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smiley nick

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Posts posted by smiley nick


  1. Hi everyone,

    I'm still working away (when I can) and I'm wrapping up the last issues/areas. Depending on everyone's thoughts, I may actually port over the whole (single) island into the larger Isle of Scilly group. I am worried that its still too small to be of any use and only works well as part of a larger island chain.

    Would you rather see this and have a unfinished/WIP island chain, with a finished St.Agnes? Or keep her standalone?

    Tiny Tiny updates.

    Been working on clutter, happy with the results now.

    clutter_new_low.jpg

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    Not so much an update, just a nice pic!

    patrol_low.jpg

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    Looks excellent, keep up the good work :)

    Thank you very much.

    Marvellous map Nick thx

    Thank you very much.

    Really liking this map. It has a unique character to it. I imagine you'd assign names to the map locations?

    100% yes. I'm done with these now.

    Wow! This looks really interesting! Almost reminds me of Saragao but more of a european rolling hills "fit". Nice job! Really unique and different from other maps. Seems like a great map for a Arma 3 life/Island life/Altis Life gamemode on it.

    Saragao was my favorite OFP map! A "life" style map could be fun and will keep this in mind when designing the rest of the islands.


  2. Hi all,

    So I've finally found some time to focus on the key areas of the terrain. One of the main areas of the island is its small port - serving as only way to travel to and from the island. There's a iconic pub called the Turks Head, and I have tried to replicate this as close as possible - without sacrificing game play. There still a bit of work to do but I am hopeful I can apply these sorts of details to the rest of the island and her locations. Feedback always welcome!

    Turk_1_low.jpg

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    Turk_2_low.jpg

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    Turk_3_low.jpg

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    Turk_4_low.jpg

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    Turk_5_low.jpg

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    Turk_6_low.jpg

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    Here's a real life pic for comparison.

    https://farm8.staticflickr.com/7363/9738529452_b0748ae72d_k.jpg


  3. Thanks for the suggestions everyone.

    I've spent today exporting over some of the A2 objects. I am now working on the details, adding gameplay areas to bring it up to acceptable standards. Nothing exciting to show, just two pictures below. I've got to be careful, as I don't want to sacrifice the look and feel of a UK theme by just placing loads of random objects. Lets see how things go!

    Fields_low.jpg

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    Farm_low.jpg

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  4. I like these island and my coop unit is doing some SAS missions right now,they may like to use this island.Just wanna ask,will there more buildings on the island in the full public release?

    To be honest,we think there are too few buildings on it right now.:)

    That's a very good question and the short answer is yes. The real life location does only have a handful of houses but from a game-play perspective, mission makers need more areas to work with. The problem I have is finding suitable buildings that work well within the terrain. I am exploring some Arma2 objects that will consist of a standalone file - as I am not a fan of needing Gigabytes of dependencies.

    Having said that, I would love to hear your thoughts on what locations might be cool for you as player/mission maker.

    Does "full" public release mean that those other islands are in there, or are we just looking at a polished version of the current area?

    Unfortunately not. I do have the Isle of Scilly in game but not to a point where its of any use. I need to spend time on surface mask generation, clutter configuration and object placement. St.Agnes does help me prove the concept and allows me to get the look/feel locked down, before I move on. Its also a question of time!

    Hate to be one of those guys...lol but any chance of making the surround waters deeper? no matter how far out you go, players can just get underwater for a subversive approach.

    I certainly can. The real life location does have shallow waters but I can drop the level down a little further if you are having issues with submersibles and ships. I was able to use the default Arma3 submarines ok but maybe you are using an addon?

    ---------- Post added at 14:54 ---------- Previous post was at 14:47 ----------

    Again great job on that map, I took some helis for a spin on it yesterday yet again.

    If I may just drop a quick suggestion again, maybe try darkening those bush objects and actually maybe throwing in some more "detail" on them, but what I mean by that is adding more visible lines etc on their texture giving it some more contrasting parts with bits of diff looking leaves or something, maybe some vines etc because it looks quite solid and actually blends "too much" into the land.

    nice work, looking forward for next time

    I'm a novice addon builder/o2 guy and I did experiment with the super shader RVMAT as I fully agree, the textures are flat and horrible. For the moment I have now replaced the hedges with Arma3 bushes but will revisit the hedges once I have time.

    Nick that looks wonderful, god the first pic looks like a photo, ...simply godlike:notworthy:

    Credit goes to the nice resolution sat mask :) But thank you very much!

    Wooow :eek:

    Outstanding work, I can feel the British atmosphere. :)

    That makes me very happy, thank you!

    I think those white radar domes in the map kind of break up the whole feel of it, maybe try using some water towers and some industrial stuff instead of those big white radar domes, I feel like they take away from the "custom" feeling of the map and give me Altis flashbacks :(

    Also, there is some like,,, one of those research dome housing things,(http://steamcommunity.com/sharedfiles/filedetails/?id=356750045) its surrounded by sugarcane so I actually think it looks pretty good, but what is it supposed to be? It sort of looks like some agribusiness thing, maybe if you took one of those big white warehouses, but the version missing walls and just sunk the floor into the earth, and filled the inside of the building with sugarcane plants it would look cool, and have like a pipe running through or something. (just a suggestion) (also I liked those little portable research buildings you put there, really made it feel like some shady agriculture facility i just walked in. (ps : place a rusty old guardtower there maybe?)

