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cifordayzserver

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  1. This tutorial assumes you have a functioning modding environment and P drive, and are familiar with the Bohemia Interactive Public Data Releases. (as covered in my previous tutorials Intro to Modding in Arma and BI Sample Data Modding ============================= BI Public Data Modding 102 Part 1 ============================= ============================= BI Public Data Modding 102 Part 2 ============================= ===== NOTE ===== This tutorial assumes you have a functioning P drive, and are familiar with the Bohemia Interactive Public Data Releases. For guidance on these points please refer to my previous tutorials: Introduction to Modding in Arma Video/Text Tutorial Series and Bohemia Sample Data Modding 101 ===========Introduction=========== I will be providing a broad overview of the various LODs (levels of detail), their purpose, and some general requirements/tips for those LODs FIRST. In order to cover all the LODs and the most functionality available we'll take a look at a few of M1lkm8n's SMD buildings. Lets breakdown the ways you can add dynamic features to a static object. 1. Destruction - Static Objects can have various destruction types (destrtype) in order to define how they react when they have been dealt enough damage in game to be destroyed. Ref - https://community.bistudio.com/wiki/...ence#destrType Here is a quick/easy reference in order of least to most complicated - DestructNo = No effect, object can not be destroyed, this is mostly used for "ruin models" IE already destroyed buildings - DestructTent = Object is "flattened" this not used very often, unless it is a very 2 dimensional and simple model like a tent - DestructTree = - Arma 2: Falls over, eventually disappears - Arma 3: leans at random angles - DestructBuilding = Object sinks into the ground with smoke/dust particle effects - DestructEngine = Smoke/Explosion - DestructWall = *new to Arma 3 The wall will fall over when destroyed When an object has been classed as a building you can then script in a call to a ruins model. (ruins models are destroyed rubble versions of of the original building) This can be done in several stages, and in combination with Rvmats to allow for the a more dynamic effect than the standard sinking The most advanced form of destruction available would be custom animated destruction. This involves breaking a model into parts, and then defining how and when they are hidden, or even animate frame by frame how they will fall to the ground. For the ultimate in realism adding custom particle effects can allow for a truly realistic and dynamic building. 2. Materials - By defining materials in the Fire Lod you enable objects to properly interact with players, ai, and other objects. This also calls the built in particle effects so that when you shoot something wooden, splinters fly instead of dust or concrete chunks. 3. Sound - You can give objects custom sound files to be played during an animation such as creeking doors, or electric motors etc etc. 4. Custom Particle Effects - As mentioned above you can create and include your own custom particle effects to add more depth to a model 5. Custom Animated Destruction - Also mentioned above, it is possible to carve a model into sections and animate the manner in which it will come apart Now that we've covered the basic concepts and some of the components in general, lets get a bit more specific. The above features are often required to be defined in 3 places: 1. The p3d model - The model is obviously, exactly that, the physical asset that has been created and textured The entries created in Oxygen 2 (o2) BI's model editing software. 2. The model.cfg - This is a text file that you can edit in any text editor. It defines bones from a model in order to create a skeleton that can then be animated according to animation sources that already exist in the engine, or ones that you have custom defined based on available sources. 3. The Config.cpp - The Config . It's recommended you use a GOOD text editor such as Notepad++, in that specific case (and others) there are plugins that make editing the files more intuitive. In the config you call the animation sources you have created in the model.cfg and define how/when/who calls those animations or other effects to be triggered. Now lets look at the LODs themselves: Resolution LODs 0 - Full Model 2-5 (or more) Resolution LODs (generally half poly count each drop until you're at a box) Shadow Volume LOD - has to be within the model and no textures ALL FACES must be CLOSED - Do two, one for the closest lod, and one for the farthest Geometry lod - Shapes must be closed and convex, it stops units from moving through the object. When done, Select all and add weight - ALL COMPONENTS MUST BE FOUND (structure - topology - find components) Memory - allow bones, buttons, door lights, alice module AI etc Roadway - Flat Plane defines where characters can walk, AND the sound it makes when you walk on it. (including top of walls etc) - Can define textures and the sound it makes - All faces face UP!! If faces are down character will fall through Paths - Defines how AI interact - In positions - in1 in2 etc - points where AI can begin their walk in - pos1 pos2 pos3 are places they can stop Hit Points - Defines destructable points View Geometry - What can and can't be seen/rendered - ALL COMPONENTS MUST BE FOUND (structure - topology - find components) Fire Geometry - define materials, (E - materials - CA/Data/penetration - all RVMats for materials) - Thickness of material will influence the density (too thick glass is bullet resistant/proof) - ALL COMPONENTS MUST BE FOUND (structure - topology - find components) ========== New For A3 ========== Geo - Phys Lod - Copy/paste Geo or Fire Geo -INCORRECT as per Fennek Note thrown objects will interact with this lod and the roadway lod. BI References Model Config - https://community.bistudio.com/wiki/Model_Config Model Named Selection Translations - https://community.bistudio.com/wiki/ArmA:_Selection_Translations Model Class Named Properties - https://community.bistudio.com/wiki/Named_Properties How to Animate - https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model Vehicle Config - https://community.bistudio.com/wiki/CfgVehicles_Config_Referenc
