts of the alpha channel, this is used in game when the alpha polygon becomes adjacent to the players view, that polygon fades kind of noisely, im sure you know what I mean from looking at trees in game.

    noiseforcanalpha.th.jpg

    above is a 2048 bitmap of the right sort of noise you need for the _can texture, just multiply this over your alpha channel.

    _mca is basically a lightmap, not sure what it stands for but thats pretty much what it does, the image below shows an _mca mapped to a second UVW channel, unlike the _ca or _can's every UV is mapped to be unique (no overlap of UV's) the _mca below also shows details from the _can from the first UVW channel, hopefully you can get a better idea of whats going on from this:

    treeadv.th.jpg

    Grass

    If you're intending to use that plant just for clutter, just use the grass shader,

    ambient[] = {0.3,0.3,0.3,1.0};
    diffuse[] = {0.1,0.1,0.1,1.0};
    forcedDiffuse[] = {0.0,0.0,0.0,1.0};
    emmisive[] = {0.0,0.0,0.0,1.0};
    specular[] = {0.0000,0.0000,0.0000,1.0};
    specularPower = 1.0;
    PixelShaderID="Grass";
    VertexShaderID="Basic";
    mainLight="Sun";
    fogMode="Fog";
    renderFlags[] = {"AlphaTest32"};


  9. yeah, i've tried quite a few tree generators and scripts but never really been happy with the results, you just have absolute control with this, its got some great artist editability, but you still have to put a bit of time into it to get good results, it sure beats modelling by hand though.

    Multirez is good for trunks and branches but i find its not for the foliage. For the foliage i pick out from the UVs which planes I want to remove, particually the non structural ones used for filler, add an edit poly modifier, detach the selected polys from the model and then select by random and delete a percentage of them, that way i dont lose any of the planes used for the structure of the tree in the lower lods.

    selectbyrandom.th.jpg

    Here are some offline renders of some gum trees i made using the script;

    renderall.th.jpg

    close ups:

    renderwidefinal02.th.jpg rendermidfinal02.th.jpg renderlargefinal02.th.jpg

    you can download them here:

    http://www.mediafire.com/?tojv3ovf9auhooc

    They're not game ready or anything and only have the first LOD, the file also includes the .max file with textures and the projection jig used to render to texture the high poly foliage, if you have the ATree3d script you can edit this foliage and change the type of tree.


  10. A couple of weeks ago I stumbled across this script, I think someone might have posted something about it a while ago but I couldnt find any posts about it.

    its really good, I've posted some info about making low poly trees on another forum here:

    http://forums.cgarchitect.com/67011-atree3d-free-3ds-max-plants-generator-architectural-visualizations.html#post354584

    Just follow the youtube tutorials found on the website, its very simple to use.

    At the moment theres no function for lod'ing (level of detail), but you can store different levels of detail of one tree to file.

    If you want to use second UV channel lightmaps for 'tree' and 'treeAdv' you'll have to lod the tree manually though.

    http://www.avizstudio.com/tools/atree3d/


  11. feel free to edit them to match your terrain Smokedog.

    sorry about the lack of updates, given there still some issues that need to be fixed, I havent had alot of time to work on Arma related stuff lately.

    Im just posting to provide a link to mb_rocks .rvmat's and source .psd's, I didnt realise the .rvmats werent being extracted from the .pbo.

    The source .psd's can be usefull for editing the rock ledges _mc map to match up with your islands satalite image without losing other details included in the _mc map.

    http://www.megaupload.com/?d=6NZQT1EA

    ---------- Post added at 04:19 AM ---------- Previous post was at 03:46 AM ----------

    Apart from tinting them, I wouldnt change the rock textures too much, the normal maps match up to the geometry so if you swapped the rock textures for different ones you'd lose all that normal detail.

    I'd recommend just changing the sand texture.

    arma2oa2010100818511052.th.jpg

    arma2oa2010100818494649.th.jpg


  12. sorry about the lack of updates, given there still some issues that need to be fixed, I havent had alot of time to work on Arma related stuff lately.

    Im just posting to provide a link to mb_rocks .rvmat's and source .psd's, I didnt realise the .rvmats werent being extracted from the .pbo.

    The source .psd's can be usefull for editing the rock ledges _mc map to match up with your islands satalite image without losing other details included in the _mc map.

    http://www.megaupload.com/?d=6NZQT1EA


  13. I just had my GPU die on me yesterday :( so im looking at getting a new one and am thinking about getting an SSD as well, im looking at spending about $450 aus$

    these are what im looking at;

    SSD: http://www.tech4u.com.au/kingston-64gb-ssdnow-v-100-128mb-cache-sata2-trim-igc-p219789.html $160

    GTX 560 Ti: http://www.tech4u.com.au/evga-pcie-gtx560-ti-1024mb-900mhz-sc-p254431.html $290

    Would I be better off dropping the SSD and spending the money on a better GPU for around $450?

    CPU: i7 920

    PS: 600w


  14. Hi, im glad to know that we've identify the source of that error message, but i hope that you don't make the island OA dependant as the OA/CO is something that i don't use or gonna use, because of the performance; less than 10FPS during some campaign missions. Wich makes the OA a useless thing for me.

    its also good to know its not dependant on OA, I thought it was this whole time because of the OA treeAdv shaders, it'll definatly stay non-depentant on OA in the future just because any new introduction to the island will be an addon.

    By the way... have you think in add some puddle arround there?, a pair of 'em on the higher parts could look pimp, not deep enough as for unable the wheeled vehicles to cross 'em... removing the grass on the deep end of the puddles could make 'em look better; that's one thing that could look good.

    yeah theres a few spots that could look good, thanks for the suggestion, i do find that some parts of the island look a bit bland compared to others, definitly compared to other islands.

    Hi, i've found a rock that the AI have problems with, they tend to get stunk on it during various minutes when they go in a MBT or on a IFV/APC; i haven't try yet on wheeled vehicles as i don't know how to make an AI board as 2Nd gunner (on a Vodnik, i.e) here it's the rock and it's location on the West shore in the GPS.

    Let's C ya

    thanks for making me aware of that wipman, i had no idea,, i've also found a few object placement issues with the cliff faces around the place so ill try and get these things ironed out in a hotfix patch asap.

    thanks for the feedback, much appreciated, cheers!

    mike.


  15. wipman; I think all thats happening cause you're not running OA, I've used the environment effects module and a few others from OA in the intro, so thats probably what all those errors are about.

    ill get on to that WT template soon shezan, i'd pretty much placed all the trees by hand before you released the first version, but it was absolute magic for placing the tussock, could not have done it any other way and gotten those results, thankyou.

    Sounds great icebreaker! I thought the name Massacra sounded pretty cool

    thanks guys really appreciate the interest

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