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james2464

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Posts posted by james2464


  1. KUNDUZ UPDATE

     

    Hey guys, I have decided to donate the Kunduz source files to CUP. This will provide more variety of buildings, building destruction, small enhancements and bug fixes for other similar terrains as well.

    Kunduz can now be freely modified and updated within CUP and into the future for Arma 4. ;)

     

    Expect to see the next release of Kunduz in CUP TP:

    • Like 25

  2. I think in a way what you're concerned about is somewhat superficial and doesn't really detract from your imagination in-game. It also confirms that what we've actually got is a pretty good expansion.

    It's a bit like a list from 1 to 10. When you get your number 1 feature, number 2 becomes number 1 and the level of "disappointment" remains.

    Which is fine because that's how games evolve and progress.

    • Like 1

  3. My initial thoughts on Tanoa:

     

    1. The environment/jungle sounds are amazing. Whoever recorded and coded that well done! However please remove the legacy Arma 2/Chernarus bird sound... breaks immersion.

    2. Beautiful vegetation and building assets, first class!

    3. Love all the local points of interest, meticulously detailed!

    4. Would be cool to see birds flying around under the ambience class like butterfly's do.

    • Like 9

  4. Awesome James thanks for hitting a lot of these issues for us. The optimized vegetation LODs I am assuming this could have been at least some of the issue with performance overall ? If so thats a great change and can't wait to test it out!

     

    Again thanks for the updates to this terrain.

    Yeah I had reports it might be the poppy fields causing the slow down in certain areas so I've improved the LODs on them. I've also improved the LODs on some of the heavier Arma 2 trees as they were also causing issues for some people.

    • Like 5

  5. I think the problem with using aperture or contrast sliders is that it doesn't address the disconnect between the contrast on objects (characters, vehicles, buildings, trees and other clutter) and the terrain. You can make the background look better by increasing contrast but then the foreground objects have too much, it's just shifting the problem.

     

    Apart from de-noising the satmap (ala Landtex for those who remember it) BIS changed all of the RVMATs from diffuse[] = {0.25,0.25,0.25,1}; to diffuse[] = {1.0,1.0,1.0,1}; which makes the colour truer to the original texture but also a lot lighter and a bit washed-out compared to nearby objects which have more contrast.

     

    default

     

    diffuse_0.75 (I think the objects and terrain blend better)

     

    diffuse_0.50 (better blended still but it no longer looks as Mediterranean)

    Although if you unpack most custom terrains the layers folder with all the rvmats haven't changed and still state: diffuse[] = {0.25,0.25,0.25,1};


  6. Thanks James great info and brill work on version 1.2. At www.16aa.net we have been using your map to play a campaign for the past few weeks now and its going well. We have just updated to 1.2 and will next be playing on Sunday so will let you know if there is any feedback. our numbers on each mission are typically around 90+ members so its a good performance test but version 1.08 was working ok for us.

    Yes i've seen your mission videos on Youtube, great viewing.

     

    I'll have an update out before the weekend for AI river crossing issues with the two main bridges and stars and moon missing.

    As for performance very interested to know more about the frame drops supposedly due to the poppy fields or zooming into certain areas... Thanks.


  7. It's funny how some people straight up dropped projects after 1.60 was released. Yet there are people like yourself - James - who went with it, and worked with it, and actually updated their project(s). I appreciate that.

     

    Thanks :)

     

    The new update looks great and you seem to have solved some of the ugly issues I still have post 1.60.

     

    How many of the updates in the changelog come from just updating the config 

    It might help ease a lot of the 1.60 terrain pain out there at the moment. :)

     

    Cheers! 

     

    1. How many of the updates in the changelog come from just updating the config?

    The update I made to the terrain config is mostly in regards to inheriting the new lighting system, I've done this in a way that will automatically inherit future tweaks without updating the terrain. See here: https://forums.bistudio.com/topic/191021-160-terrain-config-update-example/

    Other changes to the configs involve the buildings in regards to the doors and bugs.

    2. Terrain texture PAAs and RVMATs?

     

    Once I had inherited the new lighting system and begun testing in-game I could see the new lighting was exposing large rvmat inconsistencies from the Arma 2 days in regards to brightness and contrast on some plants/trees etc which made them pop and distract from the scene. I fixed this by comparing similar assets in Arma 3 and looking at their RVMAT values using the Eliteness tool by Mikero.

