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oktyabr

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Posts posted by oktyabr


  1. If you search for that error I think you will find that your road sections in Roads2 are missing the mlods that they need to fix all those problems. Unfortunately the only way (I know of) to restore the missing mlods is to reinstall the BIS tools.

    AI have *always* had problems with bridges... they don't like them. You find a solution for that, let me know too ;)


  2. Hey,

    I wouldn't have started a new thread if there wasn't at least *one* important difference here to be aware of!

    This applies to me and probably anyone else trying to map with ArmA 2: Combined Operations purchased off of *steam*. It might be the same if you bought it elsewhere, YMMV.

    While I was setting up my work directory, specifically my P:/CA drive, I unpbo'd and moved all the important bits from both my Operation Arrowhead "Common" folder and of course the "Expansion" folder.

    "Common" is where it gets tricky! At first glance you see what you would think would simply be copies of essential pbos common to both OA and A2. They even have the same names, such as "misc3.pbo". However these are NOT the same pbos! They aren't even close to being the same size, usually the A2 versions being MUCH larger!

    Mikero pointed this out to me and suggested I try first unpbo'ing the ones found in my oa/common folder and then overwriting them with the ones from arma2/addons, so this is what I have done.

    Testing is still going down on this so if anyone has any feedback or suggestions feel free to pitch in!


  3. I am really, REALLY hoping someone out there has figured out how ambient/ sounds work in config.cpp!

    I see this one a lot but it's never (apparently) used or defined:

    class Sounds
    {
    sounds[]={};
    };
    

    My particular situation is my tiny island that has a pretty significant swamp on one side of it. Even if just sounds are out of the question the "class ambient" section should allow the animals that make the sounds. This is the default:

    class Ambient {
    /*
             Layer cost and species probability use expressions.
             Variables which can be used inside of expressions:
           rain: rain intensity.
           night: 1 during night, 0 during day.
    
           hills: 0 at 150 ASL, 1 at 400 ASL.
           windy: 0 at 0 m/s, 1 at 20 m/s.
    
           trees: tree density.
           sea: distance to sea.
           houses: house density.
           meadow: meadow character.
           forest: 1 in the forest.
    
         Any values are continuous/interpolated in the range of 0 to 1.
         Values they are independent unless notes otherwise
         (meaning meadow and forest can be 1 at the same time).
    
         You can observe these values in real-time using:
             diag_toggle "ambient"
         */
    class BigBirds {
    radius = 300;
    cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";
    ....
    

    Ok, so I think from above that there are pre-defined variables that decide what "house", "forest" and the like are. I think "forest" for example is decided by >X number of trees in a given grid section and "house" is likely any (or almost any) artificial object you can place on the map? "sea" is how many meters to the sea and "night" and "rain" should be pretty self explanatory. But how about "meadow"? And "trees"? Can one add custom variables to this list?

    For example suppose I want to have heavy mosquitos in my swamp, especially at night. The only thing I can see provided the given variables is that my swamp is 'forest' but how do I keep a setting from then affecting all my forest area? On my specific island the big difference is that the swamp has an awful lot of mangrove bush objects in it. If this could somehow be tied, the presence of mangroves, to the ambient module then I would be in a sense defining my "swamp" as separate from "forest"?

    It would be nice, and would make sense too, if you could use pre-defined keypoints as triggers for the ambient module.

    I've googled the hell out of this one and searched the forums with about every combination of clever words I could think of and no where can I seem to find a guide or anything on how to actually make use of the ambient module or perhaps more importantly "class Sounds []"?

    Help?!?!?!


  4. loving it! keep it up!

    made a base jump from the edge of the vulcano:D

    That's awesome!!! It's one of the things I always thought about while building it. Could never get a jump off the cliff to work right! Thought about trying to jump a motorcycle off it first but...

    How did you script that?!?! :yay:


  5. First Release: 0.2 BETA March 25, 2011

    Current Version: 0.3 BETA August 13, 2011

    promosm1.jpg

    REQUIREMENTS:

    ----------------------

    - Working installation of ArmA II/Operation Arrowhead - *Combined Operations*

    - brg_africa foliage addon v1.24t2 (08/13/2011)

    Isla Del Fuego Features

    --------------------------------

    - A 10km.sq. map with approx. 4km.sq. of dry land in the middle of it.

