View Full Version : Australia island in Arma2
Hi all, were slowly getting the island up and running in Arma2. Still some small issues but overall pretty happy with the textures and clutter. I'll post up some more of the cities once we've added some Arma2 buildings. Also need to fix the satelite images, and work on a decent texture/clutter for the outback.
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-16-21-43.jpg
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-18-45-02.jpg
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-22-16-58.jpg
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-27-32-68.jpg
http://sas.ogn.com.au/pics/arma2pics/field.jpg
Yokhanan
Aug 20 2009, 15:46
Some of those pictures come to life, wow! :O Looks like one hell of a place to have lots of Arma fun on. :D Nice work!
Simon C
Aug 20 2009, 15:56
Is that a river in the first picture? :D
Is that a river in the first picture?
It is indeed my friend, approx 7kms long
Simon C
Aug 20 2009, 16:08
It is indeed my friend, approx 7kms long
:eek:
I'll now go and impatiently await this island. :D
i wont need to spend 2000 euro and spend 20hrs on a plane to go to aussie lol
i can just wait for this XD
fantasic work guys
Sgt.Spoetnik
Aug 20 2009, 16:31
Looking really good Aussie, great work, cant wait to see the "outback":bounce3:
cya
Looks amazing, definitely the most anticipated map in my book, keep it up!
haha were gonna need some refueling aircraft for sure :)
I'll have to get the F111 done with some drop tanks.
Great work guys
Southy
Fortran
Aug 21 2009, 01:06
Very nice indeed! Looks absolutely fantastic, can't wait for some new classy maps such as this one!
Bravo0246
Aug 21 2009, 01:40
Is that the Murray river? In atleast one of those pics?
Is that the Murray river? In atleast one of those pics?
Rivers cause major problems for Arma AI. They dont like them and get very confused when they approach them to cross. As you know the Murray runs the length of Victoria's Northern border so this caused a major problem for us. Adding the river would have made it almost impossible for AI to get into the lower eastern state. AI pathfinding is on our list of the most important things to ensure work well, so we decided to NOT add the Murray. The river you see runs from the west of Melbourne too near Adelaide.
Bravo0246
Aug 21 2009, 03:12
Ahh well as long as the telstra tower is still gonna be in it.
It still is right?
Hey, are you adding landmarks as well? like Sydney Opera house, Ayers rock/Uluru etc? or are you just keeping it plain?
IMO i think it would be good to release two versions, one with buildings (if you are planning on making buildings that is) and one without like PMC did with their desert map for ArmA 2
Sydney Opera house has been built (needs texturing) Sydney harbour Bridge has been completed and Ayers Rock is also in the island. Heres a pic of the bridge in Arma1
http://sas.ogn.com.au/pics/arma2pics/arma%201.jpg
http://sas.ogn.com.au/pics/arma2pics/armapicaus.jpg
Looking good
I get to defend my own country ;)
Wow, i bet the aussies are DYING to get this map... I know I would be if I was Australian, but even though I'm not, I'm still looking forward to it!
[APS]Gnat
Aug 21 2009, 14:36
Wow, i bet the aussies are DYING to get this map...
Nar .... been to Adelaide and Melbourne already .... ;)
But seeing we have hookers in ArmA2, I'm hopin Aussie will model Kings Cross :D
whopper_with_cheese
Aug 22 2009, 08:49
are we going to have kangaroos replace the rabbits that run around the place ?
then we could have real aussie army missions like:
'who can cull the most kangaroos at Majura firing range?'
are we going to have kangaroos replace the rabbits that run around the place ?
then we could have real aussie army missions like:
'who can cull the most kangaroos at Majura firing range?'
We will need to model a Barbeque as well, some say the Aussies gain strength from them
IceBreakr
Aug 22 2009, 14:14
Aussie: I have no problems with river & AI on my map, they even use bridges and when bridges are destroyed they try to cross them on foot and even vehicles. You just need to lower the terrain or they might enter the water and refuse to come out :)
Try testing it with a dedicated CTI server. start it up and let the AI roam around for a few hours, that will show the problem areas. How long and wide is your river?
MaxRiga
Aug 22 2009, 17:50
I remember long time ago, in RTS-OFP mission forum I advised to create USA or Europe map with realistic cities positions so to capture such cities as Moscow, London, Rome etc. Sure the map scale will be smaller then the real but it sounds fun. I hope that this Australia map will remind the real continent so people will have fun playing it in Arma2 warfare ;)
IceBreakr
Aug 22 2009, 21:15
Aussie: dunno, width ranges from 10-x0 meters I guess, length: it runs at least through 1/4 of the map. Here's a shot from A2 WIP:
http://www.vojak.si/photos/rivers.jpg
... be aware that I'm using water level for the rivers, not objects. You can see the river structure in this old alpha video (http://www.youtube.com/watch?v=X8sgw1Cdy_g) and from the final presentation video (http://www.youtube.com/watch?v=fG6g7Lx6onQ) for Arma 1.
