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Everything posted by #momo#

  1. After 2.5 years of work, I finally finished my Napf Island. It is a terrain for Arma2 OA that is 20.4km on 20.4km in size. While the norh part is rather flat and is the home of most of the big cities, the south is dominated by mountains, forests and wilderness. The map is based on real elevation data from a region in Switzerland, but the towns, roads and forests are highly fictionalized. Download Link: http://angryinsects.de/napf/@napfV1_0.7z Detailed Online-Map (may take a while to load) http://angryinsects.de/napfmap/Napf_10241.png Some features - Two big citys, 3 airfields, a lot of medium sized towns - Several small islands off the main land, one of them houses a big military base - A massive Water Dam with an electrical grid emerging from there - Diverse landscape from the flat north with agriculture and bigger towns down to the high mountains of the south - Tested in Multiplayer without serious bugs Required Addons (**All addons are allready included in this download**): - Mondkalbs Killhouses: http://www.armaholic.com/page.php?id=15180 - Mondkalb Buildings 2: http://www.armaholic.com/page.php?id=11836 - Mondkalb Buildings 3: http://www.armaholic.com/page.php?id=14828 - Mondkalb Generic African Buildings: http://www.armaholic.com/page.php?id=17817 - Modified Version of the GermanWaysigns from Marseille77: http://www.armaholic.com/page.php?id=9658 Credits: - My Clanmate Flattermann who became more and more a co-author - Hotzenplotz from URR-Clan for his help with Visitor and Photoshop - AngryInsects-Team for Beta-Testing and moral support (visit www.angryinsects.de) - All clans and mods who played the Beta-Version, which motivated me to go on with the project - Mondkalb for his buildings - Bushlurker and others for many helpful posts in the Editing-Section of the bi-Forums - shezan74 for WorldTools - Marseille77 for the GermanWaysigns Addon. - BIS for making Arma2 Screenshots: The capital city: http://imgur.com/Nak3VOq http://imgur.com/SKVax1Z Agricultural fields in the North: http://imgur.com/uGfHKDH A farm far off from civilization: http://imgur.com/5QlEMtm The only paved road leading to the south coast: http://imgur.com/OqqZi0l
  2. Sorry in advance if this is answered in another post, but I spent the last 2 days reading manuals and forum posts and my head feels like it's gonna explode soon. Edit: Ok I definitly need some sleep, same question here: http://forums.bistudio.com/showthread.php?180943-No-Token What I want to do: I want to port my Arma2-Map called Napf to Arma3, as an addon independent of A3MP or AiA. (In the long run, the goal of this is to use A3-Assets like Military Structures and other stuff for the map). What is working so far: Terrain Builder is loading the map, the Sat etc. This is all fine. Also, I managed to get all Trees and Bushes from Arma2 in a seperate Addon, thanks to MoveFolder from Mikero, with the method that is described by Bushlurker in this thread:http://forums.bistudio.com/showthread.php?176020-Missing-objects-on-map-by-using-different-Binarizers What is not working: After I got the Vegetation from Arma2 to Arma3, I again wanted to use MoveFolder for the Arma2-Building. This worked for example for the TV-Tower (P:\ca\structures\A_TVTower) and the Tower is showing in-game in A3. However: MoveFolder gives me an error for a lot of structures and just refuses to work. Example: - I take P:\ca\structures\A_MunicipalOffice, - copy the unbinarized p3ds in my new Addon-Folder P:\Momo\A2Objects\Structures_Cherna\A_MunicipalOffice, - use MoveFolder, "Move CA/A3", "Crunch from P3d content", - then I use MoveFolder, "Move CA/A3", "Crunch from config" with "P:\ca\structures\A_MunicipalOffice\config.cpp" as SourceConfig, - which results in the error message "File P:\ca\structures\A_MunicipalOffice\config.cpp: Line 79 No Token". Now this is a config from bi! Line 79 is a "};", the part above reads like this: I tried to change all "\data\,A_Municipal" to "\Data\A_Municipal" but then MoveFolder gives me the error "Line 72: not enough parms in define expansion". Now the technical stuff behind Arma is not my strong suit anyway and just a necessary evil to be able to create my own world, and I am at the end of my abilities here. I get the "No Token" error for a lot of buidlings. The question is, can other people reproduce this error, or is the problem on my side, and in both cases, how can it be fixed?
  3. Just to make sure, it seems I have to re-path a lot of proxies with ObjectBuilder (for example in the Chernogorsk-Hotel)? MoveFolder does repath some of them, but not all. Anyway, it still safed me a lot of time, just making sure...
  4. Problem solved, thanks a lot! 1/2 page of text and one short sentence answers it - I feel like FPDR
  5. #momo#

    No Token ?

    Yeah I have the same problem, sorry for the double post: http://forums.bistudio.com/showthread.php?180981-Porting-my-A2-map-to-A3-Problems-with-Mikeros-MoveFolder-and-or-bi-configs No solution for me at this point :(
  6. #momo#

    Napf Island beta

    Hi Frozelda, sorry for the late answer but I needed a break from the project ;) I will try to contact you back.
  7. #momo#

    Napf Island beta

    A note for everybody who tries to get the map in Arma3 with A3MP: You need to replace the aif_napfobjects.pbo or the game will crash on start. Fixed pbo is here: http://angryinsects.de/napf/aif_napfobjects.7z There are some other problems in A3 like a distorted SatMap on distance, but this is not a subject for this thread I guess.
  8. #momo#

    Napf Island beta

    The map is finished First post and links edited. Took me an amount of free time which was not sane anymore, but still, it was worth the trip... edit: Maybe a mod can change the thread title from Napf Island Beta to Napf Island?
  9. #momo#

