

Chill xl
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Everything posted by Chill xl
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ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Right, thats about my thought aswell. Currently im think about a FOB somewhere around Sanaag Bari, middle of the map. How big is such a FOB, i dont want to get into massive bases as it should fit the remote "theme" and be somewhat "improvised". Some barracks and a bunker/tower, a helipad and some hesco's around it right? A couple of containers and a generator, a mortar station... If someone has some pics of a small fob, or has prepped something in the editor i would like to see them :) -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tnx for all the feedback, really appreciating this. I've put alot of work in the new sattelite map, altough its not "perfect" as i'm not satisfied with the light yellow grass fields, overall im pretty pleased with it. All the grass areas have been redone and redistributed and i added some green patches to the slopes. Then on to the fob / flat situation, i'm still not sure if im going to have flat open spaces that are empty on the map. Something i wanted to add from the beginning was a fob, and possibly a couple of COP's around. The latter is something i believe mission makers could easily prep for a mission. I wacked a simple COP together in one of our latest mission, a vid of it can be seen here: It's build N.E. of Jool Hul on hill 2345. Anyway, if you have good ideas about fobs and cops let me know, i would gladly look into them... :) Chill out ps. very minor (hotfix) update is available on SIX updater, it fixes the floating house in Skandahar that Minimalaco reported. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ah solved! tnx for getting back, i was just about to suggest to redownload the whole thing and try again. ----------------------- The latest version, 1.5, is now also available on ArmaHolic aswell as trough the Six Updater Suite. Download page: http://www.armaholic.com/page.php?id=12969 ----------------------- -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, so someone with an earlier version sees the objects and units right, but those that updated didnt. For some reason, the object location / elevation etc in those missions are from the previous version, as the one that didnt updated saw it correctly. Sounds like mismatching versions, however you have reported thsat you double checked / uploaded to be sure this wasnt the case. This makes it kinda weird... We need more info, feedback etc to see whats going on. Would like to hear others feedback on this aswell? -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Indeed, both DAC and RTE spawn realtime. I dont have any experience with mission editing, exporting to mp and playing on dedi. server, as we always create missions on the fly using the Six Battle Center. Hopefully someone can report, that creates ingame mission and mp export, on this issue? Btw, can you confirm if other team members have the same issue when you play these missions? -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yes, version 1.5 is tested on a dedicated server, i was using RTE and DAC to spawn units and place objects. All of them spawned as expected, so did the Alice module. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I will keep an eye out for the issue, hopefully we get some more reports in about it so we can find what and where the problem is. If for some reason the map itself is bugged, i will surely look into it. Anyway, i've just uploaded my latest version to the ArmaHolic FTP server, hopefully Foxhound is willing to publish it. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm so far i havent been able to reproduce the issue, however i have only used RTE and DAC to spawn objects and units both are working correctly. Will try to get a convential mission gogin, this is however something i never really done before... -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
tnx for getting back, so no matter if its new or re-saved you get floating objects and ai... Weird, need to check / test this and see what results i get, havent seen this before though. Would like to get some feedback from others about this issue aswell, anyone getting the same? -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Re-saving the setup might fix this issue as the whole terrain was slightly reworked. It might be that some of the altitudes don't match the altitudes of the previous version. Could you let me know if it works or not? The "floating" house that Minimalaco reported will be taken care of, tnx for reporting. Flat terrain areas might be added but if i do so, the chance i put a FOB or similar on it would then be high. Not sure if want to have flat open spots that are empty on the map... When i get back at home, i will upload the latest version to Armaholic asap. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tnx again for you reports. I've just uploaded my latest version to the Six updater, it will soon be available. Version 1.5 * Roads are a bit smoothed * Support Alice module, Takistan civilians can now be auto spawned * Tweaked sat & mask map, still some minor flaws here and there though * Added Takistan sky textures, horizon is removed (somehow takistan horizon will not work) * Cleaned up towns, most building should be clear of objects and ground now * Possibly more but i forgot it :) Cheers Will try to get it to Armaholic this weekend... -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good to hear you guys are liking the map :) What kind of toolset that spawns ai etc are you using? -
MCC Sandbox - Mission making the easy way
Chill xl replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
Pretty impressive stuff there m8, seems to provide never ending fun! :) Sandbox ftw hooaaaah!!! -
Jungle Wars: Island of Lingor
Chill xl replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Indeed, leave it brown and avoid the "Bounty" island theme. The grittier the better. Btw, i think it would be look good when the houses aren't sticked ontop of the grass areas but actually have some sort of a transition, like some sand or so around it, especially at the front / entrence of the houses. Also i was missing the beaches, last i checked the grass dived right into the sea maybe some sand in between? -
It seems you have or still are researching how the whole map making process works. One big advice i can give when starting to work on a "real project" map, plan as much as possible before you start working in visitor. I advice to do more or less the following: Make the heightmap, generate the heightmap or acuire a heightmap, Import that into a terrain editor / generator that is able to render a base texture from the heightmap. From here you have the base ready, start planning where all the map features go, like towns, roads, forest areas, swamp areas, fieldareas, rockareas and place all this in layers in photoshop ontop of the texture that you exported. Use this plan to make the maskmap and also as a template for object generators or visitor itself. The more stuff you have planned upfront saves you time going back and forth form visitor to photoshop and vice versa to adjust textures or figure out where roads should go. You will find out that rolling back to a previous state to change something is very hard if possible at all...
