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egilsandfeld

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Everything posted by egilsandfeld

  1. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    MikeTim I'm already adding chicken coops here and there :) Thanks, Sethos. Maybe I'll contact you if I need assistance. Update August 14 - Sat layer coloring
  2. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Oh I am :) Can't let this slide now. Yeah I'll upload a video as soon as I get the video capture to work again! I'll soon be finished with the current tile. The last thing is to place the city of Aakirkeby now, and I'll try to make a video of how that is placed and what my thoughts are on this. Some of you would like that insight so I'm trying that.
  3. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    I got time to update the sat layer yesterday, and... Wow! This is probably the most affecting update I have done so far. The colors are way more natural than before. It's more relaxing to the eye. The switch between sat to ground textures are non existent as I have blended the textures from the ground onto the sat layer. It all blends extraordinary well! Been cruising around for a long time today just enjoying the sunny pearl, and updating the sat layer was so important and I didn't even know that before. I will post a video very soon as I get my recording software hopefully to function again. But dear follower - I think you will not be disappointed with this update :)
  4. egilsandfeld

    Danish Infantry Module 1.4

    Nice mod, Raven + guys! :) Yeah they go really well along with Bornholm. What also go well along is the DDAM vehicles, I think ;) Any ETA on that yet?
  5. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Actually I think I'll move the Radar to somewhere safe instead. It's better to not have it up there on the hill. Thanks for your kind words :) One of the hustles being a terrain designer is that you have to battle Terrain Builder + Buldozer. Today I've been spending 3 hours on trying to start Buldozer with the map data, but so far it's never come pasts start loading screen. It's normal for me, and I often spend hours just trying to restart the damn thing. Oh well, just a heads up that everything is not going smoothly. But when the stars and sun align I may again work in Buldozer ;)
  6. Got some problems with LODs. Here's the switcing point in game (See the b_craet1 bushes in centerscreen, those closest are light green, where as the ones just farther away are dark green) https://dl.dropboxusercontent.com/u/9959158/Arma/b_craet1_ingame.jpg The paa's from the two different LODs look like this when viewed in Texture Viewer: https://dl.dropboxusercontent.com/u/9959158/Arma/b_craet1_paas.PNG It seems like the colors in the .paa are fairly even, but ingame its very clear that there's a difference. I have never played with LODs before, so how can I change the two distances to look more homogeneous?
  7. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Hehe, MikeTim :) The size is currently 1.85Gb. But we live in 2014 (!) and if you don't have space for 2 Gb of pure-awesomeness on your PC or if you D/L link cannot handle 2Gb, I don't know what to say :) Quit whining and load up some mofo satellite-internet connection then or something :D New video update! I've been busy. This video shows you Raghammer Firing Range located in the South. Also new colours on the sea and on the vegetation (including fixing some LOD switch pop-outs) As always; I appreciate your inputs :)
  8. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    This is your lucky day today: Bornholm for Arma 3 is now completely independent! That's mean you don't have to run A3MP or AiA at the same time as Bornholm, as my terrain includes EVERYTHING it needs. It's sort of self-sufficient Nikiforos: I agree with you. However its so time consuming making models, so I have decided to step over that. Maybe in the future if somebody made a decent North European building mod with lots of models in I could swap them for the models we have now :)
  9. egilsandfeld

    colours on vegetation withs LOD problem

    Shizweak, yeah you are right. I tried fiddling with saturation of one of the two and I have now almost aligned them completely. It's so much more easy on the eyes,and you don't notice the LOD switching anymore. Sweet! :)
  10. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Skide godt! Excellent :) That'll be a true companion with Bornholm ;)
  11. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Yes guys, please! We need DDAM updated to Arma 3 :) It would suit Bornholm so well. http://www.armaholic.com/page.php?id=10936 Thanks a lot guys, you're so kind :) MANW, I thought they did not allow terrains? @MikeTim: I'll find that model and start using it. Thanks :)
  12. egilsandfeld

    Best way to make fences?

