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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
It's already released, available on the first post, armaholic, and play with six. It has a dependency on AiA_TP. Should work fine with epoch, theare have been a fair amount of epoch Sahrani A2 servers, and we had a DayZ mod, so you should be able to find loot tables, vehicle spawn locations, as well. Not sure on center coordinates. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
20480km x 20480km. Not sure what you mean as far as center points. -
[Tutorial] Introduction to Modding in Arma Video/Text Tutorial Series
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - BI TOOLS - GENERAL
I'm not too sure, I know there are a few big spanish speaking Arma communities. I'll try to have a poke around and find some links for you this weekend. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, the thing is, the model config already defines a radius it's supposed to turn on and off I think. I just don't think the A2 engine interprets it like A1 did? I don't know though, I've got to look into it some. For now, I couldn't leave it alone, and had to add in the vehicles that Plisken did. They still need RVmats and materials but for now they're good enough. They're also only configured as bluefor but you can spawn empty ones by just calling the relevant class. These are DEFINITELY going to get moved around and re-classed in some cases I think, so mission makers take note.. I will NOT change the unit names though, so it should be safe. **UPDATED** v 0.2 updated links and changelog on the front page. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just loaded up Armed Assault lol, they turn off facing land there for sure. Arma 1 Looks really good. It's shocking. I'm definitely not going to hold up a release for that, but I'll look into it for a coming update. ALL the lighthouses are one of 2 models, so I think it's something scripted not in the config? but I could be wrong. I'll try to find out. I just got off work/got home. I'm going to test the build a touch more, and then zip it and UL it if everything is fine. I also have to update the changelog. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should work fine, at most you'll have to change the default world to smd_sharani_a3 -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AIA currently only includes the default BI versions. I'm not sure if they will include SMD Sahrani A3 or not, I haven't had a chance to talk to the guy who took it over from kju. To play this version you need to download it separately and run it with AiA_TP. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pretty sure that should be easy enough. But I'm not when I'll do it. I have 3 to 10 buildings in limbo that I want to finish. They are all a2 right now so, I'll try to loo back finish those and then add in these updates. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do lighthouses do that? I like the effect of the light sweeping the city personally, and I THINK that's more realistic? So... I just finished testing a repacked build that has - All the new terrain config updates - Intro mission (it throws a "cannot load mission" error but click ok and it's fine (will fix next update)) - New midrange texture - All alpha issues fixed - All merged textures fixed (doors on the 2 story houses) - Fixed Texture for SMD ATACS unit - All buildings/misc scope = 2 and classed for placement in the editor - Units/Vehicle preview mission included - No building errors I did not have the time to include the ocean or seabed textures or clutter. That stuff needs to be redone. ALL the buildings are error free, but they hotel has destruction fully disabled, it's not even spawning the rubble model for some reason, but I'm not going to delay an update for it. The assets have the updated textures, and are properly nested in an "smd_assets.pbo" instead of being in their own pbos (Side = Bluefor Faction = NATO Class = SMD ATACS, SMD Black Ops, SMD Digital Tigers, SMD RACS) + SMD Hughes 500D (TJ from Magnum PI's Helicopter) (Side = Empty Class = Air Unit = SMD Hughes 500D [NATO]. For the additional units Plisken did, I haven't included them yet, and as a warning to mission makers, the above unit classes may change. the next release I will ensure that I clean up the configs/defines so that everything will remain the same from there out. I'm going to include a mission with the DL that has all the units placed on the Paraiso runway. I'm pretty sure all the units=[] lists are defined in all the pbo's properly now, I went through and listed out all the buildings. Next release I will include a mission with all the buildings placed in the editor as well. It's also setup now so everything is scope=2, and defined as classes (Side = Empt Class = SMD Buildings, SMD Castles, SMD Misc) so they all show up in the editor as well (this should enable map builder support) It's gotten way to late to start zipping it all up and UL'ing it so I'm going to TRY to do that tomorrow... Certainly will pack/release this build though before Friday. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I removed the destruction effects from the Hotel for now, so, I THINK that's the buildings all sorted. It's gotten way too late to pack/UL a build, so I'll have to try to get it done after work this week if I can find the time. Otherwise it should be good for Friday/Saturday. