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granQ

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Everything posted by granQ

  1. as a addonmaker/mission maker since ofp days, here is my 2 cents why it failed (because I claim it does). The huge amount of money complicate things I could had submitted Swedish Forces Pack, but how on earth would I share the money between people that done awesome models (but in very little time) and those that been working for years with small minor changes? What about everyone that donated models from other groups, I barely know who is the orginator. Some even "left internet" to go on with their life. Money equal pressure Seeing the amount of money,the pressure to deliver something ass-kicking amazing was high. I spoke with some model makers to team up and make something just for this competition in order to sort out the above issue. Even with professionals (that work at game studios) and my 10+ years experience we didn't really think we would have a chance... so eventually we didn't bother to submit any addons. There is also the issue that lots of money = lack of performance, more here How it should had be done To solve the issue there are several ways. One option could be that the winning team gets to select which chairty to give the money to. Then it isn't about the money itself.. For missions, it probably would had been better to give out 100 Euro, each month for "BIS's favorite mission". That way many people would have the chance and we would for sure see a bigger varity. The only thing I ended up submitting was a mission that I did in a few hours.. only reason I did it was because right before the deadline I took a look and thought to myself "seriously? nobody even bothered to do anything regarding the red cross challenge?".. I am almost a bit ashamed because the mission is thrown together but I hope I atleast rasied the bar a few inches because there was so few entries.
  2. I just wanted to say that I am a believer that 20% of the addons can give 80% of the missions. So I will work hard to pusht those first 20% (in my world, soldiers, most common weapons and a huey) and help with the island. Personally I consider everything else a "bonus", its cool with planes, boats etc but fact is very few missions actually fully utilize them.
  3. After some crazy brainstorming late last week we ended up with a weekend project we feel like sharing with all you guys! In this release (0.1) Utilizes the Zeus 3D editor. BIS built a nice tool for placing, moving and observing your objects. Instead of spending time to rebuilding what has been done many times before we stand on the shoulders of the game makers. We’ve invited members our of community to help us add more objects on our work in progress islands and they felt right at home at once. No difficult key bindings to learn, just drag and drop objects in Zeus mode. Works on all islands! Just place a unit and the BIS Zeus module with all addons unlocked and you are done! Map making with your friends is of course more fun than placing houses by yourself! Our editor works in both singleplayer and multiplayer! We’ve tried with around 10 connected users placing objects simultaneously and having a great time. Exporting to Terrain Builder is of course our pride and honor. Drag the generated file onto your island inside Terrain Builder and you’re done. No need to cleanup or edit the file before importing! Persist your work in progress so that you can continue after restarting your game. We support saving and restoring as you need it! Place the Restore module in the mission editor and all objects will be where you left once you start the mission again! Upcoming features Anything more boring than creating fences and walls? Use our clone tool to create kilometers of fences without breaking a sweat. This was our first and most important internal request after trying out our prototype. It’s almost ready but has some bugs in multiplayer and the dialog needs a makeover. Will be available soon! Tired of creating your templates for Terrain Builder? So were we! When exporting objects all template files are generated for the required p3d with correct template names. Autosave to avoid losing data if your game crashes. We have some ideas for creating forest areas easier. Any input for potential users on what is most important would probably help our internal needs as well! Too many objects to choose from? Use our object restrictions module to choose which objects that can be placed. Maybe you want A2 palms and your custom set of houses so that your friends don’t create a Greece holiday resort on your middle eastern island. Zeus not providing enough fine grained placement for you? We’ll let you adjust the position and vector values manually to remove that awful gap. Not satisfied with your current object placement in Terrain Builder? Just export your objects and import them into our editor so you can freely move them around as you feel like. When you’re done just export your new city planning and import it directly into Terrain Builder. Easting is currently hardcoded as 200 000 and northing as 0. In the future this will be selectable when exporting. Requirements & Info Batteries included! Everything you need to add objects to your islands is available in the download. You’ll find the dll used to export, persist and restore data and our Zeus Module addon. We recommend that you use any of the editor enable addons to get access to all objects. Currently we assume that your templates include the models you’re placing as the p3d filename in lowercase without the p3d extension. We hope to simplify this requirement in the future, see above! Download Download our 0.1 version here, http://hosted.anrop.se/sfp/@sfp_map_editor-0.1.zip Sample Altis mission, http://hosted.anrop.se/sfp/sfp_map_editor.Altis.zip Sample Stratis mission, http://hosted.anrop.se/sfp/sfp_map_editor.Stratis.zip How to use Use our sample island editing mission for Altis or Stratis. Of course the real thing is to add objects to your custom map! Here are the simple steps to follow Place one or more playable units in the game with a name per unit Place the same number of Zeus Game Master modules with each playable unit name as owner. Choose to include unofficial addons if you don’t place any extra SFP Map Editor modules. In the future we’ll autoload the module to ease this step for you. (Optional) Place the SFP Map Editor - Restore module to automatically be where you left of at your last save. Please post any feedback or issues in this thread and we’ll fix them as soon as possible! This tool will save us lots of time working on our custom islands for the Swedish Forces Pack. Having a couple of us create a town together in multiplayer in an evening instead of a poor fella spending weeks in Terrain Builder and Buldozer is a blessing. Credits ZiP, the creator. granQ, the spokesperson taking all the credits. Ares for a great source of material regarding Zeus modules. This prototype in just a few days time wouldn’t be possible without the open community. BIS for their great Zeus functionality and for our favourite game series since the OFP1 demo. Our Anrop community member xealot for writing our extension on such short notice.
  4. yes, it looks almost like from a different engine. Very good and natural looking.
  5. so, i just wanted to say I am all for Unsung and will try do some progress this week if I can just figure out Git. but I been working since day 1 of arma3 with gettings things, so hopefully I can help Unsung get a good start :)
  6. granQ

