digitalcenturion
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Everything posted by digitalcenturion
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Hey Rydygier, just tried the Chernarus version together with the CUP version of Chernarus with all grahpics cranked up to ultra - whoa! The sense of immersion is really special. Have never seen chernarus look this good and real!! As for the units, I have previously messed around with JR_init and replaced some hand placed units and decided to create a dedicated RHS version with all hand picked units are changed to RHS russians and insurgents. In my current play-through only saw regular "alien" CSATs once. Me and a friend of mine soon noted that probably because of the smaller size of Chernarus couple with less enterable buildings = less loot it was getting really hard, it seemed all roads and villages were blocked, and you got into intense firefights all the time. So I decided to integrate Hoverguy's simple weapon and vehicle shop systems and add some vendors for vehicles and weapons/ammo. One thing led to another and soon I realized you need more guys to fight with you, so I placed some mercenaries you can hire for 5000 ff (using a modified recruit.sqf script) in what I think are realistic and believable places. It seems Alex Laskaris is the type of person who would know where to find your local mercenaries and black market merchants. What do you think about this? I know it breaks some original ideas of the mission (it no longer is fully dynamic) but for me it has upped the entertainment value even more. If it is ok with Rydygier and there is interest I could post a test version of this mission.
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[Release] Simple Weapon Shop System
digitalcenturion replied to hoverguy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This weapons shop is great! I am integrating this and your vehicle shop into a version of a certain popular dynamic SP mission, and successfully switched the script to using that missions money system (was fairly easy even for a script noob like me). Two problems regarding this: 1) Some items are still not handled, binoculars being perhaps the most important ones but also was unable to buy a 9k32 missile for my RHS Igla launcher. 2) There is conflicts when using both HVSS and HWSS, I had to rename some GUI classes in the HVSS to be able to use both. Looking forward to the clothing shop! -
Modders resource: New animation workflow!
digitalcenturion replied to kiory's topic in ARMA 3 - MODELLING - (O2)
I can't find the .CompJob script that renames the bones in RTM tool... where can I find this/download it? It did not come with RTM tool... -
Best options on smooth roads
digitalcenturion replied to qbas's topic in ARMA 3 - TERRAIN - (BUILDER)
Use the newly released Terrain Processor! https://community.bistudio.com/wiki/Terrain_Processor:_Introduction -
Just tried it, leveled all the roads on Lost Coast. time spent: less than 10 minutes. Result: awesome! Thank you for your continued support BI!
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I was just wondering if anyone else has gotten excessive CTDs with Pilrgrimage on 1.48? It seems to be memory related, I have 8gb RAM. It gives a access violation error about 40 mins into the game when starting a new mission, and then after about 2-5 mins on loading a saved game. Bumping up Maxmem to 6144 as well as trying the new RC both helped, but did not solve the problem... I would fork out the 120€ for 16gb of RAM if I knew it would help.
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[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah re: airport what Foxone said. There will probably be further developments but nothing major. Regarding the grass, sure I am not 100% satisfied with it either. Because of the limited amount of different ground types you can have (without making everything really complicated) I decided to use one green grass type for both lawns and some of the fields. I'll see what I can do, though. -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Not related to the Lost Isles project, pure coincident with the name THE LOST COAST DOWNLOAD THE NEWEST VERSION (0.2) HERE REQUIRES AIA TP NOW!! Old version 0.1 download (for debugging large roads) ARMAHOLIC MIRROR WARNING: This is an unstable alpha version with some problems, use at your own risk! There are very few (but a lot more than in 0.1) placed buildings in this version, so it might not be suitable for actual gameplay Note for MODS: Since this is an unstable alpha version I'd like to have the thread in WIPs so far. VERSION LOG: v 0.2 (7 March 2015): Second preview version. Started to populate main city. Various bug fixes. Reduced road network to avoid memory issues. v 0.1 (27 February 2015): Initial public preview version. Welcome to the Lost Coast, pearl of the Green Sea region! In over 30 x 30 km of varied coastline you can find rich woodlands, dramatic islands and long rivers. Be sure to visit the region capital, where you can enjoy fine building from the middle ages as well as modern suburbs. This is something I’ve had in pre-production since Arma 3 was in beta. I have dabbled in terrain making before in Arma 2 trying to develop successful methods for a faster creation of large terrain but ultimately failing (the clunky road system of A2 was the stepping stone there). I planned to participate in MANW with this map but never had the time during the submission phase. What pushed this into active development was Jakerod’s excellent The Atlas tutorial, and also that I was getting slightly bored with Altis as a setting for my constant Pilgrimage sessions :) I intend this map to be the