    - New terrain to ArmA II including the first extinct volcano caldera (AFAIK).

    - 1 major city "Al-Burdera" and a smaller fishing village.

    - Mangrove swamp.

    - Small and dangerous but working airstrip.

    - Industrial area and deep water port.

    - About 100,000 objects.

    - Custom ground textures.

    - Kilometers of off-road trails suitable for ATV and 4x4 adventures.

    - Long sandy beaches.

    - Preliminary support for MSO.

    Release notes: Summer is a very busy time for me so I haven't had much "free" time to work on Del Fuego. However I've had this version on my hard drive for quite some time and it is actually the fifth "improved" build since my first public release with V0.2. With the inclusion of Berghoff's brg_africa v1.24t2 addon, A.I. can no longer "see through" the trees and Del Fuego is now much more playable, I think. This version features over a hundred hours of time that resulted in a very modified caldera, completely new surface textures (thanks Bushlurker for all your help!), a good deal of optimization of foliage and buildings, some new fence lines, power lines, road smoothing, a lengthened and smoothed airstrip, and more. I dare say there isn't a single square meter of this island that I haven't tried to improve by hand, one at a time. Buildings in the city are pretty much place holders for the right custom objects I haven't found/made yet. I STILL have big plans for the buildings but it may be quite some time before I have anything ready for release. Last but not least this island makes extensive use of brg_africa foliage and in general can use a lot of optimization before it will play smoothly on "high" settings for most people. Forget 60fps on less than a bleeding edge machine! I'm sorry if the island is still laggy (it is for me too!) but I really, REALLY wanted to see how far I could push dense foliage towards a swamp/rain forest/tropical environment... high performance was and IS of secondary importance to me. If you want super high FPS you will probably need to cut back some of the eye candy and/or view distance. The island is only about 4km across anyway so do you really need 10k view distance? ;) Enjoy.

    FICTIONAL BACKGROUND:

    ------------------

    For over 4000 years Isla Del Fuego has been a sunny stopping point along the tropical shipping lanes. It's culture and history reflect a long and colored past under the rule of Spain, Portugal, Turkey, and even the Roman Empire. More recently it has existed comfortably as a territory of Takistan but military upheaval there has left the tiny island a political hotspot ready to boil over.

    WHY I MADE IT:

    ------------------

    For over a decade I've sat on mission ideas that I originally started working on for games such as Counter Strike 1.6 and TrueCombat. After experimenting with many of the great island addons that are already out there I decided my dream missions might become reality a bit easier on an island designed with them in mind. Loosely inspired by Montserrat in the Caribbean Sea but NOT modeled on any real world location, "Isla Del Fuego" is my first attempt at making that island. My island is much smaller than most made for the A2 type of games and mission makers looking for a place to plant large airfields and military bases should probably look elsewhere...

    BUT if you are interested in small squad, tactical, covert operations, perhaps PvP, give this one a shot!

    My small airstrip does include working ILS ("autoland"). That said while you won't be doing many touch and gos with B52s and the like I have had great fun taking off AND landing in everything smaller... including the C130s!!! The nearby proximity of the industrial area makes lining up a clean landing quite challenging, even more so at night, but it can be done! AI can land and takeoff in pretty much anything smaller than a C130... They can land sucessfully but the runway is just a hair too short for them to takeoff without crashing... a GOOD human pilot can do it though! Set your compass heading for around 28 degrees, approach from the south (take off heading north too), and try to clear the high tension cables (20+m, 4.6 glidepath) before touching rubber to tarmac. The coastal lighthouses can provide good bearings especially in the dark.

    DISCLAIMER!

    ------------

    This island is to be considered BETA status and I release it in this form with the hopes that some may provide useful feedback, suggestions and bug reports. It is NOT to be considered a finished product and new versions may make this one obsolete! Your mileage may vary. I have included a small version of the original sat_lco entitled "betafeedback.jpg"* that may be edited to indicate locations of bugs, suggested improvements, etc.