    I also tweaked a few paa textures using Photoshop to blend the colours better with the new lighting for example the flower heads on the poppy fields and the wheat.

     

    3. Updating the clutter assets?

     

    I simply rearranged/tweaked and swapped out some clutter for each type of ground texture for different types of clutter to give the ground a new feeling and better blend. I haven't added any custom clutter assets.

     

    4. Doing some photoshop surgery on your Sat image?

     

    This was difficult because my options were limited as the original satellite image is not the best quality. In Photoshop I used the magic wand tool which allowed me to select all pixels of the same colour in the image (for example anything tinted with bluey-green) to then replace with the best alternative considering its neighbouring pixels. I did this for each pixel until most of the bluey-green was replaced. You can see the result of this method if you zoom all the way in on the in-game map.

     

    5. Tree shaders?

     

    I simply double checked all RVMATs were using appropriate values and not the old Arma 2 values to blend harmoniously with the scene/terrain surroundings. These are the key values (p_fiberplant_ep1.rvmat):

    ambient[] = {0.01,0.58,0.2,0.2};
    diffuse[] = {0.3,0.3,0.3,1.0};
    forcedDiffuse[] = {0.75,0.15,0.3,0.55};
    emmisive[] = {2.6,2.3,2.0,0.2};
    specular[] = {0.01,0.01,0.01,0.2};
    specularPower = 1;
    PixelShaderID = "TreeAdv";
    VertexShaderID = "TreeAdv";
    

    You can see what i'm using with the Eliteness tool by Mikero

     

    6. Other maintenance in this update?

     

    Lots of code changes and bug fixes in the configs, model configs and p3d parameters in OB for the buildings and other objects. I'm using Jbad but i've modified, updated and fixed parts for Kunduz like the door system, destruction etc. These changes are very important for other mods and missions. eg. ACE3, campaigns etc.

     

    There is no stars and moon in the sky   in v1.20

    Thanks for reporting. Fixed and update coming.

     

    Why merge with CUP??

     

     

    First the Jbad mod by Milkman and Smokedog would need to be merged into CUP with my changes to the mod also. Kunduz as a part of CUP will give other afghan maps greater variety, better buildings and more plant life but also provide Kunduz with long term support and compatibility to any future engine changes like we've seen with the new lighting system in 1.60. Without CUP/group support where everyone can contribute to the source code of mods then I would say the terrain graveyard/abandonment will only grow.

     

    Awesome update, looks amazing with the new lighting :) Do you plan to change the water colour into something more brown in the future ?

     

    Yes I think that would be awesome, I just need to find the right way to do that with the new water shading system that has been implemented. But i'll definitely do this soon.

    • Like 13

  8. I've updated the config in the OP to fix an issue where the moon and stars were not inheriting correctly and thus not showing in-game.

    This config is for anyone who wants to model their new terrain config off this one.

     

     

     

     

    Also the cfgNames.h is not included with version 1.08 which is current release

    The extra includes will be merged with the config in the pra3_kz PBO. This happens when I build the terrain with PboProject.

    • Like 2

  9. UPDATE v1.20

    Please report any issues to the BIS forum thread. Enjoy.

     

    Change Log:
     

    Updated terrain lighting to v1.60+
    Updated tree shaders
    Updated satellite image
    Updated normal image
    Updated object textures
    Updated terrain textures
    Updated clutter
    Updated road network
    Updated location names
    Updated door system to A3 standard
    Updated vegetation layout
    Updated compound layout
    Updated terrain layout
    Updated config code standards
    Updated sounds
    Updated fort compound
     
    Fixed satellite colour imbalance
    Fixed floating objects
    Fixed airport road elevation
    Fixed road paths
    Fixed object angles
    Fixed door issues
    Fixed clipping objects
    Fixed outside terrain
    Fixed dust effects
     
    FUTURE
     
    Merge with CUP

     

    STEAM UPDATE
    (DIRECT DOWNLOAD COMING SOON)

     

     

    http://imgur.com/a/4wnd6

    • Like 20

  10. Hi guys,

     

    Just thought I'd post the new Kunduz config for anyone interested in updating their terrain for 1.60 or Apex.

