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commander1985

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Everything posted by commander1985

  1. Just got another error, i hope i dont open a new thread, but i couldnt find anything about it. I readed about L3dt for Terrain generation some days ago and made a new map with it. Started a new project with these settings Terrain grid size 2048*2048 Terrain Cell Size 5m Sat Grid: 8192 Everything worked fine so far. When i placed a road part in the middle, it still worked, but when i moved it more north i got this error Looks like i just happens when i go up north. Any Suggestions how to fix that or what i made wrong??? ---------- Post added at 07:43 PM ---------- Previous post was at 07:05 PM ---------- Okay i changed the Heightmap (Terrain Grid size) to 1024*1024 and imported it again. Tested it and it works! Dont know why it does not on higher Res. Well i go work with that now, i hope this helps others who get this Problem. However i would still like to know what causes that bug :)
  2. commander1985

    Ovaron Island

    Hi all, after a long time i can now finally show you my first Arma2 Island, named "Ovaron" (Version 1.3) Its a fictive island i was working on for a long time now. I hope I can inspire some of you for the island. Features: - Fictive island - east west reflected - 99.9% of the buildings are passable - 2 airports with functioning landing autopilot (located Northwest & Southeast) - continuous river that finally allows the good use of boats in a mission - size 10*10km - area exists of grass sceneries with some fields and bigger woods and mountains - vehicle module functions (SILVIE) - And some other nice things you can discover -Tools used: MirVis(by Pix) , L3DT Pro, Wilbur, Photoshop, Visitor 3 and my Brain My thanx for their support go out to the following people: Pix for writing a tool that allowed me to mirror the Island. Planck, Beton, Gnat and the others on this great forum for helping me realising this. And of course the Members of my Clan (TeamKommando) for supporting me over the last 8! Months. Possible Download Links so far: http://arma2base.de/include.php?path=download&contentid=2196 1.1 Fixes and changes: -Satmap edited -Airports reworked with working taxiway, also drawn on map now -Removed 3 Bridges on each side, they are now construction sides with swallow water ways the ai uses. -Removed Trees and Bushes that where to close to the Roads -and some other minor fixes 1.2 Fixes and changes: -Removed wrongplaced Taxilights -Edited swallow water spot at middle islands -Armory still not working, i dont get behind it somehow -Made installing more easy (UHA-SFX-Archive) just point to your Arma2 Folder and you will get an @Folder and keys in the right place -Added a Readme 1.3 Fixes and changes: -Removed double Objects -Added 2 Bridges on both sides that were taken out in v1.1 -Added a small Intro thx to Mr.Peanut -Removed a glitch at Airport Bridge that made you jump and/or crash cars -Improved Mask_File to make Runways less bumby -fixed some more minor errors P.s. New .bikey and .bisign are in the download P.p.s. Tested on Combined Arms 1.57 Feel free to drop Bug Reports, Ideas, Suggestions etc. here. Greets Commander
  3. Hello Folks, new work in Progress map in the works. A Nice new Island for Landingoperations from the Sea Infos about Island: Island Cicada - 10*10km Terrain - Island itself is ca. 6*6km big - Easteuropean architecture - Nice Mix of Beaches and Cliffs - Pinewoods, Green Valleys and nice green Trees - 1 Capitol - 3 Cities - 6 Villiages, maybe more later - 1 Carrier in the NO - 1 Big Military Airport ; 1 Dirtstrip for Civilian Airtraffic - 1 Big Military Camp - and lots more to discover... Pictures: More Pics -> http://s561.photobucket.com/albums/ss52/Commander1985/Island%20Cicada/?start=0 Still lots to do, but hey its making good progress^^
  4. commander1985

