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Everything posted by cifordayzserver
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SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
CUP - I need AiA, or something, to make SMD_Sahrani_A3 work in A3, by taking on CUP Terrains, I can be in total control of the terrain, and it's dependency. That's a MUCH better position to be in, than to be dependent on a mod that is no longer maintained. ALL the work I do for CUP, will be backwards compatible, and apply to SMD_Sahrani, AND all the other community terrains and BI terrains that currently use CUP... So, those terrains will all start changing and getting better. Chernarus and every other terrain will have more opened buildings, properly configured map objects and vegetation. It gives me a BASE to work on that applies to EVERYTHING. So, by working on CUP, I AM still working on SMD Sahrani. CUP Terrains version of Sahrani will essentially be SMD Sahrani, but it will take a while, as I have to redo some of the changes so they are universally applicable. As far as fan bases, I don't think there is any doubt about the fact that a larger number of people would like to see additions to Chernarus over Sahrani. Right now, SMD Sahrani is in a REALLY stable place, it's a pretty solid package. I'm waiting on a more complete package of skins from Pliskin so we can do a proper vehicle/unit package, and I have a TON of buildings and objects that M1lkm8n has done for JBAD. It just makes more logical sense for me to abandon the SMD prefix and overwrite the default naming of objects so they simply "appear" instead of having to be manually swapped per terrain. This method can be backwards compatible with A2, AND affect A2 Terrains as well... SO, by focusing on CUP, I am essentially making SMD and JBAD buildings automatically applied to any terrain that want's them without any manual work required by the terrain artist. Even a server host can quickly add the PBO's to overwrite the default buildings on ALL the terrains they host. Once that work is done, then, every time M1lkm8n does a jbad building, or I do a building for CUP, they get applied to all terrains. And I can then do more work on terrain specific updates for Sahrani in the CUP namespace instead of SMD. The project is transitioning, it's not being abandoned. The graphical glitch, it seems like that is the higher mountain behind it being blended oddly due to your view distance. That mountain range in general doesn't blend well when it's at the edge of your view distance, there's nothing I can really do about it. Sea Bed - No, the one I did previously is kind of ghetto, so I'd like to re-do it better at some point. There is no "done" for an Arma terrain unfortunately. It was worked on for over a year by m1lkm8n who has FAR more skill and dedication than I do, and the A2 version wasn't near done. M1lkm8n is responsible for 99 percent of the quality and work. I only took over the project in A3, I do spend an appalling amount of time on this and the associated projects, but it's great fun for me, and a welcome distraction. I have no problem with anyone insinuating that I am or would abandon work, because I would.... The project, and working in Arma is very fun for me, but there is NO question, it occupies entirely too much of my time, energy, and money. There is almost no question I will eventually just stop. THAT is the other reason for transitioning to CUP, and doing tutorials, and making the project/source all public... because when people do burn out on modding in Arma, it seems to be pretty abrupt, and I've certainly had the feeling a few times. -
Characters And Gear Encoding Guide
cifordayzserver replied to Locklear's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
http://i.imgur.com/iy3TEzO.png (470 kB)- 38 replies
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Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
M1lkm8n has also been doing some fixes to the ponds, and it appears he's got them 100 percent working, AI swim, players can swim under or on the surface, and there is no visual glitch. My plan is to apply those fixes to the A2 ponds, however the visual glitch is caused by having more than 1 of the same pond called on a terrain, and that is something that can't "auto apply" to all other terrains, and something we'd have to do in a hacky manner without access to the source. I will take a look at it and see if it's something that is do-able for the initial release, otherwise it's something we'll have to focus on at a later date. