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rip31st

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Everything posted by rip31st

  1. rip31st

    Getting furniture to work...

    I never was able to get proxies working on buildings. Ladders and doors yes, but furniture no. I copied them to all LOD's. They show if you place them in the editor and work just fine, but not after being packed in my terrain. I do have a separate objects folder that contains the model in question with it's own config and model.cfg in my name space. I also have the same config in my islands work space. The proxied objects that go to this model are in another name space. Any ideas? Thanks ***Update: After pulling my hair for three days I read through the arma.rpt and found my model was missing it's vehicle class in the config. Problem solved. :)
  2. That's only 40 km x 40 km. Ours is 327.68km x 327.68km. If someone makes one bigger than that, good for them. It's not a contest. We're doing this to create a realistic feel for time, distance, and scale. You can take a C47 for a 45 minute flight across the channel. Radar can give you time to scramble fighters to intercept an incoming bomber run. There's plenty of ocean for ship's to have long range engagements. Etc,etc. I would feel great sympathy for them considering how long it would take to populate it with objects. Hahaha we've been working on ours for ever now. I guess someone could do a barren desert and call it good to go. Goodluck with that right! :)
  3. You are the ultimate authority, delete the thread per Stonebridge because he's a mod right. Patience has no virtue. I'll start a new one when I have progress to post. Oh wait, here's some progress... Terrain features are still in work. More Buildings on a town scale are being built meaning the big cities are pretty much complete. Were working on the smaller towns and small details with lots of vegetation and foliage. It's a LOT of work as previously posted. I guess you don't understand. For those that have patience, they do. There's multiplayer testing on terrain objects this coming week. You won't be part of that. There is a select group. It's released when it's released. We divuldge details when we see fit, not you. Maybe a video soon, maybe not. This is probably the biggest mod ever for this game engine. If you want to wait, then you'll wait, otherwise, move along. It's only been since 2008 we've been working on this. What's a little more time for something big?
  4. Still plugging away. Bit of a breakthrough in something that was holding us back on the terrain. We didn't want everything looking the same from place to place given how huge this project is. Everytime a model is worked and reworked it keeps improving! That said things are going well.
  5. Glitches...big map... I mean if you're experienced in making big maps then you already know what they are. If you don't use proper calculations for your terrain grid, then there's going to be all sorts of issues. This map however loads quickly, has high FPS, and does not have any positioning issues you're describing. I am aware of what you're referring to. It happened a long long time ago when I first started building large maps so I avoid using those variables that cause that issue.
  6. It's been a thought, but the guy's say no rush every time I ask.
  7. Still working on things... Flew across the English Channel in the A3 version of the warthog. Let's just say it took a bit of time to cross. :)
  8. We're done when we're done. The map is very consuming!
  9. Yes it's big enough, that's for certain. Sorry for the double post, my phone lost connection
  10. Yes we are working on it for A3. Sorry if we seem a bit recluse, but we are lol. It's done when it's done. I guess I'll post some pic's sometime.
  11. Hi all, From the Fields of War ( FoW ) community based mod group. Formerly known as 31st Normany mod. We've changed our name as Normandy does not apply to all in which this mod encompasses. This mod has grown beyond the bounds of Normandy. It's huge! It's gained the attention of not just our community, but as you will see soon, many outside entities. Besides our upcoming release "Fields of War: Normandy 1.00", we plan to have subsequent releases that cover the entirety of World War Two, from the first shots fired to Fatman falling on Nagasaki. This means based on Arma2's current game engine in it's vanilla state, there will be many releases, Fields of War: Normandy 1.00 being our next. The Normandy 1.00 release features a tremendous amount of content that is completely independant of other mods released by the ArmA community including professionally recorded sounds, highly quality textures, Most likely Armed Assault's largest gaming theater with additional maps, a ton of WW2 equipment, customized foilage, terrain, a ton of scripting, the list goes on and on. It nearly replaces everything with it's own custom effects, etc. So my pre-apologies for a very large download. We don't want to isolate ourselves by indicating our independance from relying upon other already developed featured this community has presented. What's done is done, why make everything the same? Otherwise it would be the same old boring thing everytime a mod came out. This means our classes will not be affected by other mods and we will not go out of our way to make them compatible them. Were not being snooty about it, we just done have the time as everything in our mod was given by our mod team members valuable personal time. Our models have their own damage system. We use a completely independant penetration calculation table that includes data based on specification of their real world counterparts. We tried to make those factors as real as possible given ArmA2 game engine limitation. Our infantry will not work with stock ArmA2, other weapons from other mods. We have our own ammo, magazine, throw classes, and tracers. We have our own explosion effects and optics. Most of our Armor has interiors. The release of "FoW : Normandy 1.00" will be soon. Don't bother asking when, as it comes when it's done. Online multiplayer testing will be completed by various groups that stepped forward to donate their time to volunteer to help work out most of the bugs prior to the release to prevent a multitude of "Oh crap! We forgot that patches." That hamper other mods in this community that turn off our player base. We plan to take our time and be thorough. The status of our mod group continues to expand with multi-theater coverage. Pretty soon will will open up a public website with links to our privately held development forums. We communicate daily, come out with new content daily for upcoming releases. So work is very much in progress every day. This new forum thread we've opened mainly highlights our name change and upcoming releases. We hope we gain community input as we love to cater to everyone and involve you - the player base. Our mod is not a competition for the best mod out there. We are well aware of all mods out there. We choose to follow our own path. We will not brag we are the best, or stay hidden from the public for vast amounts of time because we feel our work is superior to others. BUT...I will say our mod group has done a fantastic job! From our mod group Fields of War, Happy Thanksgiving! We give thanks to our families which allow us time and have great patience to create fun for everyone. Thank you! Rip31st
  12. I'm curious if the data imported interferes with terrainbuilder's ability to properly read the database. For example names of real roads and other integers, and values exist on these downloadable .shp files. So when you go to assign the roads ID's and values that are acceptable to terrainbuilder and the game engine in the database, can you just leave the pre-existing values there? If you can't, how do you get rid of them? Thanks in advance.
  13. Take on Mars! Nah just kidding! I dunno, rvmat's possibly.
  14. rip31st

