Jump to content

quincy

Member
  • Content Count

    167
  • Joined

  • Last visited

  • Medals

Posts posted by quincy


  1. Don't give up!

    I can't wait for this map, it suits the kind of missions I have in mind a lot better than fallujah, with the street structure and building variation that isn't just one big square of buildings.

    I'm really looking forward to it, is there any updates??

    so far just the new video i put up. i took out all mgb buildings and replacing them with just BI buildings. as soon as everything looks neat il give more screen shots.


  2. This may not help you any. But, if you are a student, AutoDesk has a great program called Mudbox, and you can get a copy to use if you have a student email account. The only caveat is that you will need to watch youtube videos or read the help me files to figure out how to use it.

    I don't know of any special tuts or conversion software out there in this community that addresses how to use it with .obj files. I've actually had to export from O2 in .max format, then open it in 3ds Max....then exported again as .fbx and imported into Mudbox. You can basically use mudbox to paint the object while it's in it's natural 3d shape, and if you have problems painting specific areas, you just hit a button to flatten UV and it unwraps everything for you all on one 2d plane.

    I'm still learning it as well, but will post back if I have any further helpful information.

    thank you i will try that the hard part will proboly be from mudbox to arma 2.... or can a modbox project be imported to oxygen with all textures applied


  3. The government city was decimated in 06. My platoon alone hit over 30 IED's in there. We took contact from ambushed several times, once from Sadam mosque, followed up by one in the government center. Yes, tall buildings on either side, riddled by bullets and shrapnel from EFP's, as many of the buildings near this area were. this area specifically had a plethora of potholes, most from IED's. They would blow them, refill the holes and blow them again.

    thank you. more screenshots will be posted in the next few days


  4. Ramadii is relatively flat. It sits directly on the euphrates.

    If you have team speak, Quincy, it would be more suitable. I can discuss things like the government center (ambush hot spot) and baseline road (in 06 conventional forces rarely would go south of baseline road due to the large foreign fighter presence)

    if you can discribe the government center that would be great. was it ruined. were there any tall buildings that stood out like the huge hotel i have sticking out of the middle of the city lol

    ---------- Post added at 08:14 PM ---------- Previous post was at 08:10 PM ----------

    Would've been much better if the map was less flat.

    most iraq cities are flat the only elevated areas i have are 2 bridges and of course the euphrates sea level is about -5 m below the terrain level and runs from - 30 to - 100m deep in my map


  5. Yeah, this is exactly what I was talking about in my previous post - IRL, there are @200 mosques in Fallujah (fewer after the Marines passed through...). As Fallujah 1.2 was a 1:1 representation of the actual city, one would reasonably expect to see a fair number of domes and minarets throughout, yet there were exactly zero.

    Again, not a criticism of the author - Fallujah 1.2 is a stunning piece of work - just a suggestion that I feel would really amplify the immersion factor for this new map.

    i currently have 2 mosque i will probolly add 2 more the scale of my city isnt very big

    ---------- Post added at 04:11 AM ---------- Previous post was at 04:10 AM ----------

    Trash? Every. I was in Ramadii in 05 and 06, IED use was heavy, so trash added more camouflage to the IED's. Huge pot holes from IED's, all over the road. Google maps pretty well shows the main base, a palace. One can see all the military equipment on it. The Mosques were everywhere. These people pray 5x a day. Having one mosque in a city as large as Ramadii dont make no sense. The one that stood out the most to me was Sadam mosque.

    If you are serious about producing this, I'd be more than willing to highlight some areas on google maps that were key conflict areas, ridden with trash and what not, the main hardballs, etc.

    i would appriciate that. as for the mosque i have created the sadam mosque first . i have another mosque mid city so far. soon i will post more pictures of my progress


  6. Looks nice so far. What sort of size are you going for with the city?

    the map is 5.1 x 5.1 km

    ---------- Post added at 12:26 PM ---------- Previous post was at 12:25 PM ----------

    Fantastic!