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Namalsk is a community authored terrain, so it won't be included, but as with AiA the A2 version of Namalsk will work in A3. On the mountain skybox, it shouldn't affect the star map, but if it does it won't be re-added -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah, we (M1lkm8n) did basically the opposite for Sahrani in A2, removed the mountains but retained the part that blends with the clouds... I'm not entirely sure, I'll take a look at that as well. I'm playing around with what fixes I can do to the terrains w/o source tonight. I will have to re-assemble the source files for the buildings/objects though, so that will take some time. Then I will just start trudging through all the rocks, veg, trees, signs, buildings etc putting in the A3 stuff, and as many features/improvements as I can as I go through. I just matched the terrain detail settings that are on SMD Sahrani, and added the midrange texture, but it still looks very dated. I'll have a deeper look at a later date, I want to focus on getting the object source setup properly so I can start adding in all the SMD/JBAD stuff that isn't in AiA yet. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I might be able to readd the mountain sky box but I'm not entirely sure with the way the new system works. Will look into it -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
One more little model reference to get rid of, but all visual glitches are gone, I can start working on moving some more opened buildings into the package now. Chernarus: Zargabad: Takistan: Bystrica: Utes -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cntrl+F find/replace AiA_TP with CUP_Terrains, then any "AIA" 's left for "CUP" job done. The thing is that both AiA_Terrainpack and CUP_Terrains are doing the same thing, they are providing the missing island content from A2, and leaving it named the way it was originally. This is why when we change one model for another, there is no work needed on the terrain, the building called is just a different/newer model. So placing "Land_dum_istan2" in A2 Terrain tools, AiA_Terrainpack, or CUP_Terrains with Mapbuilder or xCam and the result is all the same. You get a marker position where "Land_dum_istan2" should be. While many people were sour about the dropping of all the A2 content, for myself, it was a dream come true. All the changes we made for SMD_Sahrani could only be affected on other terrains if the terrain maker when in and changed the reference from "Land_dum_istan2" to "Land_SMD_dum_istan2". Now, I can take all the buildings that M1lkm8n and I have done for SMD, and all the Jbad Buildings M1lkm8n did, and work on them in one place, and have them effect all the terrains. The only thing that MIGHT bother some folks, is that the old closed versions will essentially be gone. There will be no option to call them anymore, Eventually might make a package of them for mission makers, but the plan is to blanket replace as many buildings with enterable ones as possible. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The first release should be modular, but, I'm not really doing anything to achieve that other than releasing the addons differently (well, the same as AiA_Terrains Data Pack). I've just spent some time last night and today putting together a working straight copy of AiA_Terrainpack, it has 1 or 2 things I have to sort out, but know how, and then it should be a good starting place for me to add in the Jbad buildings, possibly the ponds, and release it modularized within 2-3 weeks at most. I just have very limited time to dedicate, but so far it's going very well, and all the goals are fairly easy for me to get done in a single 3-10hr session of working on it. I have some stuff to do today now, if I find some more time today, I will try to iron out those last few issues (visual glitches with some objects I didn't move properly) and then take some screen shots, although obv. it's the same as AiA is currently. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I do have the Chernarus buildings that were shown in the AiA thread, They need a fair amount of work to get them in, so they're definitely not on the list for the 1st round release. As far as the build, I just haven't had any time to get started on the project. There's not too much to it to get it renamed over to CUP_Terrains, but it will take some work, and some checking before it's a "working build". At the point it's a working build, I might release a beta, but it would really just be a re-named AiA_Terrainpack so sort of pointless to release IMO. Once it's together, adding the buildings in from JBAD is also fairly tedious, so even those which are 100 percent done and up to starndard, will take a fair amount of work to get migrated back into the normal CA namespace that CUP uses, instead of the Jbad one M1lk8n & SmokeDog's project uses... SO... the plan is, to get a working build together for myself this weekend, and start adding in SOME of the Jbad buildings, and the Pond fix if that's ready.. then release that once it's been tested a bit. Once a build is out, and I've documented the steps needed to move the Jbad stuff into CUP, hopefully some others can help with that, and getting all the buildings in the AiA package fully config'd and add all the required stuff into the models so they work as normal A3 objects. