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MadMardigan409

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Everything posted by MadMardigan409

  1. THIS ISLAND ADDON IS CURRENTLY IN EARLY ALPHA STAGES So this project has turned into a much larger one. I'm now recreating all the original OFP islands in one large map. I'm using real world data to update the elevation to fit better into the ARMA II engine. Here's a basic idea of whats being produced: Everon mountain range some higher resolution farmland with hedgerows on everon. Also has some line guides for road networks. Project: OFP Isles : Evolution Project Direction: I'm using 30m DEM files to recreate the original Operation Flash Point : Resistance Islands into one large map. Novoga was a fictional area so I used the original elevation data and slightly changed some of it to better fit. The islands are larger then the OFP counter parts. While some areas are based off of the original, others are/will be completely new additions. It's been 12 years roughly since OFP:R hit the shelves, these islands will be recreated with that in mind. I'm going to try and use only vanilla addons here but I may use some odds and ends here to better suite the environment. The current goal is to pump out a decent BETA so most of this is subject to change. Current Island Status: NOC vers (Normal Object Count) Everon: (1.6x the original ofp land mass) -Elevation (90% done) -Refining Sat Map (25% done) -Road Network lines and smoothing (75% done) -Towns Named Malden: (1.4x the original ofp land mass) -Elevation (75% done) -Refining Sat Map -Working on road network lines and smoothing (50% done) -Towns Named Kolgujev: (1.4x the original ofp land mass) -Elevation 75% done -Refining Sat Map -Working on road network lines and smoothing (40% done) Desert Island: (1x the original ofp land mass) -Elevation 75% done -Refining Sat Map Novoga:(1.6x the original ofp land mass) -Elevation 60% done -Refining Sat Map Current Island Status: LOC vers (Low Object Count) Thanks to some feedback from RG, I've decided to plan for a low object count version. I think it would be good to have a backup in case CTI lags too much with the normal object count version and can serve for flight sim missions as well. OFPI:E Alpha_0.6.rar Currently alpha includes higher resolution sat images for everon along with city names and painted road guide lines. There are NO OBJECTS currently placed. I haven't linked all the .cpp files so you could get some errors in your arma output file. Anyone who downloads is welcome to post comments/questions/concerns here. I don't mind if you tell me you don't like something, but please give a reason and why. I want to make this map for everyone so think of this as not a "madmardigan project" but a community one. Thank you. IF YOU ARE WORKING ON A MOD THAT NEEDS SPECIFIC ADJUSTMENTS... Please pm me with details like for example if you were making a submersible submarine and need a specific depth for the ocean floor etc etc.
  2. MadMardigan409

    Converting Nogovo To Arma II

    on pause atm, buisness picked up at work. Not such a bad thing though, I need more HD space anyway and I'm waiting on a new HD to be delivered. I spent quite a bit of time filling in details in the sat lco on the 4 islands. Something I've been considering is expanding the island sizes so they're not so far apart. Any thoughts on that?
  3. MadMardigan409

    Converting Nogovo To Arma II

    I'm running an open alpha and beta test so updates will be public. Thanks for the interest in the project 5133p39. I think the thread title is misleading so I'm going to start a new thread with the next upload. I'll post a link in the bottom of this one so peeps can follow.
  4. MadMardigan409

    Converting Nogovo To Arma II

    I took a break for sometime and just recently started back in on this. I honestly thought I could rush the world building process but that just isn't going to happen. The road smoothing gets a little tedious so I'm kinda jumping around in the work load. Currently I'm adding some finer details like rock walls and ditches in areas lacking character. I'm going to wait till the road network is placed and at least some buildings and bush's till I upload another update. Looking at maybe 1-2 months.
  5. MadMardigan409

    Ovaron Island

    I had no problems what-so-ever. Most likely the end user has an addon conflict or maybe an issue with their pc. I'm running the latest beta patch for arma II so unless there is something that patch has fixed/changed, I don't think it's an issue to worry about. I think you might want to try mixing the trees/bush's a bit more before completely replacing them with all green vegetation. I personally think it adds a level of depth to the map and fits really well. Maybe trying merging or overlaying them a bit more.
  6. MadMardigan409

    Ovaron Island

    Spent a few minutes flying around. I love the grass sat texture and the lake/ponds look really good with the neg sea level as apposed to the pond object. Very nice man, keep up the good work!
  7. MadMardigan409