    Some bugs:

    Also, the scale on some buildings is off:

    http://steamcommunity.com/sharedfiles/filedetails/?id=356747369

    That building ^ is way too big.

    You can clip through the phone booth,

    http://steamcommunity.com/sharedfiles/filedetails/?id=356747991

    It appears to have no physics at all.

    This building:

    http://steamcommunity.com/sharedfiles/filedetails/?id=356748994

    Is floating, its hard to see, but trust me it is :)

    These sunflowers are fullbright/no shadows or anything ( at least, seems to be...):

    http://steamcommunity.com/sharedfiles/filedetails/?id=356749247

    On this "research dome" ... it appears to be clipped into another one or something???:

    http://steamcommunity.com/sharedfiles/filedetails/?id=356749590

    To me it looks like its clipping with another similar model here... not sure if its just the model or what.

    Great job on the map, good to hear its being worked on. Awesome work!

    Also ps: I think this island is really cool and will be hugely successful, you should do the full island chain like you said you considered :cool:

    Thank you for such thorough feedback. For me, this kind of stuff is super useful so thank you very much. I have addressed all of these points now and the radar domes have now been removed!

    would be cool if you could sign your island with your next version.

    For my public release (As this was an early early build) I will.

    Smiley, good job!!!

    Do you plan on releasing your assets for other terrains?

    Of course, map makers can use the objects as they wish. I would even be open to working with other teams to either improve or expand on what I already have.

    I've seen this on a map I'm working on. It happens when you put a dome_small down on the dome base. Though the dome base object doesn't display the dome part in Buldozer, it does display in game. So if you put the dome_small on the dome base, you get two domes superimposed and clipping into each other. The solution that worked for me was to delete the dome_small. Hope that helps!

    Yep, it was formed of two parts and I miss-alinged the two. I have now removed this area altogether.

    Nice job Smiley, a great looking little island.

    Thank you :)


  5. Thankyou all for the fantastic feedback. I have fixed and changed many things since I last spoke and I'm very very close to a full public release.

    I've been keeping an eye out for newly released addons - The MK10 Landing Craft Utitlity (LCU) serves a perfect role in amphibious landings. You can view the addon thread here.

    Teaser of her in action. Rather fitting!

    More updates soon!:yay:

    P.S - I'll reply to everyones questions asap.


  6. Hi everyone.

    Thankyou for all your kind words and amazing support. Most of the suggestions were already on my todo's- including that damn palm tree! Ive made good progress over the weekend and was able to work on the areas that everyone suggested, along with my own.

    Heres two pics to tease. I worked on the bracken/heath/heather areas to get that sense of isolation. I will be releasing soon, I just need to add map names!

    wideshot_s.jpg

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    heather_s.jpg

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  7. Really nice work, I can see a lot of potential in this island and in the whole archipelago if you dare to do it. The only thing that I disliked are the destroyed houses.

    But I think it's one of the bests maps for A3, even in its actual stage.

    ( BTW please try not to pack the island too much to avoid fps drops )

    Thanky you very much. I do plan to tackel the whole Archipelago but it will take me some time. I started off doing this but had to scale back. I did a quick video showcasing the main island - St.Mary. You can view it

    .

    Thank you for your points. The destroyed houses have been noted. One of the reasons I put them in there (Even tho they do not fit) is down to a gamplay point of view - giving players the chance to hide and fire from within, as non of my UK houses have interiors. :(


  8. Hello everyone,

    Thankyou for the kind words. I am sorry for not getting back sooner. I'm planning on submitting my update for the MANW contest - some may hate the extension, but for me its good! - as I have very little time outside of my day job!. I'll be working on finishing as much as I can over the next three days. It occurred to me that the most important feedback I can receive is from you, the community!

    Therefore, I'd like to offer you a download of the terrain for play-testing. If you do have any thoughts, concerns, wishes, then please do let me know. I've booked the weekend up and any feedback would be greatly received.

    Known things

    • Fix St.Agnes bin file error after exiting map in Arma3 - No idea how (Yet).
    • Further rock placement.
    • Clutter refinement.
    • Re-position and correct buildings.
    • Fix shadow LODs for all objects.
    • Fix start location in map editor.
    • Fix sat gridding problem.
    • Add location names .
    • Tweak lighting values.
    • Add misc. detail to locations (camps, logs, etc)
    • Work on underwater areas.
    • Refine "core" game-play areas for mission makers. Ideas welcome.
    • Fix RVMAT for hedges. Texture is too flat at the moment.
    • Add further bushes/trees/plants to increase detail/concealment.

    Download

    There are two files. The terrain itself and the custom objects.