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Totally interested, please feel free to PM me or post the link here. AIA currently only includes the default BI versions. I'm not sure if they will include SMD Sahrani A3 or not, I haven't had a chance to talk to the guy who took it over from kju. To play this version you need to download it separately and run it with AiA_TP. Will check it out! +++ I couldn't help myself but try to get the lighthouses working again, it didn't work out, so I'm going to back out those changes and work on getting the destruction errors out. Hopefully I should be able to UL something tonight, but I work from home on the weekends, so if work gets busy likely not. I couldn't help myself again... and GOT IT WORKING! The model I was using as an example had different memory point names, and the smd lighthouses aren't called on the island, only the CA ones, so I had to re-configure the CA one's correctly and all is now working. I'm trying to get the destruction effects error to clear, but if I can't get it to go after the next few tries, I'm going to leave it for now, and pack a build. If I don't start on that by 5 I won't get it all done and uploaded by tonight. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just finished adding the AIDoor and AIspawnpos memory points to all the SMD buildings. I'm packing it now, to check it out. I haven't had any luck in A3, I have no experience with AI coding or addons. Someone suggest Insurgency, but I couldn't find a Sahrani version. TPW doesn't seem to spawn a ton of citizens, and I couldn't figure out Alive quick enough. So I stopped messing with that and tried to get the building issues sorted out once and for all. All I really need to do is get the destruction error worked out, then I should be all set to pack a build for release. Not sure on whether it will be just the buildings, or if I'll include some of the terrain progress as well. Currently I think it would be better to just put out an update that fixes the buildings and then try to polish off the terrain changes better so they don't introduce new issues. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, on this pass through I'm just adding 1-10 each of the AIDoor0. 1, 2, 3, etc, and AIspawnpos_0, _1, _2, _3, etc. Most 2 story buildings have 2 of each, 1 stories have 1 of each, the hotels have 10 of each. I went through a bunch of the sample models and really didn't find that many examples that had them at all, or in any large numbers, so I pretty much do 2 of each unless the building is small or huge. As far as them working on other terrains, that's kind of up to AiA, as the reason some of our buildings are in there, is we shared source, I'd have to send them a new batch of the buildings, and have them convert them for use in AiA. It SHOULD work though. The only concern is if the relevant definitions are not done in the particular terrain. For custom scripts it should work fine. ALICE depends on the memory points AND defined citizen lists, and city center lists, and some other info that's in our config, but not in all the terrains. I'd have to look at some examples of community made AI spawning scripts to see if they do as well, but likely not. I'm going to TRY to play with this a fair amount in A2, since we have our own civilians, police, military, and opfor, I could make it very robust in terms of who spawns where, and I have a decent working model from our DayZ mod which spawned only certain zombies in certain logical locations. I am pretty sure I had this in mind when I did the zombie spawns, so if I remember correctly I'll basically just have to change SMDZ_citizen1 to SMD_citizen1 or something similar. That's definitely something I will wait to check out until I've got an update out for A3 though. Still not sure if I'll be able to get a package to where I want it by the end of the weekend but I'm going to try. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Squeaky wheel gets the grease.... I've just added dozens if not hundred+ AIspawnpos_x positions to every logical model through H, I will finish it up after I've verified a test build it's working as intended. I very well may back port this update to A2, so that the A2 terrain will work just as well with ALICE and other AI modules/scripting. I added a lot of AIDoorx 's as well, but understand from milkm8n these tend to spawn Ai that doesn't move after spawning. *edit Just checked it out a bit in A2, and it definitely spawned more citizens than it previously did. I don't know of/how to really test it thoroughly in A3 (or a2 really lol). So, if anyone has a mission they want to point me to that is a good test, let me know. I'm going to try to continue adding those memory points to the rest of the buildings tomorrow, and hopefully finally get a patch together, but my back has been really bad this week, so I'm not super confident I'll be able to get it all done. -
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've been working on it a bit this weekend, but my tools issues continue to make everything a nightmare. I don't know that I can get anything substantial done before I buy some more harddrives, back up, and do a clean install. I'm going to give it one more go today to just get a building fix update done, but it's just endlessly frustrating when I'm having weird issues that I'm pretty sure are not caused by anything I'm doing. Hopefully I get it worked out, but it's not looking very good, and I can't spend any money on HD's at this point. If I can't get it done today in my spare time, I'm going to shelf the project for a while till I can afford to get some storage and do a backup/clean install. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No update this week as planned, I'm sick, I tried to do some last fixes and repack it, and somehow got all the old alpha issues back. I'm too sick/tired to deal with it today. Even if I get it fixed tomorrow I won't have time to pack it/UL it etc. -
Best practice/way to include A2/CO/A3MP/AiA objects in your A3 map project?