    Ovaron Island

    congrats on the release, downloading now :)
  8. MadMardigan409

    Converting Nogovo To Arma II

    Still working on it. The changes made just isn't something I think you guys would really notice. I'm just doing to the rest of the map what I've done to everon so I think I'll wait till the whole thing is refined to upload. Just having a hard time with the terrain under the sea level. I do have a way to adjust it but it creates visible blocks on the water surface. I'm left with either this approach or redoing the whole thing, and I really really really don't want to do that. At this point I'm setting it aside for now and working on the other three islands.
  9. MadMardigan409

    Converting Nogovo To Arma II

    There is more added in the version I have, but it's just not enough to upload for testing yet. There are allot of changes on the other islands but not really things I think you guys would really notice other then the sat lco additions like road networks, forests and farms. I'm currently working on a critical issue right now that I've been putting off. The sea level isn't deep enough for most of the map and it's too sharp of a transition for the sea area close to novoga. The approach I took to add novoga is different then the other three islands and that's causing some issues. If all goes well, I should have an upload or at least screen shot updates on Sunday.
  10. MadMardigan409

    Converting Nogovo To Arma II

    Operational phase "clean sweep" started off with a small skirmish. Scratch one tango. Alas their psych-ops are taking their toll... I cannot sit near my PC without lifting my legs up in my chair, nightmarish images of the small hoard are causing sleep deprivation as well. Careful examination of captive has proved useless and self defeating. The damn thing has fangs... FANGS! A well placed gas attack seems to be the best approach. Operation: "Gas'm all till their tiny insect brains melt like that guy's face in Indiana Jones and the Lost Arch" shall begin at 1100 hours tomorrow!
  11. MadMardigan409

    Converting Nogovo To Arma II

    Well, I was enjoying the potato plant discussion when I saw this gangly mother f-ing spider crawl up my wall near my monitor. I grabbed my pad of paper and tried to smash him... he JUMPED AND TOUCHED MY %@#* ARM MAN! HE TOUCHED MY ARM! I injured him though, captured him in a jar for identification. As far as I can tell he could be a brown recluse... I cannot continue under these conditions. I would feel a million times better if I had a clear line of sight and a lazer gun that would fry those little bastages like boogers on a light bulb. Suffice to say, war has been declared! Project cannot resume until I'm satisfied that all the nasty bastages are dead. It's been awhile since I've looked behind my desk and monitor area. My mind is running wild with images of miniature spider strongholds... there little shiny black eyes peering back at me... fuzzy little fangs twitching... GAWD I hate spiders... As far as progress, I'm still rehashing the elevation for malden and kolgujev. Sat images are adjusted with forests and road guide lines on all islands. If all goes well with "Operation: Kill All Bugs With Extreme Prejudice" then I should have another alpha upload and/or updated pics by Sunday.
  12. MadMardigan409

    Converting Nogovo To Arma II

    I don't mind this thread got moved, just wish I could edit the thread title. I'll repost when the beta's start pumping out. hmmm, this limitation of 4 masks just won't do. So plan "B"... create object tiles to place onto the surface like the concrete tiles they made for the airport on chern... good thing I think is that I'll be able to make every farm field unique, it's just going to be one hell of a pain I think. I'm not even sure how this will look with objects popping/flickering but maybe it'll be ok if I can match the sat color and object surface texture close. I better stay focused on the roads for now, I'll tackle these issues later lol. Thanks for the infos bush and martin! @ martin Love the pics bro!
  13. MadMardigan409

    Converting Nogovo To Arma II

    @ Bad Benson Now that you say that, I was highlighting whole forrests of trees so that could have been the reason. Thanks for the info! @Martin After or during road placement I'll be messing with the masks. I'll also be swapping out the road guide lines for sat overlays soon. I've currently color coded the road network for double lane concrete, single lane concrete, dirt and gravel roads. While I work on the terrain elevation I'm thinking up approaches to the farms. The 6 mask limit per square kinda kills me here so I may end up with two types of farm masks. One for tan colored farms and one for greenish colored farms. Then use static vegetation to give some variation to the individual farms. I think there are hay rolls and piles that can be used for farmed fields. I'm concerned about using the clutter for the actual plants in the fields. Some people don't use the terrain detail at all during mp game play. I will definitely look into it though, if nothing else then to see what can be done with this approach. Thanks for the info and upload!
  14. MadMardigan409