  2. **Updated to fix broken links and add relevant info for OFPEC** Hi! I've created a text and video series of tutorials for modding in Arma. The videos narrate through the tutorial and provide a visual guide and some commentary on the various points. Below are the 3 Videos: ========================== IntroTo Arma Modding - Part 1 ========================== ========================== IntroTo Arma Modding - Part 2 ========================== ========================== IntroTo Arma Modding - Part 3 ========================== =========================================== A Beginners Guide to Arma 2 and Arma 3 Modding =========================================== Arma and it's sequels are an amazingly robust modding environment, but to say it's difficult to navigate is a drastic understatement. When you get down to it's nuts and bolts however, the documentation is there, and it is a VERY capable platform. With a bit of effort, eagerness to learn, and most of all passion you can produce amazing content and enjoy it on an amazing platform. But keep in mind... Arma Modding is not for the faint of heart. There are far easier modding platforms that allow for instant gratification, however they do not offer the depth and breadth that Arma does. I would venture to say, there is likely no other modding platform that is as accessible in terms of talented people, tools, and information. Within months of my intrest in the series being piqued I had direct contact with not only pillars of the arma community modding scene, but internal BI and VBS employees as well. The aim of this guide is to give aspiring modders a good entry level introduction to modding in Arma the intent is to provide: - Clear & simple instructions - Real repeatable examples using Bohemia Interactive's Sample Models and tools (as well as some AMAZING time saving community developed tools) - Links to all the resources - Clear Roadmap for the Sections and Tutorials. ROADMAP: I - Establishing a modding environment - This topic is covered very well by Shinkicker's 4 part tutorial on OpenDayZ.net: Part 1 - http://opendayz.net/threads/shins-modeling-for-arma-2-dayz-tutorial-part-one.12392/ 1. Downloading BI Tools 2. Optional (but recomended) community tools 3. Optional free 3rd party tools for modelling or art/graphics editing (for those who do not own superior commercial tools) II - Tutorials and Links will be broken down by focus as below: 1. Sound modification and Voice Acting 2. Mission Editing (including cinematics creation) 3. Coding 4. Community Tool Development 5. Model Making 6. Texturing 7. Terrain Artist (be prepared to have the steepest hill to climb) Now, Obviously each one of thses are VERY complicated and require intesive focus and dedication to master, however they are pretty much ALL fairly accessable and can be toyed with fairly simply. I am by no means a master of any of these focus', but I have spent a fair amount of time messing around with all of them. So, I'm going to do my best to cover as many bases as I can, as accurately as I can w/o overstepping my knowledge base, or providing useless guides. ========================== I - The modding environment: ========================== +++++++ Arma 2: +++++++ Latest BI Tools - https://community.bistudio.com/wiki/BI_Tools_2.5 Mikero's Dos Tools - https://armaservices.maverick-applications.com/Products/MikerosDosTools/FileBrowserFree *NOTE - Mikero's free tools are still available but no longer updated with new features. There are paid tools available which are well worth the money spent if you are serious about modding in Arma long term - https://armaservices.maverick-applications.com/Products/MikerosDosTools/default Shinkicker of the 2017 Mod Team created a wonderful 4 part series on setting up your BI tools, and P drive, as well as, how to create a basic object and get it into game. Check it out starting at Part 1 Here: http://opendayz.net/threads/shins-modeling-for-arma-2-dayz-tutorial-part-one.12392/ +++++++ Arma 3: +++++++ Latest BI Tools - Go to your Steam library and scroll down to "Tools" and then select Arma3 Tools from the list Manaual Download - https://community.bistudio.com/wiki/Category:Arma_3_Official_Tools Mikero's Dos Tools - https://armaservices.maverick-applications.com/Products/MikerosDosTools/ For Arma 3 the process is quite different as it's done through steam, it's also a lot cleaner/easier to use as it has a consolidated launcher for the tools that puts all the programs in one place, and even goes so far as to provide a quick means of launghing a few popular external toolsets like Mikero's Tools. Atsche did a nice video tutorial of the install and initial setup for Arma 3 Check it out here - HIT LIKE ON THESE FOLKS' VIDS, and PLEASE help support