ultimate dynamic mission playground with enough area to get properly lost in. And most of all I wanted to create a game world that is 1:1 scale with the real world, none of this microcosm rubbish. Is this ambitious? Yes, very. Is it doable? I think it is, provided the road limit is something that can be fixed in Arma 3. I will create a ticket for it shortly, as I think it is one issue that seriously limits the growth potential of A3. FEATURES: • 30,72km x 30,72km size or over 943 square km sampled from a real world location in south-eastern Finland centered around the city of Porvoo • Sampled from high-res heightmaps and orthographic aerial photos from the National Land Survey of Finland. • 4096x4096 heightfield with a resolution of 7,5m/px (downsampled from 15000x15000) • 30720 x 30720 px satmap/mask (currently downsampled to 20480x20480*) • All the real world roads imported. 1300+ km of roads. • Season: Early spring (others might be done at a later date). Not done to death and the satmap was photographed at that season so… • One very large capital city (real world Porvoo/Borgå in south-eastern Finland) and several smaller villages. No buildings placed yet • Oil refinery • Many islands • Not intended to be a carbon copy of the real world location, but a fictionalized version with a Balkans vibe. Inspirations: Half Life 2, The Road, Behind Enemy Lines Current bugs • *Satmap overlap issues. Not visible on the ground but from the air. Refuses to generate layers at 1m/px resolution. Can you help? Clicky • V.0.1 :The roads currently are causing memory issues, this might be a bug with the current engine or a hard limit for the A3 network. This release contains a road network consisting of over 6000 road objects (paths). In comparison, Altis road network is a little over 1400 road objects. Road network still needs adjusting but is in place. IF you want to experience this, try a large scale mission like DUWS on the island, the problems will soon appear. My topic about the issue is here, if you want to take a a gander. V.0.2 has reduced the road network which seems to have fixed most of the problems. • Vegetation is basically a placeholder to give a basic idea, currently about 2 million objects. So download the alpha and take a look around. Right now this is pretty much a preview version only but you can have some pretty epic races on this road network. I also hope mission builders make some cool missions at some point, so I reckon getting this out there early is a good thing. Is this some terrain you would enjoy to see finished and fully fleshed out in A3? Why not join me and give a hand? There are jobs that require no prior technical expertise but would make my life a lot easier: -Placing houses and other man made things using a 3d-editor at correct locations to make the map come alive. These can’t be auto generated to look good. There are very many buildings to place in the main city alone, not to speak of all the smaller villages. THIS IS THE MOST IMPORTANT THING I NEED HELP WITH! It’s also the fun bit! Brief instructions how-to: -Drawing the satmap mask. Boring and tedious but easy. Can be done in MS paint if need be. The mask image helps the game put the right ground texture in the right place. -Coming up with good Balkan sounding names for the locations. There are also more advanced tasks, like creating new bridges and more barren trees. If some modeler is interested that would be great! The only requirement is a decent communication capability in some language I can understand (English, Swedish or Finnish) and a google account. I plan to use google drive for sharing work, with internal weekly builds and public bi-weekly or monthly builds. Interested? Contact me by PM here or email me at matsliljeroos (at) gmail (dot) com CREDITS: The National Land Survey of Finland for making the raw data this project uses BI for the Arma games Rydygier for helping me debug this map Jakerod for creating the Atlas tutorial All the guys over at the terrain editing forums for being helpful. Shared misery and all that ;) NOTE: The continuation of this project is largely dependant on the road memory issue getting solved. THIS MOD SHALL NOT BE USED IN ANY KIND OF FOR-PROFIT ACTIVITY, INCLUDING BUT NOT LIMITED TO PREMIUM ACCESS SERVERS. Screenshots -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here are some screenies, that while fresh are already out of date to some parts, I've done many iterations of the satmap look / ground clutter / textures types to get the best possible look. These are taken on a three monitor system that is why they are so wide and a bit distorted towards the edges. I started my summer vacation today but I have a lot of stuff planned so I won't make any promises regarding when the new version will be out. @Nikoforos: Yes they look excellent! I am a bit hesitant to make more dependencies but if they are as good as they look in the screenies I will probably make use of them. -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thought I'd update you guys on what's cooking right now: We are a few weeks away from next major update that will be 0.5 beta. Features: -Totally reworked satmap for summer look. Variety on the ground, realism and good looks are prio #1. No more does it feel like running around on a google map. Arma 2 ACRs Bukowina and Bystrica maps have been a major source of inspiration. -More buildings. For 0.5 the focus has been on the island of Emäsalo (RL name, opposite of the oil refinery) which will have complete building placement for this version. -More trees and more varied nature. -Airfield -Some military bases, one of which is a major garrison on Emäsalo island. Stand by for some screenshots later. -
Mind. blown.