    NEW MAP : France

    Hey Bush! Do you know by chance if shape file polys count towards the overall object limit, or is there a separate limit? And if so, what is it? :)
  15. rip31st

    NEW MAP : France

    Oh I'm assuming you mean by a few million. Well that would help out by a few objects per square km. :)
  16. rip31st

    NEW MAP : France

    Some words of friendly advice from the large map man himself. To put things in perspective, think about it this way. The game engine has a limitation of ~ 5,000,000 objects. The .wrp file reaches nearly 4 gigs at that point and as you may be aware, a 32-bit program can only reside up to that much in memory before dumping. Covering 500k x with objects will be sparsely done. 500 x 500k = 250,000 square kilometers. That equates to roughly 20 objects per square km. There's creativity needed on behalf of the 3D modeling perspective to create a beautiful landscape with nicely populated cities, towns, villages, and farms. Secondly, The game engine won't allow for rivers and streams with a proper height map. The only way to defeat that is to create waterways by cutting paths in your terrain and significantly lowering the elevation areas around the water ways, but then you lose the realistic feel of standing in Paris at 35m when your at 6m and there's weird valley's all over the map where they're not supposed to be. And lastly, I've been working on nearly the same area, but to scale since 2008. It's a huge time consumer. I've released a few betas of my map and the guys can tell you first hand that have played multilayer missions on it felt like they were in a big green desert. I still have no time frame of when I'm releasing my map. It's taken a lot of patience and countless hours of pulling my hair out for years to get to the point we're at now. Creating object's like the Eiffel tower to scale from Gustavs drawings took 5 month's alone. I wish you good luck and look forward to your progress!
  17. Quick question. Is there a limit per map? And does it count towards the overall object limit?
  18. rip31st

    Max shape file poly count

    500! That's it! I'm not sure yet what exactly is going on, but I have a feeling there is some limitation in place that's not in a manual somewhere. Maybe they'll chime in and let us know.
  19. rip31st

    Max shape file poly count

    I've got a couple hundred thousand probably. :crazy_o: Maybe a million. I've submitted my errors to the ol' issue tracker. Just waiting to hear back, but thought I'd check here.
  20. I know right. You won't find out unless you try by testing. So far, so good. Were releasing all the material at the same time. Full mod. Screens will come in due time. All the materials referenced came from World War II history museums from around the world and. The sounds were taken from various firing ranges of the real weapons. We have a lot of detailed pics of vehicles, uniforms, etc from people that gave up their time to visit some of these places and help us out. What we need help with is voice acting. East-coast NYC, also Chicago style accents in particular.
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