modders directly! Whether it's by donating to them, or simply by promoting their work! Donation Links: (All below seem to be broken, contacting these and others to get a better list) OpenDayZ - http://opendayz.net/goals/server-costs.1/ kju - http://www.patreon.com/PvPsceneWorkshop snakeman - http://tactical.nekromantix.com/donate.php =================== II - RULES TO LIVE BY =================== 1. RESPECT ALL AUTHOR'S RIGHTS - This is non-negotiable. Arma is a great platform to mod and learn on because of the respect that modders have for eachother, for those that showed them the ropes, and for Bohemia and it's spirit of sharing and open opportunity. Author's Rights Violations are taken VERY VERY seriously in the modding scene, and on the BI forums. For a VERY comprehensive look at Author's Rights, I suggest you consult the Addon Maker's for Author's Rights site: http://amar.arma3.fr/ 2. Register an OFPEC tag and use it RELGIOUSLY do this FIRST THING don't assume your desired prefix isn't taken - http://www.ofpec.com/tags/ - ALWAYS prefix p3d (models) files with your OFPEC tag to ensure you do not create a conflict with a rival mod, or with native BI content - ALWAYS prefix your PBO's IE your work folders in your P Drive - UPDATE 2018 - OFPEC if often down (possibly permanently?) BI has a locked list (from I don't know when because my tag isn't included and had been registered for at least a year prior to me making these tutorials originally) available on the Biki - https://community.bistudio.com/wiki/OFPEC_tag_list - As well as some general 'OFPEC Tag' use info and rules - https://community.bistudio.com/wiki/OFPEC_tags 3. Use Mikero's tools. (this is not REALLY required anymore, BI have done a lot to improve their native tool set, I however do still recommend use of Mikero's tools) - More specifically pack ALL your work with PBOProject, it will identify problems and errors, as well as ensuring proper packing and binarization. PBOProject performs drastically more checks than Bohemia's packing tool, it will notice and point out errors in your project that might otherwise go unnoticed. The checks prevent sloppy errors from causing slowdowns and unexpected behavior in game. 4. Sign your files - This process is made VERY easy by PBOProject, you simply go into "setup" and point to the correct path where your private key is stored. Using PBOProject for signing files also ================== III - Pick A Discipline ================== 1. Sound modification and Voice Acting - You can add or alter sounds for any aspect of the environment or it's contents. You can create original dialogue or sounds and integrate them into normal gameplay or special missions or cutscenes. 2. Mission Editing - Both Single Player and Multi Player. Can be intended for public use or just for testing assets or creating cinematic recordings. 3. Coding - Arma allows for HEAVY scripting, and code integration upto and including use of external Database's and Virtual Machine's. ALL assets in Arma are interpretted via Config.cpp files, EVERY asset needs to be configured in order for the game to recognize it and take action accordingly. Many mods are nothing more than modifications to existing configs, or heavy additions of original SQF scripts and functions. 4. Community Tool Development - This can range from something as simple as a batch script, to things as complicated as 3rd party Antihack or File/Server Browsers 5. Model Making - Bohemia provides an ENORMOUS library of content for anyone to use as a base for modification within the Arma Franchise & they also provide tools to allow for the importing of originally produced content 6. Texturing - Again, the entire library of textures and materials are available from Arma 1 and Arma 2 in the MLOD releases. Bohemia also provide all the needed tools to convert your custom textures to the proper formats and apply them to existing or imported models. 7. Terrain Artist - Be prepared to have the steepest hill to climb, and need essentially ALL the above skills (coding knowledge is not essential however you must edit/create config files) ======================= IV - RESEARCH and PLAN ======================= There is an ASTOUNDING amount of content produced by the modding community, and an even more astounding amount of documentation and information produced by 3rd parties. When you plan your addon, make sure it's not something that will be pointless, or construed as attempting to "piggyback" off of or copy others existing work. It's always a good idea to look at how Bohemia accomplished something similar, and use that as a reference, however it's also a VERY good idea to contact the author's of existing mods and ask if you can poke around their work to glean lessons as well. REALLY valuable official and community resources: BI Forums - https://forums.bohemia.net/forums/forum/218-arma-3/ BI Wiki or "Biki" - https://community.bistudio.com/wiki/Main_Page BI Licenses - https://www.bohemia.net/community/licenses Public Data Files (Arma 1 and 2 + OA + DLCs) - https://community.bistudio.com/wiki/Public_Data Arma 3 Sample data gets downloaded automatically when you install the tools via steam Dev Heaven Community Modding Bible - https://dev.withsix.com/projects/cmb/wiki (Believe this is gone, I will investigate and update if possible) PMC Tactical - http://tactical.nekromantix.com/ Again, PLEASE consider donating to folks like kju, Mikero, & Snakeman I will be recording some modelling tutorials on properly configuring objects and buildings in O2 for Arma 2 and 3 for the first series.