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ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tnx for the report, unfortunally i cannot "fix" it... The roads are from Arma2 as OA roads arent yet available to me/us mapmakers. Only way is to get Arma2... -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just "baked" a new version to test the Alice civ module... the towns are now "living" :) Anyway, i guess u need to add / drop the right module for the animals on the map to get it working of course. I'm also thinking about redoing the sat map as i'm not satisfied with it, distant does not always match what is seen close by, hope to be able to fix that whikst not losing the nice color feel of the map that is mentioned sometimes. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
For the next update i'm woking on Alice support to spawn civilians. I have seen goats and cows so far without any specific work on it... Otherwise i might add it in a future update. -
Road Painter tool (development thread)
Chill xl replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
Tnx again for the helpfullness! Haven't yet got too it to try the other one, but the top-down painter was already very great. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
tnx for the feedback, the roads didnt turn out they way i would have liked either. Unfortunally BIS haven't yet released the appropriate road piece models / objects from Arrowhead, therefore i have to use the roads from Arma2 (chernarus). I do have picked up a sign somewhere that could have been indicating that BIS will soon come up with map editing stuff for Arrowhead. If that happens i will change the roads asap... For the next update i will also look into the ponds / lake issue, not sure whats going on there... Maybe i used the wrong models? -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tnx for the great feedback, outdoor combat is just awesome :) We just finished a 2.5h coop mission on TB and a real blast! A combat patrol from Garuntha to the town of Jool Hul. Some very exciting long ranged firefights from hilltop to hilltop and severall times we all of the sudden had an enemy patrol right on top of us. Flanking around hilltops, really diggin it (if i can say that of my own map lol). Anyway, im trying at the moment how the map is without any horizon texture as the fog and objects popping up might be better without it. If not, i will aply Takistan horizon. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Tnx for reminding, i understand the issue. I'm not sure if i'm going to flatten out all the foundations of the buildings, thats hard process with terrain this mountainious. I will however make each building enterable atleast by human players and will try to have the ground not visable inside all buildings. For me the map is all about the terrain around all the towns, not so much the towns themselves. I will however give the towns attention in the next update. -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Next update will most likely concern finetuning the towns, cleaning up the houses, adding some details to the towns. Also defining citycenters for the Alice module to spawn civilians etc. Furtermore some smoothing to the roads. Ans possibly tweaking the sat map / mask map so that the roads and houses are blending more in with the environment. Lets see from there what steps are next... -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
i dont know, never touched any medal of honor game, but they propably would have i guess. Lots of mission happend in the Tora Bora region, operation Anaconda was one of well known: http://en.wikipedia.org/wiki/Operation_Anaconda -
ToraBora "Sandbox Edition"
Chill xl replied to Chill xl's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The way maps are build do not allow for caves or tunnels, basicly the ground cannot go over other ground (which essentially is the case with caves and tunnels), it think at the very best the engine allows for some 100% vertical ground, like a wall, but not over your head. Imagine the whole ground / terrain as a cloth draped over alot of xyz coordinates what hold up the cloth. There's now way to get 2 xyz coordinates on top of each other to form the overhang. I'm no 3d artist and so far i have seen several attempts to create a cave or tunnel using rocks or purposed build objects. None of them was a real winner imo.