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Everything posted by cifordayzserver
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SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have spent some time FINALLY moving all the units from Icewindo and Vilas and BI that our guys Pliskin and Yoshi retextured. I got some guidance from Vilas on how to get backpacks added to models that didn't have them before, SO, all our citizens, pmc, black ops, RACS, and SLA, units all now show backpacks. These will all be included with our next release: I added backpacks to the coverall and the top only ghillie suits as well (we have custom desert textured ones) SLA: Ghillies: http://i.imgur.com/uZurwrU.jpg (500 kB) Blufor (RACS, RSPD, US Black Ops, and PMC's (Ghillie (3 Full - Desert, Grass, Light Grass / 2 Top Half - Desert, Light Grass) + Frost ATACS units (desert and urban) http://i.imgur.com/ivE9ENt.jpg (479 kB) SMD Sahrani Civilians (standard 7 Pants and 7 Shorts by Icewindo + Custom bloodied/dirtied units by Yoshi): http://i.imgur.com/XDYoxeP.jpg (385 kB) M1lkm8n has some updates to the destruction of the 1 story building, and some fixes for the ground textures. I haven't checked out a new build yet, so I'll update more about that end when I know more. -
Minihattan Island
cifordayzserver replied to bracer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oh wow! I just had a chance to check out 0.2.2 a bit and was going to leave some comments, but I'll check out the new version first! Just some random suggestions: 1. Building Lods, I think what you should do is try to make the 2nd LOD or 3rd LOD load sooner, and have it be almost identically complex on the outside, and inside any rooms that are visible through windows, and then have NO detail for the interior of the buildings at all. 2. For furniture, you might want to think about using config town generator to populate furniture as people move around. Just an idea. 3. You might want to make this map (or a variant of it) have a locked view distance and some sort of constant inclement weather to aid FPS This map, locked at 2-3k view distance with some nice ground fog, air haze, and cloud layer would make for a REALLY dramatic environment. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Again, I can't reproduce the condition, I am using identical missions and scene.sqs to take comparo shots in the same locations and I'm not having any texture issues. All signs/buildings/veg are identical for me, even in your pictures, the only object I noticed having a worse texture was that one road sign, and I can't reproduce it at all, I've taken shots at different distances too, to ensure it wasn't LOD issue... I also turned off the grass and took some comparo shots of JUST the ground textures, which as you can see are clearly higher resolution, they're just different so the final blend doesn't look the same. Imgur Comparo Album Clearly, the bushes you've shown are different, that's something we'll likely shift back to the original plant (we've substituted A2 plants for A1 one's in some cases) and regarding the desert, and grass clutter (seed state grass, yellow, and purple spring flowers) we are aware they're not in our build and they are in Caa1, we are/have been discussing it and will might address it in a future update. If you could take it to the github for further discussion so as not to derail the thread I would appreciate it. This way you can give specific points for each photo and we can go over them. Your input is appreciated and welcome. https://github.com/SMDDevs/smd_sahrani_a2/issues/15 -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Are you totally sure you don't have your video settings configured differently? In picture 6 as you mention the road sign is almost illegible the picture of our terrain, and perfect in Caa1, that is certainly not a problem I've ever noticed... it seems like you have your rendering resolution not at 100% when you launch our terrain? I can see clearly the bush you're talking about being swapped, and I like the older/A1 one more as well, I think that's worth a swap for sure. You certainly have globally different quality in our terrain, which is not something I've encountered ever. I have a feeling you have a video setting configured differently when you launch our terrain. By the look of the way trees blur in your pics it really makes me think that the rendering resolution is not at 100% Here is essentially the same positions on the map in Caa1 and SMD on my machine, I have used a mission/scene that is 1 to 1 identical, same positions, same FOV, same weather etc. SMD http://i.imgur.com/oxEMwGh.jpg Caa1 http://i.imgur.com/jO7Na0d.jpg As you can see there is no difference at all between the quality of the sign. The buildings look a hair darker, and