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Jove Chiere

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Everything posted by Jove Chiere

  1. Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3. This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). http://www.armaholic.com/page.php?id=35465 (Available via Armaholic). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). http://www.armaholic.com/page.php?id=35511 (Available via Armaholic). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  2. I have created a new thread for the heads (the mod has expanded so much that it requires one). This will continue for the Seattle and South Asia terrains. Sorry for the inconvenience! 🙄
  3. Faces of Bohemian Interactive for Arma 2 & Take on Helicopters ported to Arma 3. The new ToH characters mod, including the faces that appear in ToH adapted for Arma 3, have their limitations as they are textures from Arma 2. But it has been adapted and created the necessary textures to look as good as possible. Due to the number of requests for new faces of Arma2, Arma 2 Operation Arrowhead, Arma 2 British Armed Forces, Arma 2 Private Military Company, Arma 2 Army Of Czech Republic... I have expanded the project so much that I am opening a new thread. Sorry for the inconvenience. It currently includes 146 ToH/A2/A2PMC/A2OA faces ready to be played. https://community.bistudio.com/wiki/Arma_2:_CfgIdentities You can download from now in Workshop, enjoy: @ToH Characters https://steamcommunity.com/sharedfiles/filedetails/?id=2170387941 (Available via WorkShop). https://www.armaholic.com/page.php?id=36264 (Available via Armaholic). Todo.txt @ToH Characters Known Bugs: -Quality flaws in NOHQ that give a very bulky feel to human skin. Any advice on the old faces of A2 or ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Arma 2 & Take On Helicopters is made by Bohemia Interactive. based on Public Data Pack
  4. Jove Chiere

    ToH Characters

    New faces, require new heads... Version 1.220 I've started to work on it and to give a little more difference to the faces of Arma 2, I'm adding new head shapes and correcting some others. In today's patch, I'm adding minor visual corrections and above all, 2 new very striking heads. I'm also working on a secret, but if you pay attention to the images you'll soon figure out what it is. Thank you all for your support (especially in those great Twitter images), I will keep working for you.
  5. Jove Chiere

    ToH Characters

    Here they are, five unforgettable companions! Version 1.200 The best comrades we would all like to have next to us on a mission (well, maybe not Rodriguez, not really...) and they are ready to go into battle again. Using the CUP mod, in the United States Marine Corps faction you can find their bodies fully equipped, simply by changing the face of the character's identity you will have them ready to fight. From left to right. 1st Sgt Patrick "8-Ball/Baller" Miles SSgt Brian "Scarlet" O‘Hara MSgt Matthew "Coops" Cooper Sgt Chad "Robo/Robot" Rodriguez SSgt Randolph "Ice Cold" Sykes Enjoy!
  6. Jove Chiere

    ToH Characters

    Old friends return to South Asia and Takistan. Version 1.100 20 new faces from Arma 2: Operation Arrowhead and Take on Helicopters for your missions in Arma 3. Clothes, Weapons & Vehicles from the CUP mod.
  7. @Tova and I, we talked about this long ago... there are numerous problems, in addition to the overload generated by high polygon buildings. In principle, it's not in my immediate plans. Besides, I'm more of a graphic designer than a programmer, it's complicated for me.
  8. Hi @starlord1214, I have versions of the roads, one with all possible roads on the map (including streets and side roads) and one that only includes highways, main roads and major streets. But both are too much for the Arma 3 engine, too unstable. https://imgur.com/a/HOBo7DU I'm planning to add the roads as an external file that can be used or not depending on the players.
  9. A huge job @Aradol... Congratulations by a Base Aerea extraordinary. 💪 When you play with infantry, recommend the mod of @ANZINS Terrain to give more quality to the terrain.
  10. Jove Chiere

    Arma 3 Aegis (Beta)

