bracer
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Posts posted by bracer
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Most of the destroyed areas are being moved to one of the edges of the city.
Currently I'm working on a Warfare mission taking place in the city,
it works very well, the AI is doing a great job fighting in the streets!
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I could help you with creating some new buildings. It always bothered me that big cities have a lot of identical houses.Hey Ziiip!
That would be much appreciated!
The most important part is that the building is enterable.
If you need some inspiration on what to build, let me know.
I have plenty of houses and villas, so mostly I need a european style apartment block or some industrial building.
The apartment doesn't need to have all floors open, I would think it's enough if the bottom floor is enterable.
Or if you would like to build a shop or a mall that would be cool!
That a look at the video and see what ideas you get:
FHN-zUZfZvc
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This is Psd3 Problems mate, Ive done this .. its working, but im just wondering WHICH oa .pbo's we need to put in the CA folder?and is it a CA folder we put them in or we need to make a new CA_e whatever in the P Drive?
Thanks anyways :)
You can use which .pbo's you like.
Put them with their original names in the CA folder that's already present on your P:drive.
For example:
Armawork\CA\Structures_e
Armawork\CA\ca_e
Armawork\CA\Plants_e
Armawork\CA\Structures
Armawork\CA\Plants2
...
And so on...
I guess the most useful ones are structures_e, plants_e, misc_e, plants_e,
rocks_e, signs_e and roads_e.
Hope that helps.
edit: check Commanders edit with screenshot....
---------- Post added at 03:32 PM ---------- Previous post was at 03:28 PM ----------
@Commander.
What's in the structures_PMC? :bounce3:
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Another example is the road object; sil25.p3d
Changed the paths in Oxygen2 and changed the .rvmat to this:
#define _ARMA_ //Class sil_kos.rvmat{ ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {1,1,1,0}; specularPower = 20; nextPass = "bra_obj\data\road-pass2.rvmat"; PixelShaderID = "NormalMapSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "bra_obj\data\sil_kos_nohq.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "bra_obj\data\sil_kos_sm.paa"; uvSource = "tex"; class uvTransform { aside[] = {1,0,0}; up[] = {0,1,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; //};I think that's all iv'e done with the object, and it works well until I try to binarize it.
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Hello!
I'm having some trouble binarizing the sample buildings, lfor instance the hotel.
When I pack it with cpbo, it works fine,
but when I try to use BinPbo to binarize it I get an error saying: can't open hotel.p3d.
So I wonder if something needs to be done within the models to get them to work when binarized?
Cheers
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What about some custom bloc apartment buildings like the international hotels you have but a little taller? (maybe enterable)I would do it myself if I knew how to model well :P
Yeah, I would love to do that!
But currently I have my hands full trying to learn visitor3 and making the map work.
I've tested Oxygen2 (the 3d model tool), but I guess it will take 6 more months to learn how to make a nice enterable hotell in my case.
So I'm thinking I will complete atleast a working beta and release the map,
after that I might start working on custom houses to put into the map.
But I really like to finish the map with the usual Arma buildings first.
Otherwise BIS will release Arma3 before Emita gets released :D
But all help is appreciated, if someone has custom enterable buildings they think might fit into my map!
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The only nice destroyed buildings are these ones, in the beginning of the video:
dUNcPQbWS1k
Alltought, the area shown is probably gonna be moved and redone.
Are does houses what you are after?
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wow! i'm totally loving it! the wide streets make lots of scenarios pop up in my head already. also like the bumpy road outside of the town. keep it up!btw is this song by you too? i liked the one playing in the background of your older video very much:).
I'm looking forward to your scenarios!
Progress is going slow due to work, school and everything inbetween.
But I'm doing my best to finish it asap.
Haha, no, unfortunatly this is not me playing the guitar in this video!
Edit: another nice thing is that I had a friend testing it for me, and reports of the performance are good!
So need to worry too much about bad fps atm.
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http://www.youtube.com/watch?v=gDoBKlCU6Ssmap of grozny with destroyed buildings. could be a small map centered around the presidential palace.
Would this work? There are some destroyed buildings present in it.
FHN-zUZfZvc
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Yeah, I ran it as Admin XP SP3 mode but couldn't get it to activate with hotkeys or making it always on.Maybe ATI will have stereo built into a future driver release. (Has been mentioned)
I think you have to add -winxp as startup parameter in your shortcut.
That's how I finally got it to work!
Hope it helps!
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Great stuff!
Thanks for your continuing support, BIS!
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Thanks Gnome!
Yeah, it's all unpacked, and almost all useful objects are placed in the corner of my map for easy reach! :-)
And I thought I'd gone through every single object already...
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I hope it's ok if I borrow this thread instead of starting a new one...
I'm also having problems finding a object, it's the one called Roadbarrier_light at Armaholic: http://www.armatechsquad.com/ArmA2Class/A2/Objects/signs/
Cheers!
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Wow! Great work!
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It sure is.
Just enjoying the holidays, so not much time for Arma atm...
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Everyone wants detail, and so do I, but the golden question?How is performance?
Hey Raserisk!
Performance is nice I think.
I can't guarantee anything yet since there still is alot to add to the map,
but keeping the performance good is important to me.
So far, no major problems when flying over the town,
and on the ground I think it's excellent.
And my rig really isn't anything to brag about.
Alot depends on how much AI you put in it I guess.
I will do some proper performance tests later on.
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Whoa that's a lot of city. Also, Bad Benson, it seems like he (she?) is already doing something like that.One more question: About how long does it take to get from one end of the map to another?
I kind of asked for the pics when saying that I had a hard time creating a town center.
Look at the video, from 1:00 until I reach the woody area with the giant radiomast. Tha's basically a flight from the east edge to the west.
Approx 3km.
@Benson, thanks for the photos, I specially like the 3 first photos!
The second picture is exactly the kind of square I want to create.
Do you know which town it's from?
Dundee?
edit: Yeah, it's Dundee! :-)
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It would've been nice if you made a video where you run around on the streets so I can see all the garbage cans/rusty cars/benches/etc in buildings' yards (hint hint ;) ) and to see if it looks like you are in the city if you know what I mean.Yes, I will do that. But I have not begun with that type of details yet.
I need to finish the layout first.
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Nice to see the "courtyard" effect being used in the downtown area. It looks like you will be set on keeping the ruins in the city?Yeah, there will be some ruins.
Allthough the ones close to downtown are most placeholders for now.
The most difficult thing with this map is to create a nice looking city center,
so until I figure out how to do it, the ruins will remain there.
There is less ruins since we started to discuss this! ;)
And I will keep on changing the ruins for intact buildings.
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Work continues and goes well!
Thanks to the new beta, performance seems alot smoother.

Allthough it's hard to notice in the video since Fraps steals alot of the fps...
So you can fly over the city and still have a quite smooth experience,
and on the ground I personally think performance is very nice.
YG-3KCN09CQ
The city is big enough now me thinks!
But it's not finished since I plan to make some changes to the city,
and alot of detailing remains.
Then will work on the surrounding areas begin.
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Hard to tell atm.
But I guess around 3x2km! Some forests, some hills and alot of open area with farms.
Oh, this is extremely wrong, there is gonna be ALOT more open terrain than 3x2km.
I will very soon be able to show you the size of the city,
then you'll see what the map will look like for yourself instead.







Emita City
in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Posted
Agreed, that's how it's gonna be.
+ they are also nice for variation and adds more "enterable" buildings to take cover inside.