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smiley nick

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Everything posted by smiley nick

  1. Hi all, A few new screenshots and a video of me spending some R&D time in the woods. I wanted to try and get something detailed without compromising performance or AI. I'm running vanilla A3 with no mods and happy with the results so far. I am still planning on adding a few small extra clutter objects - such a flowers and more rocks. These area is called "Abbey Woods" and backs onto a large estate with gardens and a large mansion house. There is also two lakes that surround the woods - which i will be tackling next. Highres Highres Highres Highres Highres Game-play video in forest - bloody hard to spot the AI. During testing, I found a hilarious image after one of the AI got killed and slipped through a gap! Highres
  2. smiley nick

    New terrain reveal - Tanoa

    I have removed my post as I think I think the blog post was a mistake... I don't want to spoil it anymore. Shall we remove any links before the media gets hold of it and spoils the E3 show?
  3. smiley nick

    New terrain reveal - Tanoa

    When I first discovered the blog post, the video was still set to private.
  4. smiley nick

    New terrain reveal - Tanoa

    I feel guilty finding this now, as it could have been a mistake. The blog page has been removed... I'm sorry BIS!
  5. smiley nick

    New terrain reveal - Tanoa

    I have removed my post as I think I think the blog post was a mistake... I don't want to spoil it anymore. Shall we remove any links before the media gets hold of it and spoils the E3 show?
  6. smiley nick

    New terrain reveal - Tanoa

    I'v removed my post
  7. smiley nick

    New terrain reveal - Tanoa

    I've removed my post
  8. smiley nick

    Development Blog & Reveals

    Couldn't agree more. Its hard to say, the first question is to figure out why they are doing this. To reward us with new playgrounds, or to promote their tech even further? - I don't think they are short of cash with the sales of Dayz... This is good for us, as we have a company who I assume are financially secure and can take risks and big R&D investments. My gut tells me that its game-play over location and that could be anything - although I do suspect it could be part of a wider "theme" pack with possibly new units and additional campaigns/content. Speaking from experience, custom terrains take a long time to make, so they must be monetising this platform with future releases I'm sure.
  9. smiley nick

    Development Blog & Reveals

    I wouldn't underestimate "artificial" maps. These have the advantage of being designed for a particular purpose from the ground up. Don't get me wrong, I love geo-specific terrains and they naturally give you a good spectrum of game play styles, but BIS may want to focus on something in particular (like they experimented with Proving grounds) now that we have Altis/Stratis to be content with.
  10. smiley nick

    New terrain reveal - Tanoa

    Part of me thinks the island ties more in with gameplay than just location. Altis/Stratis are huge and serve the combined arms game-play well. I think we will be exposed to the more "daring" side of BIS - as Altis/Stratis proved to be a difficult time for the company and staff and i don't expect they want to touch geo-specific 1:1 terrains any time soon. I hope they let their hair down and offer us good assets for future community terrains and focus on exploring guerrilla style game-play or survivalist elements.
  11. smiley nick

