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silola

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Everything posted by silola

  1. X-Cam prototype map 1.0 released Description: We are pleased to announce that we have completed the X-Cam prototype map 1.0. Please note that this map is indeed a kind of a prototype. The prototype map was not designed to play missions on there. In particular, vehicles have some problems to stay/drive on the roads, because the density of objects in the immediate vicinity is too high. With a few exceptions, all objects were placed with the X-Cam. Using this tool, we were able to finish the map within 4 months. In these 4 months we have not worked on all days and not always with all available people. Accordingly, the actual work time is significantly shorter. And of course we had a lot of fun in working together. Map: The 10 by 10 km map, based on a 2048 pixel grid and a cell size of 5 meters , has approximately 40% solid landmass distributed on several islands. The HD version of the map contains about 607,000 imported objects. In total, we have generated more than 320 export files with the X-Cam without any problems. There was only the known problems with some large objects that had to be adjusted manually. Hint: Please note that the X-Cam tool is not yet available. If you want to know more about the X-Cam, then follow this link: http://forums.bistudio.com/showthread.php?173755-quot-X-Cam-quot-and-quot-DAC-quot-Project In this project, the following persons were involved: Silola: X-Cam programming, object import & handling, roads, object placement, xCam_EU.pbo Atsche: Map config, Sat&Mask texturing, terrain sculpting, object placement, xcam_objects.pbo Hotzenplotz: object placement Sky: object placement t-800a: object placement MCPXXL: object placement, xcam_wood.pbo (with permission from DMC) poolpunk: xCam_Metal.pbo, xCam_Woodworks.pbo Heros: xcam_pipe.pbo At this point again … many thanks to the whole team !!! Requirements: All in Arma Terrain Pack (AiA TP) : http://forums.bistudio.com/showthread.php?182072-All-in-Arma-Terrain-Pack-%28AiA-TP%29-A1-A2-OA-terrains-from-BI-in-A3 Download link: https://mega.co.nz/#!pk9wHBya!9D-Z45_9jokhCFvFPbC1_c20nz_c0J6Gb0_syogfPWc Download mirror: https://dl.dropboxusercontent.com/u/68007392/xcam_prototype.zip Installation: Extract the content of the xcam_prototype.zip file in your Arma 3 game root folder and enable the mod. We have also determined to release an additional LD (low density) version. In this version all additional clutter objects, as well as small stones and bushes were removed. This version should be suitable for small infantry fights in MP environment. The additional LD version (low density) can be found in the folder [LD]. If You want to use the LD version then replace the xcam_prototype.pbo with the xcam_prototype_ld.pbo. We recommend you to use modfolders. Check this link for more infos: http://www.armaholic.com/plug.php?e=faq&q=18 Credits and special thanks: Kju and all the people behind the AiA project. Bohemia Interactive for this amazing software (ArmaIII) with all these possibilities. SKH-Team for testing and TS-server themaster for extra sounds License: CC BY-NC-SA 4.0: Attribution-NonCommercial-ShareAlike 4.0 International Known issues: -You will need a high end computer in order to play the HD version of the map. If You need mor FPS, first reduce the viewdistance, because this setting has the greatest effect on this. -You will get some error messages about a missing texture or missing animation (AiA TP Bugs). -Destructible objects that are supposed to be indestructible. -Some gates opens to the wrong side. -Some missplaced objects. Video: Enjoy and Merry Christmas. :) Silola
  2. Hi, today, DAC 3.1 for Arma3 is ready for release :) This version for Arma3 is not a completely new version, but a slightly improved and hopefully error-free version. At this point, again a big "thank you" to my testers and supporters: MCPXXL, SKH|Flip, SKH|Cyborg, SKH|Hydra, t-800a, Lester With the todays download you get the following content: - DAC 3.1 addon Version - DAC 3.1 script Version - 33 demonstration/tutorial missions (german + english) - 4 different MP mission examples (addon version) - 2 different SP mission examples (script version) - comprehensive documentations The concept and the feature list is almost identical to the latest version of DAC, but for those who do not know much about DAC, here's again a summary: DAC 3.1 overview In (so called) "DAC-zones", waypoints and units of different categories and sides are being generated. If you play a mission using DAC, you will get a different game experience every time restarting the mission. This is the result of every AI-zone being generated every time, when you start the mission. The script is able to maintain supplies, in a dynamic, but by mission designers controllable way. The AI respawns at fully generated camps, so it is possible to create large, long lasting missions using DAC. New features, such as create DAC-zones during a mission or