  3. Welcome to SMD Sahrani A3!! **UPDATED** **Current Version v0.25 09 Mar 2015** **Requires AiA_TP** Sahrani, the original terrain from Bohemia Interactive's "Armed Assault" is being lovingly brought up to current standards and beyond. M1lkm8n and myself have spent countless hours documenting and fixing placement issues, bugs, and shortcomings of the terrain. Further, M1lkm8n has opened, improved, or port forwarded 100's of BI buildings and objects. Special attention has been paid to every minor detail and that same faithful attention to detail will be continued as I take the project forward. Sahrani is a fictional mid atlantic island that features varied terrain, dramatic views, and amazing city design. SMD Sahrani features: - Dozens of newly opened BI buildings - Dozens of improved previously enterable and unenterable BI buildings - Added shatterable glass, animated doors, shutters, dumpsters, wells, some SFX, some animated destruction - Improved ground textures - Building and object placement corrections - Arma 3 Weather, Lighting, Ambient Life, and Tiling issue fix For a comparison, I've made a short video of a quick walk around, and then a helicopter flight along basically the same paths, at the same date/time (sun is totally differently oriented due to the A3 weather I THINK?) The Arma 3 Lighting and Weather makes an ENORMOUS difference along with our changed textures, and a recent change to our midrange texture as well. I will be tuning up all the textures for A3, as they all come off a bit too shiny right now. The current release is dependant on AiA_TP. HUGE THANKS! to Outlawz7 for making 4 Zeus Game Master Missions for SMD Sahrani A3!: - ZGM 48+2 Master SMD Sahrani A3 - ZGM 16+2 Master SMD Sahrani A3 (NATO) - ZGM 16+2 Master SMD Sahrani A3 (AAF) - ZGM 16+2 Master SMD Sahrani A3 (CSAT) Future plans for SMD Sahrani include but are not limited to: - Alteration to bathymetric data - A3 underwater coral and sea plant clutter - Possible increase of Terrain Resolution (currently 2048x2048 10m cells, might upgrade to 4096x4096 5m cells) - Physx Lods, A3 Materials, and corrected configs for ALL buildings and objects - Modern RACS, SLA, RSPD, and UN factions and vehicles - Inclusion of United Sahrani Terrain, and Building updates - Further terrain and Building changes to reflect a longer passage of time post United Sahrani POSSIBLE Terrain/Building Changes - Removal of all Tank Traps - Removal of all propaganda signs and statues - Removal and replacement of all burned out/bombed structures - Addition of Paving at remaining 3 airstrips - Build out of Rahmadi - Modification to existing ports (possible dredging of the two Corazol inlets) - Addition of chemical port and or refinery - Addition of Power Plants (Diesel Electric, and MAYBE some geothermals (might also add some A3 wind turbines) Changelog: KNOWN BUGS: - Dark Interior in one of the smd_dum_istan_olez_open buildings - Roads make no noise under foot - Dust does not appear to be working Credits: NonovUrbizniz - Terrain Editing, Modelling, Configs, Promo/Release M1lkm8n - Previous Terrain Edits, Modelling, Configs Pliskin - Textures for Units and Vehicles License: APL-SA - Author reserves the right to issue takedown notice in the event of actual or perceived violation of the license. Download Links: Requires AiA_TP: AiA_TP - BI Forums or Armaholic or PWS Files: SMD Sahrani A3 v0.25 - Google Drive SMD Sahrani A3 v0.25 - Mediafire
  4. CUP terrains has all the A1/A2 and OFP islands in Arma 3, that's why this project was essentially abandoned. (that and time constraints in real life).
  5. Hi! Figured I would cross post here. The CUP team is doing a Give Away for Arma's 16th Anniversary. 1 copy of Arma 3 Apex Edition (full game/expansion) and 6 copies of "DLC Bundle 1" ( Karts (shrug), Helicopters (AWE YEAH!), and Marksmen (BOY OH BOY!) If you don't have the DLC's or know someone who needs Arma 3, point them to our twitter post and have them reply!!! We will discuss and reply about the Linux compatibility issue. Is steam required for A3 on Linux? Chernarus issues, I will have to discuss and revert, I'm fairly sure this is a known issue of unkown origin, however I'm not sure. I will do my best to try to find out who has looked at what, and see if I can maybe take a look and see if I can find anything that might be causing it. My fear is it's issues with models on the terrain which will make it difficult to locate the problem models and figure out what the issues are that need to be addressed. If I do get back up and running, it shouldn't take that long to go through the whole thing, but getting up and running has proven to be something I'm not prioritizing due to current IRL obligations. I've gotten a lot of ducks in a row, so hopefully I can actually get back into it and start pulling my own weight again! In the meantime... #GiveTheGiftofArma !!!!
