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bracer

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Everything posted by bracer

  1. Not yet. My goal is set on a fun PvP map, functional AI will just be a bonus.
  2. That's what I would like to do! A park in the middle somewhere is definitly needed. How big I can make the map depends how the performance changes as I add buildings. If there's no issues, then I can probably add A3 buildings as suburbs or bases, but it's not in the plan yet. Performance is starting to degrade, but I think and hope it's related to one or to buildings that I need to optimize. They are still WIP, atm it's almost a copy of the main LOD, but I noticed that if the GEO-LOD is too detailed it adds alot of weight to the files and seem to slow down the game. I need to experiment a bit more before I can show anything... Something special you want an answer to?
  3. Oh! That's aiming high :-) The Fallujah map is a fantastic piece of work! Glad you like it!
  4. Here's a small update! Some of the latest creations + some interiors taking shape. I need to learn how to make proper textures, because I don't have alot of variation for the exteriors and interiors...
  5. Well, well! Thanks again M1lkm8n! Did a test with a properly setup terrain, and the "disappearing building" bug is reduced to almost non existing! Even the 45x45m building works like a charm.
  6. Ah, that rings a bell! Because the issues did disappear to some extent on the new terrain I'm using!
  7. :) I will do a test cutting the buildings into even smaller pieces. Atm the smallest building with issues is around 26x20m. Love animations now that I understand them, so powerful but I don't what to do with them other than doors! I'll think of some cool features.
  8. I have some good news and some bad news! Good news first: -I have working animations thanks to M1lkm8n! -I now use Arma 1 objects, which both fits nicer and removes the need for AiA! -Performance is still good with alot of buildings in the map! -Building count is now at 10 enterable structures. Then the issues: -Some buildings flicker and disappear when you are inside it and near the outer walls. -Textures are weird in Arma 3, see below. -Still need aprox. 41 more buildings to get enough variation for a map. Have a look at the animations here, shot in both A2 and A3: I'm using buildings from Charons Urbanpack as placeholders. Here you can see the texture issues: Arma 2, as it should look Arma 3, with missing textures and blue misscolors Cheers
  9. Buildings will be working in both A2 and A3. When it comes to a map, it looks like it will be built for A2 until I get some and learn the new tools. ---------- Post added at 02:44 AM ---------- Previous post was at 02:41 AM ---------- I havn't tested the AI yet, but I foresee trouble. So think PvP mainly, until I start testing and adding AI-paths.
  10. Here are the two latest additions to the building pack! Still wip, since they are in need of some details and interiors. (Photos are taken in A2:CO)
  11. That would be cool! But it's not related to the buildings. It would be a seperat object or a missionbuilder effect.
  12. Thanks for the comments! Yesh, that sounds interesting! Some buildings are split in parts, so having them be destroyable might be a problem. Glad you liked Emita! It was a fun project! Unless I quit my job and familiy, take a 2 year 3D modelling course, go to outer space and borrow a hightech computer from a more developed lifeform than humans, then you don't need to worry that it will be tooooo accurate to real life NYC. Care to explain more in detail what accuracy I should be cautious with? Yeah, everything wont be enterable, it depends how possible and simple it is to make. Thanks for the offer! I might get back to you! Cannot tell yet. Buildings are the main focus now.
  13. Thanks for the feedback! Yes, I had that thought once or twice... OK, more like eleven times... Specially after watching the rainy video after I recorded it. I checked the link, but I'm not familiar with it. But it sounds like it's a mission builder thing and nothing I should add? It will only require AiA in case I make a map with the buildings, I haven't updated my Visitor working enviroment with A3 bulldozer and objects yet. The buildings themself does not require anything. Definitly planning to have functional doors! I can. But for now you have to settle with what's on my youtube channel. Is there a specific question you want an answer to? Remember it's only about buildings so far, ignore the map I use to test them. What do the buildings need to get a NY vibe? They are modelled after real buildings. Good! I need another way to reach the floors, since adding elevators might be a problem. We need a martial arts mod!! See answer above regarding AiA. Cheers dudes! ---------- Post added at 06:59 PM ---------- Previous post was at 06:52 PM ---------- Agreed, BF4 among other games probably does it best (havn't tried BF4). But still believe that Arma 2/3 needs a try at this. There's plenty of awesome maps that fit the game perfectly (don't know about any other US maps though). But I decided we need enterable skyscrapers/highrises, if only for PvP, that's enough for me. I might fail totally though, we'll see....
  14. Hey! Oh, that sure sounds annoying... Have you experienced it on any other maps? Do you have any other mods loaded? Can you post a screenshot?
  15. Hey! Time for an update! Here's a video showing the current state of the map. It mainly shows the town Skantze, which is Emita City's neighbour town. But also a piece of the island just off the coast of Signesberg. For better understanding, Signesberg is a municipality that contains three main areas: -North mainland with Skantze as the biggest town -South mainland with Emita City, where the municipality office resides -Fenris island, it sits in the sea to the east with a few towns What remains to be done: -Alot of forest and countryside areas -Details in the towns -Satellite textures and ground textures -Emita City needs to get polished
  16. bracer

    Vistor Problem

    Hey! Try removing the "P:\" in the Layers.cfg Cheers
  17. Updates will come as soon as possible! Currently the city of Skantze is done, except for the small detailing. So I've started to work on the mainland surrounding it. I still havn't decided in what shape to release a demo/test version, this will of course decide how soon a release will be made.
  18. Here's a video from a quick drive around the city. The city is now has a name, Skantze. It's slightly smaller than Emita City, but since it's older and more compact, the population is aproximatly the same. Due to it's near proximity to Emita City, the municipality of Signesberg are considering to merge the to cities into one. Skantze didn't get so badly affected by the revolution as Emita City did, because of this and the fact that the majority of the population is quite prosperous, Skantze looks nice and clean. There's still alot to work on in the map and city, so take it as an early preview:
  19. It will be similar to my Emita City map, which I believe is quite ok! Have you tried how Emita perform for you?
  20. Here's some new photos, mainly of the villa areas north of the city! It's still WIP, working on giving the gardens some variation and personality. The third photo is taken from the same spot, but from higher altitude which gives you a view to the neighbour city across the river. Is it familiar?
  21. I started to decorate the city with some nature, and already it starts to look more alive! Still alot of man made objects left to place though. Edit; This city is placed on one of the bigger landmasses, and not on the same island as the photos in the first post.
  22. It will be released for A2 CO! Allthough I did try to port it to A3 out of curiosity, and it worked very well there aswell. So the plan is A2 first, then reconfigure for A3.
  23. A new city is slowly getting its shape!
  24. Hmm, I've never seen this issue, so I can't help with this one. It doesn't sound like a problem because of bad map construction. Are you using any other mods? Emita is still being worked on. Currently I'm testing a 10x10km version.
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