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Shelestov

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Everything posted by Shelestov

  1. Yes, 1.6 km is the latest and final for arma3 version of the map. Initially it was planned as 12.8km.
  2. Orshanets (Оршанец) is terrain based on two geotypical locations of Ukraine. It has nothing to do with IRL Orshanets village, except the name. Progress on map 25.04.2015 Features: - Solid 163.84 km^2 of 1:1 scale landmass; - Unprecedented level of details; - Immersive living areas; - Plains / smooth hills, huge empty fields, forests, forest belts and villages; - Enhanced powerlines. Terrain specs: Physical size: 12.8x12.8km; Source DEM resolution: 90m SRTM; Elevation grid size: 6.25m; Some hi-res screens: http://imgur.com/a/bUUTO Videos:
  3. Hello, friends. After years of development of Orshanets terrain we now have Reforger and hopefully Arma4 in the future, so we decided to move our efforts there and release the latest dev crop for Arma3 as a goodbye. Obviously, this is NOT a finished product, so do not expect it to be anywhere near perfect and very performance heavy/UNoptimized. Just a peek of what the whole thing was moving towards. No further updates are planned for Arma3. - DEM is replaced as is with the one, photogrammetried from a drone imagery (~2019), mostly raw and unedited. This is our first attempt in photogrammetry, so the quality of the heightmap is lacking, but shows the potential of such an approach for 1:1 real world terrains. - Satellite texture is replaced with the drone one, raw, unedited, except for levels range. Buildings, shadows, etc. were not removed as they should've been. - Surface mask is replaced with the one, automatically classified from the mentioned drone imagery with no further edits. - Most of the vegetation is replaced by livonian counterparts which gives a more consistent look at the expense of diversity. - Clutter is early test models. - Detailed terrain textures are custom test ones. - Terrain config now inherits Livonia instead of Stratis. Due to replacement (as is) of DEM and vegetation there is a position shift for most objects, as well as their mismatch with satellite texture in certain areas. Finishing even this small piece to "production" state would require too much time and effort (for soon to become obsolete engine with outdated workflow) which I'd rather spend on moving the whole project to Enfusion. For the ones who followed the development and waited patiently these changes may not look impressive (and you are right), but some research and test stuff is left behind the scenes and is not going to waste, it will be later used for Reforger/A4. Could've we done much more during these years? Absolutely. Not to mention procrastination, there's no excuse for it, but the whole thing turned to much bigger than initially planned in terms of both our capabilities in certain aspects and additional work required to implement these capabilities, as well as higher standards we now aim for. From "let's grab some free satellite imagery, ugly 30m heightmap, arrange some existing objects from A1/2/3 (though they did not fit into setting even back in 2013) in realistic 1:1 manner and that'll do" to "we need authentic diverse quality vegetation, we need authentic buildings/fences/etc, we need hi resolution DEM and sat". What's next? There's plenty of work ahead, we are not giving up. Enfusion is waiting, and there's still room for unreasonably big ambitions some nice features and higher quality standards. Orshanets for Enfusion is not going to be the same, at least initially. Our first goal will be a smaller, but fully finished terrain (maybe different area with the same approach). And then we'll see. Anyway, before the war ends we can't fly a drone to get the proper data. So we have to work with what we have now. Hopefully we can pull this off. Regards.
  4. Just some WIP house (on Livonia).
  5. More sat and clutter tests
  6. Just some work on tree bark texture, custom clutter and new sat/blend on a small test chunk.
  7. Finally some hi-res DEM incoming. Coverage is poor though.
  8. Apple tree assembled with 10 scanned hi-poly leaves.
  9. Ok, guys. We might need some help in terms of creating assets, if anyone want to join -- you are welcome. PM me here or Discord (better) -- Shelestov#6717
  10. >because of some outside pressure More like inside pressure. Well, i know i can deliver quality better than many others, but the main issue is that i have to actually do it. Knowing how doesn't help much. What helps a little is that i know that if i won't do it -- nobody will.
  11. >Mixing them with older structures from even Arma1 will really impact that consistency and overall look and feel of the terrain. Yeah, this is what i'd like to avoid, so, we'll try to replace all we can in reasonable time, hopefully. I can't say that i enjoy the process, more like i feel like i have to do this.
  12. I'd like all the models to be custom, but with one modeler it's impossible. And now there's an issue with contrast in quality with old Arma 1/2 assets, which i'm not sure how approach yet.
  13. https://imgur.com/a/A6ark
  14. Some basic layout of yards, unfortunately there's no point of finishing them before we have all the assets done. https://imgur.com/a/lFL0H
  15. Guys, we are alive, decided to make lots of custom assets, which takes us very long time. Some WIPs: https://imgur.com/a/1MM78 https://imgur.com/a/zsl3P https://imgur.com/a/Fi2d9 https://imgur.com/a/hG8bk https://imgur.com/a/lLLNi https://imgur.com/a/hj5az
  16. Shelestov

    Buldozer Freezing? This may be why!

    Thank You, kind man. I was banging my head against the wall.
  17. I'll see what i can do. Thank You.
  18. Can't tell really, sorry. They are mostly AIA/CUP depending on what You use.
  19. Not so soon, unfortunately
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