    How to: Keypoints

    Hi everyone, this is a small Tutorial to get you all started with Keypoints and make your Island MSO-Compatible and beyond. Since im not very good in this kind of stuff i try to make it short and step per step. Make sure your kptypes.dat is Up-to-Date and that you have one. If you dont have this file, create it by simple making a new Textfile. In this File write the following: BorderCrossing VegetationBroadleaf VegetationFir VegetationPalm VegetationVineyard NameMarine NameCityCapital NameCity NameVillage NameLocal RockArea ViewPoint FlatArea FlatAreaCity StrongpointArea FlatAreaCitySmall CityCenter Hill Name Mount Airport Strategic Save the file and change the Extension to .dat , make sure you put this file in your Visitor3 folder. Fire up Visitor3 and your Island. Click on your Objects-Panel and choose Key points. Now simply double click on your Map to create a new point, a new window should open here. Lets take a look at some of the options there. Most of them are pretty selfexplaining. Class name : Make sure you write something meaningful in if it is something importent like a CityCenter , watch out that you have no classname twice and never ever use spaces there! Radius A/B : Size of the Marker, also tells the Game from what distance you can read stuff on the Map ingame. Type : Look at the Picture below how they look (you will only see markers here that actually get displayed) The last four Keypoints should not get names ;) They dont need them anyway. Display Text: This is what gets displayed in your Ingame Map, you can use spaces here. Properties : This one is importent for the CityCenter Marker. Now lets go a bit deeper into the rabbithole ;) You might wonder if the Markers like Vegetation-xy or Hill are useful or just eyecandy. Well infact they are both. A mission maker can decide for example to create an ambush at the proximity of those markers if you get close enough to them. This makes the mission more dynamic again. And it also applies for all other markers even those you don't see on the map so please use them. Explanation of Important Markers: - FlatArea for setting up large camps (MHQ Spawnpoint at the start of a Warfare/CTI Mission) - FlatAreaCity for bunkers (Spawnpoints in Warfare/CTI Missions) - StrongpointArea for MG Nests or Roadblocks (Strongpoints for Respawn in Warfare/CTI) - FlatAreaCitySmall for UAV terminals/Field Hospitals, etc. - CityCenter to enable Ambient Civilians, Ambient Traffic, and Ambient Vehicles (if properties are defined) The first five should be somewhat clear with the explanation, however here you can see a nice little picture of how they are set up in a town in chernarus. Note how the neighbors get marked in grey lines. They are connected with other CityCenters you wont see on that picture. Also note that there is only 1 FlatAreaCity in the Town for the Mainbunker (in CTI the one you cap the town with). You can also see some FlatAreaCitySmall Markers around the Town with StrongpointArea's in the proximty, these would be Medictents (FlatAreaCitySmall) in a Warfare and Strongpoints where you can respawn (StrongpointArea). Now we need to focus a bit on the Citycenter. The CityCenter marker is enough do get cars spawned, but not civilians or cartraffic around the Island. This is done by the properties. We have to define what kind of civilians we like to spawn here and what its neighbors are. demography[] = {"CIV",0.5,"CIV_RU",0.5}; This definition tells the game what kind of civs you want in that city. The example above would be a town with 50% russians and 50% cherna-civs ALICE creates CIVs and CIV_RU if the demography is blank. ALICE2 creates BIS_TK_CIV if left blank. Civilian Classes: CIV = Chernarussis CIV_RU = Russians BIS_TK_CIV = Takistanis neighbors[] = {"citycenter1","citycenter2"}; This tells the game what the cities in the neighborhood are, make sure you write in the classname of the other citycenter and not the cityname. In this example the game will send cars from this citycenter position to the citycenters with the classnames citycenter1 and 2. Now if everything fits your needs go save the .wrp of your island. Take a look in your Island Folder, a new "yourisland".hpp should have been created with all the marker information in it. Check if all looks fine. You can now copy its content in your config.cpp under your classnames entry, or you can simply include your .hpp file in the config.cpp with this command: #include "yourisland.hpp" To get an idea of how certain markers are used i would advice you to take a look at Wolffy,au's crB_LocationObjectsDemo which you can download here: http://creobellum.org/node/184 At this point you should be able to do most markers yourself. Feel free to use them as much as you can/like. The more Markers you have the more dynamic missions can be that make use of them. I hope this tutorial helps you a bit and that you take your time to improve your maps with it. It's worth it. Special Thanks to Wolffy.au who helped alot with figureing this all out.
  5. Island Cicada v1.2 Release. Download Links at the bottom. Trailer: VAOsM2xVVFs Preview-Pictures: FEATURES ======== - 10*10km Terrain - Island itself is ca. 6*6km big - Easteuropean architecture - Nice Mix of Beaches and Cliffs - Pinewoods, Green Valleys and nice green Trees - 1 Capitol - 3 Cities - 7 Villiages, - 1 Big Military Airport ; 1 Dirtstrip for Civilian Airtraffic - 1 Military Camp - and lots more to discover... CHANGELOG ========= 1.2 - Added island Intro - ILS System fixed 1.1 - Removed Carrier due to strange bug - Traffic Module should work - Market in Palmino fixed - Smoothed out some weird beach parts - Bridge at Drozhino slightly adjusted - some minor fixes 1.0 - First public Version - All modules should work right except for the Civilian Traffic Module. - No Island Intro so far TOOLS USED ========== L3DT Pro, Wilbur, Photoshop, MSPaint, Visitor 3 and my Brain Credits ======= My thanks for their support go out to the following people: Bohemia Interactive Studios Mango Kju Bad Benson Shezan Bushlurker The Arma2 Map Makers Channel All beta testers And everybody else i forgot :) Download-Links v1.2: Armaholic: http://www.armaholic.com/page.php?id=13631 Arma2Base: http://arma2base.de/include.php?path=download&contentid=3260 Rapidshare: https://rapidshare.com/files/459829839/Island_Cicada1.2.rar ModDB: http://www.moddb.com/mods/island-cicada/downloads
  6. Hey Folks, i have some good news for all of you who have troubles with the loading time when starting buldozer. After a lot of testing which literaly took some hours we came to a simple solution to that problem^^ Fire up V3 , go to Tools -> System Preferences. In the line "Command to launch realtime viewer (buldozer) type in the following: -exthreads=0 This decreased my actuall load time from 24minutes to less then 3minutes As far as i know the quicker load time has been confirmed for V.1.54 ; 1.57 and 1.58RC. I hope this helps alot of you Mappers outthere :) Special thanks to: Kju, Gnome, Tupolov Kartografski and Bushlurker
  7. commander1985

