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Wachtmeester

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Everything posted by Wachtmeester

  1. Wachtmeester

    Ground textures final release

    Thanks for your reply, indeed some textures are better then others. Indeed, not all the textures are on the Island. The Grass texture is not really my favorite, it's a bit to much 'pixel' like. And also the problem with the sand/desert texture is not very easy to solve, from the ground it looks ok, but from the air you can see the repetition, because one way or the other it still is a repetition . Anyway if I don't get more feedback from you guys, then I'm not going to change it. So please if you have any comments let me know so it's worth to update it, because its a lot of work to make them. Cheers, Wouter
  2. Wachtmeester

    Ground textures updated

    Hi all, After some comments and because of my own opinion I decided to update my ground textures. I tried to make the colors more balanced, and I also made more transitions which adds more variety to your Island. Furthermore did I try to make the so called desert texture less repetitive. I also made some 'standalone' textures as you can see in the picture. I'm still trying to combine them with Resisctance textures, but so far no succes. If anyone has some wishes about textures please let me know, mayby I will work out another pack. By the way, this pack complety replaces the 'old' one. New texture pack
  3. Wachtmeester

    Ground textures updated

    Ok guys, I think I was a little to early with the release so I'm completing the new and final one within a week. (I hope) Mayby this thread should be in ADDONS & MODS: Discussion board. @Dusand: screenshots are coming. Just have a little patience, I will make the pack more complete and release all in one. @Nemesis: Your absolutely right, I just reworked the desert texture again and the scale looks much better now. @RockofSl: Your wish may come true, I made a concrete tile of the original Res beton.pac texture combined with my desert texture. It looks pretty faded i think. I'm now working on combining my textures with the resistance ones. If that's completed, I will upload the pack including a tutorial how to make your own, this of because the comrade in arms site is out of the air and that's where I got the tutorial from.
  4. Wachtmeester

    Ground textures updated

    Desert Island with new textures
  5. Wachtmeester

    Ground textures updated

    Well guys, I just find out how to convert the Resistance textures . So expect a Resistance compatible pack very soon.
  6. Hello all, Working on my new Island for Lowland Warrior I found that I wanted some other textures then the ones in ofp. So thanks to google, photoshop and the tutorial from comrade in arms, I made 9 textures with lot's of transitions. I wanted them to be available for everyone, so here the are. Place the .pbo in your preffered addons folder. For Island creators; un-pbo the file and... well you probably know what to do with it. If you find any error's please let me know. HotShot has mirrored the file, big thanks! New textures O, here is a pic of the 9 textures:
  7. Wachtmeester

    9 new ground textures by me

    Well, it's a real picture, and the planet is big. Anyway, it's a picture of rock with patches of grass on it.
  8. Wachtmeester

    9 new ground textures by me

    What do you mean?
  9. Wachtmeester

    9 new ground textures by me

    I'm working on that, at least on the resistance textures. This allows you to use a great variation between the textures. I'll also update my own pack because the dry earth textures are a little repetitive, which doesn't look nice from the air. And I noticed that some beach transition textures are lighter then others. So bear with me for an update, because there is some time involved in it. . Cheers, Wouter
  10. Wachtmeester