the ground texture/grass blend is also a bit darker, but I don't think anything looks lower res? I'd look into your settings, because I agree that your screenshots look worse for our terrain, but I can't reproduce the condition on my end. Also keep in mind that what we're looking at in almost all of these pictures is not the actual ground textures. The ground textures we've used are twice the resolution of the originals. Although currently there are some issues with the nohq layers on a few of them. Here is the grass: http://puu.sh/6HTMw.jpg Top is SMD bottom is Caa1/A1, they are both at 100pct zoom Here is the forest floor: http://puu.sh/6HTMw.jpg Top is Caa1/A1 bottom is SMD It's something M1lkm8n and I have gone back and forth on a lot and is still WIP. I think BI did an amazing job with the low res textures, and even doubling the quality we have a hell of a task trying to make it actually LOOK better. Check your video settings and re-confirm, because the level of blur in your shots of our terrain are certainly not typical. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@seba1976: Are you comparing to A1? Caa1? our initial release? I'm not sure how/why you could think anything is lower resolution textures. Feel free to post pics so we know exactly what you're talking about, but to answer simply, no, we certainly didn't use any lower quality textures. At every possible opportunity we have used A2 or better textures/assets to bring the quality of the map up. We currently are looking at possibly re-texturing a lot of the assets in bulk, but it's a huge task, and we have not had many offers of help. The grass blend is different, but again that was a choice due to lower quality/resolution of the older grasses. Here is an issue I started and have provided some starter comparo's between A1/Caa1/SMD - https://github.com/SMDDevs/smd_sahrani_a2/issues/15 Feel free to comment/add to it as you please. @eran100: M1lkm8n is also working on some improvements to the building with animated destruction, so we're shooting for an update within the next 2-4 weeks. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm working on getting all our units built into the package with all of the having hte ability to carry backpacks. So far so good, thanks to some helpful guidance from Vilas. Should make for a nice package, we'll have the Icewindo's Civilians (with a variants that have dirty/bloody clothes), and the Vilas' units will be used to populate Pliskin's units (ATACS (Desert and Urban), Desert Ghillie (full and top half) US Black Ops, SMD RACS, SMD RACS Digi, SMD SLA). I also managed to get wolle's config for the misc. objects integrated into the terrain package so that they will all be selectable/droppable in the editor. M1lkm8n is working on a few things, as well, so we hope to have an update ready for February or March. -
SMD_Assets Standalone PBO Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Have to apologize again for the delays here. My attention is being pulled in a lot of directions. I tend to get an update ready, then nit pick it to death and think about how to do it better... then I don't release it and start working on the newer idea. Right now I have a more updated package with all the SLA units and SUV's and HMMWV's. BUT, I am about to get all the units packed into it so there are no dependencies for the units, AND they will all be able to show backpacks equipped and be fully configured to throw and put (citizens were/are not currently). Here's the citizens done, I just need to get in touch with Vilas to see what I'm doing wrong with his units: http://puu.sh/6EuLb.jpg (268 kB) I've created 2 sets of the civilians too, one straight port of Icewindo's units, and then some with some dirty/bloody clothing for our DayZ use, but they might be useful for editors in cinematics or something. Once the models are all sorted out I will put out a new pack. Although if there's a lot of interest I can release what's ready now. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the heads up, not sure why it didn't delete out, or more importantly, why I didn't check... I've created a new key, resigned/repacked, and am re-uploading now. Apologies for the slip up! ---------- Post added at 05:18 ---------- Previous post was at 04:14 ---------- New link on the front page should be good to go! Apologies once again for the slip up, and thanks Foxhound for pointing it out! -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We had a few issues that needed to be addressed, and have realized we can not make the buildings selectable in the editor now (or maybe ever). M1lkm8n got a new build to me this afternoon and I've checked it over, it's good for release so we're going to sign/pack/ul/release it all tomorrow. Sorry for the delays we were thinking it would have been done for Friday but had a few things that needed fixing/adjusting. -