    Island Cicada Release Thread

    Well i agree that you have to look carefully where to place those warfare-building stuff but im not sure how i could improve this right now since i almost have no time at the moment to work on my stuff. When i got some spare time to look over the issue i will do what i can to fix this, hopefully somebody of our fellow mapping comrades has an idea :) thanks for your feedback!
  8. commander1985

    ArmA 2 site hacked

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  9. commander1985

    Island Cicada Release Thread

    I mean the BIS Ambient Modules (SILVIE and ALICE) they both work, i just took a look to be sure. However civs are somewhat rare, i think this was because of some proxies that had to be in the building models. If you want more RL-Feeling try out Wolffy.au's Modules, this will add more civs aswell as alot more traffic on the roads like busses with passengers :) http://dev-heaven.net/projects/mso (Mission Framwork containg ambient) http://dev-heaven.net/projects/mip (Module Improvment only)
  10. commander1985

    Island Cicada Release Thread

    Okay update done, take a look at first page.
  11. commander1985

    Island Cicada Release Thread

    Odd, landing via Autopilot (which is the same the AI does as far as i know) caused no crash at the landing on the mainrunway. Besides that, yup there is definatly a problem with ILS config. I thought its working right since i made it the same way as i did on Ovaron which is working fine. Looks like have to redo it, well atleast i now have a reason to update and include the island intro :)
  12. commander1985