    Converting Nogovo To Arma II

    I'm working pretty hard right now on the terrain elevation. I had to redo malden several times but it's starting to get to a good place I think. Currently working out some of the steeper roadways. The sat still needs to be refined to match up with the level of everon. It's just taking me allot of time to prep the roadways right now. Each island is going to be unique in terms of vegetation and features. Malden will have a large beach area to the north along with some swampy areas. Some of the description of the original ofp version mentions that the soil isn't very good for farms but I want to have a few in there. Maybe a apple tree farm/hay farm, just some small and simple areas. I'm considering a beach resort for the north-western area with a hotel etc. In terms of the next alpha upload, I'll wait till I think all the islands are ready for roadways. I will definitely need some peeps to check out the islands for changes before I proceed. I don't want to be forced to change elevation after I start in on the road networks etc. Hows your map coming bro? I'm eager to check it out :)
  15. MadMardigan409

    Converting Nogovo To Arma II

    alrighty, I think it is just a low end graphics issue then. @roadkill Nice man, I'll put a promo link in the add for your addon when I start releasing the RC's.
  16. MadMardigan409

    Converting Nogovo To Arma II

    Ok, I think it's my graphics card then. I'm using a ati 5770 so if anyone else has some ocean lag issues plz post up the graphics. @ martin Ok thanks bro, I'll try mediafire next time.
  17. MadMardigan409

    Converting Nogovo To Arma II

    uh whoops. Give me a couple days here, I'll get malden and kolgujev done and re-upload another alpha. I guess there's a limit on downloads for rapid share free accounts or something. Edited: The link in the first post is still good for the latest uploaded. There is more progress then that currently but it's just not enough for a upload I think. I'll get on this shiz.
  18. MadMardigan409

    Converting Nogovo To Arma II

    aw, ok man. One of the things I havn't done with this alpha is link all the .cpp files. It just makes the binarizing process quicker. That maybe the reason for the addon conflict.
  19. MadMardigan409

    Converting Nogovo To Arma II

    the road guide lines are just an overlay on the sat lco file so I'm sure that isn't causing it. Goss, do you get screen lag over the ocean too? Max, now you got me wondering lol. Are you talking about the terrain lines?
  20. MadMardigan409

    Converting Nogovo To Arma II

    hmmm, "lines and things"?
  21. MadMardigan409

    Converting Nogovo To Arma II

    Cool thanks goss. Yeah you can host the addon if you like bud. Just wondering if you guys are getting allot of screen lag over the ocean. I seem to stay steady at 80 fps over land but the sea drops to 30 fps for me on max view distance.
  22. MadMardigan409

    Converting Nogovo To Arma II

    haha, thank you for the comment, I'll work on some info screens when I get some interesting stuff in there. The problem with this seems to be the million little adjustments I've made, it's even hard sometimes for me to keep track of all the changes. I've completely rebuilt malden and I'm hand working the city areas to mesh better. Probably will take as much time as everon. I think kolgujev and novoga will run by quick, they seem to be pretty well tamed. I'll work in a custom shortcutt for the dl, :)
  23. Congrats on the milestone bush! I've tested my everon distance and it seems to work well. I don't have any exact figures for you but I'll put a waypoint at the end and report a distance for you. I take off in a cargo plane quite regularly in that airport. FYI, I also hear the SU is a difficult one to take off with as well. I'm not 100% on it but I think it requires the same as the cargo plane. EDIT: Ok so it seems I can get lift from 1247 meters of runway but to take into account the open field for clearance you might need 1400-1500 meters. I used a shift+right mouse button on the map to get a waypoint for distance. I don't know how accurate that is or if it's any help for you. Good luck broski!
  24. MadMardigan409

    Converting Nogovo To Arma II

    good points there guys, I think it just makes more sense to leave the .pbo's in a @mod folder zipped up. Ok, so currently malden and kolgujev have road network guide lines and forrest overlays. I'm redoing malden's terrain height right now then I'll move onto kolgujev and novoga. I've already fixed the ultra high beaches on novoga so it should be a fairly easy job.
  25. MadMardigan409

    Converting Nogovo To Arma II

    Yeah I agree. Originally people told me that no one really downloads the islands so I planned on campaigning/marketing the shiz out of this. I think the easiest route is word-of-mouth but I'm sure it wouldn't hurt to do a couple trailers or so. I think it's also helping that I've got some good peeps testing and checking the map as I release alpha's. I've seen some amazing work in these forums, I think the public just needs to know whats out there and how they can get it. In certain case's I'm finding it to be a painful process of hunting down addons so one of the goals here for me is to make the process of downloading and installing as painless and easy as possible. Speaking of which, I personally don't think a self installing addon helps all that much but if the majority would prefer, I can create one fairly easy. I can set it to create a mod folder and put a short-cutt on the desktop. I would like to hear some thoughts on this, thanks.
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