     

    I believe this is the minimum required in order to inherit any future changes to lighting and terrain parameters.

     

    Tested and inherits well without RPT errors.

    class CfgPatches
    {
    	class PRA3_Kz
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"};
    	};
    };
    
    #include "cfgSurfaces.h"
    #include "cfgVehicles.h"
    #include "cfgEnvSounds.h"
    
    class CfgWorlds
    {
    	class DefaultWorld
    	{
    		cutscenes[] = {"Kunduz_intro1"};
    	};
    	class CAWorld : DefaultWorld{};
    	class DefaultLighting;
    	class Stratis : CAWorld
    	{
    		class DefaultClutter;
    		class Sea;
    		class Underwater;
    		class SeaWaterShaderPars;
    		class WaterExPars;
    		class HDRNewPars;
    		class Lighting;
    		class DayLightingBrightAlmost;
    		class DayLightingRainy;
    		class Weather;
    		class SimulWeather;
    		class EnvMaps;
    		class OutsideTerrain;
    		class Grid
    		{
    			class Zoom1;
    			class Zoom2;
    			class Zoom3;
    		};
    		class Sounds;
    		class Animation;
    		class Subdivision;
    	};
    	
    	class Kunduz : Stratis
    	{
    		class Sea : Sea{};
    		class Underwater : Underwater{};
    		class SeaWaterShaderPars : SeaWaterShaderPars{};
    		class WaterExPars : WaterExPars{};
    		class HDRNewPars : HDRNewPars{};
    		class Lighting : Lighting{};
    		class DayLightingBrightAlmost : DayLightingBrightAlmost{};
    		class DayLightingRainy : DayLightingRainy{};
    		class Weather : Weather{};
    		class SimulWeather : SimulWeather{};
    		cutscenes[]			= {"Kunduz_intro1"};
    		icon				= "";
    		worldName			= "\pra3\pra3_kz\kunduz.wrp";
    		pictureMap			= "\pra3\pra3_kz\data\icons\pictureMap_ca.paa";
    		pictureShot			= "\pra3\pra3_kz\data\icons\ui_kunduz_ca.paa";
    		plateFormat			= "AS$-####";
    		plateLetters			= "ABCDEGHIKLMNOPRSTVXZ";
    		author				= "$STR_PRA3_CFGWORLDS_KUNDUZ_AUTHOR";
    		description			= "$STR_PRA3_CFGWORLDS_KUNDUZ_DESCRIPTION";
    		newRoadsShape			= "\pra3\pra3_kz\data\roads\roads.shp";
    		startTime			= "07:30";
    		startDate			= "6/7/2009";
    		midDetailTexture		= "A3\Map_Data\middle_mco.paa";
    		access				= 3;
    		worldId				= 1;
    		mapSize				= 5120;
    		mapZone				= 42;
    		longitude			= 68.873;
    		latitude			= -36.712;
    		elevationOffset			= 0;
    		clutterGrid			= 1.5;
    		clutterDist			= 125;
    		noDetailDist			= 65;
    		fullDetailDist			= 20;
    		minTreesInForestSquare	        = 2;
    		minRocksInRockSquare	        = 2;
    		safePositionAnchor[]	        = {1024,1024};
    		safePositionRadius		= 1024;
    		centerPosition[]		= {2048,2048,2048};
    		seagullPos[]			= {1024,1024,1024};
    		ilsPosition[]			= {0,0};
    		ilsDirection[]			= {0,0,0};
    		ilsTaxiOff[]			= {};
    		ilsTaxiIn[]			= {};
    		loadingTexts[]			= {"$STR_PRA3_CFGWORLDS_KUNDUZ_LOADINGTEXT1"};
    		class EnvMaps : EnvMaps{};
    		class OutsideTerrain
    		{
    			satellite = "pra3\pra3_kz\data\outsideterrain\s_satout_co.paa";
    			enableTerrainSynth = 0;
    			class Layers
    			{
    				class Layer0
    				{
    					nopx 	= "pra3\pra3_kz\data\kz_sanddesert_nopx.paa";
    					texture = "pra3\pra3_kz\data\kz_sanddesert_co.paa";
    				};
    			};
    			colorOutside[] = {0.8549,0.7019,0.3764,1};
    		};
    		class Grid : Grid
    		{
    			offsetX = 0;
    			offsetY = 5120;
    			class Zoom1 : Zoom1{};
    			class Zoom2 : Zoom2{};
    			class Zoom3 : Zoom3{};
    		};
    		class Sounds :  Sounds{};
    		class Animation : Animation{};
    		class Subdivision : Subdivision{};
    		class AmbientA3
    		{
    			#include "cfgAmbience.h"
    		};
    		class Names
    		{
    			#include "cfgNames.h"
    		};
    	};
    	initWorld = "Kunduz";
    	demoWorld = "Kunduz";
    };
    class CfgWorldList
    {
    	class Kunduz{};
    };
    class CfgLensFlare{};
    
