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Posts posted by jacknorrisuk
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Sorry, I haven't checked in to the forums for a while!
@p_siddy - well, I've cheated it a bit to get some good location variety in the map - basically, I put Southend seafront on Canvey Island, lol.
Basildon is just about cut off, but Langdon Hills features nicely.
For everyone else who doesn't know or care what this location is based on, I've done the obligatory name-change on all locations anyway (especially so as not to attract any unwanted attention from actual residents, considering the Brexit catastrophe undertones I'm going for)...
The shoothouse and range is based on the Met Police's specialist training centre at Gravesend (some good pictures of it on this article. apparently they are very sensitive about it, so these pictures are rare)
The shooting range is essentially next door to this - Milton rifle range.
I only just started my version:
I've also been enjoying populating some of the rubbish dumps in the area, one of which is pretty massive. I put a lot of time into perfecting my object brush in Plopper to get the right chance-ratio of each type of garbage object, including some rarities (0.01% chance) which made it, somewhere. So, quite literally, you never know what you might find when you go exploring in there...
I've also got a network of roads with signs and garbage decor to create a sort of 'Stig of the Dump meets Mad Max' feel.
(custom rubbish ground texture not in there just yet)
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On 8/25/2020 at 9:25 PM, p_siddy said:Looks really good! You say its inspired by East London, does that include Essex as well? Woe-on-Sea meant to be Southend-on-Sea? lol
Sounds like there will be some landmarks you might recognise...!
But yes, it's all derived from actual satellite data of North Kent and South Essex, with a fair amount of chops and changes.
Although - the armed police shoothouse and range, derelict army base, munitions factory ruins and WW2 defences are all genuine features of the real world location, so I'm not having to introduce too many fictional Armaverse features myself...
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Apologies for the lack of updates - the map is indeed still coming together.
Mostly just in object-placement-hell right now, and there's no beating around the bush when it comes to miles and miles of hand-placed hedgerows...
Here's a new screenshot album to check out - Woe Betide WIP album 2 on Imgur
Overall I'm very pleased with the current progress, especially since replacing most vegetation with the much more suitable Livonia assets.
(Please note - yes, there is still an ugly satmap, I am using it to help guide object placement - and that grey Altis grass will be ditched too)
A couple of my favourites:
Looking South from one of the highest points on the (otherwise very flat) terrain
The urban council estate in the provincial capital, Woe-on-Sea
Looking North across some farmland that is typical of the region
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13 hours ago, EO said:Pics in the album are utterly fantastic.
Thanks man! I'll try to post more soon.
The main thing I'm aiming for is a sense of Britishness in the terrain, and honestly it's quite difficult without the right objects.
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I've added a few new screenshots to the Imgur album to give you a taste of my object placement progress!
(Looks like Imgur has now decided to add new images at the bottom instead of the top, so you'll just have to scroll down until I can be bothered to rearrange them...)
I'm excited that things are progressing well and hoping to finally release that Alpha sometime over the next couple of months... :D
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Looking awesome! Sure is ambitious to make a whole real world city, particularly in this region - I'm working on a terrain based on a section of Essex and that's hard enough...
I see you've chosen some of the same 'sort of British' 3D models as I have, let me know if you want to trade ideas. I've made some pretty good terrace housing rows and pelican crossings...
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12 hours ago, jeg0r said:Ha, a Bristolian terrain maker, that's rare;) The terrain looks nice, best of luck to you Sir!
Come over to King St. anytime and I will buy you a pint;)
Best
Well, I'm actually from Essex, which is where this terrain is modelled on, but have lived in Bristol for 10 years :)
I would attempt to make a West Country themed map, but I just don't think Arma's existing object library would hold up well enough...
Presumably by King St you are referring to Kong's? :D
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21 hours ago, Breaker12312 said:Is there a way to test the map or have a look at it?
Hey, not just yet I'm afraid! Still working towards some kind of Alpha test release.
Will post some new images soon. Rest assured I am still chipping away at this almost daily (what better way to spend your lunch hour than placing trees?) - Approaching 100k objects placed, most roads down, and some nice new features like a couple of busy high streets and supermarkets.
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Have to revive this little thread - I had the same issue yesterday and glad to find others have had it and it wasn't just me!
I guess I had a corrupt save from the moment the supplies were dropped, as I restarted to that point many times and the mission still got jammed after I fought off the guerrillas.