Otherwise can't wait to set my foot on your map, it looks stunning and I see I have a lot of work ahead for my soon to be updated map ;)
Thats looking great Icebreakr!! May I suggest when populating hills with trees, try to ensure the treees cover the valleys and gullys as foilage will always grow where the water flows down the valleys.
I think you may run into the same problems I have encountered. I would suggest using the CTI method to check path finding as I can see some areas they may get stuck.
Finally I can put some boats in a river :yay:
[APS]Gnat
Aug 24 2009, 15:01
Aussie, you getting holes in ther terrain at distance when the VD is like 10km ?
yep I am gnat - something else to fix
calo_mir
Aug 24 2009, 18:13
What's the scale of this thing?
Been looking forward to some more arid climate stuff.
What's the scale of this thing?
Been looking forward to some more arid climate stuff.
Hows this for arid?
http://photos-a-0.ak.fbcdn.net/hphotos-ak-snc1/hs259.snc1/10620_128393656988_650326988_2578112_4872289_n.jpghttp://photos-h-0.ak.fbcdn.net/hphotos-ak-snc1/hs259.snc1/10620_128393651988_650326988_2578111_6196671_n.jpghttp://photos-e-0.ak.fbcdn.net/hphotos-ak-snc1/hs279.snc1/10620_128393686988_650326988_2578116_473578_n.jpghttp://photos-d-0.ak.fbcdn.net/hphotos-ak-snc1/hs279.snc1/10620_128393676988_650326988_2578115_3018103_n.jpg
The last 2 are UAV shots of Sydney Harbour Bridge.:yay:
Mr_Centipede
Sep 2 2009, 05:04
cool beans... good works lads :)
rstratton
Sep 2 2009, 05:26
Gnat;1418075']Aussie, you getting holes in ther terrain at distance when the VD is like 10km ?
any way to fix that?
Lightninguk
Sep 2 2009, 05:49
any way to fix that?
do not have 10k vd
belgerot
Sep 2 2009, 06:02
I'm excited to see the island progressing for Arma2 and judging from those screens, it looks excellent so far.
I've had a few friends from Australia so I've always had interest in stepping foot there, even if it is in game for the time being!
The main objective now is to exchange all the A1 addons for the A2 equivalent. This will take some time as we'll basically have to replace most of the building objects on the map.
It might take some time, but here's another shot to keep you happy in the mean time.
http://imgur.com/NwCrK.jpg
IceBreakr
Sep 3 2009, 03:08
Looks great, I'm just in process of replacing 200,000+ trees and 150,000 objects from A1 :)
Looks great, I'm just in process of replacing 200,000+ trees and 150,000 objects from A1 :)
Ah i feel for you :(
I dont think i'll personally be doing much replacing because i'm in charge of the sat/mask. I'll try and help out if i find some time. It might be a while before its all done. Maybe around Christmas.
Anyway, here's another screenie.
http://imgur.com/qeMUC.jpg
Rhodesy77
Sep 3 2009, 05:33
im loving that red dirt fellas :P
have u guys got some nice ol gum trees done? any chance of some screenies of some nice thick scrub? (if u have it that is)
Hey, are you adding landmarks as well? like Sydney Opera house?
What, you mean like this? :p
http://i1002.photobucket.com/albums/af149/OGNBern/SOHWIPO2screenielogo.jpg
Lots of work still to be done on that - need to finish the view & geometry LODs, then break it into pieces less than 50m across, then texture the bugger... :rolleyes:
TankCommander
Sep 3 2009, 06:29
Thrash.... Yew beautie!
F***ing fantastic work there guys
Waterman
Sep 3 2009, 08:16
What, you mean like this? :p
http://i1002.photobucket.com/albums/af149/OGNBern/SOHWIPO2screenielogo.jpg
Lots of work still to be done on that - need to finish the view & geometry LODs, then break it into pieces less than 50m across, then texture the bugger... :rolleyes:
Hey, island is looking good! Like the bridge. Is that model for the Sydney Opera House the free one that comes with AutoCAD by any chance? :P
The pictures arnt showing? :confused:
jonneymendoza
Sep 4 2009, 08:28
cant see the pics from the first post
cant see the pics from the first post
What pics are you guys talking about? The ones i posted on the last page?