object-generation and also the features like global troup movements,or multiple de-/activation of AI-zones are taking mission design to a new level. A small video about DAC-zones you can find here: DAC 3.1 feature list # generate units and waypoints dynamically in AI-zones # highly dynamic game experience, because of AI-zones being generated at every mission start # dynamic decrease of unit number (infantry or vehicle groups) # freely chosen size and number of zones (modify directly in in-game editor) # every zone can be configured individually (modify directly in in-game editor) # up to four different unit-categories can be generated per zone # two zone types: unit-zones, waypoint-zones, can be combined # freely chosen number of unit-zones can be linked with each other # freely chosen number of waypoint-zones can be linked with unit-zones # freely chosen number of unit-configurations can be defined # freely chosen number of behaviour-configurations can be defined # freely chosen number of waypoint-configurations can be defined # movable zones (global troop movement) # size of a zone can be changed at every time during a mission # new behaviour-configuration can be loaded at every time # new unit-configuration can be loaded at every time # dynamic AI-respawn in camps generated dynamically (no respawn or camp limits) # freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades) # camps can be linked to zones # AI-respawn also possible without camp # “Standby-mode†for zones, units are generated when needed # zones can be activated, deactivated as often as you want to # script, which can delete units (depending on time and/or distance) # user defined waypoints can be included # running on dedicated servers # dynamic weather script (for SP missions only) # control markers can be activated # freely chosen number of marker-configurations can be defined # new marker-configuration can be loaded at every time # radio messages and markers depending on chosen side can be activated # units placed in in-game editor can use DAC routines as well # AI conquers buildings # AI detects empty vehicles # AI uses empty static guns # AI uses smoke grenades # complete new routines for detecting the enemy # scripted artillery support for players and AI (static and mobile) # AI-(voice-) sounds can be defined on seven different situations (works with MP) # extended error handling (to avoid user input errors) # 6 configuration files for individual modifications # good MP performance # You can create AI zones "on-the-fly" # option to create mixed groups, for example 1 tank with 6 soldiers # Zones can have now be rotated # Zones can have all sorts of forms, such as: square, circle, ellipse and polygon # Custom Waypoints can now be pre-defined everywhere on the map # New behaviour options # The ability to generate objects in zones (with lots of options) # The ability to release DAC groups from the system in order to hand them over to another AI system # Dynamic adjustment of the number of generated DAC-groups in MP games # Many other small features # and of course ... fixed some bugs Usefull links: Version 3.1b https://de.owncube.com/public.php?service=files&t=50eafd90ed591fc8b5ac6a71c2417f8a fixed: Faulty reducing functionality of camp groups. I hope you will have the same fun as we had and still have :-) Greetings from germany Silola
  3. http://www.x-cam-editor.de/ X-Cam 1.0 for Arma 3 released ! I am very pleased to inform you that I have completed work on X-Cam. Until now, no significant bugs were found by the test team. Therefore there is no reason to delay the release of X-Cam. X-Cam overview X-Cam is an InGame 3D object placement tool with many different functions. All these functions make it much easier to place objects on any terrain. You can export your work as a terrain builder import file, but also as a mission or script file. So X-Cam supports both mapmakers, as well as missionmakers. X-Cam features There are too many features and functions included to list them all here. X-Cam installation Simply watch the following video to learn to install X-Cam and how to start your first X-Cam session: X-Cam manual There is only a keyboard shortcut pdf file included and the whole user manual is only available as a 20 part tutorial video. You can find all these videos by following this link: http://www.x-cam-editor.de/home/x-cam-tutorial-videos/ X-Cam download https://de.owncube.com/public.php?service=files&t=bff399057a0fc129a4ae2fef50209a62 Credits code34 for iniDBI to load and save all the internal X-Cam data like projects, favorites and prefabs. Killzone_Kid for make_file.dll to export a project as terrainbuilder, mission or script file. t-800a for all Military_* prefabs Object packs (optional): poolpunk: xCam_Metal.pbo, xCam_Woodworks.pbo Atsche: xcam_objects.pbo MCPXXL: xcam_wood.pbo Heros: xcam_pipe.pbo Thanks to the whole test team t-800a, MCPXXL, Hotzenplotz, Atsche, Sky (xcam_prototype team) Major_Desync, GreenBeret40, Aus, Inlesco, James2464, IceBreakr, 19thCypeRevenge, nomisum, meat147, Kerodan (community