    • Like 13

  11.  

    Thanks for the info metalcraze. Out of interest, what is the minimum config one would need to write?

     

    For Diyala I tried this super minimal one with no luck. I thought it would inherit enough stuff to work but the skybox is still monochrome.

     

     

    Minimum required and to inherit future lighting changes/config changes etc is:

    class CfgPatches
    {
    	class PRA3_Kz
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis","PRA3_Kz_Scenes","PRA3_Roads","PRA3_Plants","PRA3_Structures","PRA3_Misc","PRA3_Tunnels"};
    	};
    };
    
    #include "cfgSurfaces.h"
    #include "cfgVehicles.h"
    
    class CfgWorlds
    {
    	class DefaultLighting;
    	class DefaultWorld
    	{
    		cutscenes[] = {"Kunduz_intro1"};
    	};
    	class CAWorld : DefaultWorld{};
    	class Stratis : CAWorld
    	{
    		class DefaultClutter;
    		class Sea;
    		class Underwater;
    		class SeaWaterShaderPars;
    		class WaterExPars;
    		class HDRNewPars;
    		class Lighting : DefaultLighting{};
    		class DayLightingBrightAlmost;
    		class DayLightingRainy;
    		class Weather;
    		class SimulWeather;
    		class EnvMaps;
    		class OutsideTerrain;
    		class Grid
    		{
    			class Zoom1;
    			class Zoom2;
    			class Zoom3;
    		};
    		class Sounds;
    		class Animation;
    		class Subdivision;
    	};
    	class Kunduz : Stratis
    	{
    		class Sea : Sea{};
    		class Underwater : Underwater{};
    		class SeaWaterShaderPars : SeaWaterShaderPars{};
    		class WaterExPars : WaterExPars{};
    		class HDRNewPars : HDRNewPars{};
    		class Lighting : DefaultLighting{};
    		class DayLightingBrightAlmost : DayLightingBrightAlmost{};
    		class DayLightingRainy : DayLightingRainy{};
    		class Weather : Weather{};
    		class SimulWeather : SimulWeather{};
    		cutscenes[]				= {"Kunduz_intro1"};
    		icon					= "";
    		worldName				= "\pra3\pra3_kz\kunduz.wrp";
    		pictureMap				= "\pra3\pra3_kz\data\icons\pictureMap_ca.paa";
    		pictureShot				= "\pra3\pra3_kz\data\icons\ui_kunduz_ca.paa";
    		plateFormat				= "AS$-####";
    		plateLetters			= "ABCDEGHIKLMNOPRSTVXZ";
    		author					= "$STR_PRA3_CFGWORLDS_KUNDUZ_AUTHOR";
    		description				= "$STR_PRA3_CFGWORLDS_KUNDUZ_DESCRIPTION";
    		newRoadsShape			= "\pra3\pra3_kz\data\roads\roads.shp";
    		startTime				= "07:30";
    		startDate				= "6/7/2009";
    		midDetailTexture		= "A3\Map_Data\middle_mco.paa";
    		access					= 3;
    		worldId					= 1;
    		mapSize					= 5120;
    		mapZone					= 42;
    		longitude				= 68.873;
    		latitude				= -36.712;
    		elevationOffset			= 0;
    		clutterGrid				= 1.5;
    		clutterDist				= 125;
    		noDetailDist			= 65;
    		fullDetailDist			= 20;
    		minTreesInForestSquare	= 2;
    		minRocksInRockSquare	= 2;
    		safePositionAnchor[]	= {1024,1024};
    		safePositionRadius		= 1024;
    		centerPosition[]		= {2048,2048,2048};
    		seagullPos[]			= {1024,1024,1024};
    		ilsPosition[]			= {0,0};
    		ilsDirection[]			= {0,0,0};
    		ilsTaxiOff[]			= {};
    		ilsTaxiIn[]			= {};
    		loadingTexts[]			= {"$STR_PRA3_CFGWORLDS_KUNDUZ_LOADINGTEXT1","$STR_PRA3_CFGWORLDS_KUNDUZ_LOADINGTEXT2","$STR_PRA3_CFGWORLDS_KUNDUZ_LOADINGTEXT3","$STR_PRA3_CFGWORLDS_KUNDUZ_LOADINGTEXT4"};
    		class EnvMaps : EnvMaps{};
    		class OutsideTerrain
    		{
    			satellite = "pra3\pra3_kz\data\outsideterrain\s_satout_co.paa";
    			enableTerrainSynth = 0;
    			class Layers
    			{
    				class Layer0
    				{
    					nopx = "pra3\pra3_kz\data\kz_sanddesert_nopx.paa";
    					texture = "pra3\pra3_kz\data\kz_sanddesert_co.paa";
    				};
    			};
    			colorOutside[] = {0.8549,0.7019,0.3764,1};
    		};
    		class Grid : Grid
    		{
    			offsetX = 0;
    			offsetY = 5120;
    			class Zoom1 : Zoom1{};
    			class Zoom2 : Zoom2{};
    			class Zoom3 : Zoom3{};
    		};
    		class Sounds :  Sounds{};
    		class Animation : Animation{};
    		class Subdivision : Subdivision{};
    		class AmbientA3
    		{
    			#include "cfgAmbience.h"
    		};
    		class Names
    		{
    			#include "cfgNames.h"
    		};
    	};
    	initWorld = "Kunduz";
    	demoWorld = "Kunduz";
    };
    class CfgWorldList
    {
    	class Kunduz{};
    };
    class CfgLensFlare{};
    