    I love Fallujah 1.2, and for the most part think Shezan did a great job taking over for you, but one thing about it bothers me - "The City of Mosques" is completely devoid of mosques. Not a single minaret in the entire city.

    So ... mosques!

    yes there will be about 3 maybe 4 enterable mosque and minartes

    ---------- Post added at 12:31 PM ---------- Previous post was at 12:26 PM ----------

    Enterable buildings? oh... this is going to be gooood...

    yes almaost all of them, i want the give u the feeling of reality that insurgents can be in any building fireing from any window making you afraid to clear houses

    ---------- Post added at 12:35 PM ---------- Previous post was at 12:31 PM ----------

    That looks interesting already. Im stoked for this. Just dont rush it and do a good job with it. Best of luck!

    i am taking my time to carefully place each building to fit its surroundings, some designers copy and pace the same buildings and nieghborhoods all over their map. I am being very careful to make sure every street and neighborhood is different and you dont see the same street or building pattern twice.


  7. hello my name is quincy i was the original creator of fallujah for arma 2 sadly my project came to an end due to my lack of visitor 3 and config experience which allowed another user to eventually creater their version of fallujah which was a success. Since it would be akward for me to build another fallujah i began to create my second favorite iraq city called ramadi which shares simular features with fallujah such as many ruins, mosque, and appartments and neighborhoods. Ramadi will consist of mostly regular damaged Operation arrowhead buildings, a few rellevant mgb buildings, and a few pmc buildings all of which are modern mods all to avoid use of caa1 and old arma textures. The city will portay a close image of the real city with some sections of the city left out or altered to avoid making the real soldiers who faught there uncomfortable for exmaple they might stumble upon a street in the game that they have been to during thier tour. The goal of this city is to allow arma 2 players to experience server house to house urban combat in iraq while fighting on narrow streets, alley ways and surrounded by buildings. Allmost all buildings will be enterable and reconizable by AI. All steets and alley ways will be ai frendly, this entire city is built for AI since i never play online. There will be mosque, markets, shops, appartments, neighborhoods, forwoard operating bases, checkpoints, bridges to cross the river and even bridges in the city that the ai can use, and a airfield. this map will not contain undergrowth or or vegetation except for a few trees i place my self because vegetation is one of the biggest causes of decresed framerates in arma 2 so i want as many users as possible to play my city smootly All roads and animations are workin properlly i hope to finsh this city in a few weeks i ams still in phase one of 3. please share your ideas and expectations with me while the city is still being made

    updated as of 03/2/13

    notes: I extended the terrain size from 5.1 x 5.1 km to 8.1 x 8.1 km for larger operations including airstrikes and artillery fire-missions (the m119 cannon needs long range targets). Fire bases will be added far enough from the city so the m119's can target the entire populated area. i have also added a checkpoint near the entrance of the city on the main highway just before the Saddam mosque

    latest video on youtube

    View in game screen shots from this album

    http://imageshack.us/g/1/10010907/


  8. i am creating a city ramadi iraq one of your buildings is perfact for the scene. the old ruined apartment building with all of the positions. but there is a slight problem the building causes a huge decrease in framerates. i have tested this for hours and once i removed that type of building from my city it ran smooth. i had only placed 6 of those buildings and the other 50 or so building were all arma 2 OA buildings. i thnk you might what to have a look at that problem. 6 of those buildings was enough to make the game lag and my computers hardware is fine i have been palying arma 2 mid to hig settins for years now must i also mention the lag occured when the 6 buildings were within 100 meters of each other i tested more and discovered that if the buildings are spread out from each other about 500m or more they are no problem