    9 new ground textures by me

    Here are some ingame pic's:
  11. Wachtmeester

    9 new ground textures by me

    Yes the are seamless, I'll try to get another hostingspace.
  12. Wachtmeester

    Making a basic Island

    I like more Visitor, especially because there is possible set random size, rotation and tilting for objects wich you are placing, so you'll place at every single click diferently looking object even when it's the same model wich is great for vegetatation. I just hate when all trees looks same, wich is typical result of using WRPTool. Also in Visitor works copy/paste, so filling of island with trees or grass is way faster, easier AND way better looking With the right knowledge of wrptool you can make objects appear as different as you want to. You also have a tool with which you can fill vast areas at once with different kinds of vegatation. I don't think there is much difference between the two tools, besides the way the handle with things.
  13. @ Shadow Y: you'r right about the amount of blocking forests in some areas. I first intended to make a larger island but that resulted in very much lag so I cut the island down to it's current size, the things I couldn't use where filled in with the blocking forests becuase it's supposed to be a real life copy. I will see what I can do about it in a newer version where the tree in the water also is going to be removed. @ the_shadow: That would be a fine upgrade, but I won't add it to the Leusderheide because it simply isn't there in the real one. But I intend to make a terrain 'the Vlasakkers' in the longer term. This terrain is right next to the Leusderheide and used for driving lessons etc.. It's not to big so mayby it won't take to long to created it. @ all others: thanks for the great reply's, this is truly helping me to start on a new project, as Matthijs said, a Carribian one.
  14. No it's on the Leusderheide, damn. Anyway thanks for the notice. It must have slipped through the testing, sorry about that. If there are other bugs I will correct them in a newer version. Cheers, Wouter
  15. A little update for mission makers: If you use the command 'careless' on tanks, then they will use the multiple roads. With any other command sooner or later the AI will wonder of, sorry about that. Hope you enjoy playing.
  16. Wachtmeester

    Troy Industries Rock M14 SOPMOD

    Did you noticed how the left hands are placed on the weapons? I won't fire a gun myself that way.... Anyway very nice work!
  17. Wachtmeester

    Screenshots from a new Island

    Any word on that? Maybe it's not called that, but it's what a Dutch guy said when i asked him. I probably will, if I can get some good info on that (which should be no problem). But it's not that big, so I have to think of an area around Marnehuizen. (BTW Marnehuizen is a training area for urban fighting). Cheers, Wouter
  18. Hi guys, I'm currently working on a new Island for Lowland Warriors and it's neering completion. So I decided to post some screenshots. The Island is based on a actual military training ground in the Netherlands using a real life DEM. So the heights and distances are quiet accurate. You notice that the terrain is relatively flat (lowland ) which is typical for the Netherlands. This brings some differences to combat, which is nice to try. The real terrain is used by armored an infantry units, so it doesn't feature a landingstrip. Anyway, i hope to release the Island in about a month. You can download the screenshots from here: Screenshots Leusderheide. Cheers, Wouter
  19. Wachtmeester

    Screenshots from a new Island

    It's a 12 km map (256x256 grid size) so it isn't that huge. I also made this map on a P3 1ghz, 512 ram and geforce 5200 128 ram, not the fastest pc on earth. When I have the ofp settings on: -max framerate -visual quality 7.19 -1100 viewdistance -low terrain detail about three/four vehicles and a number of men on the screen it remains playable, a little depending on the area your playing in. Offcourse de pictures are made with higher settings for eyecandy, but in the oncoming month I will try to reduce lag as much as possible.
  20. Wachtmeester

    Screenshots from a new Island

    Thanks guys, for the kind comments. Indeed the island is good use for tankbattles. If you want, you can make good use of the terrain with your vehicle and approach your enemy without being noticed till it's to late for him . Also ambushes with infantry are great . Anyway, I'm now adding the final touches to the island, Mayby I'll make a international version with English names for the map, but that are just small maters. That's if you guys wan't an English version! Cheers, Wouter
  21. Wachtmeester

    Y2K3 - Updated Ofp Config.

    He Pappy, thanks for the solution. I got around the @ecp problem, but I noticed three other things: -Everytime I start a mission it says: 'cannot open plot_provizorni.p3d' -In the mission editor it says: 'cannot open object data3d\plot_rust_branka.p3d -When I want to use the zsu (whichever one) I get thrown out of the game
  22. Wachtmeester

    Y2K3 - Updated Ofp Config.

    Ok, I re-stalled the older versions of you config.bin (5-13-04) and resource.cpp (5-17-04). They work just fine even with the llaumax addon. But I still got the problem with; script \@ecp\ECP_settings.sqs not found.
  23. Wachtmeester

    Y2K3 - Updated Ofp Config.

    I just installed the latest of everything from you pack Pappy but I have the following problems: -You mentioned this target line; "C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -nosplash -mod=res;Y2K3 but when I want to 'apply' it says there is no flashpointbeta.exe and yeah there isnt any, so where can I get that one? -with the llaumax pack installed ofp start's but just throws me back to windows after the initial load. -And I still have the problem with the ECP_settings.sqs even after putting it in a @ecp folder. For your information, I run the GOTY edition patched up to 1.96.
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