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1. No, I don't think I'll ever find the time to make a standalone Sahrani Package for A3. I MIGHT eventually do it, but only after having upgraded all the buildings and objects for A3 for CUP_Terrains. 2. I have not ever opened or looked at Zeus, I just haven't found the time. I don't think there is anything I need to, or could do, to change how zeus acts? but again, I really haven't looked into it at all. If someone knows a fix, I'm happy to implement it, but for the foreseeable future, I will be focusing on the CUP_terrains project. Which house positions? For a testing mission, I'd love anything really, I just don't know what the major issues are for people, and where/when they happen, so I'd love a mission or scene that I can watch the problems happen, address the issues in the models or map, and then re-watch the same mission to see how the changes affect the behaviors. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I will have to research it and figure out if it's something I, or someone else can fix, and go from there. With the holidays and work, I haven't had any time to get a build together yet, but should hopefully be able to do so this weekend. In the meantime, it seems the M1lkm8n has come up with a so far, flawless fix for the ponds, AI works, Surface Swimming works, vehicles work, no visual glitches. Check it out here: Throw that man a Like! -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
v1.6.0 Full - https://drive.google.com/file/d/0Bz-fdGGxhJTvY3BtcHZTOWprNVk/view?usp=sharing v1.6.0 LITE - https://drive.google.com/file/d/0Bz-fdGGxhJTvOHVYZHBHc1lkM2c/view?usp=sharing Let me know if there are any bugs, I removed the scenes from the LITE package, it's tiny and all, but figured if server hosts were running it, they might delete that out and get an error since there was a dependency defined. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I actually have an idea of how to fix the bridge problems too. If someone could supply me with a good test mission I could test it. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
VERY interesting fix for ponds got shared with me via kju, by DeanosBeano who's released it on Armaholic: http://www.armaholic.com/forums.php?m=posts&q=31492 I will look into integrating this fix into CUP_Chernarus Check out the video here: Shoot that man some views and likes! -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I will include missions with releases once I re-add the units/vehicles. The reason I pulled the units was due to not having the time to config them all properly so they wouldn't break future missions once I redo them. I'm not sure on when I will be able to get to them. But hopefully in the coming months. For just a list of the the buildings, open up the smd_sahrani_artif_obj pbo and look at the \buildings config it has a list of all the buildings. I guess ask the PWS guys? I don't define a dependency on AiA in my files, so it should be compatible with any version of it, or A3MP, I've used either or, and even the old AIA compatibility config which just forces reference to your existing A2 install files. I'm guessing they've defined a dependency on the full terrain pack? This will be sorted out in the coming months, as I am taking over AiA in the form of CUP_Terrains. I will take note of it, but can't make any promises for any placement issues right now. ++++++ For those of you who don't know, as mentioned above I am going to be heading up the CUP_Terrains project which will be a merge of AiA_Terrainpack at first, and grow into a fully A3 ported/config'd package. This will allow for the full integration of Arma 3 Features on ALL the terrains as I've done on Sahrani A3, and beyond. Check out the project here: http://forums.bistudio.com/showthread.php?190329-Community-Upgrade-Project-CUP_Terrains -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
All fixed. Doors are working again, just want to give it a few hours of testing before releasing another update that will need a patch. I MIGHT try to fix the few Panelak placement and the one missing one in Bagango before I release. But I'm definitely shooting to put out a package this weekend since it's working now. -
Rest In Peace Randy Stratton.