    Napf Island beta

    Beta3 released, first post updated. I really hope for an easy way to get the map into Arma3, but until now, I ignored this topic completly...
  10. Sorry for waking up an old thread, but I have the opposite problem. I actually WANT the Sat to tint the ground textures. I dont like it when you play the game as infantry and you think the ground has the same colour as your uniform, but from far away, it has a different colour and you are visible for anyone. However, not every ground texture seems to be tinted by the Sat. For example, if I am not mistaken, the asfalt Texture of Chernarus is tinted by the Sat, while the Asfalt Texture of Takistan seems to get not tinted. Also, when I changed the texture grid in Visitor from 20m to 40m, even the Chernarus Asfalt-Texture was not tinted by the Sat anymore. Has anyone any insight on when the ground texture is tinted and when not? I really have no clue at all (I suspected it might have something to do with the texture.nopx, but this does not explain why things changed when I switched the texture grid).
  11. #momo#

    Low farmerate on my Island

    Lags with 10240 SatMap and only few objects should not occur. Did you check in BinPbo under "options", "List of files to copy directly", to include the *rvmat? Unbinarized rvmats could cause lags, if I remeber correctly.
  12. #momo#

    Napf Island beta

    Just a small info: I am working on the Northwest right now and I think I will release a Beta3 before the final version, depending on how fast I progress. No ETA yet. Northwest looks like this on the ingame map: Also, I was able to fix the roads. AI is using the roads as they should now.
  13. #momo#

    Napf Island beta

    Thanks for the kind words and the links. And of course, for the video, I think I will include it in the first post. Also, feel free to post any bugs. I know some, but I am not sure which of them are only obvious to me and which of them get obvious while just playing the map. Of course there may be bugs I am unable to fix...
  14. #momo#

    Napf Island beta

    Beta2 is out! First Post edited. Tested in Multiplayer without serious bugs.
  15. Binarization was weird for me too. I had a similar problem to yours (island not showing up in the 'select map menu'). In my case, it helped to delete all unnecessary models and configs in the p:\ca folder and in the p:\myProjects folder, like A10, Soldier models, etc. No idea why, but my guess is, it was because my c: drive was almost full and BinPbo needs to process and move a lot of data? Maybe the professionals on this board can help you if you post the Logfile BinPbo creates (you find it in the same folder as the pbo). There should be an entry <world = "p:\MyProject\MyIsland\Island.wrp"> and towards the end, there is an entry </world>. I noticed that every time my map was not loaded by the game, the entry </world> was missing.
  16. #momo#

    Napf Island beta

    I need some weeks more... not too long thought.
  17. I had the same problem with the .hpp and I have no idea why. I "solved" this by opening the .hpp-file and copy+paste all of it directly into the config.cpp... takes two minutes.
  18. I can only think of this: Tools->Artificial Objects/ Natural Objects -> Box "Randomize Angle" As far as I know, there is no way to enter a specific angle, just the option to randomize it. So, you place the object 20 times and select the one where the random-angle suits your needs.
  19. I can't tell you what is wrong. But I use MGB Building 3 on my island witouth problems. You get the error in Visitor, Bulldozer or in Arma2?
  20. #momo#

    Napf Island beta

    Some update: Progress is somehow slow right now, but I finished the capital city and some neighbouring towns, also finished some small villages in the mountains. I think I can release a Beta2 near the end of January or the end of February. Ingame-Map of the Capital City: And how it looks right now: The Capital City is almost merging with its neighbour, a City called Emmen:
  21. Hello all I experience some strange behaviour of the ai when driving on the roads of my map, like the ai trying to leave the road, then get back on it, then leave it again, etc. It is not like they ignore the roads completly, but something is definitly strange. Now, I had something like a small accident that leads me to the question of this thread. When I first installed the bi-tools, I used an outdated version. So I installed the outdated version, then I used Mikeros Arma2P, and later I installed the new bi-tools, and then I started to work on my map. This week I had to re-run Arma2P. After this, all my roads in Visitor disappeared. I figured out it was because Arma2P was replacing the ca\roads2 that bi-tools installed with the one Arma2P extracs out of my Arma2 directory. So i re-installed the bi-tools and everything worked again. Out of curiosity: Does anyone know what the difference between the ca\roads2 of the bi-tools and the ca\roads2 of Arma2P is? May this be the cause of ai using my roads in a strange way? With which road set do you work, the pre-installed by bi-tools or the one Arma2P extracs? If I knew that rebuidling all my roads (about 40 roads, lot of work even with export-road) would fix the ai-issues, I would take the time, but I dont have the motivation to do all this work just out of a guess.
  22. I will try to play with base texture layer size then, its 20m on 20m now, ground cell size is ten metres on ten. I did had it on 40*40 once, but then, I had bridges that looked destroyed out of a distance. Seems in my case, Arma2P was overwriting the ca\roads2...
  23. Im even thinking of using 3 of this builindings for a european setting :) Really like the fully walkable Appartment Building and as a wip-building it may even fit in a non-african town.
  24. A friend of mine has offered me some help in my island project, namely by building some villages or forests for me. While I appreciate the offer, I am wondering how this will work. He can work on my wrp and then export his work for me to import, but then all scale is lost and there may be trees growing inside a house etc. Also, he can not touch the elevation grid in order to make room for houses. So the questions are: - Is there a way so save the relative size of objects? - How do you propose to work on the same pew-file as a team? Any tips or experiences? Or does team work only make sence if one guy places objects and the other guy draws the sat map?
  25. I just tried it with an older version of the same island: Opend visitor one time, opend 2 pew's in it, copied some rocks from the old version, switched to the new and added "edit->paste absolute" and it worked. Not only was the relative size and angle saved, but the rocks also were placed on the very exact position where they had to be.