ArmaVersity - Est. 2013 - Are you ready to go "Back to School"
cifordayzserver posted a topic in ARMA 2 & OA : MODELLING - (O2)
Hello Arma modders! We are a small but very passionate group of modders (Sahrani Mod Developers) who are dedicated to sharing not only all the assets and IP we produce for Arma and it's sequels, but also the wealth of knowledge we are being given access to by way of advice from some of the most solid, and long standing pillars of this community! As some of you may know we were given the incredible opportunity to bring the Armed Assault campaign map Sahrani to Arma 2. We are almost done with our initial Arma 2 release! It was during this process as well as developing the DayZ Sahrani Mod that we came across Google+ and it's "Hangout" feature... it is truly amazing. It has allowed some of our less experienced modellers to show our more experienced modellers exactly what they are working on and what is giving them problems real time.. We have now used it several times to do development sessions where our productivity is just drastically increased. From this birthed an idea... ArmaVersity We intend on having weekly or monthly get togethers where anyone is welcome, new, old, experienced, or completely new to modding. I think we may in the spirit of Arma (and depending on how much interest there is) establish a rank system where you are expected to patiently sit and listen the first few visits... then can get direct help. This is all still being fleshed out so please offer up any and all suggestions! The end goal is to have this process, allow the newer guys to pay for their education by re-writing or updating the tutorials for each specific type of asset or modding type. Then have that How To overviewed by the teacher to ensure accuracy. We will start with modelling, but are likely going to branch out to Script and Terrain sessions as well. This should create a library of MUCH MORE thorough, up to date, and robust how to's. I want to do anything and everything we can to keep information produced available here, the biki, armaholic, dev-heaven, OFPEC, PMC, AND the DayZ sites as well. I have only just started really fleshing this out, THIS WEEKEND, so it's a big WIP, but I think it should come together pretty fast, it seems to be getting support from people I bring it up to. Please show your support by Joining our Open Modders Group on the BIS Forums (or subscribe to this thread) AND our Google+ group so you can easily join the hangouts. Lessons should be slightly less intense than this: -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am finishing up the configs to make the buildings selectable in the editor for mission makers/modders. This will be built into the smd_sahrani_a2 map package, AND will be released separately for anyone who wants to use just the buildings. Source for the buildings for terrain editors can be made available upon request. Should be good for a release this weekend! -
SMD_Assets Standalone PBO Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
He's a producer, Plisken has buttoned up some ATACS units as well: Full Size: http://i.imgur.com/G831k2U.png -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am going to work on quickly making the buildings selectable in the editor for anyone who wants to add more in missions etc. Then should be all set for packaging and release. -
SMD_Assets Standalone PBO Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I should still be doing a better/full release of this package shortly. We are also hoping to get most of it into A3, here is a sneak peak at the start of the all new A3 Units Plisken is doing: -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
WOW! Also very excited to hear about the Domination mission! M1lkm8n sent me over a final review version, I will take a look, ensure the buildings are all factioned/classed/named so mission editors can add them as they please. Not sure how we will handle the building package release, one of the two of us will start a thread and ask around a bit see how they are wanted. Terrain artists requiring the source can contact us directly to ensure no OFPEC tag conflicts. We may do a 1 to 1 override PBO but that will end up with very poor placement and odd buildings in a LOT of cases, even in Sahrani, M1lkm8n has been very meticulous in his building placements, and any/all notes I leave him are addressed immediately. I almost never run across a misplaced or overlapping object any more. I am also running out of building replacements to suggest, we have gotten nearly ever replaceable building with the open SMD Variants. I will work on a feature list and graphic showing all the opened buildings. Terrain