    • Like 1

  12. 22:24:04 InitShapeEPEProperties() - skeleton bone index 67 is out of range (bones count = 67) for shape: pra3\pra3_structures\afghan_houses_c\jbad_house_c_3.p3d
    22:29:13 Warning: Unaccessible ladder point for AI (already used for actionend3) in pra3\pra3_structures\afghan_houses_c\jbad_house_c_1_dam.p3d

     

    These errors are fixed for the next release due with Apex.

     

    Please post any more that you see.


  13. *DISAPPOINTING UPDATE*

     

    All of my terrains are on hold. I can no longer work on these terrains due to these reasons:

     

    1. Mikero's Tools (Free version) are broken with the new update and have not been updated. He has a paid version that is updated with the newest ArmA update, but I honestly am not willing to pay for them.

    2. Bohemia's tools are frustrating, I can't stand them. I am encountering an issue where I can pack the terrain for in-game use, BUT... when I go in game and go to the editor to prepare screenshots and testing. The terrain is no where to be seen on the list of maps to be loaded. I'm sure I am not doing something right. I watched tutorials on how to use Addon Builder for terrains and still nothing. No good results from the new update. I can't produce maps if I can't get my projects packed.

     

    Well, I will see you guys hopefully soon, either when a new free version comes out of Mikero's Tools "PBOProject" or someone helps me with the BI Tools issue.

    You've done a really good job with this terrain and your others! You should join the terrain skype channel and discord with every other terrain maker if you haven't already. 

    I strongly recommend you purchase the paid tools as they are far superior and well worth the enjoyment.

     

    skype:?chat&blob=s8tv6Kv4JcRyJXWtOP1N_5rVJJho-B7K7IDAT42L3O986Rdk0G5j0WfYnZcE2rg6blomF1H54QclR51tuksCiFYNeMZQl9sWQYHqcHR6ivQOneWSa51tA8lP6clyGvJqdN9Cl7h7Fd85GsMwRBJyCqSpw76h83-TTofzsEGqAvf0k1bJnFwbK3Zf4vknGb9nAg_TismrSaxB4TYxWA3m3d34reqnkXM7jVnflOiZjmKDixs

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