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Chill xl

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Everything posted by Chill xl

  1. good job fellow map maker!
  2. Chill xl

    Using the Takistan .paa files

    yeah, not sure why i did that, maybe for possible modification like color tweaking. i changed just the filename, no resave in PS. Sorry cant help with config and debug stuff. I can barely get my own configs etc to work, i'm more of the artistic side then the scripting side...
  3. Chill xl

    Using the Takistan .paa files

    i have used those paa's successfully without any modifications. If i remember correctly i have only added basic corresponding rvmats for the ground textures etc.
  4. Chill xl

    maps under construction:

    Here's a screenshot of the project after working on it for the first few days:
  5. Chill xl

    maps under construction:

    I'm currently working on a new map project "Desert Valley", the "big-bad-brother" of the small map "Desert" that came with OA. The map is 10x10km with elevation ranging from aprox 1000m to 1800m based 1:1 on real 5m DEM and features a rough open and desert terrain with hills and light mountains in which a small green valley runs across. Excellent open terrain for long ranged combat, yet enough terrain features like hills, dips, ridges, rocks etc to have tactical movement.
  6. Tnx m8, this is help :) At the moment i more or less started with a new map and kinda lost interest in torabora. The things i learned and some design changes made me want to make another one. So far the heightmap is ready and it again features real terrain, a dried-out river/riverfork with some small towns / villages along it in the valley, surrounded by hills / light mountains (1:1 scale, 5m dem, 10x10km and elevation ranges from +/- 1000 to 1800m). Inspirated by the Korgengal valley but not a replica and i won't make the "mistake" to name the map after it :) I'm thinking of one last version of ToraBora which fixes some small "bugs" like this one and adds the two caves.
  7. Chill xl

    Coop 09 Clean Sweep SP/MP Mission

    ToraBora needs no other mods, Arrowhead will do but preferably Combined Operations so you will see the roads. With ArmA 2 the roads are visually missing.
  8. Nice work, the base is looking good. I guess it's somewhere near Jool Hul or Kambanush mountain in the north east ?
  9. Chill xl

    Right click zooming, an alternative

    When not using the "zoom" function (which actually isnt a zoom but "de-zoom" lol) and you bring up the weapon / sights, the FOV becomes slightly smaller and thus objects / targets appear bigger. This doesnt happen though when already "zoomed" in and you bring up the sights. I guess the above is to cater for the aiming, when aiming you focus on a target and while doing so you trade in sit awareness (FOV) and furthermore maybe to "mimick" bringing the avatars head closer to the weapon? I thank all the gods twice that we have this "de-zoom" function to be able to see the virtual world in the same sort of scaling / proportions as we would normally see without using scopes or binos. Without it, we either have extreme difficulties in situational awareness or have extreme difficulties engaging targets at range (<300m). You either move around very clumsy because of the small FOV or i forsee a massive massive run on scoped weapons because you wouldnt stand a chance at any range without a scoped weapon. Resulting in a mass "sniper" fest with all the static gameplay that comes with that, leaving the non-scoped weapons suitable only for the city / extreme short ranges. I believe theres currently a pretty good balance between sit. awareness and the effective viewing range. And also theres a pretty good balance between scoped and non-scoped weapons (assuming they are the same type of weps, ie assault rifles). A non-scoped weapon gives much more sit awareness and allows to pick up targets much quicker, on the other hand it becomes difficult to engage targets around or above 300m even with the "de-zoom" function because you can't see where the bullets are landing. The scoped weapons give that scoping punch, much easier to spot targets and to see where shots are landing, but the trade off is the sit awareness (when using the scope) and the ability to quickly pick up targets (switching from and to the scope).
  10. Sounds promising! Great choice to let the mission take place here at this oil field. Sometime ago i've set up a similar mission at this location and we've enjoyed it very much. The terrain is very open, but lots of small hills and dips to use for cover or where AI pops up. Also the oilpipes and pumps that you can find around provide good cover. Our embedded camera-men have captured the mission, you can see it here: Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8
  11. i have reassigned rmb to hold breath only and i use left control key for the same zoom function as the + key. Holding down the rmb to zoom puts stress on the aiming, using left control takes this away.
  12. hehe true like a can :D But in this case PR needs to be distributed trough it aswell... It isnt my worry, but i thought it was one of the aims of this mod..?
  13. I think there will be ways to achieve that, but it would go against the idea of one mod that takes care of all thats needed to play PR instead of "worrying" if you got the right mods installed...
  14. Chill xl

    How to improve with training.