team) End User License Agreement X-Cam is released under Creative Commons Licence Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0): https://creativecommons.org/licenses/by-nc-nd/4.0/ You may share X-Cam with others as long as you credit the original author. You are NOT permitted to edit, tweak or change the addon in any way without explicit permission from the author. You are permitted to download and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. ================================================== ======= X-Cam update v1.05 New: Alternate methode to start a frame selection New: Terrain visualisation incl. some settings New: Option to invert 4 different camera control functions New: Split a Terrain Builder export file into different export files (object types) New: Restricted start option (player name) New: Option to search within the X-Cam object library only New: One-step processing of multiple projects (incl. export) New: Additional save option, if objects copied from different projects Fixed: Press [Alt] during the secondary movement methode is active Fixed: The export option > enablesimulation 'false' < saves wrong values Fixed: Ghost objects after pressing the [ESC] key Download: https://de.owncube.com/public.php?service=files&t=56102ec0d6d9198daddf050327a52b39 Video: X-Cam optional content Two object packages have been updated: xCam_Metal (v098b) xCam_Woodworks (v09b) Download: https://de.owncube.com/public.php?service=files&t=9754cb4689fd7e32e6adfb2bd226e622 Many thanks to poolpunk for this incredible work !!! ATTENTION: Killzone_kid has released a new version of "make_file.dll" (version 1.5) to make the file oparations more secure. The only difference I could find so far is that you will see an additional dialog to confirm each "new" file operation. So please try the new "make_file.dll" version 1.5 and tell me how it works. Thanks. To download the new version follow this link: http://killzonekid.com/arma-extension-make_file-dll-v1-0/ Again many thanks to Killzone_kid for support :) ==================================================X-Cam Update 1.2 ================================================== Update overview: New: DayTime switch New: Turbo mode New: Improved loading time (up to 6x faster) New: Reworked and optimized Search function New: Reworked object detection methode New: Additional Brush options New: Extended SingleBrush functions New: Geometry detection mode New: Various Hide functions New: Restore function New: MultiBrush configurations New: Additional MultiBrush option New: Find duplicates function New: Extended restricted movement option New: Pitch & Bank function New: HideBrush for map objects New: Import static mission objects New: Save object names ... and of course fixed some minor bugs. Download: https://de.owncube.c...9Kt3dDwZqPefbgX Video Tutorials X-Cam 1.2 ================================================== X-Cam Update 1.21 ================================================== Update overview: New: - Object layer is automaticly activated if you start X-Cam - Last used object class is automaticly reloaded if you restart X-Cam - Expand the object list view - Expand the object types list view - Expand the object classes list view Fixed: - Wrong list entry deleted after the use of the delete brush - Object detection no working correctly, after you have pressed the key [ V ] - Some buttons disabled after the saving process - The function "Import mission objects" was broken Download link: https://de.owncube.com/index.php/s/EAQh4pyFooDslPe https://www.youtube.com/watch?v=DJC9c1hqoqc Enyoj :) Silola
  4. X-Cam-Taunus map released !!! We are pleased to announce that we have completed the first version of the X-Cam-Taunus map. This version is around 95% completed and we want to release the final version later this year. We would like to thank everyone who helped us with more or less work and knowledge and we hope that the Arma community will enjoy the beautiful places we’ve created. We also want to thank Bohemia Interactive for providing such a great game with the possibilities to built a map like Taunus, even that we have placed 99,99% of all objects with X-Cam ;-) X-Cam-Taunus team Silola Object placement, TerrainBuilder Hotzenplotz Object placement, Objects, Configs, Sounds Poolpunk Object placement, Objects, Configs Chaser Object placement Deox Object placement, Objects, Configs MemphisBelle Object placement, Configs Heros Objects, Configs MaXx Objects, Configs MCPXXL Objects, Configs Atsche Objects, Configs t-800a, Sky, Schmidt, Hektor, Flattermann Object placement Credits and special Thanks Special thanks to Kju for “taunus_aiatp.pbo” and Mondkalb for all the MBG stuff :) X-Cam-Taunus facts Object count is 5.658.123 Map size is 20480x20480 m Grid size is 4096 cells Cell size is 5 m Sat/Mask size is 10240 m Citys and Villages 34 Airports 2 Known issues - No dust on all surfaces - Some flickering textures - Some missplaced objects - Some unfinished areas - Some zones with wrong sat and mask settings X-Cam-Taunus licence CC BY-NC-SA 4.0: Attribution-NonCommercial-ShareAlike 