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prowler.wolf

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Posts posted by prowler.wolf


  1. Because I'm such a newbie at making addons, I am releasing v1.2 of Mana which adds the following fixes. (last one, I promise!)

    • Fixed water overwriting BI islands
    • Removed second runway in the ocean
    • Adjusted ambient sound volumes

    Thanks goes out to PVPScene for pointing out the error of my ways. Here is the new download link and I'll go ahead and update the first post with the changes.

    Download Mana Island 1.2

    http://goo.gl/scG6I (multiupload.com)


  2. I think you may have broken the runway!

    Yeah, I have tried everything to get the damn runway back to where it was. Nothing has changed in the islands config and I have re-done it half a dozen times now in attempt to fix it. This problem is beyond me right now and I just didn't want this one issue to hold back the update so I went ahead with release.


  3. Hi-res ground meshes are a Good Thing for terrainmakers - you can do a lot more with a landscape when it's basically gridded in finer detail... even features as small as trenches become possible... (prowler.wolf ahead of the pack there, as usual )

    *Bows* You give me too much credit.

    The other alternative, of course, is to abandon the Real, or geoSpecific world, and make purely synthetic heightmaps at the required hi-res, using simulated geology to mimic the realworld with a geoTypical landscape...

    I side with the alternative. Real-world based terrains do not allow the amount of freedom I require in designing a terrain and keeping symmetry and tactical scenarios in mind for the ultimate replayability. When you have artistic freedom in making a terrain, all sorts of possibilities open up for you.

    2m and above terrains are excellent for themed islands with high detail terrain features where you want missions or scenarios to be played out in one area. So planning out a terrain in a 1kmx1km square has to take into account and use up every square meter.

    Cities make great center pieces for urban combat and the outside areas can be filled with forest and trenches/hills. Or destroy the city and make a ruined stalingrad with a river in the middle of it. Of course with a 2m terrain it would not be hard to make something based on ww1. The possibilities are endless!

    I would love to see some more high detailed terrains like this in the future. I'm excited for your release and can't wait to try it out. :)


  4. You may need to give more information in order for us to help with your problem. In the mean time give these settings a try. As a rule you need to keep within the power of 2 when selecting a terrain size. (512, 1024, 2048, etc.)

    10m_visitorsettings01.jpg

    Click on 'Calculator' and enter into the First Line 10240. Then hit 'apply proposed'.

    10m_visitorsettings02.jpg

    Close it by hitting 'Ok' and re-open it. Select 'Base (Active)'

    and click 'Edit'. Now select '40.0mx40.0m'.

    These settings are guaranteed to work.

    Here are some settings for a 2m terrain.

    2m_visitorsettings.jpg

    For this you don't have to open the calculator, just type in '192' and as long as your satellite segment is valid, it should work. Hope this helps.


  5. I present,

    Battle of the Bulge.



    An island designed for ArmA 2 and for the Invasion:1944 WW2 mod.

    V1.1 (95MB)

    yNUxJ

    By: Prowler

    Overview

    It's got trenches! Need I say more? :cool:

    The sleepy town of Bastogne is sure to give you the chills as it is overlooked by a menacing hill littered with trenches and foxholes that have been meticulously prepared in the biting cold. There is no telling what carnage is about to be unleashed.

    Features

    • 1km²
    • 2m high resolution terrain
    • Snow textured trees
    • Custom satellite image
    • An island intro
    • Custom ground textures
    • Custom footstep/movement sounds
    • Custom ambient sounds
    • ....Trenches!

    Requirements

    • ArmA2

    Download v1.1

    http://goo.gl/1nmQd (Multiupload.com)

    Fixes and change list:

    • Sounds fixed (config - powcrawl3/4,grasssprint1/2/3/4 missing)
    • Modified intro
    • Replaced Config
    • Fixed Saved games not loading correctly
    • Removed misplaced objects
    • Fixed trees not showing on map screen
    • Added loadingscreen

    v1.0 (outdated)

    http://www.arma2base.de/include.php?path=download&contentid=3672

    http://www.armedassault.info/index.php?game=1&cat=islands&id=160

    http://www.armaholic.com/page.php?id=14873

    Credit and Thanks

    Thanks goes out to BIS for making an awesome game.