    Especially figthing in the closer ranges against larger forces my advice would be to avoid using a scope on your assault rifle. With a scope you tend to be more stationary and use the range, at first this works but then it tends to work against you. You need more ground to cover while detected and being stationary makes it easier for the enemy to close the net around you. Furthermore when looking trough the scope your situational awareness goes down, you focus and loose overview. Use single shot and your sights as much as possible, if not always, for best accuracy, make as much shots count! Take a few shots and get back into cover, don't try to take em all out at once. Use cover to get as close as possible without being detected, ambush a few foes and relocate, again use as much cover as possible while doing so. Hit 'n run when fighting a larger force... To succeed, staying alive is more important then an extra kill.
  15. Chill xl

    New to map making

    my best advice would be to plan and design as much ahead as possible before you start working in Visitor. Translate this plan and design into map "masks" or layers that will act as a guide where to put and place all the objects, buildings, roads, forests etc
  16. Chill xl

    How to improve with training.

    Indeed, keep in cover as much as possible, use the terrain to do so. Avoid being in the open where you can get attacked and no where to go for cover. When you move out first scan ahead if it's safe to do so. Only move fast when needed, otherwise move slow and scan more. Move fast, die fast, move slow, live longer. When on the move, keep scanning around and stop every 200m at cover and do more scanning. Always look around where to go when you get under fire. Be carefull. Keep your head down when getting shot at and try to relocate, once enemy know you position they will all come down on you. Poke your head out and shoot or scan and get back in cover asap, especially when you dont know where the enemy is. Try to use single shot for best accuracy in the prone or crouched position.
  17. Chill xl

    OA Pbo's for mapping

    ToraBora makes use of almost only OA objects. I converted all the OA objects (type 49 back to 48) to be able to see them in bulldozer. Furtermore i used the exe from OA, copied and renamed it to bulldozer and use it instead of the a2 one. Maybe this helps?
  18. Chill xl

    Do you want upgraded Arma 2 content?

    Last time i checked this was possible, nothing of that changed with the arrival of OA. I dont get what this whole fuzz to upgrade content is about? Just to be able to have some white areas here and there on a black/white view... ? This thermal stuff, i dont see how this adds anything important to the game besides making it easier to play it. If it was to look cool i don't understand it either coz running around with that stuff looks nerdy aswell... Where did the game ricochets from being a shooting game into the gadget show?
  19. no problemo, i think you can start with that. The caves for example wont be a problem, unless you happen to have picked exactly the same spot on a 100 km2 map as i did. :) There will only be added some minor details here and there, that will not change the map etc.
  20. I don't know, depends on what is major. So far i have made just a few major updates and several smaller. I see major update as big changes, map changers involving the heightmap, repositioning towns, forest etc. The caves are imo just a small addon and i think i will only add some details to the map here and there. The biggest thing that might still come is a small FOB somewhere.
  21. Chill xl

    Tex Mask

    yes, in your layers config just add an extr entry for the color and point it towards a duplicate class with the same texture, for example: ..... class tb_steeplushgrass { texture = "project\project\data\tb_pole_co.paa"; material="project\project\data\tb_pole.rvmat"; }; class tb_steeplushgrass2 { texture = "project\project\data\tb_pole_co.paa"; material="project\project\data\tb_pole.rvmat"; }; ..... ..... tb_steeplushgrass[] ={{0,0,255}}; tb_steeplushgrass2[] ={{0,255,0}}; .....
  22. I've started a new project / new terrain, once the terrain is binned and loaded into the game and opened in the editor all the contour lines are all over the place, it looks like "mikado". Also Fraps reports the fps is down to 0, when i make it into the 3d environment (takes a while since each frame takes a minute or so) the terrain looks like intendent but... the outer terrain is missing, you can basicly drive off the world. Map details: 4096 x 4096 heightmap (1m) making it a 4.096 x 4.096 km map. Elevation ranges from -23 to 513. Any ideas?
  23. Chill xl

    "Outer" terrain is bugged

    Tnx for the help guys. Indeed the terrainsynth goes haywire with heightmap this big, after i binned the map with this option disabled, the map is working great.
  24. I'm preparing a mission in which we need to take out an artillery battery that is firing on an "important" location. I'm looking for a small script that causes the artillery pieces to fire on a predetermined location (with infinite ammo) until their operators are down, to mimic they are being used. I'm not very familiar with mission scripting and i have no idea if this alot of work, maybe someone can help me out with this?
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