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mondkalb

CDLC Developer
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Everything posted by mondkalb

  1. mondkalb

    ZEUS Nam

    Here are - so far - the updates I'll be working on next weekend. Add more open areas River color Frogs Clutter tweaks Forest-sound-tweaks Trench-tweaks
  2. mondkalb

    Shallow ponds over roads

    You might want to try Plan B: Create another surface with the properties and sounds of water. And then just paint it on the Satmap and Layermask. This way you won't have the nice water effects, but it'll still sound like water, will have the properties of water, and - given a proper texture - will look like muddy water. That's at least what I would try in your situation. :)
  3. mondkalb

    ZEUS Nam

    1.) So true... But sorting out all the smaller ones of them will take ages and thus is very unlikely that I'll find the nerve of doing that... 2.) There are a few River-Color mods out there. The one I'm using is from VTE. @Znam (Get it via Yoma, www.zeus-community.net/nam) contains it. The problem is: River color can only be changed globally, meaning that if people have my Island installed, all islands would use brown water. I.e Chernarus. I really considered including this feature into the island, but then decided against it. 3.) There are a few big open spaces scattered around the island. Many smaller open areas don't show on the map due to the "Forrest-forms-to-a-green-blob-on-map"-Feature. 4.) Try stepping over it. It's a bug caused by "steep" transitions between Object's roadway-LOD and the Terrain. This bug is also noticeable when walking onto rocks on Takistan. I really can't influence this directly, though making the trench-terrain deeper may solve this issue. I'll have a look into. Thanks for the feedback. It's already noted down besides ANZACSteve's feedback on my update-list. Currently I'm having some experiments with animations to bring some random frogs onto the island.
  4. mondkalb

    ZEUS Nam

    Yes, the Island requires OA. Disabling AA and playing with less than 1.2km Viewdistance (More is not needed as to the terrain features) gives me steady 35FPS jumping occasionally up 60fps.
  5. mondkalb

    ZEUS Nam

    Thanks to all of you! One waterfall can be found a at the end of the little stream. And the riddles... well... you gotta check some ruins, I guess...
  6. mondkalb

    ZEUS Nam

    Here's the list: That should be roughly all big trees I used. But you really should include all of that pack, as my Island isn't the only one using brg_africa. Meanwhile: ZEUS is going to have another Vietnam Night this Saturday. If you're interested, read further details at www.zeus-community.net/nam. Edit: Just if anyone is wondering why the missions throw so many errors. Its all because of UNSUNG's untidy Config work.
  7. mondkalb

    ZEUS Nam

    No, currently there is no Support for the Armory. Just hop into the editor and explore or get some of your friends together and play UNS Co 06 Escape, if you'd like exploring the map hardcore-style.
  8. mondkalb

    ZEUS Nam

    It's Berghoff's vegetation. Afaik they don't have any config entries. Just DePbo the file and see what you can get from the .p3d names.
  9. mondkalb

    ZEUS Nam

    Sorry for double post, but the Island has been released. See the first post in this Thread for details.
  10. mondkalb

    ZEUS Nam

    While the last few tweaks and changes are being made, work on missions for the island has started. Here's a short teaser of one of the missions that'll come with the island: UNS Co 08 River Patrol Two 4-man LRRP squads are sent by boat to gather intel from a Vietnamese village behind enemy lines. The players are actually able to shoot out of the boat whilst driving. Use your A and D keys to change the facing of your character. Setting a high floating zone for this mission is recommended.
  11. mondkalb

    ZEUS Nam

    Island is nearly complete. All that's keeping me from releasing this work is some proper missions to go hand-in-hand with the release. :)
  12. mondkalb

    Conspiracies Part III

    Is that the source of UVB-76 in the background of pictures 1 and 2?
  13. mondkalb