    SFP: Islands

    Ok, will look into it.. the Sturkö mi24 is the intro so hopefully won't affect much (will make a new one without it) but the 12 cm artillery probably need a change. The roads are from the "orignal island" .. will tweak and improve them as we go. Infact complete north part will probably be redone, I want to make it more tropical/jungle area were rebels can hide. We also working on making a more industrial south including a modern harbour with a 2-3 km long pipeline ( could be fun pvp, protect a long pipeline/harbor). I like the idea of more concrete buildings in the big city at the coast (Bakunga), its the creation of Grip, see what he think. My hope is to make an "insane" city so really have a good map for close combat with a city that makes you lost. So i hope it will grow.. we might add more things but in general I also wanted to create a map that features long distance of nothing, one of the primary ideas was to have a terrain where you often see the enemy but the range makes it impossible to engage so you have to come up with a plan how to approch, when to open fire.. ( this will be the south/central parts.. north will be jungle as I said.. still looking for objects)
  7. granQ

    SFP: Aggressors

    Hi all, we been busy with several things and been considering that making aggressor takes a lot of time recreating things already done by others. What we want is Russians suitable to invade in Sweden during the 1990's and African soldiers with different factions. So we import and convert for instance the bmp2 from arma 2 and paint it with our own texture's. If we instead would require RHS we could just focus on the textures and not the import, giving us more time for other things. Before we release next version I would like to know what you think. Everyone happy if we proceed this way or something we missed to consider ?
  8. Yeah, sadly there some limitations when using zeus as the interface but we are considering a "fine tuning placement" dialog.. as well as the fence generator and other things. I am curious however that we haven't got much (almost no) replies, or feedback. I was under the impression people was "desperate" for multiplayer enabled "object placing" but seems thats not the case? Your feedback is what push the updates. Jin, I will try make a youtube video but been so busy with other things.
  9. granQ

    [DA3] The Congo Crisis

    eh, we prefer to refer to us as the Swedish Forces Pack.. just for the record :) and indeed more things will come :p
  10. granQ

    SFP: Islands

    thanks, but its a team effort. Grip is the probably the biggest contributor when it comes to objects but the list is long. We been working with the island in multiplayer using our own Zeus tool. http://forums.bistudio.com/showthread.php?187612-SFP-Multiplayer-Map-Editor-Atlas
  11. granQ

