Jump to content

bludski

Former Developer
  • Content Count

    629
  • Joined

  • Last visited

  • Medals

Posts posted by bludski


  1. Detailed information in devblog: https://horde.wordpress.com/

     

    Latest Video:

    https://youtu.be/ogVI67Vmpo4

     

    Latest screens:

    http://imgur.com/a/nHjXx

     

    project horde is the working title of a 40x40km map generated from a 100x100km chunk of actual Norwegian fjords and mountains from the west coast. Elevation data downloaded from Norwegian government and imported to TB. Altitude is also scaled to 40%. This to increase playability as infantry compared to having a real size 40km map which would pretty much fit half a fjord and most of it would be near vertical.

     

    Expect mostly wilderness and mountains. Vast forests, tundra, snow and lots of sea.

     

    Here are older videos showing a small portion of the map with areas in various levels of completion.

    https://youtu.be/SzhNl-Moylg

     

    Atmospheric and moody: https://youtu.be/nOPeeJAR11Q

    Afternoon: https://www.youtube.com/watch?v=xBDmHVDWInI

    1.6 screens (outdated) 

     

     

    http://imgur.com/a/whvYj   <- previous screens.

     

    Some stats: currently 4 million pine trees. Estimated 12 million when all pine forests are done.

    3500 manually placed objects. (houses, pavements, lightpoles etc..)

    Currently the main focus is zoning up pine forests which constitute the most of the trees in the mountainous regions. Leaf trees will only grow from 0-200m.

     

    Snow starts at around 400m altitude in the main parts of the map and go as low as around 50m at the morthernmost.

     

    Northern 1/4 of the map will have snow.

    • Like 27

  2. I often place a bigger object next to the tiny ones I want to manipulate and select them, center my cursor on the big one and then remove it.

    You can also replace the cursor box model thing with one of the balls from the ground editing brush for more accuracy. Remember the object you touch need to be in the very centre of your cursor. I'd recommend use x-cam mod to place details though. I place big things in TB as they often need ground levelled out under them and then leave details for later.


  3. Here is what I have learned to do to minimize those things after working in TB daily for 3 months.

     

    Here is my pc: i7 4.1 ghz, 12gb ram, gtx 980, 555/555 ssd and multiple monitors. YMMV

     

    Run it in a smaller window, not maximized.. (most my interface issues have gone away when I do)

     

    If the program is behaving weird, restart it until it doesn't.

     

    If the program makes the rest of windows slow down or halt, try running it not maximized and do restart it.

     

    Save under a new name daily.

     

    Make damn sure you understand how the layers and shapes work. There is a LOT of misinformation going around.

     

    Plan your progress and your tasking.

     

    Create a mini world before you start your dream project so you have a method before you start what you really want to do.This is very important as it will teach you what processes done in TB can make it crash and you will not have to fumble blindly when making the map you came here to make.

     

    There are many things done in tb that will make the program crunch a LOT of data which can take a lot of time. Mostly when the program seems to have crashed for people are just them being impatient with such operations. Creating a dummy project and learning everything before you start working on an actual map will teach you those.

     

    My tb and buldozer only crash when I do something wrong now.

     

    Also backup your progress more often than you ever have before.

     

    My tip for working with shapes:

    Four variables must be considered at all times: There is a balance to how many vertices in a polygon, how much object density, how many square meters the polygon is and how complex the shape is if you want to fill it with a high number of random objects etc.

     

    The only things making my TB crash these days is not doing the shapes "correctly". I don't think TB is as bad as the reputation. It just took ages to learn without any proper single source of accurate documentation.

     

    Here is my map in progress if you want to see what I am up to. 

     

    Happy editing! Hope some of this helps.

     

     

    Oh and about patience, Updating or changing the imagery on the map above takes hours and very often makes the program seem to have frozen, It never has though.

    • Like 1

  4. I keep deleting this shape (polygon_60) but it is there again every time I open my project. Any ideas?

     

    Update: I still get the error for the same polygon but for some reason, there are now two of every other shape and I can no longer find the object by name. 

    Edit 2 No error message any more. Seems for some reason, a few f my shape layers had been duplicated.


  5. Use x-cam for your main building, then bulldozer to tweak stuff. Pressing 0 on your number pad, puts the camera at a good angle, for clicking on stuff in bulldozer.

     

    I try to avoid bulldozer as much as possible, it's so crap and buggy lol

     

    I still have so much terrain adjustments to do I am not ready to go to xcam detail level. I just want to modify the cursor. Can't be arsed with crurnching constantly.


  6. kydoimos, I have done 3d for close to 20 years, I just haven't gone to the stage of having any of my own models in arma yet. I have been focusing on creating a working map with all features and are just beginning the process of my own objects and artwork on it. Creating the raw models and image maps is the least of the problem in a separate package.

     

    I am just trying to harvest as much information as I can because doing things over and over ruins my day! :)

     

    I am pretty certain there will soon be a pack of airport objects from me when I have this stuff figured out. I just need to know what I can and cannot do technically....

     

    I recently discovered the crack clutter objects and I guess I will be trying to figure out how those were made.


  7. Have you tried the "user Texture" in the editor..I know its for facing you but could it be possible to lay it flat? Ive used them for making my own graffiti on walls. Would be neat to include that in an Eden update to be able to make your own lines on roadways and such.

     

     

    Diesel

    I guess I am looking for making a helipad object in every way except that ai will see it as a helipad. Then I could make about twenty of those as squares to detail my runway as styling and mark my taxiways etc.. I haven't taken apart the altis runway to see how they did any of those those things. I haven't even created runway scripts on my map yet but it seems to me there has to be a way to paint the ground like that seeing as helipads are.

×