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Community Upgrade Project - CUP_Terrains
digitalcenturion replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Don't apologize, making stuff like this takes time! I guess the Jbad buildings mostly focus on the Takistan buildings, right? I sure hope someone will open up the Arma 2 Chernarus houses someday, as I make heavy use of them in my map. I recall there was a thread from some guy who had opened up a lot of Arma 2 buildings, but I don't know what happened to him. The thread: http://forums.bistudio.com/showthread.php?182075-wip-buildings-of-russian-village -
Community Upgrade Project - CUP_Terrains
digitalcenturion replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello guys, first of all excellent work! Two question, forgive my ignorance if they have been answered: 1) Is there currently an ongoing effort to "open up" ie add interiors to the A2 houses that are lacking them? 2) Have you considered to improve the look of A2 trees from further away. Compared to Arma 3 they look almost as good close by, but 100 or so meters away they switch to a hideous LOD. Could that ugly LOD be tweaked to load further away, considering in the advances in GPU power since the days of Arma 2? Arma 3 trees looks much better from afar. Sorry if the questions are stupid. Again, thank you for your time. -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi everybody, good news! Bohemia Interactive patched Terrain Builder finally so now layer generation works properly, which means that I can now use my source files properly and get a 1m/px satmap resolution! Also, in other news, I have decided to put the winter variant on the backburner for now because of the low amount of avaliable trees and make a summer version. As a stress test, I've used world tools to add an additional 1,7 million trees, bringing the object count up to almost 4 million. The forests now look like proper forests, and performance does not seem to be much worse. If all goes well I could have a new version up in a couple of weeks. Here are some screenies: -
[WIP] Contemporary Iranian Infantry (with CSAT replacer)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That could be possible, but the problem there is there are not enough launcher types to make an Iranian army. The RPG-7 is good as a A3 RPG-42 standin but something needs to replace the missile launcher. I used the M47 Dragon from CUP that Iran indeed fields, even in a domestic improved version. I am also partial to the M79 grenade launcher, also found in CUP. I would love not to have CUP as a requirement, but that would require a weapon pack to go with this, ideally also including the MG-3 machinegun, but I am not much of a weapon modder. I suppose it could be done using CUP sources I guess, anyone want to have a go? -
[WIP] Contemporary Iranian Infantry (with CSAT replacer)
digitalcenturion posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Guys I recently started working on some contemporary Iranian infantry because I am more of 2014 guy than 2035. The point of this all along has been to make a replacer so you can enjoy missions that feature heavy scripting like Pilgrimage with contemporary units and gear. The replacer is optional however. It was just supposed to be a quick n' dirty mod but it sort of snowballed, so I thought I might as well gauge public interest in this. These are based on contemporary pictures from parades et cetera but reskins only (yet). I guess this would represent a "best case" scenario if Iran deployed some sort of expeditionary force. All weapons are from Massis pack currently because it has all the needed bits. Ideally a custom weapons pack would be cool but out of my league currently -> if some weapon modder would like to help that would be really cool. Units: Army regular infantry (replaces regular CSAT infantry) -Arid DPM pattern BDUs w/ tactical vests, LBVs and some plate carriers in 3-tone desert. -Folding stock G3's with flashlights. G3M203 for the grenadiers (unrealistic). -Squad leaders get NVGs, team leaders get night vision scope. -Machinegunners rock the MG3 -Auxilary troops get the MP5a5 Marine Commandos (replaces urban camo CSAT infantry) -Marine DPM/chip pattern BDUs w/ tactical vests, LBVs and some plate carriers in matching marine camo. -DIO S-5.56 RAS with flashlights and aimpoints. M203s for grenadiers. -Squad leaders get NVGs, team leaders get night vision scope. -Machinegunners rock the PKM -Auxilary troops get the MP5a5 65th NOHED special forces (replaces recon CSAT infantry) -Digital WL pattern BDUs w/ tactical vests, LBVs and some plate carriers in 3-tone desert. -AKMS with PBS-1 surpressors and aimpoints in camo -NVGs for all. -