Artist, turned modelling lead, M1lkm8n is a one man Arma sweatshop! -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry for the drop in updates! We have been quite busy planning, and M1lkm8n as always is cranking away. Our future work will be centered around A3, however I will ensure that we also continue to update the A2 map as well. Although realistically we're going to put out this next release, and then be focused on getting a purpose built A3 Sahrani Addon out ASAP. This will put the building work on the back burner, however we hope to get a few more guys trained to help out with that while M1lkm8n focuses on the terrain. I will ensure that I learn the required steps to "back port" any/all buildings we do for A3 to A2 (should just involve deleting some LOD's and re-packing them into an A2 PBO). I am still on vacation and have not had a chance to touch base with M1lkm8n, so not sure of the timeline for release on this build but it should be very shortly (2-3 weeks) after my return in the new year. Big thanks to all who've been following along, and a very happy New Year to all! -
Sahrani for A3 by SMD
cifordayzserver replied to m1lkm8n's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes, and Caa1 Sahrani before that, and even A1 Sahrani with All in Arma also "work" in Arma 3. Our goal is to bring the map up to much higher standards than was previously possible. SMD_Sahrani_A2 was the 1st step in a multi-staged plan that we laid out in the beginning of the year. I am currently on vacation, but when I return we should be releasing an updated SMD_Sahrani_A2 version with some more buildings and some fixes... Then the focus will shift towards getting a purpose built A3 addon version of the map finished so there is no need for AiA, and it will also be of significantly higher quality due to it being made specifically for A3. -
ArmA 2 C-130J and MV-22 Redux
cifordayzserver replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
AWESOME work! I will have our guy re-do all the C130's he did: http://forums.bistudio.com/showthread.php?162936-SMD_Assets-Standalone-PBO-Release&p=2486912#post2486912 -
Community Upgrade Project
cifordayzserver replied to .kju's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I know that M1lkm8n and I would be happy to help, and I'll be sure to put the word out on the project in general. I think this will be a GREAT addon once it starts coming together. There has been some discussion already, and between all the talented folks wanting to help, and kju organizing it, I'd say A3 is going to get a lot more robust soon enough! I think one really important part will be to get interested parties with the knowledge to contribute some How To's and workflows for the project's hub whatever that ends up being. I for one think Dev-Heaven would provide a good place for those used to using it, and it gives those who've wanted to get to know it better more of a chance to poke around. Maybe a basic guide to navigating and developing on Dev-Heaven might be a good starting point? Then we can get some of the how to's that you've linked in your other thread centralized on the project page as well. I know M1lkm8n and I have been desperately trying to find the time to document his process for opening up the A1 buildings from the old MLODs. We're probably a few weeks away from that though still. -
Having gone and played A3 MP for the first time in a long while, I have to say... IT WAS GREAT! Sure there are points to nitpick, and there are still some failings, but overall I'd say that the quality and experience have increased 10 fold since the alpha, and even in the first weeks of the alpha it was clear this is a refreshing rebirth of the franchise. I'm still deeply in love with A2, and love it's content, and the amount of active players/servers... but Arma 3 is for sure an amazing successor to the throne. +1 to TSAndrey about the MP Server browser, it's wreaks of it's age, and even for it's age it was not exactly setting the bar for sex appeal in games. The color tones and alpha of the menu's are all amazing, the "f" in the font is odd and too thin, the menus in general are not layed out, designed, or worded in a very user friendly or appealing manor. I feel like maybe there should be a design contest for folks to redesign the UI. It's not horrible but it could not only be better, but it could be something special. Once in game though I was pretty steadily impressed with the FPS and quality of play considering the size and quality of the terrain. Certainly needs some working still, but what I love about Arma is that it's built as a foundation to be used for years to come, in a 1-2 years, there will be PILES of content, and the equipment we're all playing on will be far more capable of living up to the ability of the engine.