  6. Sorry for no updates, just been very busy in real life. Probably not going to change enough for me to make any commitment to picking this back up. What I will likely do is talk to some of the other CUP guys about integrating the SMD building position changes into the CUP Sahrani. The textures/clutter blends will likely just get left to this standalone version, If I were to pick up the project I'd probably do it more in the tone of Malden 2033, IE make drastic changes to the towns/cities... but again, just don't see having enough free time to commit to something like that. Hopefully we can get all the corrected building locations ported over to the CUP version, and MAYBE even onto CUP United Sahrani too In the meantime, it is kind of silly IMO to UL this to steam since it will still require CUP Terrains... making it pretty redundant. If there is serious interest, I will try to keep it on the list of "one day" projects, but either way I'm going to try to get CUP sorted first, I think that still has issues with the dust/footstep effects too... +++ Edit It's totally fine to UL whatever mods to make this work BTW. SMD Sahrani can not/should not be uploaded to Steam, but anyone can make any add on mod for it and do whatever they like with that
  7. Sorry for the late reply. If the unit has hidden selections (most likely does) you can just make a "config mod" where you just have a different unit defined. You create a "new" unit by copy/pasting the config you want, then modify the bits you want, and change the unit name, this is also how you make the unit independent for use in MP by anyone as a "skin". Packing that config mod with MIkero's tools might give you problems, but you should be able to pack it with the BI tools fine, OR if it does then you can create "dummy" files although that gets a bit more complicated.
  8. cifordayzserver

    The Bushlurker Monument

    This is a lovely tribute to a wonderful man. Rest In Peace Paul.
  9. cifordayzserver

    Something weird in Chernarus

    So, hate to bump an old thread, but SOLVED: https://arma3.com/news/report-in-radim-vitek-petr-sedlacek-environment Radim Vitek of BI/Altar nickname is Trpaslik
  10. This version of Sahrani has a lot more enterable buildings than the CUP version, which has a lot more than the A1 version because CUP uses SOME of the buildings that M1lkm8n and I made for this project. If I remember correctly at last count we (mostly M1lkm8n) made 24 enterable version of the original buildings. There are not many buildings from JBAD that can be used on Sahrani, I think maybe 3-8 at most? I think it's best done by integrating the changes from this Sahrani into the CUP one, and then merging the JBAD buildings into CUP, but I'm just not sure. We'll see this week hopefully I'll get a plan of attack buttoned down.
  11. Ok, so 1.60 has come out, and it's boned up the skys for this terrain. Someone contacted me and actually provided a fixed config, so I will likely check that out, and start working on an update. I would like to add some of the JBAD Buildings that M1lkm8n has finished as well, but I'm right now contemplating whether it's better to just move the SMD Sahrani into CUP, and update that? I'm not sure. Hopefully I will find some time to focus and work on it and see. Shooting to have an informational update with a decision here by the end of this coming weekend.
  12. cifordayzserver

    Sahrani for A3 by SMD

    Hello all! First off, thanks to Alive team for indexing Sahrani.. Secondly, this is a "dead" thread, the active SMD Sahrani thread is here: https://forums.bistudio.com/topic/175705-smd-sahrani-a3-bohemias-sahrani-terrain-as-ported-by-smd I will likely release and update to fix the issues with the 1.60 update, and might take some time to add some of the amazing JBAD buildings that M1lkm8n has finished for JBad.
  13. I'm still not back up and running, so I'm not sure what or where the login credentials for the CUP account is so I can't change it but, we should link to the info page: http://cup-arma3.org/terrainsand the downloads: http://cup-arma3.org/download in the first post. Someone will get on it.
  14. cifordayzserver

    Project RACS

    Wow!!!!! Super exciting to see this! The quality of PRACS always impressed me beyond words, can't WAIT to see them stretching their legs on Sahrani again in A3 in all their glory!!!
  15. cifordayzserver

    Community Upgrade Project - CUP

    What links specifically? IE where are you pointing them? The best way to DL the terrains in directly from the CUP website here: http://cup-arma3.org/download A lot of community, derivative mod, and other websites link to the old files which are no longer shared, I don't know if there is a google mirror for the current terrains release.
  16. If you mean the save file name, or the name in the upper right, it's just the name that gets generated by BI, that's what the terrain is actually called behind the scenes. Your saved files were always called "myprettymission.saralite" you just might not have seen it displayed. The name in the map selection screen should say Southern Sahrani, if it doesn't something is weird with your files, take a screenshot of what you're talking about unless it's above. I'm not a programmer, I didn't build, package, sign, or release this or the previous release, so, not only do I not really know what you're talking about, I can't tell you for sure how or what was done. The long and short of it most likely is that we didn't repack the old pbo's that were in the 1st release with the 2nd release, we likely re-packed the entire repo in the 2nd release, and only included pbo's that had been changed in the patch... so you could well have entirely new files in the full new release... or maybe only new signatures were created. I'm not sure. You are using methods you're familiar with in order to try to attempt to illustrate something to someone who has no idea what methods you're talking about... So, basically EVERYTHING is to clarify lol. Not trying to be rude at all, but that's the case, I don't know what verifying a checksum is or why I should care, much less integrate it into an already complicated and pain staking development process.
