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Chill xl

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About Chill xl

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    6th Sense member

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  1. My best advice would be to plan as much as possible ahead and just really start building the map and positioning objects later on. Photoshop would be your best friend, design the map as much as possible there and do it in such away that specific areas are easily selectable. Paint roads, urban areas, forests in different layers. Use these layers to make or add to the attribute and sat map, also use these for masks and backgrounds to be used in visitor and bulldozer.
  2. Chill xl

    terrain cut out

    It seems as if you have imported a heightmap picture into L3DT with a anti-aliased border and kept workgin with this "faulty" heightmap data all along. Anyway the outermost pixels where / are not matching the rest of the heightmap. To ("easily") fix i would do the following: Export the exact same / latest terrain (from l3dt, unless you have editted your terrain in Vis, then you need to export from there) to an heightmap png (perhaps you already used this in png) Import this heightmap png into photoshop and investigate the bordr of the picture, you should notice a distinct border that represents the lowered terrain (more or pure black around the edges). Figure out how much pixels this border is (how many pixels of the edge are not matching your terrain). Now first select the first row of pixels from the top that is "right", transform this row all the way up to the top edge of the picture. (you have now repeated the last "good" pixel row to the edge of the picture and thus removed any "faulty" heightmap data). Repeat the same for the other edges. Now the only area's the might need some specific attention are the corners where two edges meat each other, these might need some correction. You could make a transistion in Photoshop or do it in L3DT (export and import you "repeared" png as a heightmap in l3dt) The above procedure might give a slight "synthetic" look to your map at the edges, as there are several rows of the same heightmap data next to each other, but it is by far alot quicker then to repair it with l3dt by hand...
  3. Haven't played Arma for ages, but after i saw some footage of your map i just had to login and send a message. Your map looks very impressive, great detail and it definitely "fits" my taste for maps. Thanks for your dedication to make this map! Chill out :)
  4. Pledge 15 and get the game dead cheap! If the project unfortunally does not make it you get back your 15 dollars, nothing to loose and a great game to gain.
  5. i think that would work, i was able to get a new formation class in but because the command menu was not adapted i couldnt make easy use of it. From my recent testing i believe the index numbers in the pattern section are relative to the current iteration. Each iteration of the pattern starts with a negative index nr that points to a previous (unit placement) and uses that as reference to place the new unit. So a negative index number, lets say -3 takes the third last unit placement as reference and positions the new unit with an offset to this one. The fixed section always starts with -1 and i'm fairly sure that has to do with the (odd) behavior when for example a vehicle is attached to the group. For some reason the vehicle is prioritised and based on the crew ranks either positioned in the group before or right after the group leader. Before would mean the vehicle has group number 1 and will take the -1 position of the formation and the leader moves into the 0 position of the formation. When the vehicle is right after the group leader in the group (number 2) it will take the 0 position of the formation where the group leader assumes the -1 position of the formation.
  6. Thanks alot, you got me right into modifying formations! (Not sure yet how to add new ones, but that for later) Creating a formation is not that easy because it is highly relative and has no relation to roles only to unit number in the group. What i've dicsovered so far is that fhe formation formula describes where a unit goes in order of their number and relative to the previous unit position. First it places the formation leader (-1). The formation leader is usually also the group leader but often when a vehicle is involved the vehicle becomes formation leader. Then the second unit is placed using a x/y or x/z offset (-1 means 10 meter to left of the previous). Each unit can also be placed with an angle, this angle is relative to the group-direction and becomes "active" when the group is holding or stopped. FormationPositionInfo: {index number, X (side to side offset), Y (front to back offset), angle, unknown}. Negative X moves to unit to the left, negative Y moves the unit to the front. The last param is only used with delta or compact collumn, not sure what it does. Anyway, in my first attempt i've managed to create a squad collumn (US Army) where the first 4 units (fireteam 1) are in a wedge in front of the Squad Leader and the last 4 units (fireteam 2) are behind the leader in a mirrored wedge. The result is great apart from the AR being on the wrong side (because by default the Grenadier is listed before the AR). However when units are differently listed / ranked, the overall results are the same (unless a vehicle is involved which messes up alot) but the fireteams are scrambled all over the squad. This is apparent for example with the USMC squad which has a totally different group layout as opposed to the default US Army layout (OA). The Army (OA) layout which lists by FT respectively and the default USMC lists units by ranks (first the FTL's, then all the AR's etc). I think to get a more consistend formation result i should provide new group layouts that use the same placement order aswell.
  7. I'm trying to figure out how formations (collumn, wedge etc) for groups are configured / work, with the intent to modify them (if possible). From the Armaholic site i've picked up a message that these were set in config file (for OA), i believe KJU pointed into that direction. However i cannot seem to find the right files / pbo's that hold this information. Could someone help me out where i can find the configs or scripts that describe how formations are formed? Is it (at all) possible to mod formations? Thanks in advance :)
  8. Thanks for response, however i'm not using any software to modify the game executable.
  9. Chill xl