  9. i am creating a city ramadi iraq one of your buildings is perfact for the scene. the old ruined apartment building but there is a slight problem the building causes a huge decrease in framerates. i have tested this for hours and once i removed that type of building from my city it ran smooth. i had only placed 6 of those buildings and the other 50 or so building were all arma 2 OA buildings. i thnk you might what to have a look at that problem. 6 of those buildings was enough to make the game lag and my computers hardware is fine i have been palying arma 2 mid to hig settins for years now

    ---------- Post added at 09:01 PM ---------- Previous post was at 08:35 PM ----------

    i am creating a city ramadi iraq one of your buildings is perfact for the scene. the old ruined apartment building but there is a slight problem the building causes a huge decrease in framerates. i have tested this for hours and once i removed that type of building from my city it ran smooth. i had only placed 6 of those buildings and the other 50 or so building were all arma 2 OA buildings. i thnk you might what to have a look at that problem. 6 of those buildings was enough to make the game lag and my computers hardware is fine i have been palying arma 2 mid to hig settins for years now

    must i also mention the lag occured when the 6 buildings were within 100 meters of each other i tested more and discovered that if the buildings are spread out from each other about 500m or more they are no problem


  10. how do i delete a unit after it has become a zombie, for example i use scripts to spawn my units. man = "prieset" creatunt positon spawn; etc but when that man is infected he becomes a zombie. once i kill that zombie i want to deletehim. (deleteVehicle ........) then respawn him again as a normal man. i just need to know basicly what does the variable name of man become after her is infected. JUSt him. not all the zombies just Individually


  11. i have been playing arma 2 co for a while on xp 64bit using 1 80gb ide 7200 rpm hard drive to hold my operating system and loads of other irrelevant files causing the drive to have less than 30gb of free space. arma 2 was installed on a separate 80gb sata 8mb cache 7200 rpm hard drive with arma 2 taking up almost 30gb including many. addons

    on this setup i usually played on normal to high settings no Antic Lansing with battles up to about 60 ai and lots of stutter though frame-rates were 25 - 45 depending on how much combat i was in.

    my system specs are asus m3nht deluxe

    5gb ddr2 800mhz

    amd phenom 8750 3 core 2.4 ghz

    pny gts 250 1gb gddr3

    i restarted my entire setup

    i found a 80gb sata 8mb cache 7200 rpm hard drive and installed only windows 7 64bit on it no other programs or files will be stored on this drive therefor leaving the drive witn 54gb free space after installing windows.

    i have a 500 gb sata 8mb cache 7200 rpm hard drive with lots of irrelevant files on it but still alot of free space and installed arma 2 co and the I44 mod taking up about 30 gb of space. the drive still has over 200gb of free space and i plan to make more.

    i now play battles on high with no shadows or antic Lansing with nearly 250 ai and run it smoothly and no studder. Frame rates stay over 35 - 50 as long as combat is spread across different areas of the map and i can fight all 250 ai face to face and maintain about 15 fps. major increase just from allowing arma 2 to breath instead of being cramped on small hard rives loaded with junk. fell free to ask questions this experiment is not yet over.


  12. Would getPosATL be better?

    I'm interested in doing something like this in a mission I'm designing - I want to be able to call an AAT to me. As long as the player unit isn't right next to a wall, could you use getpos ATL to get the coordinates then add to each of the x & y co-ordinates a number that would translate to a distance of one metre or so - positioning the support trooper within easy reach?

    idk what would work. i am using the undead mod and zombies cant go in buildings i would like to barricade my self in any open building with set positions. and have the zombies rush up the steps to what ever building position im at


  13. Generally speaking you want to start the road (this will be a key piece). Then you do whatever you want, straight pieces or curved pieces and then once you reach the end of the road you want a terminator piece. It can be a straight piece, a crossroad, or a konec piece.

    What types of roads are you using (filename)?

    asphalt1_25 straight piece. i have asphalt1_25 for a terminator also which i only seem to be able to attach by A. i have a asphalt 1_6 konec as a special piece. with those three peices how would you set up a straight road if u had to do it

×