    Island Cicada Release Thread

    The Music in the Trailer is: DJ Hell - The Angst I dont know if there are any SP Missions right now for the Island Jonney, but if you like i could try to port over some existing ones. Btw. not all buildings are enterable, just like rikjuuh said but alot are, besides that you can even climb some rooftops with the help of some ladders i placed ;)
  13. commander1985

    Island Cicada Release Thread

    Thanks for the flowers :) Is the tcgs island life cicada from this guys http://tcgaming.enjin.com ?? Looks abit like Chernarus Live.. well atleast something similar...
  14. commander1985

    maps under construction:

    Started working on a switzerland map some weeks ago, making slowly progress since im in a professional retraining. Still alot to do as you can see on those pics, like detailtextures, outside terrain texture, clutter, satmap tweaks etc. Anybody has some nice alpine huts/buildings btw.? ^^ http://img193.imageshack.us/f/swissalpha5.jpg/ http://img856.imageshack.us/f/swissalpha4.jpg/ http://img862.imageshack.us/f/swissalpha3.jpg/ http://img15.imageshack.us/f/swissalpha2.jpg/
  15. commander1985

    Community Map?

    No need to vote Alpine, im doing a Switzerland Map right now^^
  16. commander1985

    Out of map image help

    class OutsideTerrain { satellite = "cmr\cmr_cicada\data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "cmr\cmr_cicada\data\cmmtravad1_detail_nopx.paa"; texture = "cmr\cmr_cicada\data\cmmtravad1_detail_co.paa"; }; }; }; Thats the part in your config.cpp Correct me if im wrong but the s_satout is the texture you see from the distance and the other 2 are the detail textures you see up close.
  17. Thanks for sharing Tom, now i know how you changed them so fast everytime^^ Download mirrored on Arma2Base.de http://www.arma2base.de/include.php?path=download&contentid=3363
  18. commander1985

    Island Cicada Release Thread

    Updated Island to v1.1! Changelog and Links in First Post. Sadly i had to remove the carrier because i could not get that bug fixed. But i think that is nothing bad at all. If you like to start from a carrier to attack or liberate that Island for example you can add it where you want in the editor :) I guess the most important things are fixed so far. For those who complained about the satmap, i was not able yet to increase its detail level due to my hardware limitations. I hope you like the new footpaths in Milovitz and Nanchuk, i was thinking of adding even more but was somewhat unsure because of the suburban areas, well i can add more at anytime ;)
  19. commander1985

    Ovaron Island

    Nice to hear that some people still like to play on it, after all those great maps that came out since its first release. I should have my Cicada update finished in the next days. Already fixed the Bridge bug posted above. Planning to add full Modulesupport and make this Island MSO-Ready too. Should not take that long :)
  20. It got released.. but you didnt missed anything.
  21. commander1985

    sooo.... its 1st of april

    You mean that guy in those pictures? Type "exit" in google and let it look for pictures, your be suprised :) Btw. P.s. somehow i cant get those as avatar, they show up in my profile but thats all :/
  22. commander1985

    Ovaron Island

    Jeah dont know how i missed that one :/
  23. commander1985

    sooo.... its 1st of april

    Sometimes i wonder if people are being on in here :) Btw. if you dont want to get banned we can get you instead^^ P.s. i love the Spammed and Sam'd one, well basically all are great and made me laugh for quite a while :D
  24. http://www.arma2base.de/include.php?path=news&contentid=3343 http://www.gamestar.de/spiele/take-on-helicopters/news/take_on_helicopters,46843,2321976.html http://worthplaying.com/article/2011/3/31/news/80634/ http://pc.incgamers.com/pc/Games/2871/News/take-on-helicopters
  25. commander1985

    Island Cicada Release Thread

    Most issues are fixed, Added footpaths to Milovitz and Nanchuk. Only issue left is the carrier. Bigger satmap is makeing trouble though, so i cant promise to raise its detaillevel. Besides that, what would you guys think if i take out the carrier so you can place them in the editor where you like to have it? @Whiteeraser, i wont add any kind of Industrial complex like on chernarus. Wont fit good on the island.
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