    Special thanks goes out to the Shack Tactical community and the guys behind I:44 for providing testing and encouraging me to finish this bad boy. Thanks to the BI Editing Community and its numerous members for always being helpful to me and everyone else. You guys are awesome.

    Enjoy!


  6. Love the idea but is there any way that it could just enable itself automatically?

    I have to agree with domokun. I'm not liking the action menu way of activating this. I feel it should be automatic.

    Also an added feature would be a sort of progress bar that gives you an idea of your current "hide status". Excellent work so far for such an awesome idea. Keep up the good work Dmarkwick. :)


  7. *snip*

    We've had Editor Upgrades like Gnomes current WIP before, and even 3D editors that can be used via the standard editor interface - but whats new - thanks to Shezan and WorldTools - is an easy way of importing such arrangements directly to actual terrains!

    For various reasons I haven't actually fooled with this procedure yet, but I think it could be taken further than simply asking as few non-visitor using friends to help out...

    The community are out there, and generally pretty keen to be involved, especially when theres no major tools installing or massive learning curve to cope with... I've seen an FOB or two being released as standalone "templates" to incorporate into missions... they could be incorportated into actual terrains now! and missions too, of course - so such a thread could be a missionmakers resource too...

    It would require someone familiar with the process to start a thread - over in "Addons - Discussion" maybe...

    A full and detailed explanation of the editor upgrade addons, plus the basics of the 3D editor procedure would be required, followed by an invitation to the community to contribute their templates... anything submitted could be added to the first post and, eventually, the community itself could maybe be persuaded to build up a little "library" of generic layouts...

    *snip*

    B

    If something were to be done about this, I would be more then happy to supply all sorts of templates for the community. I think this could be the start of something amazing for the community. You better get started on it bush ;)

    As per this threads initial purpose, I'm currently working on a small 1kmx1km island with a 2 meter cell terrain.

    PLR_Buldge - Winter themed map with a very high detail terrain which allows the use of "trenches" and foxholes in a forest. With one basic city in the south east corner based loosely on 1940's bastogne and the Battle Of The Buldge. I have been playing on this with the I44 mod and it is damn scary how awesome it is.

    Also 2m cell terrains, omg! :yay:


  8. I would like to contribute a couple of points to this discussion. In my own opinion the PMC tree/foliage models are a slight problem for the community. I am more then happy to purchase the expansions to support BI and have free access to the use of their models in island editing.

    One thing that bothers me is the unfair advantage that might be present for the players that do not have the expansions higher detailed textures. I hope I don't sound ungrateful for the new content, I just want everyone to share the same experience when they are playing on a custom island. Does anyone else feel this way? I would be more then happy to hear if PMC will eventually be incorporated into the full game in the future.

    Another point I would like to add is that if new Visitor developers who are not familiar with the island making process focus on smaller island sizes (anything under 512km squared), then we could see a higher number of islands being released. I see a few good qualities to this idea like a smaller file size that might increase the number of downloads and usage on multiplayer servers. Because lets face it, everyone here ultimately wants people to actually play their islands. If you don't want people to play your islands online then there must be something wrong with you. :P

    I don't mean to stop making large islands(large islands are ****ing awesome). I just hate to see island makers give up because the project they chose to work on was going to take too many hundreds of hours of work to complete. The size of an island should be a conscious decision in everyones island making process. If the engine allows us to create higher detailed terrains with virtual ditches and trenches and tiny hills, then whats stopping people from making these for smaller battle spaced maps? What say you all?

    Maybe I just want to see less full sized reality-based terrains and more fictional/themed islands. Anybody can just rip terrain out of google earth and slap a satellite image together and call it art.

    Heres some questions I wanted to ask.

    Does anyone have any experience with these small sized islands? I have being toying with a few ideas for smaller fighting arenas and it has been difficult to plan out small terrains similar to the Proving Grounds. I am assuming that the terrain grid in that island is 5 meters? What settings in Visitor would I have to use in my project preferences for my island to use the same grid square/texture size/etc.?

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