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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
This is for A2. The A3 release is for a3, either will work in A3 with AiA, but this one won't have the terrain tiling fix, or any of the A3 stuff like clouds, weather and lighting. This is for the folks who still play in Arma 2 though. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ugh. I will give it a look and likely release an update by the weekend. I didn't test it nearly enough. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Update SMD_Sahrani_A2 - 1.5.5_20150322 Update includes the updated SMD_Sahrani_A2 1.5.5 Google Mediafire - In Progress SMD_Sahrani_A2_Lite 1.5.5 Google Mediafire - In Progress -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the kind words, and I'm really glad you're enjoying the terrain! In other news, I got a 3tb hd today, and 8gb more ram, so I should be able to work more easily on the terrain with the memory (I literally couldn't perform certain filters or scripts in PS from lack of memory (8gb previously)), and I can back everything up, and do a fresh install so I can have a clean starting point to move forward from. In even more other news, Pliskin has been really getting aggressive with his modding, he's been working on forward porting A2 assets, and reskinning them. As some of you may remember from A2, we had a few UN vehicles that were lacking in A2... So he's done the same for A3.. I don't have a full list, or even a build to take shots of, but he's working on it, and should likely be sending me something soon. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the kind words! Right now the focus is still on getting more buildings opened, and then adding the United Sahrani changes and beyond. I don't have any imminent plans to change the terrain resolution, it's something I don't think I would do well, and as you said one of the great draws of the island is it's inherent good performance. For right now, I'm working on updating the A2 package with the midrange texture update, and the AI points for the buildings. I have a working build together already, and might see if I can get some more buildings done and included as well. I might also try to fix the missing panelak in Bagango, and some of the placement issues, as for now, I can only edit the terrain in A2. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Think I have a pretty good working build going. It has all the AI points, ALICE seems to be spawning a TON more AI in towns, the new midrange texture is looking GREAT! Will give it a play around a bit tomorrow and if everything is looking fine, I'll release an update. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
cifordayzserver replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Let me just be sure it's ok to distribute, there are a few from the Arma Gold package, but they're not in any of the public releases. I'm sure it's fine, but want to be sure. On another note, I updated the buildings for A3 with a ton of AI spawn points and AI door memory points, I'm going to work on adding lighting, and making sure the AI pathing is done on some of the ones that I didn't do previously, and the others are all in good order (I'm sure they are, M1lkm8n did them at some point I believe). Once that's done, I will back port the buildings to A2, so that I can update the A2 version as well! Not sure of a timeline yet, but probably a month or two at most. I may or may not take the extra time to finish off 5-10 buildings I've had sitting in limbo for a while that only need a bit more work to finish. We'll see. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah it's dependant on AiA it says that somewhere on the front page, I'll make it more clear and include a link later tonight -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's already done in AiA, kju made use of the SMD buildings so many of them already load on all the terrains. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
syntax edit -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll Take a look, at least one of those is bi/AiA. I actually noticed a few building errors in game and they were called from ca not smd. I'm going to have to get in touch with kju about taking over AiA in tandem with @CUP so I can fix them. Then I can start doing things like adding the ai and lighting memory points to ALL the buildings and they'd be on all the terrains. I could also likely repack all the other terrains to add all the a3 details, and maybe even rebuild them all to get rid of the terrain grid issues... -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Surprise v0.25 09 Mar 2015 - REMOVED - smd_assets.pbo - REMOVED - smd_sahrani_a3_scenes.pbo - REMOVED - Mission folder - REMOVED - A3 Wildlife Spawning (chickens, goats, dogs, no longer spawn) sealife and insects remain - FIXED - Rubble showing in smd_dum_olez_istan2_open2 - FIXED - A few more Alpha issues - smd_panelak, smd_panelak2, smd_panelak3, smd_cihlovej_dum_mini - FIXED - Cloud drawing issues (blank octagon in the sky) - FIXED - Tide levels (set to 3.1m) (high tide meets up with the water lines of the docks/pillars - FIXED - Placement issue with Docks with L shaped jetty - FIXED - Placement issue with Bagango Yellow Large Buildings Download Links: SMD Sahrani A3 v0.25 - Google Drive SMD Sahrani A3 v0.25 - Mediafire What a lovely little shack on the beach: I wonder why it's on stilts? Oh: -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to try to get back to an organized update, I'm going to pack a build now that has no intro scenes, and no assets. Both are not really done properly right now, so I'm going to leave them on the side for now. When I get another batch of textures from Pliskin, I will update the standalone release of that. When/IF I get some custom intro missions using the units, I'll release 2 packages, Full and LITE as was done with the A2 build. For now, I want to try to narrow my focus, work on getting more light sources into the interiors of buildings and then back port that work to A2, get some purely A3 upgrade things done, for the buildings, I want to get all the buildings fully updated to A3, I did the configs in this round, but didn't re-add the physx lods because I wanted to be able to backport the memory point additions. I also have the seabed, and ocean topography I want to get in, and remove the use of models for roads and switch to the shapefiles, this will reduce the package size by a bit. I'll try to get this build tested tonight, but I doubt I'll have time/feel comfortable releasing it with only a few hours of testing on it. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ugh, talking about chasing my own tail. After verifying there weren't any changes to the wrp to cause the placement issues, I narrowed it down to the objects themselves. For some unknown reason, 4-5 of the buildings I added AI memory points to shifted position when packed. I rolled them back to the previous version and everything is fine now. So, the newly introduced placement issues with the big yellow buildings in Bagango, and the some of the docks in Corazol have all been fixed. The cloud draw issues are fixed. I've tuned the tide height so it's as close to perfect as I can get it. I just want to config the units/vehicles as independent units so they can be dropped as bluefor or not. As far as keeping them separate, for now I'm not going to do that, however server hosts who don't use the units/vehicles can just delete them, they're packed as a separate addon and are not required by any of the other pbo's... so you can delete the assets and the scenes pbo's w/o any concern if you want to save the space. Low Tide, Northern Corazol Docks: High Tide Northern Corazol Docks: Low Tide Bridge out of Corazol: High Tide Bridge out of Corazol: Low Tide Balmopan Docks: High Tide Balmopan Docks (hard to see but the water is up to the 4th from top step: -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Checked into some of my concerns last night in the currently released version, it's not near as bad as I thought, but there are some issues that need to be addressed that I just can't do until I am able to upgrade my computer, so, I likely will fix up the sky, possibly work on the unit/vehicle configs a bit, and then release a patch update for now, so the clouds are fixed. I'm not sure what/how the minor gaps were introduced in Bagango, but I don't see any of the older placement issues I feared might have been re-introduced. I'm going to check some previous versions, and the original a bit today, and then finalize a plan to update. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was sick for the beginning of the week, still feeling fairly poorly. I'd like to get an update out, but I don't want to rush another one out and introduce new issues, and leave existing issues unfixed. In addition to the sky, someone pointed out some placement issues in a Bagango, very minor, but I believe they are very old ones that had already been fixed. I rolled back the build to an older file, and it might have been one that was too old. however I have to look around the terrain myself a bit to figure it out for sure. I'm going to have a run around tonight and see what's what, and try to get an organized release done, then test that for a day or two myself first... that's what's really hurting the project, on the A2 project, M1lkm8n (a far more experienced and skilled terrain artist and modeller) did all the work, and then I went around and checked it meticulously noting anything I came across equally well... Let's just say, it's not like that anymore lol. Cross your fingers folks! -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure I understand what you mean. Are you asking for a separate release of just the units for use on other terrains? or Are you asking that they not be included in the SMD_Sahrani_A3 download? Like I did with A2 by providing the "Lite" package. For now, the assets package is tiny (80mb) as it is, so it's not really worth it to split them out right now, it makes a lot more work/pain for me to have to UL/Host 2 packages that only. Once I redo the config and way the folders are organized, hopefully Pliskin will have more textures and maybe some RVmats/materials done. Then I might do a Lite release. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did add ambient animal life, I am not sure of how to make that MP compatible, and I certainly don't want to mess anyone elses work up, so I will likely either just remove it, or make it toggleable, or if someone can advise how to make it MP compatible I would be more than happy to do that A lot of what I'm doing here, is HOPEFULLY going to make it's way to all the A2 terrains via either CUP or AiA, so I'd really like to build out as much functionality into it, so I can then do that for ALL the terrains. Thanks VERY MUCH for all the kind words and great screenshots! I will probably pack up a patch today for the sky, I'm kind of burnt out for now and have stuff going on today so probably won't have any time to fix up the few other things I wanted to. I was hoping to better organize the units and config the vehicles for use w/o a side/crew assigned, but just don't think I have time. *edit Map Center position = centerPosition[] = {13200,8850,300}; -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's dependant on AiA_TP. I'm guessing that's your problem if you're running it with no other mods. I fixed the sky, it was something dumb I changed. Took some shots with fog on I'm going to try to fix a few other minor details and then release a patch tomorrow I guess. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I tried to figure it out a little bit tonight. I don't get no/few clouds, I get plenty of overcast and clouds, I just get odd blending glitches which sometimes looks basically like an empty octagon in the sky directly above me? or maybe about the center of the island? I dunno. I'm going to have to check it out more this weekend. It's really odd as it clears up sometimes and everything looks normal, but it doesn't other times. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Aha! See, I've noticed that as well, I actually thought it was a driver issue with my new video card. As I hadn't ever noticed it before. This is likely due to not removing the A2 Skybox stuff then. I will check it out and see if I can get it fixed. If I can I WILL patch it this weekend. I have opened versions of a few of the remaining barracks that aren't open yet, I don't do replacements with previously enterable buildings unless they're exactly the same, all of those changes have already been done. There are literally no buildings that can be "swapped" left.. everything that is still closed need to have the interiors modelled. Again I have a LOT of buildings that are partially to almost complete, I just haven't worked on them since late last year. M1lkm8n has also been opening TONS of buildings for A3 for his terrain project, so I will eventually do the texture changes to those so there are both the OA and A2 versions. The airfield won't get anymore buildings, but the Airport Terminal will be enlarged and opened (very long term). The military barracks at the Paraiso Airfield have tons of enterable buildings, almost all of them. Again, the changes I make are intended to develop the terrain in a very natural progression, I haven't even gotten to the point where I'm ready to add the changes BI already did to it for United Sahrani, so I'm definitely no where near ready to start expanding empty areas or existing towns. The best thing for a server host/mod to do is to add whatever features they want. In our DayZ mod we added dozens and dozens of buildings via the mod, so that the map remained true to it's original spirit and was well suited for our needs with DayZ. The list of buildings, zones, and coordinates for the buildings we added are here: https://github.com/CiFor/DayZ_Sahrani/blob/1.1.0/SQF/dayz_code/config/TownGen/CfgTownGeneratorSara.hpp It adds a lot of markets, fire stations, Hospitals, gas stations, industrial sheds, and barracks. You'll see a LOT of buildings commented out, those represent buildings that were originally closed, and have since been replaced with our enterable buildings. The markets, Fire Stations, Hospitals, are all going to get added permanently eventually (M1lkm8n has opened/expanded them, I just need to change the textures to the A2 one's instead of the OA ones). The barracks industrial sheds and gas station won't be. The barracks and sheds that are closed will be opened and added, and the gas station will get placed somewhere a bit more natural. The chances of me adding any new areas/buildings to anywhere on the map that doesn't already have a closed building on it now this year, are slim to none. I have a LOT of work ahead of me just to get the buildings that I've got partially done finished and added to the map, not to mention adding the ocean topography, coral/rocks, and ground textures for the ocean. Your best bet for adding buildings would be to just use NeoArmageddeon's 3dEditor to place whatever you want wherever you want and merge it in via your mission. http://forums.bistudio.com/showthread.php?187572-Map-Builder-Ingame-3D-Editor-for-terrain-creation -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Home for lunch, loaded it real quick and could not replicate the problem. I was able to adjust overcast/weather just fine. Can you can UL your mission or give me exact steps? I just opened the editor, dropped a player, set the weather to 80 or so percent overcast and everything was cloudy as normal. Went into camera and adjusted the overcast up and down and all the changes were as expected. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll check it out tonight, I thought I tested it. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The building loot positions are something you define out, not something in the model, as stated previously, we did a DayZ mod, so they're all available here: https://github.com/CiFor/DayZ_Sahrani/blob/1.1.0/SQF/dayz_code/config/Loot/BuildingPos.hpp The lootpos lines obviously define all the positions in the buildings I put loot, they include positions that are under/on top of things inside the buildings, and there are a LOT of loot positions in every building, so definitely don't do 100pct spawning. You can see what spawn chances I have there, those are pretty good numbers for spawning a good amount of loot, and creating the effect of randomly placed loot since there are so many options for each building and low chances, they don't all spawn in the same spot building to building. You can get all the unit names out of the smd_assets.pbo, you just have to look at the configs. Right now they're not fully configured for use in a mod like epoch. I haven't really even looked at the configs as yet, but they are missing correct item models and icons. There are also a bunch of black ops vehicles you could use. You could also just open the mission included in the DL and copy/paste the names from there. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I bounce around in direction a lot, and have limited time to mod at this point, so I don't know when the next update will be or what it will include. One of the guys we worked with in A2 made a town on the road between Pita and Masbete, but I don't have any immediate plans or even certain commitment to the idea of adding it. The remote logging area in the NE got opened up a lot more for United Sahrani, and they added a wood mill there as well which I plan on adding eventually. The plan was to open it then add it, but I may just add it as is if I get to the point I'm doing the United Sahrani updates and it's not open/done. M1lkm8n mentioned he might be doing it as well, so if that's the case, I'll definitely add it. My goals are: - Fix some placement errors and omissions on the terrain (Most of the brick apartment buildings are placed incorrectly and some are missing, they also need some attention to the models themselves.) - Add more lighting both street and in buildings - Add more enterable buildings - I have 5+ buildings that are 90pct done I just need to finish them off and include them - Add ocean topography, seabed textures, corals/rocks and some wrecks/feature sites - Update all the buildings/vegetation/signs/walls etc to Arma 3 configs and lods - Update the roads and sidewalks to A3 shapefiles instead of models - Tune/Fix surface frictions and effects for all surfaces - Apply the changes from "United Sahrani" - Go beyond the changes of United Sahrani and remove all propaganda, destroyed buildings, tank traps, and wrecks. - Alter/expand existing towns/cities in a natural manner - Possibly add more towns/feature areas I'm definitely not on any rapid development cycle, so I wouldn't worry about holding off on an update, initial release was November, this is the first update. Unless someone reports a major bug, I won't be updating it for a month or two at least most likely.