cifordayzserver replied to digitalcenturion's topic in ARMA 3 - TERRAIN - (BUILDER)
I think what kju is saying, is if there is a license that says "free to modify/distribute" or "open source" then you are free to use/modify it how you like. The license (if present) is the guiding factor, If there is no license, THEN you need to ask the author specifically. If the license says no modification/redistribution, you have no reason to ask the author, because the answer is no. For example CWR2 has a very clear license, NO USE in A3. DayZ mod has a clear license, NO USE IN A3... Our SMD releases all have a clear license, APL-SA with a special caveat that we can request takedown of any party we perceive to be in violation of the license. *edit As stated by M1lkm8n, the only correct way to do it, is to use the A2 CA folder as a source for your terrain, then release with AiA_TP dependency. Alternatively if you want to use 99pct A3 buildings and a few specific A2 buildings, you can use the BI Sample Models as source, or check the license/contact the author of any specific buildings you want to use. There are several different attitudes in modding for Arma, some folks are very protective of their work/projects, others are not, some even get annoyed by the constant requests for permission when they've included a clear "free use/modification" license. The key is to ensure you research what you want to use, check the packages and forum threads for licenses, and in the absence of those, or confusion over them THEN contact the author. Some folks think it's fine to "mess around" with whatever they want, so long as they aren't going to release/host it... however that IMO is what leads to so many violations... after you've spent a certain amount of time on a project, you feel as though it's "yours" even if you started with someone elses work... so just avoid that all together and ensure you have permission to work on something before you do. It will avoid lost time and bitter feelings. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For some reason the 2 story church DID take the fix, not sure what's going on with the one set of clock dials, and the hotel doors There are only 2 major building issues left, one of the two story buildings M1lkm8n did has really dark interiors and flickering textures when you're on the outside deck/roof patio. The other one works fine, so I might just overwrite the broken one with the working one and re-arrange the furniture. Same goes for one of the destructable one story stucco buildings, the rubble is showing before it's destroyed for some reason, but the other one isn't. The seabed not fixed either, not sure WTH is going on with it, but if i can't get it sorted by next weekend, I'll release and update for just the building fixes, and some of the config fixes for the terrain, but not include the seafloor/seabed texture changes. I'll do my best to make sure I release an update next weekend. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fixed: Not fixed: Better but still has an oddity in the entrance doors, tried 3 times to fix this. I think the same goes for the 2 tower church, but I'm not sure. I did some changes to hopefully get rid of the seabed clutter ending up on land, but I'm not sure yet, repacking it now. 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
So, took a bit of time today to fix up the glitches in the buildings, not sure I've gotten them all, but a few are done: I'll go back through the thread, and fly around a bit to make sure I got them all, the shutters in the dual tower church are being odd, they're not taking the fix for some reason, I'll try it again. I also need to fix the satmask layer, it's dropping the undersea texture on land for some reason, I have to either back it out, or change it around a bit. If I can get that fixed quick, I'll keep it, but if it turns into a PITA, I'm going to pull that for now, try to get the surface frictions and effects sorted, and release and update for now. I doubt I can get it done by the end of the weekend though. 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
