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Everything posted by Auss
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Even better try removing the -window.
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It wont be there in the finished version. I was toying with the idea of making a big Mosque in Sydney but hadn't deleted it when that pic was taken. But you never know I may just stick it back in..lol
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Some info on the island: Terrain grid size: 2048 Terrain Cell size: 20 Meters Texture Layer size: 40x40 Meters I experimented for many weeks until I found the above combination gave me stabilty and very good FPS at increased View Distance. The pics in the last post were taken with approx 6000 VD Orignally I used 4096 by 10 Meter cells but encountered the dreaded V3 Object bug. Object count: 276,000 6 Major Airports and 9 smaller grassy/desert airstrips Over 500Km roads Lots of new addons and custom sounds but I dont want to give too much away Oh and were always looking for Island makers to lend a hand building cities. If you have experience in V3 and would like to help please PM me the more the merrier!!
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Nice work Benson, they look really good.
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Its been a long process, as anyone thats made an island can appreciate the difficulty of it, especially something of this size. At the moment the lads are working on completing the major cities in each state, unfortunetly RL has meant that some of the work on Key areas like satelite and mask wont be ready for another 6-8 weeks. I've sorted all the problem areas, binarizing and custom clutter etc plus all 15 airports feature autolanding and are AI friendly. All roads are finished (although I still find areas that need dirt roads added..lol) Sydney Opera house has been built but needs texturing and lods added. Theres large areas of Jungles along with a huge swamp lands, and at the other end of the scale 20K plus of deserts in the west. Lastly theres some "secret" areas that you'll have to find amounst dense forests (i've added a pic of one of them)
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And some more
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Its been a while since I updated this thread, so I thought I'd show some WIP of Australia.
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cpp error? Cant get my map ingame
Auss replied to memphisbelle's topic in ARMA : MAP EDITING (VISITOR)
Make sure you keep looking for the solution, as binarizing makes a huge difference to the performance of the island ingame I had the same problem when I binarized, I lost all my ground clutter. It turned out to be a small error in the syntax of my cpp file. Plus I was using paa files when I should have used png for clutter textures -
Max size for V3 is 2048 grid size with 20 metres cells size which equals 40960 Metres terrain size . Any bigger and you'll run into the problem where you are unable to select objects in Buldozer.
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Clutter not working.. can't spot error in cpp
Auss replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
with pisek theres no clutter so change to paa -
Clutter not working.. can't spot error in cpp
Auss replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
Here you go this is taken from the actual config, my 1st post must seem a tad confusing as was taken from an old Config. Here you can see how ausjungleclutter is added  class Grassjungle: GrassGeneral    {     model="fc_t\grass1.p3d";     affectedByWind = 0.2;     scaleMin = 0.80;     scaleMax = 1.35;    }; ------------------------------------------------------ class CfgSurfaceCharacters { class ausD2GrassClutter { probability[] = {0.74, 0.95, 0.77}; names[] = {"D2TropicGrass","D2TropicGrassLong","D2SmallRocks"}; }; class ausSandClutter { probability[] = {0.05}; names[] = {"D2SmallRocks"}; }; class ausjungleClutter { probability[] = {0.80, 0.80, 0.80}; names[] = {"Grassjungle","junglefern","junglebroadleaf"}; }; ----------------------------------------------------- class CfgSurfaces { class Default {}; class Water {}; class ausD2Grass : Default { access = 2; files = "d2trava_*"; rough = 0.15; dust = 0.2; soundEnviron = "drygrass"; character = "ausD2GrassClutter"; }; class ausSand : Default { access = 2; files = "dirtD_*"; rough = 0.2; dust = 0.8; soundEnviron = "sand"; character = "ausSandClutter"; }; class ausjungle : Default { access = 2; files = "junglegrass_*"; rough = 0.1; dust = 0.9; soundEnviron = "grass"; character = "ausjungleclutter"; -
Clutter not working.. can't spot error in cpp
Auss replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
Oh one thing I will add, dont define trees in your clutter and try not to make your Objects too large, AI will always see through clutter so it makes fighting them in dense jungle very hard. plus bullets will go straight through any clutter object. -