It's a shame things like this happen. It seems like the guerrilla attack is a particularly buggy situation for some reason (sometimes they don't turn up, other times they are really slow, one time they all just ran away!) But I'll try a different drop point as you suggest...
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On 2018/06/11 at 2:00 PM, B. McFly said:Was worried how quiet this thread had gone as I am very interested but Oooh baby, its looking very saucy.
Sauuuccyy is exactly what I thought about how well these Arma runway lines work as double yellows, m8
Generally only the UK, former UK colonies and Ireland use double yellow lines at the sides of roads to indicate no waiting at any time, so they feel quite essentially British to me.
This is part of an urban area I'm building at the moment which is a fairly new bus terminal, taxi rank and short-stay car park for visitors to Woe-on-Sea...
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Don't worry, I'm still chipping away at this...had a bit of a roadblock in development recently, a tiny bug that took me literally days of dev time to identify, and about 2 seconds to fix, sigh.
Anyway, I've added some new screenshots to the Imgur album, more coming soon. First up is something that feels quite different:
This is the Pirate's Cove swimming pool, part of the pleasure pier adventure park at Woe-on-Sea, a traditional seaside town now in the middle of the Woexit crisis...
(Safe to say AI units don't enjoy navigating the theme park very much)
Aside from that, I've been populating various farms around the map, and ground detail textures are starting to look good too:
Next up, I'll show you my progress on some very British junctions and crossings!
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UPDATE: I have found the culprit. It was indeed a CUP object that was causing all of my misery; who knows why!
The object is bridge_stone_asf2_25 - Off the top of my head I can't remember what object that might be, but apparently I had placed a couple of them in X-cam. Getting rid of this one object from my TB project allowed me to rebuild as normal.
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1 hour ago, Cosmo_D41 said:Maybe you have to recreate your template libraries in TB. They are propably pointing to the old (wrong) locations of the cup objects.
By that time, perhaps try those: https://pmc.editing.wiki/doku.php?id=arma3:terrain:terrain-builder-templatelibsAs they are pretty well sorted and include A3 and CUP objects.
And yes, Discord #terrain_makers will get you help faster then here.
Thanks man, I didn't know there was a good ready-to-go template library for TB. I have rebuilt it myself a few times in my troubleshooting, but it's always a pain in the ass so good to know.
Will be trying my latest to-do list when I'm back on my PC tomorrow, so will update then...
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3 hours ago, .kju said:1. join the arma discord and terrain makers channel
2. make sure to launch the bat with admin permissions
Will get on the Discord as soon as I can, thanks.
I have UAC disabled, so everything should have full permissions access
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Okay, CUP seems to have extracted fine, but now Arma3P is refusing to work? sigh...
"The system cannot find the file specified. failed to create P:\a3.lst. the game is not actually installed"
Any ideas?
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7 minutes ago, RoF said:E2TB works with eden and x-cam, no need to learn a new tool
Okay, that is interesting, I will certainly use it from now on!
However, I do have old exported object lists from Xcam which the project no longer opens in Xcam itself. I don't want to have to place them again...
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3 minutes ago, jacknorrisuk said:The command runs, but it doesn't produce any files. I will try it again now.
Looks like it may have been a Windows permission issue, extracting now.
I'm also extracting fresh files downloaded direct from the CUP website rather than Steam workshop, as I have read that some people have had problems with corrupt Steam files.
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33 minutes ago, RoF said:It can do, depending how you do it.
Why couldn't you get the command working? Just do it as I wrote it
The command runs, but it doesn't produce any files. I will try it again now.
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4 minutes ago, RoF said:X-cam and Eden export is crap. Everyone should be using E2TB now, there is no reason not to https://steamcommunity.com/sharedfiles/filedetails/?id=1174073713
Yes, I did figure that...but unfortunately I don't have the luxury of jumping ship on a tool I have already invested many hours of work into. I would rather figure out how the problem can be fixed, seeing as it worked fine before?
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So, looks like I'm gonna be the guy to revive this thread, because it's just about the only one I can find that addresses this problem...only the previous solutions above didn't work for me!
I have tried exporting from Xcam/importing to TB with both relative/absolute, but my objects are still floating up in the air. Previously I haven't had any problems at all, even with the exact same Xcam export file, always setting to 'relative.'
What I find particularly weird is how this buggy floating height seems to be exponential. For example, small bushes near sea level are now just about exposing their roots, whilst a building that's supposed to be on a slope is up at aeroplane altitude!