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Sahrani for A3 by SMD
cifordayzserver replied to m1lkm8n's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Our group's ranks have thinned a bit, we had a few people doing some of the modelling, and M1lkm8n doing the terrain, however the modelling was never really done up to the standards we were hoping for. So, M1lkm8n took it upon himself to learn the modelling as well. There is no way of overstating his contributions, the A2 build we're about to put out will be of tremendously superior quality to the previous release and that is entirely due to M1lkm8n. Originally we were enormously lucky to get the source files from Bohemia, and all that was made available was the original Sahrani files. Further, prior to the recent updated MLOD release and licenses, the majority of the United Sahrani buildings were not open for modding. In view of above we opted to focus on making the most robust and clean version of Arma 1's Sahrani possible. Now we will shift our focus towards doing the same for A3, while also again upgrading the quality of the map to meet A3 standards. Once this is finished, we will again circle the wagons, and move on to doing United Sahrani versions for both A2 and A3... By then we should have had some time to open up more of the feature buildings from United Sahrani like the TV Station, Sawmill, and Quarry plant.... Our hope is to do some similarly interesting things to bring these buildings to life as we did with the Aircraft Hangers that have been lying dormant for so many years: The map is currently available in A2 here: http://forums.bistudio.com/showthread.php?162282-SMD_Sara_A2-Full-Sahrani-Map-Port-Initial-Release A newer version with DOZENS of newly opened buildings with amazing features such as: - Animated Destruction - All doors and many windows/shutters openable - Door Breaching - Animated/SFX enhanced mechanical doors - Painstakingly configured and tested LODs - Shattering Glass - Individual panes not just 1 sheet per building - AI pathing - Furniture inside buildings!!!! :p - Multiple versions with different furniture arrangements for variety Currently there is no Porto included at all, we do not have the files for that, and I do not BELIEVE the required parts were released... although we will both look into the packages to see if they were released, and eventually submit a request directly to BI if they turn out to not be available. Honestly though we have 1-2 years worth of work on our plate right now with just A2/A3 Sahrani and United Sahrani. Our "version" of the map is identical to the picture you posted only we have switched to the Alpha/Alpha grid system so that Artillery Computers work properly. -
Sahrani for A3 by SMD
cifordayzserver replied to m1lkm8n's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
M1lkm8n delivering happiness to your door as always! Keep in mind folks you can ALREADY play our higher resolution ground texture A2 version with lots and lots of additional enterable buildings, much better functioning AI, and alpha/alpha grid system so artillery computers work properly... You can use it in Arma 3 as well thanks to kju's amazing All in Arma Project. I will try to throw together a decent teaser trailer of what it's like now using AiA so we can get some great comparisons for when the A3 version is ready to release! -
32x32km Real Life Map Project: call for inspiration and aid
cifordayzserver replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
I think China would be ripe for it... there is so much varied terrain, and a rice patty (even if done as buildings) area, or really anything with terraced agriculture or construction in some spots. It also allows DRASTIC contrast... for example you could have: - Mountains - Plains - developed farm regions - ancient world towns/villages - modern cities with skyscrapers - massive national infrastructure projects - massive sea ports - massive industrial areas - totally untouched natural areas/forrest - rain forest - dessert honestly I know it's harder, but a hodge podge of natural areas like Sahrani was done with the Azore islands but not 1 for 1 would be the most ideal.. you can look for beautiful/striking regions/areas you want to include and then stitch them together? Just some inspirational pics I grabbed real quick from google: http://www.impactlab.net/wp-content/uploads/2007/04/Wonders-of-China-24.jpg (451 kB) http://d1vmp8zzttzftq.cloudfront.net/wp-content/uploads/2012/11/Amazing-View-Of-Guilin-China-1600x1063.jpg (482 kB) Also leaves SOOOO much room for inventive play too.... you could try to work with waterfalls, the terraced rice patties and extreme mountains as building objects i/o actual terrain.... all the amazing unique and drastically varied construction.... I think it would be the most ideal terrain, as it offers so many styles that you have a much higher chance of grabbing peoples hearts if even for one style/portion of the work. Obviously it's a total dreamers project, but I say go big or go home lol. Best of luck I'll be following the progress for sure! -
What is going to happen when Arma 2's content is released? [Problems and solutions]
cifordayzserver replied to progamer's topic in ARMA 3 - GENERAL
The textures will be in the PBO packages I'm fairly sure, and they will be .paa's not .tga's.... I just checked all the one's I have already DL'd and it wasn't in them, I think it's in the "ALDP_A2_PBOs_APL_part1" If you have the weapons_e pbo in your client install you can just de-pbo that and use the texture from in there. Editing the MLOD models can be a PITA because you often have to repath all the textures in the materials editor when they have legacy naming I think... but it might auto-override TGA with paa on binerization? I'm not sure... I'm fairly sure you can use Mikero's "moveobject" tool to make decently quick work of it if it's a batch job -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Lots of big announcements to come as well... We were VERY excited to see the news this morning about the A2 MLODs and we are now sorting out or plan of attack... I'm testing the latest build M1lkm8n has sent me. I'm going to have a couple days of going through it... then we should be good for a final build and signing/release. We will have adjust our license, the source files we were originally provided with are now part of the MLODs so now I believe we must share our source? However we use some paid content, which we can not share.