    Hi AEGIS... In the Russian faction, I love the designs. I wanted to suggest a version of the regular troop in Urban would be easy to make and very interesting. Good luck with the project, there is a very clean and high quality Mod.
  11. A new small update but that also changes small interesting details. I hope you like it, Happy weekend. See you in the clouds.
  12. The problem is more in the model than in the field, I explain. The center of a model is usually allowed to self-center according to size, this is currently used a lot in Arma 3. But formerly in ToH the variable "Autocenter = 0" was used to avoid that the model of a building could focus on one position erroneous to the desired modeling. And for that reason the buildings do not fit. You can deactivate this Autocenter option by replacing the model within the map's own config.cpp. Example: class Land_House_C_1_EP1; class Land_House_C_1_H : Land_House_C_1_EP1 { autocenter = 0; }; But the problem is that the doors and other elements are not placed in the desired position. The fact of replacing the buildings in the Terrain Builder, for now I do not contemplate the option of touching the .WRP.
  13. Well @lato190... These tests have already been done, with CUP and JBAD. The problem is much deeper, since CUP models use self-centering and those of ToH do not. For that reason the models do not fit and the buildings appear moving. Even canceling the self-centering value, the doors appear badly throughout the map. It has a bad solution, you should edit the buildings from the Terrain Builder, and that is very intense work.
  14. Ok, that building is solved, it's been easy. But there are still some more that I can not activate the collision in some areas (stadiums for example). Thank you for reporting @V3STR4, and if anyone knows any more buildings, please report it.
  15. Ok @lato190, already have the mods ready to disable the roads on the maps. It's simple, just add the corresponding map mod and it will ignore the road load. @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop).
  16. Yes @lato190, the part of the roads is still half done. It is one of the tasks that I have to improve, it is also the most tired. I will try to create in the same mod, two versions of the map that are compatible, with and without roads. So you can choose which version to use without much more trouble. Or a mod other than a few Kb that cancels the road on both maps. Something will occur to me tomorrow...
  17. A new update of the ToH Core, it had been a while without adding things and these new ones I think will be amazing! I have recompiled all the buildings in Seattle and binarized with their materials and in the latest version of Weapon 3. More optimized and advanced. In doing so I found surprises, some expected, others desired and also unexpected! 🏠 🏡 🏭 🏢 🏬 🏣 🏤 🏥 🏦 🏨 🏪 🏫 🏩 💒 Most are improvements in Seattle, but some also affect South Asia. Enjoy it!
  18. Today is Sunday, it is not the best day for an update, but considering that it is a minor addition and that by DMCA issue maybe tomorrow I will find it more complicated to be able to make updates of the map of South Asia again. I have decided to upload it. Small changes in the Clutters: -Added rock clutters to give a feeling of not so smooth terrain. -Improved the color of the grass, stained by the satellite image. I hope this adds more realism to your missions on land.
  19. Recently my MOD was blocked by a DMCA lawsuit, after more than 1 month of dispute. The person responsible for the lawsuit, did not press charges against me in the court of law. But, now after 1 week ago they unlocked my MOD, they send me a DMCA again and offend me in the messages of the workshop mod. https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 This situation is proving very stressful. In the end, I will have to be the one who visits a court of law...
  20. Well, just say that the map of South Asia is again available in Steam Workshop. Sorry for the inconvenience... Today i will upload a small update to correct the latest problems.
  21. Grande @Tova, a very clean and fast script. I love that you use the name of the .p3d to locate the objects. I also tried using the Replace script, but I couldn't save the problem of the unnamed models. Goodjob... I was doing tests to replace the buildings directly in the terrain config, but although anulate the model's autocenter, the doors were still moving. On black buildings, the problem is in CUP. They have a file called CUP_Terrains_Hsim_data_fix.pbo that overrides ToH settings to send conflicts with the material that CUP uses within its mod. But also extracting this file gives errors and visual defects in CUP terrains.
  22. I have both adapted to these maps, but I didn't know whether to upload them. But if you ask for them, I'll upload them. Dynamic Combat Ops - Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1874690125 Dynamic Combat Ops - South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1874696292