  17. I have no idea what you are trying to state. Please clarify That's one way of looking at it. I guess I sort of see your point, but I also think the maps look terrible w/o the water, and the water looks amazing in game... I'll look into whether or not that's something we can figure out how to make select-able but I'm not sure it is. Otherwise, if it's not fixed by the time Tanao is released, We'll either put on a full court press on the A3 bug Tracker to get it fixed, or remove them possibly. Noted, I will also consider this and possibly add in the poorly placed buildings. You should not run the ASCZ fixes with CUP, it is for AiA. I'm not sure about the problem on FATA, it may not be correctly configured on our I'll have to look into it. There are some objects, and even terrains that have links to other content that was expected to be present in a normal Arma 2 install. As we have modularized the package, some of these external dependencies still need to be fully ironed out. I will take a look at this once I get back up and running with the tools. Please elaborate, I'm not sure what you mean. There are NO "lite" versions of anything in CUP_Terrains. I think different keys and bisigns were generated for the core + maps vs the full package. It will be looked into and fixed if that is that case. It could also be a case of a server admin or mission requiring both when it shouldn't I believe there is a note about this in the bug tracker. It will be addressed eventually.
  18. Be patient, I don't see this realistically happening for 3-5 months at least. M1lkm8n wants to go back through them and update them prior to use including them in CUP. We will wait his update and then move forward. Unfortunately there is not much I can do to prepare for it unless we discuss the details of his intended changes. I will try to go over it with him in the next few weeks. I get lower FPS on Chernarus at the very least, I have not had a tremendous amount of time to test them all, but I BELIEVE there are some serious issues with the models that were used as source for the A2 buildings, which is likely causing lowered FPS. I will investigate it as soon as I can. Currently I do not have a working environment set up at all, and don't have the repo cloned locally, so I have to find time to setup, and then find time to investigate/fix. We currently have FAR TOO FEW people actively working on the building and model issues. There was likely a problem with some of the source used, as above, I will need to re-establish my modding environment and investigate, it should HOPEFULLY be a fairly straight forward fix. So, none of those except the light tower are A2 buildings, They're all SMD Buildings, M1lkm8n and myself made them. The A1 stucco buildings are used to create "composite" buildings, so in many places they overlap eachother, are pushed too far into the ground, or have other objects inside them. Those placement issues were all painstakingly fixed on SMD_Sahrani. AiA was ok with the misplaced/overlapping buildings, CUP was/is not. It is our intention to add those buildings after we have (or create) terrain source so we can fix the placement issues before just blanket replacing them. If the community prefers they just be swapped for now, that can be arranged, but I prefer to do it once we have terrain placement control. The panelaks.. again, I made those, They are modified versions of the original A1/A2 models... this is going to get a BIT complicated, but I'll try to explain it simply. On Map: Terrains use "absolute paths" for buildings and objects. IE a terrain artist says put 1 "ca/buildings/Land_panelak2.p3d" here. Because those apartments were used in both Arma 1 and Arma 2, they exist in 2 different "name spaces": ca\buildings\panelak2.p3d and ca\buildings2\panelak2.p3d An A1 terrain that calls the object from "buildings", can not ever by any means grab any other object than the model named "panelak2.p3d" stored in the pbo buildings.pbo in the player's "common" or "addons" folders (CA). An A2 terrain that calls the object from "buildings2" can not ever by any means grab any other object than the model named "panelak2.p3d" stored in the pbo buildings2.pbo in the players player's "common" or "addons" folders (CA). SO... There HAVE to be duplicate models in each of the folders. If for example the A1 version had a model error that the A2 copy did not, then the one's on A1 maps would be flawed until fixed, and the A2 one's would be fine. For the editor: Objects called on terrains are for the most part "Land" classed objects, these objects should not have their scope set to "2" (selectable in the editor) because when you do this, the object "names" are displayed in game or on map in game when you mouse overt them in "normal" difficulty setting... It tags all the buildings like it does for players/opfor when the settings are not at Veteran. Due to this, most mission makers use "editor upgrade" addons, which essentially just adjust the original config to include "Scope=2" and a class/name/description for the editor to read... This historically is something that mission makers knew about, and handled on their end. We included editor upgrade addons from NeoArmageddon's MapBuilder project. AiA also included an editor upgrade addon, however it only defined one of the panelak buildings to avoid confusion for mission makers. Which one you "call" in your mission is irrelevant for anyone using AiA or CUP_Terrains as they're both there no matter what. Any changes made to one, is copied to the other unless it's overlooked by accident. So feel free to pick whichever you like. Ponds have a few issues, none of which can be fixed by us, NONE of the "fixes" to ponds between CUP and AiA had anything to do with us, this is something that BI quietly fixed on their end (I assume while doing the Tanoa Terrain). The remaining issues I HOPE will be fixed by the time Tanoa is released but obviously have no idea if that's the case or not. Current Issues: 3rd party terrains - No pond model can be "called" by the terrain more than once, or it will create a "horizon glitch" where a prominent shader line is drawn across the entire view when you look toward the duplicated pond. This can be fixed by simply renaming the pond objects themselves, and repathing the terrain. I BELIEVE, Mikero has a tool for this available to his subscribers that "auto fixes" the issue. All Ponds - In the presence of fog, the rvmat turns completely black, it's horrible. Your download must be corrupt as all the terrains are included in CUP_Terrains complete package.