Any ideas?...
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1 minute ago, RoF said:yeah, but did you extract each pbo one by one. Or do it the correct way
extractpbo "path\to\cup" P:\
Have you cleared your temp folder? Have you been running arma3p after every arma patch?
I did extract them one by one, as I couldn't get the command to work. Will this affect the file structure?
Yes, have been clearing temp folder and running arma3p.
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1 minute ago, RoF said:How did you extract cup?
ExtractPbo (2.16)
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Hi guys,
I've been having this problem at least since January but wanted to eliminate all possible remedies before wasting anyone's time on the forums - safe to say I am now at a complete loss as to why this is happening and need your help!
In short - I cannot build my terrain into a PBO if there are CUP objects placed on it. Here's what happens:
- Prep terrain, WRP, shapes, layers etc. in the usual way, by the book.
- Run pboProject (now on v2.37)
- pboProject scan and copy/crunch proceeds as normal, but then crashes without fail about 30 seconds after <Bis Binarise...> with an 'Arma 3 has crashed' dialogue box, followed by a 'Packing failed' dialogue box
- Output/binlog reveals nothing, except that Binarise crashed
Here's everything I've tried/eliminated:
- Full re-extraction of all A3 and latest CUP PBOs fresh from Steam workshop to my P drive
- Checked extracted PBOs appear to be in correct directories
- The same thing happens if I use Addon Builder instead of pboProject. It says 'Build failed. Result code=-1073741819'
- Everything DOES work fine if I use ONLY vanilla+Tanoa objects on my terrain (ie. no CUP.), so that does at least narrow down the cause. Although I haven't tried eliminating certain objects within CUP as I wouldn't know where to start with that.
- UPDATE - Also works fine if I just remove 'ca' objects, but keep 'cup' and other folder objects on the terrain
Are there some CUP objects which are known to cause problems since the January update? Any way I can at least identify any particular objects that are causing this problem? Would appreciate any ideas...
Thanks!
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(100% fictional/Fake News/For entertainment purposes only)
Extract from AAN World News
Is far-right isolationism in Woe Betide leading towards 'Woexit'?
19th June 2021
The Woe Betide region voted for Brexit more than any other region in the UK; with a mere 14% voting to remain in Europe.
Euroscepticism is rife within the predominantly white, working-class population of the Woe region - who are defensive of their strong, local identity. Woe Island, in particular, had become a political hotbed for hard-right isolationism; seemingly spurred by the geographical isolation of the island. In the years following the Brexit vote, the island gained a new status as a super-Brexit mini-state, with the local elected council dominated by hard Brexiteers and local businesses voluntarily boycotting European imports.
But the latest development in this political situation has come as a surprise to outsiders: Hard-liners on Woe Island have started discussions about a possible 'Woexit'.
Activists have made no attempt to hide their disgust at the negotiation stance of their government; viewing the latest round of trade agreements as a slap-in-the-face to those who were seeking their so-called independence day. Eager to stay true to their dream of self-sufficient independence, they are now moving to reject the position of the mainland and 'pursue their own destiny.'
This is evidenced by the first major unexpected move by local politicians - Last Thursday, the publicly-owned Woe Island golf course and sports grounds were unexpectedly requisitioned by Council bailiffs, accompanied by a statement declaring that the park was 'unfit for use' and would be converted back to agricultural land. The Thymes Estuary Parks and Leisure Department expressed serious concern after the incident, but their comments were swiftly redacted.
A spokeswoman for Thymes Estuary Police said "We want to reassure all residents and visitors around the Woe area that we are acutely aware of current political tensions, and working hard to ensure that everyday activities are not disrupted in any way."
An AAN journalist asked the spokeswoman to clarify why police checkpoints had been established on the two access routes onto Woe Island in recent weeks, but she declined to comment.
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[WIP] Terrain - Woe Betide, UK
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Oh-oh, I knew it was only a matter of time before some other real-world locals found out about my project...
(Just don't hold out for any neighbourhood-level real world representations, I'm mostly just using creative license to place objects on the sat map, so apologies in advance if I butcher your house)
About the alpha, I don't want to repeat my mistake of trying to pin a date on it, but as soon as I've got some areas properly finished, I can release it. I have to admit, I've gone down a pretty inefficient route with object placement, which means the finished areas and blank patches are all over the place - it's how I make sure I don't get bored with it!