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rip31st

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Everything posted by rip31st

  1. We have other maps that cover smaller areas in more detail.
  2. It's not possible to scale it 1:1, the engine can't handle it. Were working on half scale at the moment. The limitations for the game engine include the terrain grid, but most importantly the object count. It's a tough go on such a large map for many reasons such as time it takes to place the objects. Not all the BIS objects work with the large grid so we have to make custom objects that work to avoid things looking out of place on slopes and other areas. Avoid clipping. Then you have to get creative with foliage. On smaller maps you can use smaller clutter effectively. On large scale maps you have to create newer, larger objects because of the max object count, otherwise you run out or things get bare or sparse within the default limitations. Then you compromise expected results when interacting with the objects creating objects much larger then they are meant to be. There is a delicate balance you have to find between reality and dealing with such a large area that was never meant to work with this engine. But were doing it. We actually hit the ceiling before for the object count and had to go back to the drawing board. We revamped many objects, making them more efficient in many respects and now we can do what we originally intended doing which was bring Arma2 its largest theater.
  3. 153,600m x 153,600m or 153.5km Yes, Falaise is somewhere on there. Saint-Malo/Almont...somewhere around there is about as far south as it goes.
  4. Texturing = time Which I do not have :D Thanks Paris, London, Caen, Cherbourg! :rolleyes:
  5. Warfare on such a large map? I suppose if you played within the confines of the recommended amount of towns. ~30 max? Most Warfare maps are running 20-30 in that range. I think that's about all a stout server can handle. It's the AI that kill the servers. Once you have a supply chain of AI up and running, and AI running all over the map setting off triggers spawning more AI in towns across the map, the servers get bogged down running warfare. Tested on our previous large map. I think we were able to run 30 towns. So I suppose you could create many warfare missions in many different areas of the map. There are several hundred towns to choose from. Now a player VS player campaign with a frontal system without the AI...now were talking. 128 slots, Side VS side. Axis VS Allied. Team that captures a certain percentage of all the towns wins...maybe say the winning criteria is capturing 180 of 200 towns/cities. Something like that could be very exciting. :D
  6. IT wouldn't take much, we already have all the radar stations, airfields etc.
  7. It's worth looking into. Saw it briefly on Armaholic's site, but haven't had time to check it out.
  8. Hook up a glider in multiplayer loaded with your friends and release it. Then enjoy a few laughs as we nearly wet our pants laughing so hard when we tested it.
  9. AI can only see the view geometry level of detail of any given object/model. If AI see one wince of your player through some gap in the view geometry of anything, they will engage you depending on how they have been configured. Arma2/OA's stock engagement values were not used for our mod. Stock values are pretty relaxed. Other mods use different values *IF they even thought to configure them. We used a much more aggresive system. IT has been tweaked even more since tests several months ago to produce more realistic/desired results.
  10. I'm not sure what's up with all the ID's. Maybe in the screen shot you can turn them off in the mission editor. Those don't come up for me anyway. The issue with the that particular grass is resolved because it's not even in the upcoming map release. If you check out this video closely, the 2nd half uses our new grass which works great. You can clearly see towards the end, I only got hit after I stood up.
  11. Our grass objects do not show object I.D.'s on our Normandy2 map.
  12. If you have followed along, your answer is no they can't see through the grass. They can see through clutter.
  13. There was 'a lot' more 'snow effect' I call it. I messed around with the levels until I found a spot where it didn't look that bad. It's the best I can do with my limited knowledge of texturing unless someone else has more ideas. There are a lot of double transparent faces, which It may just be a lighting situation the game engine isn't set up for.
  14. Pretty cool Canis! Here's some WIP update pics from me: A little WIP update: ArmA2/CO's largest map also contains the games tallest tower for sure, - possibly largest building as well: The Eiffel Tower 117 ladders, as many if not more vantage spots, 3 main levels, fully functional. Takes 9 minutes and 18 seconds to climb to the top... 300M tall, built to spec from Gustav's drawings, with exception there are no Elevators, only a ladder platform system. You could have endless battles for possesion of this tower all day long.
  15. The mod will be great no doubt. Getting it released is the challenge before us.
  16. What if you shot a player, the body disappears, a grave appears in the spot where they died. And for an added twist, after a few moments, a zombie pops out of the ground and starts attacking everyone, even friendly forces. :)
  17. Vehicles mounted in gliders...yes. We already made hedgerows, etc. Bodies blowing to pieces...not sure if we will tackle that one. Nice Canis.
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