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Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So, obviously many folks in the group are also quite attached to these terrains as well. I'm always hopeful, and will certainly approach the CWR2 team in due course, however, having said that, I'm well aware of their stance to date, and further, am VERY well aware of their exacting standards... So, I have no plans to approach them until CUP_Terrains is to a point where it offers them a solid enough platform to to even consider allowing use of their terrains. Trust with the talent level of folks working on their terrains, handing off source wouldn't be the most ideal solution. Once we have all the Arma 2 objects fully updated and functioning properly in the Arma 3 environment, then we can document the process of upgrading an A2 existing terrain config to add all the A3 features. Then, we could ask talk to the CWR2 guys about possibly getting the OFP islands into A3. Alternatively there are quite a few guys interested in rebuilding them if that turns out to be something they're just not willing to allow. That will be something attended to in the first or second release. This takes some fine tuning as well, and can only be done per terrain 1 by 1, so it will likely take a while to get all the functions/features fully working on all the terrains. But it's top of the priority list. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So, I was unaware of this, but NeoArmagedon actually advised me the other day that the tiling does in fact effect AI's ability to travel to way points. So, if fixed, it should rectify any problems with any AI mods or missions. Just for clarity and information, to fix the terrain tiling bug, the terrains need to be re-built in Terrain Builder. This requires source files. I currently only have the same source files as are now publicly available in the Sahrani Community Package. So, that means ONLY Sahrani. It is possible to reconstruct the source... however it's a lot of work, and it requires tools to be made, which also takes time. I have sent in an official request for the A1 and A2 source for all the terrains. I'm hopeful for the A1 source files as this will allow a much quicker fix to the A1 terrains. I'm not holding my breath for the A2 files, however we'll see. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There were alternate downloads for AIA_terrainpack, where you DL'd a "core" and then individual maps, it's towards the bottom of the thread ("AiA TDP 2015-01-01 Full (5.0 GB) - data only pack along with single download for each terrain:"), or available here on AH: http://www.armaholic.com/page.php?id=27548 The same idea will carried through. The compatibility between the full and modular packs will be tested prior to release. We have a git, however are currently transitioning from DevHeaven to Jira. We are in contact with many authors directly, and anyone who wants to share their work is free to do so. We just need to verify it's authorship and get clear written permissions, as we will be sharing all SOURCE from this project, so some authors may not want to contribute knowing that. Either way, we have a fairly large backlog of models that already need to be worked on to be integrated into CUP. This is our hope as well! You never know who might be re-inspired by such a community effort, OR who might be enticed by the drastically smaller workload with all the Base game re-integrated into A3. We are retaining all CA naming so that anyone who's ever made a terrain using BI's buildings, they will be available, fully functioning, and hopefully opened and improved as well! Thanks for the offer! I'm still in the process of getting a test build together, so once testing is needed I might get take you up on the offer! Expansion in terms of size is pretty much entirely out of the scope of this project, even the outlined expanded towns/forests is a pretty far off shot in the dark at best. Editing ANY of the A2 terrains w/o source requires a large amount of work to be done JUST to get them into the Terrain Builder program and back to square one. Yes, AiA_terrainpack will be essentially pointless after we release CUP_Terrains. As mentioned above, this was done in AiA_TP, I've not tested it, but it should work fine, and be inter-compatible with the full version. But yes, we wanted to make sure that is available and working to save both hosts and users with limited space or bandwidth precious MB's. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just an informational update, I tried repacking the buildings, and the doors still weren't working, I was fairly sure this is due to my P drive issues, but I'm not entirely sure. Either way I was in desperate need of a system rebuild, so I spent this weekend backing up and reformatting my computer. I'm almost 100 percent up and running now. I still have to install the A2 tools/drive and A3 tools/drive. I was hoping to document it, but it will go much faster if I don't lol. We'll see. Either way, should hopefully have an update by or over the weekend. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Almost if not all of those are using M1lkm8n's buildings. As mentioned first order of business is integrating all the jbad buildings, and getting the smd buildings fully done for a3. We are always happy to accept any other contributions. -
Community Upgrade Project - CUP_Terrains
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That's on of the goals, but it will require getting more source from BI or spending quite a bit of time re-assembling the source. I'll be sending a request off tonight. That all depends on your level of expertise, and your area of interest. For now it might be best to post on the cup forums: http://forums.cup-arma3.org/ Most certainly on the top of the to do list. That is the intent, a Full package will be made available, as well as a modular one, and they will be cross-compatible. Quite literally NO chance, although just for kicks, I'll submit an official request lol. M1lkm8n has done MANY of the industrial and military buildings on Takistan, which I can re-texture with the A2 versions for use on Chernarus including: 5 sheds, The Air Control Tower, The Military House, ALL the barracks, The Fire Station (fully opened instead of just the garage and tower), and more. We also have some partially complete residential houses from Chernarus as well. I will finish those off at some point as well. No, this is something that requires the terrain be re-built in TerrainBuilder, so it must be done per-terrain. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nothing new in this, same midrange texture and ai entry points that were added to the A3 release a few weeks ago.