4.0 International X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus version 1.0 download *deleted* X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and Merry Christmas :) X-Cam-Taunus-Team ================================================================= X-Cam-Taunus version 1.1 ======================================================= Patch notes changed: xCam_Taunus bikey + xCam Prototype bikey instead of 10 different keys fixed: Missing Landcontact issue Taunus Walls in RPT fixed: strange convex geo/geo physx Deox Objects fixed: unaccessible ladder points Deox Objects fixed: Deox Objects missing config class fixed: poolpunk RMA objects RPT Spam fixed: Walls_01,03,04 RPT Spam fixed: Indust Concrete RPT Spam fixed: Indust Stairs RPT Spam fixed: Indust Pipes RPT Spam fixed: Plants RPT Spam fixed: Glitch to hide under dirthump in Wehrheim fixed: Drivability on Taunus Wall Objects fixed: Localisation Lat/Long fixed: Missing Roadway Saalburg fixed: Glitch to hide under dirthump in Wehrheim fixed: some misplaced objects fixed: wrong config entries (soundHit) fixed: Localisation Lat/Long added: Missing Fence Königsstein added: Apron Lighting RMA added: About 50 deerstands around the map added: Jail-Doors X-Cam-Taunus version 1.1 download links https://drive.google.com/open?id=0B-4tmlxBez6DU01zWXVBbDRrNkk https://drive.google.com/file/d/0B6v24Dm6_9lxTkllZWhURldCdFE/view?usp=sharing http://server.grenzschutzgruppe.de/file/Taunus_V2.7z Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=836147398 X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and have fun :) X-Cam-Taunus-Team
  5. Hello :) Before I tell you the good news that DAC V3 was released, I would like to say thanks to my translators for the hard work. Of course, my thanks go to my beta testers. They have helped me wonderfully and delivered enough feedback. (For further details please read the page 56 of the readme.) MANY THANKS ! Okay, what you will get today, is the following package: - DAC Version 3.0 (for ArmA II) - a 33 part demo (ger + eng) - a 60 page readme (ger + eng) - additional functions from MadRussian (thx my friend :) ) That's the main content of the release today. Now a short description of DAC and the features: In (so called) "AI-zones", waypoints and units of different categories and sides are being generated. If you play a mission using DAC, you will get a different game experience every time restarting the mission. This is the result of every AI-zone being generated every time, when you start the mission. Furthermore, when using DAC, your mission will gain momentum and replayability will increase drastically in comparison with standard missions. Nevertheless mission designers have to spend more time in balancing the opposite forces and in testing their mission. The script is able to maintain supplies, in a dynamic, but by mission designers controllable way. The AI respawns at fully generated camps, so it is possible to create large, long lasting missions using DAC. New features, such as create DAC-zones during a mission or object-generation and also the old features like global troup movements,or multiple de-/activation of AI-zones are taking mission design to a new level. ImageShack.us The DAC V3.0 features in detail are (includes also the features of DAC V2.0): If you are interested in DAC V3.0 ... follow this link: http://india784.server4you.de/dac/DAC_V3_b.rar I hope you have the same fun as we had and still have. Greetings from Germany Silola
  6. Ok ... thx for the infos. I will try to expand X-Cam with the WallBuilder function, but it will take some days. But you will know what that means ... a new tutorial ... and you have to watch it from the beginning till the end, otherwise you will not learn how to use this nice little tool ;-) Silola
  7. Hi, is there anything to consider if I switch to "addMissionEventHandler", because it's not working for me :( I've tried this so far: _ef = addMissionEventHandler ["EachFrame", xCam_fCamUnit]; _ef = addMissionEventHandler ["EachFrame",{ _this execVM "xCam\xCam_Cam_Unit.sqf" }]; Silola
  8. Hi, that's exactly why I left the Arma community. You invest hundreds of hours in an Arma project and somehow it just does not work anymore. The same problem is also common with VBS. Sometimes I ask myself ... is there a kind of quality control at Bohemia? I do not know. As I had already guessed, after I had a first test, the problem is with an EventHandler, which starts the control of the camera movements. Today I got 2 PM's which confirm my guess. For example, from AxiosODST: After the Latest update for Arma 3, a function was changed. Here is the fix if you would like to update. Removed BIS_fnc_addStackedEventHandler, and replaced by addMissionEventHandler. Thanks for the note, AxiosODST :) Next week, I try to find time to solve the problem. Please excuse the delay, but I still have other important things to do. Silola
  9. Sorry, but that's not possible without a respective function. Silola
  10. I'm not active atm, but I will think about it.
  11. silola