Just for clarity, this is NOT PRACS RACS units, this is just a loose compilation of reskinned A3 units done by Pliskin. The vehicles are new, the units are currently included with the package, and available separately, but some have some minor glitches. Non have proper materials/rvmats, although we're both working on getting that stuff down. We plan on making them droppable as groups, and hope to add a bunch of reskinned citizens as well. We did SLA units for A2 that we could also do for A3 if folks are interested. A3 SMD Units/vehicles Links: RACS - http://www.armaholic.com/page.php?id=25207&highlight=SMD%2BA3 BLOPS - http://www.armaholic.com/page.php?id=25240&highlight=SMD%2BA3 Vehicles - http://www.armaholic.com/page.php?id=25241&highlight=SMD%2BA3 A2 SMD Units/Vehicles Links: http://forums.bistudio.com/showthread.php?162936-SMD_Assets-Standalone-PBO-Release Honestly there is a SHIT TON more stuff in there than pictures, including a lot of objects and custom models. Some of it is of questionable quality though (the buses and a few cars are not great)... and as above they all lack materials/rv's. I'm fairly sure it also includes all the custom item models we did for DayZ mod. When/if we get up to speed on doing that properly, we will definitely update A3, but only A2 if it's requested. -
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 an addiction, was all ready to go to bed, and checked email... Pliskin has been a busy bee... He's redone the Black Ops, Black Ops Digi factions, and done a BUNCH of vehicles, also config'd them as their own faction. He's working on the RACS units as well: -
[Tutorial] Introduction to Modding in Arma Video/Text Tutorial Series
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - BI TOOLS - GENERAL
Thanks for those links, I'm going to edit my original post to make special note of it, I try not to militantly advocate Mikero's tools, but I figured the repeat mentions of them in there would hint to folks to use those instead of what's suggested in the other vid. I will eventually make a video of how to set up a modding environment forA2, for A3, and for both, and how to quickly/easily switch between them. But that's a while off at my current schedule. So, if I'm understanding your question right, you want to make a device that will control the players aim.. like a homemade 6axis controller, or a rigged wiimote or something? That should actually be fairly easy, all you need to do is look into freetrack, it's open source, and should provide you with all the params you need to trigger movement in as many axis as you want, it's up to you to write the sensor to output code obviously though... but you could easily mimic/identify your rig as a mouse or trackIR device and control look or aim respectively. As far as having an external device feed info into the game? It again, should be totally do-able depending on exactly what you have in mind, but you'd have to know SQF REALLY well, and what your options are, and how to best carry it out, cuz there are probably a few ways and doing it right vs wrong could mean the difference between it working great and not harming gameplay and it being crappy and causing tons of lag. I don't know anything of value about writing/using extensions, but I know it's possible, and in some fairly amazing ways. Again, great info and totally worthy of note, I will try to get my own environment setup tutorial done, so I can ensure it includes ever detail/hiccup that folks tend to run into, and isn't always documented/explained. Thanks! -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I made another short comparison video between AiA_TP's default BI Sahrani and SMD Sahrani A3 in AiA. TAKE NOTE on the video above, this shows the current midrange texture I like so far, it may change again, but it gets rid of those really obvious jagged lines that some folks pointed out. On the campaign, I'm really not sure, I know someone worked on it for A2, and still didn't get it done AFAIK, it's a daunting task ironing out all the minutia to get a campaign running smoothly all the way through. I wouldn't even be able to test it lol. I've got a lot of other pretty good video that I want to mix into a video as well, but there's no real direction for it, it's just a bunch of fighting... but it looks cool! lol. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
cifordayzserver replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I changed the midrange texture a few times, and actually ended up liking one from the original Sahrani the most lol. I got my list of buildings a little more detailed, but still has a way to go. Got word from Plikin that he's got some more textures done, he's just working out a few more, and then will send me an update.