    Note: Most of the buildings in the main city are being used as place holders until I can make/find the right ones. I know that surface textures might not look "real" but it's difficult to acheive with such high contrast surfaces, primarily where sand and basalt mix. I'd seriously appreciate any suggestions on how to manage this better.

    VERSION HISTORY

    ---------------

    0.3 08/13/2011
    ----------------------
    Releasing based on improved bfg_africa v1.24t2...  no more "A.I. see-through"
    New surface textures (sand, grass, etc.)  Thanks Bushlurker!
    Many hours of work on interior of caldera
    Improved airstrip (still tricky with the C130!)
    Re-arranged many buildings, power lines, fences.  Not perfect, but better.
    Smoothed more roads
    Optimized foliage and other objects, still VERY FPS hungry
    
    0.2 public beta
    ----------------------
    Got ILS working although AI have problems taking off with C130
    Put in working PAPI lights!
    More road smoothing
    Updated to brg_africa v1.23
    Increased inland foliage aprox. +20,000
    Started work on MSO compatibility
    
    0.1 (short closed beta)
    ----------------------
    - Added several flight path indicator lights for night landings.
    - First run of "keypoint" placement including strongholds and citycenter points.
    - Removed few bushes and boulders from roads and trails.
    - Placed basalt surface under runway for faster takeoffs, landings, and texture visible from altitude.
    - Doubled size of fishing village in the north.
    - Added more breakable streetlights.
    - Added bus stops on scenic highways.

    Special Thanks to:

    --------------

    Bohemia Interactive for the wonderful game and the TOOLS that made this possible!

    Berghoff for his excellent brg_africa foliage addon

    Shezan74 for World Tools

    Homer Johnston for Roadpainter

    http://www.gimp.org for the best free pixel pusher on the net

    Mikero at DevHeaven for ExtractPbo, DePbo and more

    Marksman for his top notch ILS tutorial and spreadsheet! n00bs can land now too.

    OFPEC for tag registration services, DSCreateKey and too many tutorials to count

    Bistudios editing forums and all the guys on the mapper's skype channel that took time to answer any and all n00b questions I might have had, including (in no special order!):

    DeanosBeano, cctoide, kju, Old Bear, Commander1985, Bushlurker, Bad Benson, Tupolov, bigshotking (who I learned from by trying to help!), and last but not least Icebreakr and Prowler, who's own tropical islands were a great inspiration to the creation of Del Fuego! Sorry to any I missed... and take my thanks to heart, you know who you are.

    Downloads:

    Megashare: http://www.MegaShare.com/3503686

    Mediafire: http://www.mediafire.com/?wmfhpzl92uxrm7j

    Gamefront: http://www.gamefront.com/files/20670356/Del_Fuego_V3.zip

    Community Mirrors (thanks guys!):

    Arma2Base.de: http://www.arma2base.de/include.php?path=download&contentid=3323

    ArmedAssault.info: http://www.armedassault.info/index.php?game=1&cat=islands&id=144

    Armaholic.com: http://www.armaholic.com/page.php?id=13800

    Promo video!

    xzWBI0aHjYc

    (Best viewed in HD:

    )

    ---------- Post added at 03:50 PM ---------- Previous post was at 03:48 PM ----------

    Short video demonstrating the right way to approach the tiny (and deadly) airstrip at night. Look for the lighthouse on the beach for a good line up and watch the high tension lines in the industrial area! ;)

    (C130J w/ AI pilot)

    jBaPVRmxFT0


  6. Yay! New version!

    Sorry to hear you are hanging up your gardening tools though Berghoff! Who will carry the torch? I'd sure like to see an asian twist (rice, bamboo, bamboo, more bamboo)

    I agree, it does seem like from the AI's perspective that the trees just arent there.

    Can anyone please confirm if this is the case or not. Thankyou. :)

    Leaves are one thing and a lot depends on what AI you are using too. I've had a spec ops team get in pistol range at night (with lots of careful stealth) with nothing but africa foliage for cover.


