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bracer

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Posts posted by bracer


  1. It depends on what kind of buildings you intend to use, with or without interiors.

    I was struggling with this problem when building Emita City.

    I would recommend testing Fallujah, Zargabad and Emita, compare how the detail of buildings affect the performance.

    Find a balance you like between open and closed buildings.

    I tried to keep atleast one or two open buildings in each block to keep it interesting without hurting performance too much.

    The less detailed buildings, the more you can put.


  2. I just ran a test, and as you say, there is not alot of civilians spawning...

    But as long as there are some spawning and the chimneys have smoke, then it works for you.

    With the ambient vehicle module they also drive between the city and the small villages, might be on rare occasions though, but I've seen it.

    Maybe it's possible to edit the parameters for the module to get the city more populated: http://community.bistudio.com/wiki/Ambient_Civilians

    But it seems if you want the city to be alive to a realistic level, then you unfortunatly have to add the civilians yourself.


  3. Thanks for the answer!

    I'll try from scratch again following your example.

    I've tried the import/export script, it produces the same result.

    Everything is in it's correct place in Visitor/Bulldozer, but a few objects move after binarization.

    That's the weird thing, that it's only a few objects of the copied ones that move.

    I tried copying just a small amount of objects, but still the same objects change their position slightly ingame, some roads seperate.

    I havn't figured out yet if it's because of the coordinate on the map or because of the objects.

    Will try to copy the objects and move them to another spot on the terrain.

    Also, after the port to a bigger terrain, there's clutter growing through the roads at alot of places.

    Might be because of the mask texture that needs to be more detailed.


  4. Hey!

    I've increased the size of Emita City from 5x5km to 10x10km.

    But I have some strange issues that annoys me.

    The problem is that the objects show their correct position in bulldozer, but after I've BinPBO'd it and try ingame,

    some objects have moved alittle bit.

    It's allways the same objects, certain roads have separetad and some buildings change altitude and position.

    Basically I created a new terrain with doubled values, from 5120x5120 to 10240x10240, sat, mask and terrain.

    Then tried different ways to copy/paste from Emita to the new terrain, but however I do it, objects move after binarizing the map.

    Does anyone recognize this problem?

    Or have a good method to move a map to a bigger terrain?

    Thanks in advance!

    Cheers!


  5. The mission Shaving Emita City is not working on the map 1.12

    ---------- Post added at 11:05 PM ---------- Previous post was at 10:56 PM ----------

    i dont need 1.12,i need BETA or 1.0 or how called the first version

    If you can't get it to work by changing the missionfile ending to emita instead of testmap6,

    then I recommend that you contact the authors of the mission and make them update it.

    ---------- Post added at 12:49 AM ---------- Previous post was at 12:33 AM ----------

    I'm having serious performance issues on this map. Else I run ArmA2 on Medium-High, no aa, with 4k view distance, but on this map I don't think I can even get a decent 20fps with only 1k view distance. I mean, the city looks like one of the best so far, but it's kind of flat. If I look towards the horizon my fps drops way too much as almost all buildings are on the same height above sealevel. The game engine needs a serious optimization overhaul to be able to handle these kinds of maps well.

    Sad to hear that you have performance issues, my goal is to keep it similar (preferably better) than Zargabad.

    So how does Zargabad perform on your PC?

    Here's just some suggetions. Less enterable building might be a good thing here. Like the red flats that's used in large rows. A model of those without it's interior could be handy. It's over repeditive anyways, with the interior being the same empty looking rooms, like in almost all ArmA buildings. Also, varying the height (not by much!) of cityblocks, parks, and backyards is one good tip.

    Variation in height can give you certain advantages and/or just be there for the sake of more realism.

    Then you might not tire yourself out in the process of trying to make fully enterable buildings when you could make lots of more different ones in less time. It's the fighting on the streets that get's interesting, for me anyways. Maybe more tall buildings. Give's the city some interesting heights and makes it seem less like just another town. The city could still be very good if a block or two were removed. It's about double the size it could be to still be a very detailed city.

    I see what you meen. But it's abit the opposite of my philosophy with Emita.

    I wanted a city with as much enterable buildings as possible because I want more than just streetfights without possibilities for cover.

    I wanted to be able to have to clean out a house to get access to the roof or balconys and use them as a stronghold,

    and fight for each single block of houses.

    I agree with the lack of elevation in the city, I might add some later on.

    But it was my intention to have it flat since my inspiration-towns are all flat, so I don't agree that it will make it more realistic.

    Over represented buildings are definitly a problem, but I used what I had, and are now trying to make new buildings.

    You say you're making custom buildings? Try some real simple but good looking box like offices and such, without interiors. Nothing overly detailed. Mostly a box with window textures, so it's simple and great just for the purpose of having a few modernized buildings.

    This is exactly what I've done, a multistory box building without interiors. Chairs and tables are all added in Visitor, not part of the model.

    If I may say, keep up the good work too! It's got alot of potential and I hope this was helpful.

    Thanks for the response mate! Much appreciated, I will consider everything carefully!

    Cheers


  6. Thanks guys!

    The modules should work fine!

    I've tried the SecOps, Ambient Combat, Ambient Vehicles and Civilians.

    Make sure to use the A2 module and not the "expansion" one for civilians.

    The civilians don't talk, but they run around, light fires in their houses and goes for a ride with their cars.

    I followed one driving from Kirseberg to Emita center! Fun stuff does modules!

    ---------- Post added at 12:05 PM ---------- Previous post was at 11:04 AM ----------

    I'm now releasing Emita v1.12!