I can see them ok, anyone else having issues?
What pics are you guys talking about? The ones i posted on the last page?
I can see them ok, anyone else having issues?
No, I think they mean the pics from Aussie's first post - I can't see them either, any more. Your pics are working fine.
Hey, island is looking good! Like the bridge. Is that model for the Sydney Opera House the free one that comes with AutoCAD by any chance? :P
It's based on that - I was going to draw up my own from plan & elevation drawings or photos of the place (as I did for the bridge), but remembered that model. It's been somewhat simplified, though. The original sample drawing had something like 15,000-20,000 polys, from memory, and was 2D shells only, whereas my Oxygen2 version (shown in the screenie) built as solid objects is coming in at under 6,000 so far, with some changes to make everything closed & convex.
Not looking forward to doing the UV map... :rolleyes:
Blueteamguy
Sep 5 2009, 22:07
http://forums.bistudio.com/showthread.php?t=85331
Looks like police cars will already be readily available for this island, can't wait to put the pedal to the metal chasing speeders through Sydney.
Looks like police cars will already be readily available for this island, can't wait to put the pedal to the metal chasing speeders through Sydney.
Hell yes, boys this is looking fantastic and one is currently 'chomping at the bit' to play this map.
Ahh, about time we saw some Aussie shit apart from troops.
All we need now are some HQ's, HR's, Torana's and lots of blokes in thongs.
Blueteamguy
Sep 6 2009, 20:34
lol, and don't forget the Sydney Opera House and lost of places to do some COP CHASES!
why i love cops is all explained in my user pic
This needs some naval units to go with it. I think an Armidale class patrol boat would be nice. Then we could recreate episodes of sea patrol :P
Blueteamguy
Sep 6 2009, 22:13
they're just doing the island, if you want some units, make them yourself.
they're just doing the island, if you want some units, make them yourself.
This is correct, but we also have to make a bit of content to fit the island. Like windmills, houses, buildngs etc... just a few things that BIS dont have. Nothing too complex, except the Sydney harbour bridge and the opera house, both being made by Bern.
Rhodesy77
Sep 6 2009, 23:33
and GUM TREE's!!! :P
r3volution
Sep 7 2009, 00:33
Weren't half the inhabitants of Sahrani wearing thongs and shorts? Shit they'd just need a couple of quick reskins for the occasional VB shirt and while driving the Commodore wearing the aforementioned, the ability to honk and yell 'showusyertits'...
Seriously though, this looks like its going to be a lot of fun. :D
Weren't half the inhabitants of Sahrani wearing thongs and shorts? Shit they'd just need a couple of quick reskins for the occasional VB shirt and while driving the Commodore wearing the aforementioned, the ability to honk and yell 'showusyertits'...
Haha, yeah for sure. I might have to add that into the interaction menu.
Instead of the standard greeting being 'How are you today', it'll be 'I'll giv ya a fiver ef ya sho us ya milkers luv'.
And as for gum trees, definitely.
IceBreakr
Sep 7 2009, 06:51
Man I see bunch of new addons coming when this map gets released: VB, XXXX, Coop... =)
Blueteamguy
Sep 7 2009, 19:42
blow up Sydney...
jonneymendoza
Sep 7 2009, 21:15
Hi all, were slowly getting the island up and running in Arma2. Still some small issues but overall pretty happy with the textures and clutter. I'll post up some more of the cities once we've added some Arma2 buildings. Also need to fix the satelite images, and work on a decent texture/clutter for the outback.
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-16-21-43.jpg
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-18-45-02.jpg
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-22-16-58.jpg
http://sas.ogn.com.au/pics/arma2pics/arma2%202009-08-21%2001-27-32-68.jpg
http://sas.ogn.com.au/pics/arma2pics/field.jpg
can you fix the links please
can you fix the links please
I'll get Aussie to re-post those screenies. Or i'll just make some more.
r3volution
Sep 7 2009, 23:01
blow up Sydney...
Well all the people from Melbourne would probably be onboard with that mission... ;)
I'll get Aussie to re-post those screenies. Or i'll just make some more.
Here's the link to the OGN forums where we post everything first: http://forums.ogn.com.au/showthread.php?t=63694
The forums are going pretty slow at the moment, it'll be fixed soon.
Also, here's a few more screenies.
http://imgur.com/Tagnw.jpg
http://imgur.com/dhB0M.jpg
Blueteamguy
Sep 8 2009, 01:12
holy sh*t
(pardon my language)
IceBreakr
Sep 8 2009, 08:59
Thrash: did you convert A1 trees?
jonneymendoza
Sep 8 2009, 10:33
Cheers thanks for the pics. quick question. why not make a map of england ;)
Is this map based on a small part of australia or the whole island?