  19. The link to the biki is the most complete list, but it's not super complete, I might update that page at some point with pictures and a more thorough list. Not sure where the issues with a few of the A2 buildings came from, we will look into it and it will be fixed. This is the most likely culprit for lower frame rates in Chernarus as well What backward compatible means for us, is that ALL of our pbo's mirror the names/structure of AiA, and include the AIA entries for "cfgpatches". This means that when arma loads CUP, any mod or mission that checks to see if an AIA pbo is loaded, will see it as having been loaded. The ONLY known issue at this point, is dependencies as defined by PWS, because that is a 3rd party hard coded association. Their program says you have to use X mod with Y mod, and until they change that there, there will be problems for anyone using a different one than the one they have assigned as the right one. This is both a blessing and a curse, as there have been reports of crashing on 3rd party terrains with CUP_Terrains that were not crashing on AiA, so for those it would certainly be a more "user friendly" feature to prevent those problems. Hopefully the root cause of the crashes will be identified and fixed, and then it won't be an issue. I believe some of the bugged buildings in Chernarus are causing the low frame rates, I experience the same thing, Lower than expected frame rates in downtown Chernogorsk, and literally half the frames facing west than if I face east. I'm FAIRLY sure it's caused by flawed objects I hope to have a look at it in the coming weeks, I'm still in the process of getting back "up and running" in the development. Servers, Like PWS, have options that allow them to have a hardset requirement for WHICH mod you use, so the answer to your question is MAYBE. It depends on the server, I'm fairly sure most servers are setup to only allow you to join with the EXACT set of addons they're running, but some more advanced admins have it setup so you can play no matter which A1/A2 backward compatibility mod you have running. This should be fixed in 1.0.1 please reconfirm you are on the current version. If the problem persists, please report which terrain you have the problem on.
  20. That is an Arma 3 issue, No 2 pond models can have the same name or they will produce that error, there is a tool to quickly fix it for the author's to use. I suggest you contact the author and request they update it (not sure if that's an active project or not). That terrain might have infinite terrain at the edges which causes random crashes, there is nothing we can do to fix it if that is the case. Not sure, as mentioned this is not AiA, the process was surely outlined in their thread though, have a thorough read through it. Not much we can do about connection issues with content distributors. You specifically mention 3 folders, there are only 2, you also show 3 in your list, you are definitely loading the mod twice. Either load CUP_Terrains_Core+CUP_Terrains_Maps or JUST CUP_Terrains
  21. Google Drive links: CUP_Terrains_1.0.1 CUP_Terrains_Maps_v1.0.1.zip https://drive.google.com/file/d/0Bz-fdGGxhJTvekozcDNxamgzdUk/view?usp=sharing CUP_Terrains_Core_v1.0.1.zip https://drive.google.com/file/d/0Bz-fdGGxhJTvQzk1TnM3UVhlU2c/view?usp=sharing CUP_Terrains_Complete_v.1.0.1.zip https://drive.google.com/file/d/0Bz-fdGGxhJTvVUIyOExvTmhsREU/view?usp=sharing
  22. If my guess is correct, that will involve the need to fully convert all the p3d's to FBX, and then, they will need full re-modelling to create hi poly variants to make textures with. Not sure if this is a goal that will ever happen. It's been in the back of my head since TKOM was announced, I always saw that as the natural progression for the next Arma. Terrains will need a LOT more serious 3d model makers for that to ever happen. I was at one point hoping to learn 3d modelling better in order to start doing this for A3 in order to create more A3 suitable textures for the A1 assets, but I think it's just out of the scope of reality for me now. However, if there were folks interested in doing that, it would be fairly easy to coordinate the work so that the work for an eventual A4 or even DayZ SA mod (sorry ;P ), would be there already.