    Well, I make about 5 fence-objects next to each other, select them all in Buldozer, and press C to duplicate them and then realign them with the first ones.. And so on. It gives me an opportunity to variate it a bit, so it's not those long clinical straight lines of fence all the time.
  13. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    No the bushes are not from Mikebart. The colors are from the stand alone Summ_Plants addon to make A2 vege look like spring/summer. I need to adjust some of the LODs in there, but it shouldn't be a big problem to fix. I've also finished Christiansø, located about 7 clicks off the North Eastern coast of Bornholm:
  14. Or just import them all, select them all and move them into the proper place. As long as you import into a new layer it's easy to select only these even if they are on top of other objects from other layers :)
  15. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Thanks guys :) Actually there is a mod for A2 that needs to be updated. It's called DDAM I think, but I'm not sure if the author is still active. Yeah updating houses would be great, but I don't possess that skill yet :)
  16. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Update August 3 Almost finished the area of Dueodde, located in the South of Bornholm. This area is stuffed with holiday homes in pine woods on sand and rather dry terrain. In this video I'm taking a tour through the 6 km long stretch of holiday homes, but I'm also shortly viewing new features to my many bushes - AI can no longer see through them! The island is REALLY coming along very well. I now have 4 5x5km tiles left and then the largest city of Roenne. Its so rewarding to place objects and trying it ingame. Again thanks a lot for your donations, I really appreciate them :)
  17. egilsandfeld

    Help with Object

    If you got the time for it, please do, as I think a lot of my confusion is from whether or not procedures from A2 era still works now. It's difficult enough to figure out how to get it to work with A3 only, but the cross over with A2 makes me confused... a lot :)
  18. egilsandfeld

    Help with Object

    So in short: - Move Mlod model p3d's to my custom object folder - Run MoveFolder first by "Crunch from p3d content" - Run MoveFolder then with "Crunch from config" and select original CA config.cpp's from both A2/CA and A2AO/CA - Edit models and redirect penetration and surface textures to A3 content - Change something in the new custom object folder Config.cpp - Binarize the folder with PboProject Missing anything? Basically by doing the models first and then MoveFolder ment I just wasted 6 hours of work now. But ohh well that's part of my A3 terrain making already :)
  19. egilsandfeld

    Help with Object

    Very much appreciated, M1lk! Thanks a lot. Having gone through my +100 objects now in OB, so MoveFolder would come after changing the stuff to the models in OB themselves right?
  20. egilsandfeld

    Help with Object

    M1lkman, could you elaborate your answer a bit more? Let's say in this folder for the custom objects there's both the Vez and the A2 hotel, HouseB_tenements for example. They have both been run with MoveFolder so all files should be there. But how would a config for those two look? They are in the same folder, with subfolders like "data". I don't get what's needed and what's not in the config.cpp for these buildings. And I don't get where to put that line with ladders :)
  21. egilsandfeld

    Tips for painting roads on satmap?

    Yes that's because Arma ingame will curve the road between two points on the shape. So even though your shape is straight, it might be curved in game because of the point position before and after these two. A fix is to set additional point just before and after where you want the road in game to match to the shape in TB. It's time consuming and so far I don't think it's possible to disable the auto-curve feature.
  22. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Video update July 15 1200 rocks just placed on Bornholm, variated vegetation density in Almindingen and adjusted Normal Map on satellite layer. It's getting better and better all the time!
  23. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    With a more lush environment, you would imagine Bornholm to be harder on your PC. And it is. But not by much. Generally on the country side I run about 35 FPS. In cities and dense forests it's at about 25 FPS. My comparison to Altis would be about 40 for open terrain and 25 for cities. The hardest is when flying, having view distance up so that the entire forest in the center of the island is visible. There it drops to about 20. But that's only natural with +400.000 vegetation objects in sight :)
  24. egilsandfeld

    Bornholm, Denmark [Terrain WIP]

    Ahh this is more like it :) Greyscale Bump map of Bornholm 2048 x 2048 px: http://i.imgur.com/WQCg3LU.png I am aware of the low sun affecting the shadows. With current setting of 2 in scale it could use just a bit more actually, so I'm trying with 3 now. Some random and non-related images: http://i.imgur.com/kKn6aKx.jpg (Almindingen East about 2 clicks from Nexoe) http://i.imgur.com/mCU2ewC.jpg (Nexoe city from the seaside) http://i.imgur.com/MsYwc8m.jpg (A farm I can't remember where is!) Imported objects for the entire South of Bornholm as well now. I'll call this area Dueodde. It has a large white sand beach, lots of vegetation planted/grown in the sand as well. Took a drive yesterday in that area, and the sand bottom is quite cool. Just like I hoped it would be :) Btw. Thanks so much for the donations, guys! REALLY appreciated. It's going so well now with the beautiful island!
  25. egilsandfeld

    Patch 1.24 (Bootcamp Update) Feedback

    Then I can chime in. Really love the fatigue and stamina update! Damn it's tough now to aim and relax in the heat of the battle! Well done :)
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