    Battleye corrupted Memory#3

    i get the same error and im getting constantly kicked off the server. "Battleye: corrupted memory #3". What can be done to fix this annoying situation? Battleeye 1.148 OA 1.60.87580
  10. Chill xl

    Battle-eye : Client Not Responding

    not sure if my message should be here, but its battleye and troublshooting so here it goes: im getting constantly kicked off the server. "Battleye: corrupted memory #3". What can be done to fix this annoying situation? Battleeye 1.148 OA 1.60.87580
  11. im getting constantly kicked off the server. "Battleye: corrupted memory #3". What can be done to fix this annoying situation? Battleeye 1.148 OA 1.60.87580
  12. Great job m8, interesting location you have chosen. Nice progress screens, looking really good. The sea that shines trough comes from the tides which are rendered at a just above sealevel (0m-1m height). Basicly the tides are not completely level with the water rise a bit above and land is not taken into account. Which means that water, sea and tides come up when the land level is at or near sealevel (0). Only way to solve is to raise the whole land by 1-1,5m. My map, torabora uses a 5m cellsize and i believe not many have performance problems with it. I have a few map projects around that are on 3m and 4m cellsize, after i tested with a 1m cellsize. 1, cellsize is very tough but i believe a 4m cellsize should work pretty good for most and give nice detail to the map. I really like the small cellsize maps, the detail in the surface with small bumps and dips are really great for infantry fights. Keep up the good work :)
  13. Chill xl

    Thoughts on using enemy uniforms

    wearing opposing forces uniform is one thing to not be detected as enemy, behaving like friendly should make the difference. Meaning, running around should atract attention, hanging out around vehicles, high value targets, etc should attract attention... Too much attention and you will be discovered / revealed as enemy. Take the video for example, the guard in that tower thingy close the vehicle could have seen you around the boats. When "suddenly" the boats explode it should raise suspicion towards the player who was there, especially if you jump into a vehicle drive off without saying 'bye'. Anyway, in short to be undetected one should act as "normal" as possible. Hopefully behavior will be take into account.
  14. Chill xl

    ArmA3 Wishlist and Ideas

    Hmm, no not exactly... I do realise that TIR makes it complicated since headposition is involved, lets keep that out of the suggestion (for now) and focus merely on the freelook part. My idea is not to slave, but more "aimed" at what happens when you end the freelook "session". Releasing the freelook key, the look "rubberbands" back to the direction the body is facing. Often this is what you want, except when you spot a target on your flanks... Then you want to set the body direction to the direction where you were looking so you can aim at the just spotted target. In this case, the body should "rubberband" to the direction of look. An idea would be to use the "bring up sights" (often RMB) function to end the freelook session and set the body direction to the direction of look. The weapon will then be raised and pointing towards the target without the need to reaquire the target by moving the body back to where you were looking.
  15. Chill xl

    ArmA3 Wishlist and Ideas

    I would like to see the freelook (trackir or key / mouse) reworked a little so that one is able to also set the avatar in the direction you were looking instead of returning to body direction. Possibly two functions were you eirther return to the direction the avatar's body was facing and to set the avatar's body to the direction it was looking. The first function is currently present, the second is not (not to my knowledge). I believe the latter could be very handy, especially with TIR, to engage targets that you have seen on your flanks. With the present system you first need to return to the direction the body is facing and then you turn the avatar and re-acuire the target losing precious time... Humans tend to go where they are looking, focusing on a direction, point or target. I feel currently arma is the other way around...
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