IceBreakr
Sep 8 2009, 13:05
jonneymendoza: what does England have to with this project? :) here, lemme help you making it yourself: heightmap of England (GB) (http://bmp.thefloatingwidget.net/heightmaps/United%20Kingdom.png) ;)
Australia project features entire land, inc. Tasmania.
Thrash: did you convert A1 trees?
These are the things we're discussing at the moment. Do we swap all A1 trees for A2 trees? Do we include a tree addon pack (with A1 trees included)? Will we even be allowed to distribute A1 trees? etc...
In the screenies you see, we're still using A1 trees until we figure out a solution.
What we're currently working on is sorting out the clutter, and replacing the A1 roads for A2 roads, all 1000km of them!!. Aussie has been putting in the big hours and doing all the tech work, figuring out the config etc, while i'm playing the map and taking screenies for you all :yay: He just sent me some screenies of what he's working on at the moment, and it looks good. I'll see if i can get some shots if it when he's finished :).
Is this map based on a small part of australia or the whole island?
As IceBreaker stated (cheers mate), it's the entire continent but we've taken a bit of an artistic licence when it comes to.. well, basically everything except the shape....:rolleyes:
We've also enlarged all the major coastal inlets (Sydney, Adelaide etc) so they're big enough to build a city around, plus the desert/farmland/tropical areas etc are in the correct places.
DMarkwick
Sep 8 2009, 13:47
Do we include a tree addon pack (with A1 trees included)? Will we even be allowed to distribute A1 trees? etc...
In the screenies you see, we're still using A1 trees until we figure out a solution.
Sounds to me like the solution is to make it CAA1 dependant. Issue of tree copyright is bypassed then :)
(plus, I think A1 trees are generally better than A2 trees... :))
madine75
Sep 8 2009, 14:54
Sounds to me like the solution is to make it CAA1 dependant. Issue of tree copyright is bypassed then :)
(plus, I think A1 trees are generally better than A2 trees... :))
I'd vote against that.. Not everyone has the download quota for the CAA1 download and as an Aussie, I would love to fight in and around various Australian locations.
DMarkwick
Sep 8 2009, 14:57
As a copyright workaround though it's the only viable option for A1 tree usage.
[APS]Gnat
Sep 8 2009, 15:37
I'd vote against that.. Not everyone has the download quota for the CAA1 download and as an Aussie, I would love to fight in and around various Australian locations.
Agree. A huge CAA1 file is not ideal
As for the "copyright" issue ?? What makes people think there is one?
Lots of BIS ArmA1 content is being turned into A2 content and its my understanding that so long as its used only within BIS own games (and binarized no doubt) then theres no issues. Right?
SASrecon
Sep 8 2009, 15:44
will the AI be able to navigate through the river?
DMarkwick
Sep 8 2009, 15:45
Gnat;1433276']Agree. A huge CAA1 file is not ideal
As for the "copyright" issue ?? What makes people think there is one?
Lots of BIS ArmA1 content is being turned into A2 content and its my understanding that so long as its used only within BIS own games (and binarized no doubt) then theres no issues. Right?
The issue is that it's game content from one game, imported into another game. OK the games are related, but they're different products. If the importation method allows resources that have not been purchased legitimately beforehand.... I dunno, it just sounds like it's definately a copyright issue.
I don't know the details of how & why the CAA1 team have got permission, but just about every other game developer doesn't like resources from one game being made publicly available for use in another game willy-nilly. They like to control it.
http://forums.bistudio.com/showpost.php?p=1133704&postcount=9
The arrival of ArmA 2 has changed things I suppose.
Yokhanan
Sep 8 2009, 15:59
This project has been impressive since the start and knowing that the entire continent is being done instead of just a small section island/map for playing makes me all the more excited about it. :)
IceBreakr
Sep 8 2009, 17:46
Thrash: well, I have a same problem with my island. A1 plants or CAA1 didn't suit me because its very hard to convince someone to download couple of gigs just to check out my work.
At the end I've packed everything into a new "ILuvGreen" pbo addon and even retextured A2 autumn trees to summer-like. I've also made a test/list what A1 trees can be replaced to A2 ones without size difference and they looks closest to the originals ;)
Icebreakr - We will be using A1 trees also, I will make up a pbo using trees from Arma1 that we like, I dont want to use CAA1 and have an extra 2 gig of addons that the player must download.