  23. So, sorry, I've just been really buried in life lately. The job I do is basically 24/7, I have 2 kids (12 and 15) by myself, have chronic pain issues, and have been having a lot of other stuff going on, so I've been kind of dead in the water for 5-6 months. I'm in the middle of rebuilding my HDD setup so I have room to organize and move forward, but till that's done I can't really get any work done. Hopefully by the end of the week I'll be up and running again? But I don't know, time has been really hard to come by. I posted in the SMD Sahrani A3 thread about the difference between CUP and SMD and the plan moving forward... Quoting for ease: I have gone through the thread a few times and done multiquotes to address all the various questions, but literally run out of time typing my reply, or get interrupted by life/work and have to close it before finishing. I will try to go through on New Year's Eve/New Year's Day since I'm working from home both those days. The panelak buildings were done horribly, they will likely need to be fully redone. Please provide as detailed a list of complaints/issues in order to address them properly. I have not done thorough testing or even playing much less code review of the current release, so I'm not sure what/why xcam would be acting any differently than it was with AiA or the RC. I will look into it. On the single DL from PWS, as stated by Evro, you simply create the "correct" folders and move the pbo's then PWS should recognize and update accordingly, you MIGHT need to force it to reverify the files, but it should just work. As far as JBAD/SMD/New Buildings... The above outline is pretty straight forward, but M1lkm8n is currently also sort of "in limbo" in terms of modding, he's also getting back into the swing recently I believe, but the last time I discussed adding the JBAD buildings, he wanted me to wait for him to go through them again and do some fixes before adding them... so that will definitely take some time. The SMD Sahrani changes I can do myself, but will also take some time to properly merge the two projects... it's honestly a huge nightmare, but it's doable. New buildings - I have 5 sheds fully done, 2-3 barracks that are 90 percent done, and M1lkm8n had a few more buildings that were done, I can make 10-15 more buildings variants out of the buildings that M1lkm8n has done for Jbad. AiA was given several residential buildings for Chernarus, they were not "finished" for arma, IE have at least a dozen hours each to get fully polished, and some had objects/proxies/textures I can't verify the source of, so I can't use. This might mean they don't get done ever, but hopefully I can stitch them back together. As much as buildings are awesome, I feel like starting on a solid foundation is far more important than pushing new content. To be totally honest, I don't like that the 1st release was version 1.0, as it doesn't really represent what I consider to be a version 1.0. I'd put it more at 0.1. There is still FAR too much dependency on the compatibility configs in AiA, and a LOT of rough content to put it mildly. To provide a bit of a peak behind the curtain, this is largely due to the core difference between CUP and AIA. CUP deals with source files, and AiA dealt with binarized game content. What this means is, AiA content was based on the latest version of Arma 2 OA, the source files CUP work with are more than likely backup data from when each game version was released. IE all the various bug fixes carried out internally over the years are not present in the source, only in the game files... so CUP has a lot of catch up to do, and no real map as to how to navigate that best. Ideally, what should be done, is the core data files should be combed through object by object, config by config, texture by texture, but this is an ENORMOUS effort. This is what was done for SMD Sahrani A2, but it was done for ONE map, with a drastically smaller library of objects than A1/A2/OA. I think that the most realistic and effective path forward will be for me to go through with M1lkm8n and try to create very detailed tutorials for each object class type, that way others can work on the objects as well. I will start discussing with him over the next few weeks to see if we can get that done.
  24. SMD Sahrani A3 and CUP_Terrains Sahrani are different. SMD Sahrani A3 has more object placement fixes and more enterable buildings, updated ground textures and grass/clutter blends. CUP Sahrani retains the original grass clutter and ground textures does not have any of the placement fixes, and is missing many of the buildings that required adjustment. I will make a version of SMD Sahrani to replace the CUP Terrains standard Sahrani so that the placement fixes are in place, and more of the buildings can be used. The decision was made due to a few factors: 1. The change of ground textures and grass/clutter blends changes the look and feel of Sahrani quite a bit, it's nice, but it's very different and CUP is more about maintaining historical accuracy 2. Some of the building replacements in SMD Sahrani are "cheating" IE replacing one unenterable building with a pre-existing enterable building that fits or looks close enough. The goal was to actually produce the enterable versions for those buildings now. Unfortunately the decision to move to CUP turned out to be a really enormous task, now that a public version is published, updating portions should be more manageable, however I've really been struggling to find time or motivation. The benefit should become very obvious after the first batches of new buildings get added to the data files, and auto populated to all the terrains. Moving forward, I hope to: 1. Fix some existing issues with a few of the buildings that are already in the CUP package (panelaks and some that have not been touched before) 2. Integrate the JBAD and SMD buildings that have not been added yet (including a few finished buildings that are not released for either yet) 3. Create a Hybrid Sahrani for CUP hopefully publishing the undersea changes I had done in a test version as well as all the object placement changes made for SMD to date 4. Address systemic issues like LOD loading that is likely causing performance drops in high object count areas Currently I can't really put any kind of realistic time estimate on any of it. I hope to get up and running again soon, and then see how work progresses then possibly give some time estimates... my estimates usually stink though anyway lol.
  25. Hey Everyone! HUGE congrats to all the guys that really pushed this release out! I just haven't been able to find any time for the project, I'm hoping to get back on the horse soon. Saw a few questions I might be able to address. 1. The Apartment buildings - Please outline your exact issues in as much detail as possible. The building alignment should be fine, I checked the RC the other guys prepared and they appeared to be all in the right place, I will DL and double check now. 2. The office/school building - No work has ever been done to those as far as I know, I will try to fix the issues once I get back up and running if no one else has in the meantime. 3. Servers - You can run only the core if you are running only a 3rd party terrain, however that depends on the specific terrain. Some terrains might have dependencies on one or more BI terrains, if that's the case, you need those files present as well. 4. Xcam/editor - I'm not sure what/if anything was changed, I'll have to review it, Once again, ENORMOUS thanks to TheConen for getting this out to the community for the Holidays!!!
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