    Development Blog & Reveals

    Part of me thinks the island ties more in with gameplay than just location. Altis/Stratis are huge and serve the combined arms game-play well. I think we will be exposed to the more "daring" side of BIS - as Altis/Stratis proved to be a difficult time for the company and staff and i don't expect they want to touch geo-specific 1:1 terrains any time soon. I hope they let their hair down and offer us good assets for future community terrains and focus on exploring guerrilla style game-play or survivalist elements.
  12. 100% yes. Its going to take longer but absolutely necessary - so all buildings will be enterable.
  13. Thanks both. I want to add a lot more - as this is going to be the only large'ish forest out of the whole 5 islands. My goal is to achieve something like this (Cryengine) but of course AI & Arma friendly. I will be experimenting with more clutter variations as well as attempting to make some low level shrubbery/green leaves to act as general coverage. I have also partnered up with a friend (STG Gunner) who has taken on the task of creating more UK style objects - mainly custom houses for St.Mary (the large town) which should provide some really interesting house to house fighting scenarios. Its taking a long time, but I really want to deliver something new and refreshing :¬) More pics soon.
  14. Started to work on a typical forest. Tree placement rushed (copy/paste) and testing clutter combos - early early wip. More news soon! http://www.digitalterrains.com/PR/forest2.jpg http://www.digitalterrains.com/PR/forest1.jpg
  15. Hi all, I hit a rather important milestone today. I managed to successfully integrate St.Agnes into the rest of the archipelago. It means I can now work off a single version, and push updates per island or section. I'm hoping to do this a lot and get vital feedback as I go - allowing you to follow the journey and be part of the development. I'm still holding off an alpha release until I tidy up a few more things. In the mean time, I've been working on making the most of the underwater features that Arma3 presents and hoping to accurately place real life locations of ship wrecks and caves that are littered around the coastline. highres
  16. Thanks for the kind comments all. I am working on the sea at the moment, updates later today. Edit The Isles of Scilly has a very low water level (25 meters or so) and The Scillonian is the only passenger ship from the main land capable of navigating through these waters due to its flat bottom design. I have been testing all the Arma3 community ships and have modified the topography of the ocean floor to support most current and future ships. I have a feeling that ships might be used quite extensively for missions, so its important to have good game-play in the oceans too! The islands do have variations of depth, meaning that there is a level of planning required to pilot through these waters - or you could find yourself stuck! Nothing very exciting, but here's an example of the height differences and "channels" that are open for the larger vessels. The light blue areas will feature a detailed selection of coral and rocks for scuba diving. Highres - please ignore sat image. Still needs editing and removal of objects.
  17. smiley nick

    ARMA 3 Addon Request Thread

    I agree, but most maps are created by one person, and you really have to be an environment / prop artist to bring any new location to life - This takes a hell of a lot of time! I would like to start, or, see people come together and work on shared asset packs - designed for the current or upcoming terrains. For example my UK buildings could be repurposed for other European settings. You will never get 1:1 - unless your in a mod team, but I do think there are ways to work in collaboration, rather than making do with defualt arma assets or using semi useful objects from other addon releases.
  18. Testing view distance performance (12,000m) with 3m cell detail. So far so good, but may drop it back to 4m just to be safe. Highres
  19. smiley nick

    How to make a section of terrain flat?

    If you have L3DT, you can go into the "3D" mode - allowing you to edit the terrain with a more advanced brush tool. You can set height, flatten and much more. I would recommend you do this first and make smaller edits in TB. For example, I am lowering my sea floor In L3DT, as it would be impractical to do in TB. I will then export my edited height map as an ASCII. Easy :)
  20. smiley nick

    Boeing/SOAR MH-47E ArmA III

    Oh man, shes beautiful. I'm my opinion, shes one of the most functional addons out there - like a Swiss Army Knife! Amazing job.
  21. High res Hi all, Nothing too exciting, but I thought I would upload a very early version of the Isles of Scilly Archipelago. You won't be able to do much on it, other that fly around a bit - and maybe try to land at the airport. What this should give you is a nice idea of whats coming. I need to export over standalone St.Agnes to the main group (In progress) and work on the clutter/surface mask. There is still a long way to go, but at least its something to play around in while you wait. My next imminent update will be a tidied up version of this - fixing the clutter, sat mask and lowering the sea bed on the outside areas - along with a complete St.Agnes. I will then just work on her as much as I can. I would be keen to hear feedback on any performance related issues, and general thoughts overall - e.g: is it worth doing? I'm hoping to improve the satellite texture, as the quality is lower than I would like - I just need to wrestle with Terrain Builder. Download WeTransfer My Site Cheers, Nick.
  22. smiley nick

    RHS Escalation (AFRF and USAF)

    Congratulations to all involved - amazing stuff.
  23. smiley nick

    Lowlands Warrior

    :D Need a hand? ;)
  24. smiley nick

    Lowlands Warrior

    I nearly had a heart attack - thinking that was your in-game terrain. What a come back! ;) Great to see you guys returning, I have fond memories of your addons in OFP.
  25. I think its a very good start. You could try using L3DT to help generate a more detailed satellite mask. Your urban screenshots have a good feel and its nice and detailed with good use of objects. Do you just have one surface type at the moment (desert?) or are you planning on adding more variation with clutter? Keep up the good work!
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