[WIP] Contemporary Iranian Infantry (with CSAT replacer)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That looks very good, quite similar to my thinking there. Feel free to look at my config if it helps you make your replacement work. I was pretty sure I replaced all of Massis weapons with RHS ones and the few missing ones I used CUP, mainly launchers. -
[WIP] Contemporary Iranian Infantry (with CSAT replacer)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi! Well the mod is on the backburner, every time I decide to play or mod some Arma 3 there seems to be a new showstopper bug. But I decided to upload a beta version of the mod to test. The replacement config is optional but needs the lt_csat.pbo loaded. You need: HLC MP-5 and G3 + core RHS: Escalation CUP Linky: https://drive.google.com/file/d/0B15h3Pblg44CVHZuTnpVWmlnSGM/view?usp=sharing -
Arma 3 mid-game crash errors
digitalcenturion replied to polishmartyr's topic in ARMA 3 - TROUBLESHOOTING
Same thing here. Has anyone created a ticket for it? My stats: i5 4670k GTX 760 2gb VRAM 8gb ram yesterday played the game fine for 1 hr +, today two crashes within 15min each time. ---------- Post added at 09:29 ---------- Previous post was at 07:58 ---------- Found a ticket for it, please upvote it so it gets resolved. It is already assigned so the devs go eyes on it. http://feedback.arma3.com/view.php?id=24606 -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Will do Foxone! Some more snow testing shots. Thanks god they fixed the tiling bug in the latest dev branch. -
Arma 2 Vegetation reconfigured for A3
digitalcenturion replied to ThreeDots's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nope wasn't me, so do please post here :) Thanks! -
[Error] Satelite overlap issues
digitalcenturion replied to Richie's topic in ARMA 3 - TERRAIN - (BUILDER)
Yeah it's great they are fixing the tiling problem! However, that's just one part of the problem IMHO, the other being that for my map it refuses to generate layers at 1m/px settings, just throws the "Layers generation - Default satellite file doesn't exist" error in my face and no way to debug. 1.5m works and 2m/px, but obviously does not look as good. My map size is 30720x30720 with a 4096x4096 terrain. The same size as altis, actually.. I wonder if it depends on system memory, I only have 8gb of RAM? -
Arma 2 Vegetation reconfigured for A3
digitalcenturion replied to ThreeDots's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello Threedot, great work! I am wondering if it is possible to use your mod to create further variants of the A2 trees, ie is all the sources avaliable? The license allows for modification since it is based on the A2 sample models, right? The reason I am asking is that I would like to try to make some barren birch trees and possible other trees or bushes for my map, the season is early spring/late winter and it looks really monotone with just the one dead poplar tree from A3. I haven't tried something like this before but I guess it is possible by repainting the leaves texture with barren branches and corresponding alpha channel. Anyways, stellar work! -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes the airfield will be in the next update, Foxone has been working on it. I have tweaked the snow some more now. Smaller splotches in wooded areas and larger ones on the fields.. Gameplay tests will decide if it's a keeper. I am now slooowly getting back to object placement and finally trying out Silolas X-cam, it looks great but a bit to learn. -
[WIP] The Lost Coast 30x30km terrain (preview version included)
digitalcenturion replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello guys, back from the dead so to speak. A super busy spring behind me... Sorry to all you guys and the team for disappearing. Didn't want to make any promises I couldn't keep. As summer is upon us I thought, why not add some snow to the map to make it seem more cold and unforgiving? The A3 lightning made it feel very summery and did not really get the season feel across. So I did a fast test and I must say, I like it. What do you guys think? Keep in mind this is an early test, but I wanted to go for the splotchy feel of late winter or early spring when the snow has started to melt but it still is below zero during the nights.