  7. 5x5km part of the Isle of Man, based around the town on the West coast with a castle and small harbor.

    Gonna keep posting picys up here:

    http://s283.photobucket.com/albums/kk299/sgtscuba/isle%20of%20man%20island/

    but not going to put any official post up yet until I at least have some buildings put down for you guys to look at.

    Isle of Man!??!? :yay:

    This was a location I always wanted to do for my favorite racing sim, for obvious reasons, but the game engine involved couldn't deal with a map that large!

    /me goes off to model section of forum to find someone to make 300kph motorcycles


  8. It's also VERY IMPORTANT TO NOTE that following this tutorial is a good idea IF you are making a map strictly for OA! NOT if you are trying to make one for A2 or CO because following the arma2p step will overwrite the Roads and Roads2 folders that are installed with the BIS tools and thus completely *destroy* the MLODs needed for these road sections to work.

    OA can't use these roads (un-altered) anyway so it's not quite that crucial... but if you plan to use Roadpainter and default road sections you want those two folders, and their contents, left *alone* and not overwritten!

    Once overwritten the only way to restore the MLODs AFAIK is to reinstall the tool(s) and start over from scratch.


  9. I revive this thread so others that may have problems with ILS might find a solution :)

    Marksman's tutorial (linked a few posts above) is GREAT and includes all the tools needed to define the ILS for any airport.

    BUT a problem I ran into is where to put the ILS information? For the newer mappers, like myself, that might have config.cpp's based on those found in the more recent tutorials there is no predefined ILS section... as requested in the tutorial!

    Originally I put my ILS information in the wrong section of my config and because I followed the tutorial -> and used a config based on the tutorial one -> and my island inherited from "Utes" it also inherited the Utes runway and ILS! Since mine was in the wrong place in the config all my AI aircraft were trying to land at the Utes coordinates instead, which in my case put them about 500m out to sea :P

    The place to put the ILS coordinates is in

    class CfgWorlds

    {

    class CAWorld;

    or rather, just look for the entry regarding "Seagull" position and stuff the ILS lines just underneath that and you'll be fine.

    Over and out.


  10. _timer = 0;
    
    while {_timer != 60} do {
      <code>
      _timer = _timer + 1;
      sleep 1;
    };
    // will reach here after 60 seconds (when _timer is 60)

    Thanks! I'll give that a whirl!

    Does it have to be "_timer" specifically or could you use any variable?

    Can it be used in the code block itself, for example in:

    _camera camsetrelpos [-7,-40,_timer];

    to provide a sort of zoom out effect? Or a pan?

    Is there a manual or tutorial or something I should be reading?

    Thanks again!


  11. Bad Benson said he wanted to see some screenshots of my "Isla Del Fuego" I'm working on so here they are...

    Be forewarned that these are from a VERY "beta" stage and I'm aware that there are some obvious problems, even visible in these screenshots (need a full rework of sat_lco, mask_lco, and my tree masks... and some vertice smoothing to start with)...

    Comments and suggestions welcome!

    http://img858.imageshack.us/g/ss286.jpg/

    EDIT:

    Big thanks to Old Bear who pointed out it didn't look like I was using a "middle texture" and then taking the time to help line me out with it! (WTF is a "middle texture"?!?!?!?!?! :P )


  12. Cheers for that I knew some thing was wrong 4 weeks ago i put a thread on dev heaven but he said all was fine so installing again now and I will give it a go cheers again

    ---------- Post added at 05:06 PM ---------- Previous post was at 03:42 PM ----------

    Still seems to see the 49 and 50 models on binerizing but if i un tick the clear temp folder it works with no errors.

    If i do have it ticked it wont see the weather in configg or model configs and get the bad model

    THAT is strange. I ran the new tools myself this morning and will give binPBO a whirl myself, both checked (the way I usually do it) and unchecked and will report back here.

    ------

    On a tangent do you not copy the configs from P:\CA to P:\<your tag>\ca like in the other tutorial?

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