    ZEUS Nam

    Finally all the Environment Sounds have been sorted out, so I started on putting in jungle, which is coming along quite nicely and with good performance at 1.5km viewdistance. But how the performance really behaves can only said when I've finished piling in jungle. As Mr. Hund kept on harassing me about Vietnamese and them not having tarmac, I got around making a new road, which is an absolutely painful task to do, as you need to get the road-texture seamless and mirrorable. But, as usual: "Pix or didn' happen!" Smooth Animations and not hate communists.
  14. After endless hours of work I figured the parameters for Random Environmentsounds out. RandSamp0[] = {SOUNDFILE, VOLUME, PITCH, PROBABILLITY, ??, Min DELAY, Mid DELAY, Max DELAY} RandSamp0[] = {"MBG_Nam_C\ambient\MACAW01",6,1,90,0.07,4,8,12}; Though apparently only the first two random sounds appear to work. Still figuring that out. Edit: Most of the sounds defined in the Random[] Array do not play at all. So far the only sound that plays completely is the first entry of Random Array. If I alter the file of the first entry,that new sound will play as well. Resulting out of my frustrating attempts of getting all the sounds to work properly, I discovered, that: The first entry of Random[] will play completely without any problems. The second entry of Random[] will play for 0.4 seconds, and then end abruptly. Any further entries of Random[] will not play at all. Has anyone any idea why this happens?
  15. mondkalb

    ZEUS Nam

    Here's an update: Currently I'm trying to figure out the best mix between density of jungle and framerate. So far I'm very confident that I've found a good solution. Framerate is good and steady on my "old" rig. (Radeon 4870, 1GB VRam, 4Gb Ram, Q6600 @2.4 GHz) Subject to change now is the grass-clutter in mid-jungle. Currently I'm using Berghoff's, which is giving everything an African touch. But that'll change. Later the day I had changed the environmental sounds. 27 different sounds are used on the Island. And 17 of them (all kinds of different animals) will randomly play in the jungle. All I'll now focus on is putting more detail into the little villages. Ricebags, wagons, clothes lines... All that sort of clutter to make it look nice and provide decent cover in a firefight. Also I'm confident that the Island will be released next Wednesday. Maybe even earlier. It all depends on the mission makers at ZEUS. No point in releasing an Island without proper missions.
  16. mondkalb

    ZEUS Nam

    Currently not, as I forgot to put the bridge as an LAND_ Object into cfgVehicles. Therefore the AI does not recognize it as anything but an obstacle. :rolleyes: But when I'm re-binarizing the island the AI should dare across the rope-bridge.
  17. Nouber: You just might have found a solution for creating working Holo-Sights. :don 12: Is it possible to connect these projections to to the direction the weapon is pointing? And then only show these projections when the Scope is brought up?
  18. A small Jungle Island for the Zeus-Community, as currently the 'nam fever broke our. It is just a 5km x 5km island, but since there is only one road an many many many footpaths, this is big enough for some proper infantry action.
  19. It is already using the Super Shader, though I didn't assign a DT-Map, yet. And neither SMDI. :D
  20. It is finished and waiting to be put to good use. I'd be happy to contribute this weapon to one or two mods.
  21. mondkalb

    German Misc Pack released

    Now that is some dandy work you've done there! Happy to see your projects improving and becoming bigger. :) Maybe you can even try using UV-Sets on those buildings to prevent the tiling-effect? If you need help, just ask me!
  22. mondkalb

    US buildings project

    Seeing the buildings and their detail you'll have some nice time texturing them. I'm looking forward to the result, although I think that this pack will be well beyond 1GB in size. Maybe even 2GB? What Do you think Fox?
  23. As I started this weekend experimenting with Particle Arrays I became rather annoyed of doing so, as I was constantly lost in arrays of Particlesources. So I decided to do something against it, to make everything more acessable, easier to use; and here it is: This little gadget lets you adjust all the necessary variables that are used in both the drop- and the setParticleParams-Command. Features: All Particle Array Variables adjustable Tooltip-help from the BIKI "Create Array" directly copies the generated array to your Clipboard Save current "Project" Load the last saved "Project" Download ParticleEffecter (430kb) http://www.datafilehost.com/download-49eea250.html
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