    SFP: Islands

    Hope it was worth the waiting, even if Wamako is just a "playground testing" island it actually starts to become a pretty decent island. We got a new city that will act as the oldest city and perhaps capital on the island. Also redone the mask, clutter and satelite texture. Almost there but need some more attention. Next on the list is to build some more on the cities, adjust height on some objects and figure out how the more "jungle" areas should look like.. Anyway, the two main changes: * No more reference the Swedish forces pack. Enjoy! * A big city on eastern Wamako. Poor, but big makes for interesting combat. Download, as always in the first post.
  12. I been out of the loop for a while and just wondering which is the best (and is there any options?) ingame 3d editor. Is ZGM Arma 3 Terrain Editing Suite still the king? While TB is very nice to work with, sometimes it just goes so much faster ingame and its easier to get friends engaged if they can run it without downloading and installing any tools.
  13. granQ

    Best ingame 3d editor

    Thanks, will try that editor upgrade. When it comes to 3d editor, I wasn't pleased what we got and ZiP in our community helped me out. So now he made basicly a "export from zeus to a terrain builder format" + "save and restore" which is great in multiplayer as you can save. Play another mission, use the server as normal. Then return some days later and restore the work and continue before you do the actual export. More information: http://forums.bistudio.com/showthread.php?187612-SFP-Multiplayer-Map-Editor-Atlas
  14. We pick it up where it got left and continue as a community.
  15. granQ

    Do donations work for arma modders?

    "money ruins everything" - socialistQ
  16. granQ

    SFP: Islands

    Sorry, the thing is that we hade hundreds of dependencies to solve when we decided to split islands from the normal pack. I will make sure in the next release we have solved all the remaining. Sorry... Will update this weekend with a working version
  17. granQ

    Tilos : Greek Island

    looks great! Also I like the shape of the island, think it could be a good map for CTI / big coop to clear the complete island.
  18. granQ

    [DA3] The Congo Crisis

    yeah this got a thread.. I need to provide you with more stuff. Think you wanted the combat vests stuff right? Love esp the first screenshot!
  19. yes, since a few versions ago we started to split the "aggressors", swedish and the islands.. will update the first post with more information. freesets, possible but can't really help. I know its annoying but haven't thought much of it as I don't generally play with the Norrköping (despite it being awesome.. but need to find a good target/mission for it) http://forums.bistudio.com/showthread.php?185717-SFP-Aggressors http://forums.bistudio.com/showthread.php?175121-SFP-Islands
  20. SFP have been updated to 0.4.2. Changes: * New vehicle; old mercedes * New anti submarine module with hydrophone and depthcharges * Support for Ruthbergs Advanced Ballistics * Fixes to attachments for some weapons. * Added a tent that can be packed and deployed for respawn. As well as some normal bugfixes :) Anti Submarine Warfare module as always, download link in the first post.
  21. Wow, you guys been working for four months with this tools but still not ready to release to the community. Thank you for not publicing it to spare us mapmakers from using something better than nothing. Keep it up, please give us more screens and updates about this. Can't wait to not try this tool out tonight!
  22. minor update, there was a error that caused the machinegun on the Ikv 91 "light tank" not to function but also to generate an annoying popup error. But since we updated we fixed a few other things, here is the changelog: Fixed: Machinegun (Ksp 39) didn't work on the Ikv 91 New: Signalpistol 50 (A very simple old style flare gun) New: Swedish handgrenades, beaware they got only 3 seconds fuse (5 seconds default in arma). New: Swedish styled AT-mines. Fixed: Old Dakota motorcycle had a wrong definition for faction. Fixed: Weapon floating on the Dakota and the wheelchair. Fixed: Wheels was visible on the C130 when retracted. Fixed: Collision box on top of the Tgb 16 RWS.
  23. granQ

    SFP: Aggressors

    wasn't.. but I put it in now :)
  24. can't be much better for a 68kb download :)
  25. hm, I guess perhaps it would be possible with a similar setup like the flashbangs to make it work with ASDG JR. I will put that on our list for next patch, to be honest I don't personally use it so haven't been a concern for me. Yeah, no Gripen.. however, one was released on the make arma not war, of course with some love still needed for the interior. Would be great with a Gripen with a big screen like Brazil want it, and of course the two seater version. You don't know any good modeller in Brazil?? ;)
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