    It should fix the texture errors.

    I also removed some buildings that were not supposed to stand where they stood.

    It's a full release to avoid some confusion that might occur with a hotfix for these errors.

    Sorry for the inconvenience!

    For the next release I'm planning to improve the custom buildings, to make them work better and look better.

    But it should be quite fun for PvP as they stands now!

    Old missions should work, but you'll have to remove "testmap6" in the mission filename and replace with "emita"

    Enjoy!

    Download: http://www.gamefront.com/files/21288920/emita_v1_12.rar

    223ay.jpg


  7. Correct! :-) There might be more connections to Malmo in Emita!?

    ---------- Post added at 05:15 PM ---------- Previous post was at 05:14 PM ----------

    Oh, thanks for telling me.

    Will fix asap!

    ---------- Post added at 05:21 PM ---------- Previous post was at 05:15 PM ----------

    I havent downloaded 1.1 yet, but I was thinking that you should expand the eastern bit of Emita city. I think the destroyed houses are a great feature but I'd love to see more. :D

    Do you meen more destroyed city or intact?

    I'll keep expanding the city.

    I have some ideas to move Emita to a 10x10 terrain, we'll see.


  8. I'm now releasing Emita City v1.1

    There's been alot of polishing of the map.

    Unfortunatly I have very limited time for Arma2,

    so there's not as many fixes and improvements as I would have liked to see.

    But, it's not the last update to come!

    Some of the changes:

    -Improved support for the Ambient Combat Module.

    -Improved the airfield.

    -Added some proper textures to parkinglots and inside the warehouses.

    -Fixed the cutsom objects so you can't shoot through them.

    -Remade some of the city center.

    -Added more highrises in the southwest city.

    -Added new village, Kirseberg.

    -Added a new custom highrise.

    -Improved config-file, thanks PvPscene!

    -Added more vegetation to the city.

    Known bugs:

    -AI can't use the hotel and custom highrise.

    -At some places the beton and forest groundtextures mix up.

    -You can fall through the carrier in the east harbour.

    I haven't managed to get the AI paths to work inside my custom buildings yet,

    but as sonn as I manage there will be a hotfix or an update.

    Then there will probably also be more custom buildings!

    I hope you'll enjoy it!

    Cheers

    Download: http://www.gamefront.com/files/21279353/emita_v1_1.rar

    123azh.jpg


  9. Little by little I've been updating and fine tuning Emita City.

    I'm intending to release Emita 1.1 very soon.

    For now the changes are as follows:

    -Improved support for the Ambient Combat Module.

    -Improved the airfield.

    -Added some proper textures to parkinglots and inside the warehouses.

    -Fixed the cutsom objects so you can't shoot through them.

    -Remade some of the city center.

    -Added more highrises in the southwest city.

    -Added new village, Kirseberg.

    -Added a new custom highrise.

    -Improved config-file, thanks PvPscene!

    The new highrise is in beta stage at the moment.

    It should work very nice for PvP fights,

    but the AI isn't very interested in moving inside it for now.

    Hoperfully I get this fixed before I release 1.1.

    Cheers

    /Bracer


  10. Thanks! Will give it a try!

    ---------- Post added at 01:52 PM ---------- Previous post was at 12:47 PM ----------

    Still no luck, the building still just sinks through the ground.

    Here's the config:

    #define TEast 0

    #define TWest 1

    #define TGuerrila 2

    #define TCivilian 3

    #define TSideUnknown 4

    #define TEnemy 5

    #define TFriendly 6

    #define TLogic 7

    #define true 1

    #define false 0

    #define private 0

    #define protected 1

    #define public 2

    class CfgPatches {

    class bra_battleship {

    units[] = {};

    weapons[] = {};

    requiredAddons[] = {};

    };

    };

    class CfgVehicles {

    class wall;

    class house;

    class bra_wall : wall {

    scope = 1;

    model = "\bra_battleship\bra_wall.p3d";

    armor = 100;

    DestrType = "DestructNo";

    };

    class bra_roof : wall {

    scope = 1;

    model = "\bra_battleship\bra_roof.p3d";

    armor = 200;

    DestrType = "DestructNo";

    };

    class bra_highrise1 : house {

    scope = 1;

    model = "\bra_battleship\bra_highrise1.p3d";

    armor = 2000;

    DestrType = "DestructNo";

    };

    class bra_complex1 : house {

    scope = 1;

    model = "\bra_battleship\bra_complex1.p3d";

    armor = 2000;

    DestrType = "DestructNo";

    };

    };


  11. Hey!

    I'm working on some custom houses, and for different reasons I want them to be indestructable atm.

    So how, can I in the easiest way possible make sure that my building don't sink into the ground when a M1A1 crashes into it?

    Edit the mass, or is it the armor value in the config that needs editing?

    Or some other trick!?

    Thanks in advance!

    Cheers

    /Bracer


  12. Hey!

    I'm working hard on an update for Emita City!

    Currently the noticable changes are:

    -Improved satellite image.

    -Reworked city center, removed some repeating buildings and added more oldtown style areas.

    -Some more changes to the city, more of the 70's type architecture.

    -Fixed bugs with custom objects.

    -More detail, bushes and trees in the city.

    -Better ACM support.

    -Fixed ground textures in industrial areas and removed grass in some warehouses.

    -Fixed airstrip so that it's better to drive on, easier for AI to land and take off.

    More to come!

    Also working on some custom buildings, but if they make it into next release is uncertain.

    59221759.jpg

    35160822.jpg

    75916683.jpg

    50585821.jpg

    Cheers!

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