    Terrain: www.digitalterrains.com/IOS/Build/IOS_St_Agnes_1.2.rar

    Objects: www.digitalterrains.com/IOS/Build/IOS_Objects.rar

    It's kinda scary to be releasing something after all the hours I've put in. I'm pretty sure I have tunnel vision now. Lets get it out there and see what happens! *Runs away*

    Thanks everyone.


  9. Hi all,

    I would like to just take a moment to thank everyone who voted and supported me on the forums/MANW website. I was able to submit a prototype build, but ran out of time to offer a final/complete version. There are many things I still need to do before a public release. This will be happening over the next few weeks.

    I will be working on...

    • improving the clutter
    • map names
    • gameplay areas for missions
    • general details
    • underwater areas
    • foliage/flowers
    • 3D assets (inc. offshore LST ship)
    • Much more

    I have added some screenshots that reflects the prototype version. Lots will change/improve but should give you an idea of the feel/look of the terrain... I hope you like it! :cool:

    1_low.jpg

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    2_low.jpg

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    3_low.jpg

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    4_low.jpg

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    5_low.jpg

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    8_low.jpg

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    9_low.jpg

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  10. That ship looks like an american LST. Is it an edited version of OFPs big ship?

    or is it a newly created model?

    is the Phalanx on top of the bridge functional or is it merely for shows?

    can it move? Is it PHYSx compatible?

    good job anyway. Two years ago I got ingame St. Martin's island but I stopped working on that terrain because there was a lot of lag. That island looks wonderful too

    keep us posted

    Its a new model( US Navy Manitowoc LST-1180 )(i paid for it) from Turbosquid. Call me foolish to purchase it - but its game ready and works well for my needs. Its just static at the moment but would welcome anyone who could help extend her features. From a legality point of view, it will be binarized so I should be ok. I'm not proficient in o2 to do all the things you have asked. My reach goes as far as buildings and static things. Would be interested to see your terrain. Do you have any pictures?

    Is the 2M terrain cell giving you trouble in Terrain builder? How about in-game, laggy or not?

    Looks great, very cosy!

    Cheers. Not really. I took advantage of the terrain being so small - so a 2m cell works great. Its similar to the Proving grounds map. I don't think I could get away with it with anything bigger. I imported direct into TB with an ASCII format. For pure RnD it also took a 1m cell but started to choke a bit.


  11. UNDP2.jpgUN Disciplinary Platoon

    The H.A.R.D. Way

    UNDP is open for talented, co-op oriented players. We do not play soldiers, and we do not have rank system. All of us are above 25 years of age and consider ourselves "mature", we have been playing since OFP and are keen to meet both new and existing players of the series.

    Our values

    · No respawn

    · No 3rd person

    · Fun!

    · No Join In Progress; wandering players scraping off the crumbs of war are usually unaware of the mission’s objectives because of their haste to quench their fragging thirst. The greatest casualty here is immersion.

    · A plot: players should know why they fight to create a sense of immersion.

    · Strategic layouts: enemy assets should be carefully placed on the map according to strategy, not replayability.

    · Balanced forces: by balanced, I mean that the enemy should be outnumbered. In reality, the ratio is roughly 3 friendly for 1 OPFOR. This makes the mission winnable for the players, as they can’t respawn.

    We truly believe that following these guidelines usher in another sort of game-play experience, based on professionalism and team-play. But before all, it is all about memorable experiences than just fragging. This form of mission-making is what we call the H.A.R.D. way:

    Game times

    We play once or twice a week (pending availability) of players. We run our own team speak and dedicated server with a selection of tested addons.

    Interested? Come along and see how we play. There is no selection process or trial period, if its your cup of tea, then great. If not, no harm done.

    Contact Nick or Igor Durkov for more details about joining. :)


  12. Its been an absolute pleasure playing with such intense coop driven missions. Anyone who decides to play this mission suite has the journey of really discovering what Arma3 has been designed for. A veteran player that creates serious missions. Thanks Igor.

    Variable/Ketsev! Really glad to see you still around. You should join us from time to time. I remember gaming with you back in ofp/23rd days.


  13. Hello community,

    Rather than these sitting on my hard drive, I think it would be more useful to offer these out to the community. At the time, I did pay for these DEMs when modding for ofp/arma1.

    You may find better and free versions now, but you are welcome to use/try/release these.

    Oahu

    Hawaii_Full.jpg

    Texture.jpg

    This is the whole island, its huge and would make for some really interesting combat. On top of this, you also get a full project area texture map. Think google maps but in much higher detail, covering locations, heliports, fences, electricity lines and more. Its actually fun just viewing this alone. This proves an invaluable piece of reference materiel for making a 1:1 representation of the island. (Maybe BIS devs may want it too)

    Download DEM only - Download

    Download project area texture - Download

    Mt Baker Seattle

    image.jpg

    image.jpg

    I took an interest in this due to the large mountain and surrounding lake. I don't have any satellite images. Again, you may find better and free alternatives but someone may find this useful.

    Download DEM only - Download

    The images above are just low res previews, the downloaded files are of much greater detail.If anyone does use them , please let me know! Maybe I can offer my help as well. Good luck terrain artist!

    Smiley Nick

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