    X-Cam-Taunus Version 1.1

    WOW ... Tommeh ... realy cool video !! Thanks man. But please thank not only me, but the whole X-Cam-Team ;-) Silola
  12. silola

    X-Cam-Taunus Version 1.1

    Thanks. What means "DMS" ??? Silola
  13. silola

    X-Cam-Taunus Version 1.1

    @skruis I understand your irritation, but if you have a closer look at picture 2 (that one with the blue circles) you have seen 2 roads with two gaps, but thats not right. This picture shows you 4 different roads without any gap. The different rows of numbers show this already. Some street gaps were actually created intentionally, but I do not want to rule out that there are some mistakes in terms of roads. Sorry for all your problems on Taunus :-( Silola
  14. silola

    X-Cam-Taunus Version 1.1

    Already tried, but without success...no dust effects :-( Silola
  15. silola

    X-Cam-Taunus Version 1.1

    Thanks for repoting cosmo. I hope there is a solution available soon. Silola
  16. silola

    X-Cam-Taunus Version 1.1

    That's not a special Taunus problem ... please try the same quick-mission with default arma units and default sounds and without any other mod. I've played many hours @Taunus with some DAC missions without any problems. Silola
  17. I'm speechless R.I.P. Bushlurker !
  18. Of course server and each client.
  19. The current version can't import any exported file from TB or any other App. May be the format looks the same, but there is currently no function available within X-Cam in order to process such a file :( The file must be a inidbi compatible file structure. That's why I tell him these steps. Silola
  20. silola

    X-Cam-Taunus Version 1.1

    Many thanks for all the nice comments guys !!! Again ... we know the performance is very bad for some people, but as I said it is not possible to create such a detailed map which then runs with 60 frames in each area. This should be understandable to each of you. In particular, the cities are very performance-intensive. The best way to increase performance is to reduce the viewdistance. If that does not help, there is only one way: upgrade your PC ... sorry. Silola
  21. Once the objects are imported, you can't change anything with X-Cam. Either you change the objects directly within TerrainBuilder, or you have to delete the imported layer again, create a new version/pbo and load up your X-Cam project again in order to change what u want to change. Then re-import your X-Cam project again. Silola
  22. silola

    X-Cam-Taunus Version 1.1

    Yep ... looks reallly good !
  23. silola

    X-Cam-Taunus Version 1.1

    Maybe this fix has something to do with it, but I don't know. Silola
  24. Hi, we currently working on a new map called Taunus and we want to show you some progress regularly within this thread. The map will be powered by X-Cam of course and we will invest hundreds of hours, during many MP sessions, in order to finish this map ... asap. Please don't ask about any "release date" because we have only recently started ;) So far 4 people are working on this map: MemphisBelle (MIA) Hotzenplotz Chaser Silola Map size is 20480x20480 m Grid size is 4096 cells Cell size is 5 m If you want to see the whole "first Taunus album", then please follow this link: http://imgur.com/a/7Cuud Silola
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