Clutter not working.. can't spot error in cpp
Auss replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
Clutter can be a problem, I'll try to explain how its done. The "engine room" for clutter is the config.cpp, this is where you define the clutter and to which texture you want to apply the clutter too. There are several things we need to do inside the config. 1st is to define the clutter objects 2nd define the cfgsurfacescharacters 3rd define the cfgsurface So I'll use an example here and we'll define some custom jungle grass. class Grassjungle: GrassGeneralfix { model="fc_t\grass1.p3d"; affectedByWind = 0.2; scaleMin = 0.80; scaleMax = 1.35; Then I need to define the cfg surfacescharacters. class GrassClutterFix { probability[] = {0.87,}; names[] = {"GrassGeneralFix"}; }; Then lastly I define the surface that I want to add the grass too. class jungle : Default { access = 2; files = "junglegrass_*"; rough = 0.1; dust = 1.9; soundEnviron = "grass"; character = "jungleclutterfix"; Now you will see the files = "junglegrass_*"; this is the surface texture that I want too apply the Grass too. In this case I took the standard Travajih texture and renamed it to junglegrass. From my many experiments at clutter there are some things that must be observed. 1. Your Rvmats must be using a PNG extension (you can use paa if you DONT want clutter too appear on certain textures) 2. Your layers.cfg MUST be PNG extension Clutter will never show up in Buldozer ( just thought I'd add that incase you didnt know) So if done correctly you'll end up with below. http://sas.ogn.com.au/test_island/pics/resized2.jpg In this pic I have used Linkers grass as above plus I define some ferns to add to the clutter on that texture. In pic below I added QG grass to a custom redish/orange desert texture. http://sas.ogn.com.au/test_is....-93.jpg The config lets you define many different clutter objects on any texture. You can also define the size of any object and the amount of individual objects. I added mushrooms to my jungle clutter but I only wanted to appear in very small amounts, therefore in the class GrassClutterFix under probability I set that to a very small figure. This is a very brief guide but it should help get the idea of how its done. Let me know how you go -
Trusted Mods / Problem Mods for Servers
Auss replied to 169th_Ice's topic in ARMA - ADDONS & MODS: DISCUSSION
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">they do dave. Hence the creditation in the initial post :-) Only one problem, I aint Aussie Dave... lol -
Trusted Mods / Problem Mods for Servers
Auss replied to 169th_Ice's topic in ARMA - ADDONS & MODS: DISCUSSION
Very strange, those blocked mods look identical to the mods I blocked on OGN quite while back....hehe I agree with what your trying to achieve 100%, there has to be a line drawn as to whats acceptable in MP and at the same time achieving server Stability -
If your running AVG turn off the resident sheild and then start the run.bat file
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I found while making our Australia map that Binarizing it reduced load times by 50%. Also maube my imagination but seemed to also get much better FPS
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It will hanle it the same way as a multicore, makes no difference. We run 2x275 series opterons on the one box, set the affinity and u can have 3 games running all on the their own CPU.
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@Doolittle Is it possible for you to add a wild card to block classes with the same Starting name, for instance PROPER mods. So PROPER_* Would save a lot of time and enable server admins to block mods much easier.
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Being a little precious arent we, if you dont want to allow servers to host it then take your mission and go elsewhere.
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If we all did that the amount of traffic to that mailbox would crash their mail server.....
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2 things you can do, use verify signitures OR use Doolittles system and prevent certain mods from being used. I have blocked 4 mods and found a massive increase in server reliability. I've blocked XAM, SLX, ECS and compact fix.
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To cut down on the tedious work of adding plants, I made all the small plants appear as clutter (for my jungles). This way all I need to do is "paint" the mask with the clutter color and then re-compile the map. The downside of this is AI will see you through the ground clutter so I didnt use large plants only very small plants. As you can see in the pic all the grasses and small plants are clutter only. The hardest part is deciding on what plants to use and then adjusting the sizes.