Jump to content

NigMax

Member
  • Content Count

    11
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

10 Good

About NigMax

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. NigMax

    Recoil Overhaul Feedback

    I'd just like to retract my previous opinion on the camera shake. I've spent a little more time with it and I'm getting along with it completely fine and think its great. I generally turn off headbob whenever possible in any game as it can make me nauseous, but after getting used to the recoil shake, and shooting at targets properly I have no issues. I also don't think this should be able to be disabled via in-game options, as it seems integral to the gunplay now and would offer too much of an advantage to those with it disabled. I tested a few different addon weapon packs - they all felt great too, like they should compared to vanilla.
  2. NigMax

    Recoil Overhaul Feedback

    Splendid improvement over the old system, excellent work. The only thing I feel needs to be tweaked is the amount of headbob/camera shake when firing fully auto. When firing a gun like the MX SW 6.5 fully auto through a mag, I actually feel a little sick/uneasy/dizzy and it kinda messes with my vision. The shake is great in all other aspects, and I could just deal with it - consequences of firing full auto. But I do feel it maybe needs reduction in some places, or perhaps reduced shake and increased recoil as a trade-off. I've never fired a gun IRL before, so I'm curious how realistic this camera shake is when dealing with actual recoil, anyone?
  3. NigMax

    [WIP] Molokini Map

    I'll definitely seek out further help directly if I'm having troubles, I've been lurking and its nice to see so many creators sparing time to help out. I've yet to pack this map up into a PBO yet, so I've got a few things to try out. Mostly just looking for guidance in case I'm making any massive noob errors while I work on the source maps. So far it seems I'm all good. I hope
  4. NigMax

    [WIP] Molokini Map

    Excellent idea - I'll take a look at that. Down-sampling and tiling up everything would definitely be a better way around RAM limits when editing as well as much better performance, so will have to give it a try. If I can figure out a way to get it to work at 0.1m per pixel, I'll let you know haha
  5. NigMax

    [WIP] Molokini Map

    That was the initial plan, to import in TB at 0.1m per pixel scale. And really that was my main concern - as far as I know, your supposed to be using a 1m per pixel scale minimum, but I was curious if this would actually work. In either case, I still have high quality source, which I can resize easily to fit different metres per pixel scales. If you know a better way of sizing up the map, or whether this is even worth doing (the full map size would be the same as the sat map I've linked), let me know. But AFAIK, it would be a good idea to leave plenty of map space surrounding Molokini in order for people to set up missions, etc. Thanks for everyones responses thus far :)
  6. NigMax

    [WIP] Molokini Map

    No problem BadLuckBurt, I'll include an extremely crude diagram HERE to explain what I plan on doing. The idea is to work around the L3DT limits (not able to sink any cash into a license atm), and retain high sat/mask/normal map quality - as the terrain is only small, so would like the terrain to be well detailed.
  7. NigMax

    [WIP] Molokini Map

    Hi guys, glad to see there is some interest for this type of terrain! I first intend on working the above water terrain until its mostly complete - trying to stay true to life, then will work on the underwater surroundings. I don't think there is any topography data for the seabed, but there are plenty of videos on youtube from divers and tourists, so I should be able to match this fairly well.I've already began a nicely detailed mask map of the seabed, and really want to see this detailed enough to provide a fun scuba experience in-game.
  8. NigMax

    [WIP] Molokini Map

    Early heightmap work in progress: So far I have worked the low quality heightmap data from this source, to roughly match the terrain above water level. This should give you an idea of what it will look like: http://i.imgur.com/4dgAxBn.png (935 kB) http://i.imgur.com/huYtUJ4.jpg (113 kB)
  9. [WIP] Molokini Map This is a work in progress terrain of Molokini Crater, Hawaii, in a 1:1 scale. Working from a good quality sat, some heightmap data and tourist imagery, I'm attempting to replicate the terrain with great detail. Google Maps: http://goo.gl/BrnIKa Sat Map (2048x2048 render): http://i.imgur.com/HaQx9Pe.jpg all content subject to change Information: Molokini is located in the Alalakeiki Channel between the islands of Maui and Kahoʻolawe, Hawaii. It is a small terrain, the diameter of the crater is roughly 600m, surrounded by waters with a deep outer wall, with an abundance of reef in the centre. Molokini is a popular scuba/snorkelling tourist destination, and was used by the United States Navy during WW2 for target practice. This terrain should give plenty new opportunities to make use of the scuba and nautical features of A3 which are generally left untouched. I also thought about giving the terrain the 2035 militarized A3 makeover, perhaps including some towers, discovered WW2 era unexploded munitions, etc. Would appreciate your opinions on whether to do this. This is my first time creating a map, so I'm learning as I go. If anyone has any suggestions, do let me know. I will post progress of the work as I reach milestones, and intend on releasing early versions of the map for testing and feedback when I feel it is ready. Some things I need help with: 1. Map Config - Any resources on creating the config would be great, the only stuff I can find at the moment if for A2. I have a ghetto rigged config that works from the Stratis config for the moment, but have no idea where to go from here. 2. How large should I make the terrain, and by what scale? To elaborate.. the crater itself is roughly 600m in diameter. I understand creating missions can be problematic when you need to place items outside the boundaries of the map, so I was thinking of making this a 4096m x 4096m terrain, with Molokini in the centre. Info: I'm using the free version of L3DT for my heightmap, with a 2048x2048 resolution. The sat image I have is 8192x8192 with a 10 pixel per metre scale. (Molokini takes up majority of the satellite image) Due to L3DT limits, my heightmap is 2048x2048 with a 2.5 pixel per meter scale respectively. I am editing the heightmap to match the satellite image. My normal map will be generated from with L3DT, I will work a mask map based on the satellite image. My intentions: I would like to retain full quality of the sat image and heightmap if possible. So to achieve a larger map size with detail; once all maps are complete and exported, I can resize the heightmap and normal map from 2048 to 8192 to match the sat/mask maps in size and scale. Then enlarge the sat/heightmap/mask canvas sizes to 40960x40960 in all directions (so Molokini is in the centre), then fill in the blank borders on each map (to attain 4092m x 4092m terrain size). Finally, I can then import these maps into Terrain Builder (with a 10 pixel per metre resolution) and apply the relevant mapframe settings. Conclusion: Is this a good idea? I believe this scales correctly with the mapframe settings and should work fine.. but will the map be perhaps 'too detailed' and be sluggish? My computer takes a long time to get a map thrown into a PBO and ready to test, and I've already spent many hours fiddling with the system, any advice on mapframe settings and scaling is much appreciated! Thanks for all your help and support. I hope to be able to deliver with this map and share the result with the A3 community. :cool:
  10. NigMax

    Confused about Taru functionality

    I'd really like to see an in-engine solution to this in a later update, including the ability to retain physical simulation of attached objects. I presume it would be a global solution - no idea how difficult this would be to implement though.
  11. Hi Adam, going to PM you on this
×