I've also made a test/list what A1 trees can be replaced to A2 ones without size difference and they looks closest to the originals
Any chance I could get my hands on that list IceBreakr? Sounds like it'll save us heaps of time :)
Aussie just sent me another image. The sat/mask surrounding the area is not ready so it looks crap from a wide angle, we'll get you some more later when it's done.
http://imgur.com/1UK2T.jpg
Looks good, any sort of release date?
Looks good, any sort of release date?
somewhere around 2010-ish...possibly maybe hopefully.
IceBreakr
Sep 9 2009, 06:20
Aussie: sure thing, I'll send it to you today via PM.
[APS]Gnat
Sep 9 2009, 10:34
http://forums.bistudio.com/showpost.php?p=1133704&postcount=9
The arrival of ArmA 2 has changed things I suppose.
Thanks Snafu. Yep, thought I'd read that somewhere.
jonneymendoza
Sep 12 2009, 06:21
These are the things we're discussing at the moment. Do we swap all A1 trees for A2 trees? Do we include a tree addon pack (with A1 trees included)? Will we even be allowed to distribute A1 trees? etc...
In the screenies you see, we're still using A1 trees until we figure out a solution.
What we're currently working on is sorting out the clutter, and replacing the A1 roads for A2 roads, all 1000km of them!!. Aussie has been putting in the big hours and doing all the tech work, figuring out the config etc, while i'm playing the map and taking screenies for you all :yay: He just sent me some screenies of what he's working on at the moment, and it looks good. I'll see if i can get some shots if it when he's finished :).
As IceBreaker stated (cheers mate), it's the entire continent but we've taken a bit of an artistic licence when it comes to.. well, basically everything except the shape....:rolleyes:
We've also enlarged all the major coastal inlets (Sydney, Adelaide etc) so they're big enough to build a city around, plus the desert/farmland/tropical areas etc are in the correct places.
fucking hell. how did you manage to build the whole continent!!! if all goes well, would you consider building another one for another country?
would you consider building another one for another country?
With the toolset that BIS supply, I'm suprised anyone even attemts to make an island
IceBreakr
Sep 12 2009, 16:54
lol Aussie, how true :)
Blueteamguy
Sep 12 2009, 17:01
sad, too, islands are usually some of the best mods.
.kju [PvPscene]
Sep 12 2009, 17:30
kinda strange why people back in OFP instead of complaining made their own tools ..
fucking hell. how did you manage to build the whole continent!!! if all goes well, would you consider building another one for another country?
Well it's not to scale. It's like 1/100 scale.
And, no. never again. :)
kinda strange why people back in OFP instead of complaining made their own tools ..
At least we complain about bugged tools..., you complain about people complaining. :D haha. really though, you need a lot of patience to use theses tools, and what Aussie wrote is nothing compared to what grief the tools are giving us.
It would not be a problem to make simple tools such as bin or pbo packers etc... , but to recreate visitor... hmmm, not possible without some source data from bis.
.kju [PvPscene]
Sep 13 2009, 07:55
No. Wrong. People of my mindset make tools, write documentation, share their insights.
Instead of griefing why not write your own tools? Use 3rd party tools? Yeah blaming other
people is more fun eh...
How about using the 3DE team editor? How about using 3rd party tools for the object placement
and writing a simple importer?
IceBreakr
Sep 13 2009, 08:09
To create free content for BIS games for ppl to enjoy? Yes.
To be creative with new units, maps? Yes.
To report bugs and be some kind of their beta tester? Yes.
To develop and be their programmer while we know (from good sources) that such tools already exist in their hands? Hell no!
How about using the 3DE team editor? How about using 3rd party tools for the object placement
and writing a simple importer?
I'd really like to see something like Wrptool was for OFP.
No. Wrong. People of my mindset make tools, write documentation, share their insights.
People of you mindset obviously like to brag about how awesome they are compared to people of my mindset. That's not constructive, it's patronising.
Instead of griefing why not write your own tools? Use 3rd party tools? Yeah blaming other people is more fun eh...
We do use 3rd party tools for mostly everything but some specific jobs like object placement, road placement and editing terrain, which is done in visitor.
As for blaming others, we've been doing this map for 18 months and have hardly said a word about it. We're getting to the point where it's becoming a real issue. And you come along and tell us we're not allowed to complain....?
How about using the 3DE team editor? How about using 3rd party tools for the object placement and writing a simple importer?
Can 3DE edit terrain vertices? Can it handle 2 million objects? Can we write our own scripts to generate forests? etc...
BloodRaideN
Sep 15 2009, 13:20
Yeah it's hard enough for Aussie trying to coordinate us all together (remember there's 8+ working on the island)
@<hidden> - by the time any of us could create our own tools we would have finished the island on BIS's current mindfart toolset.
IceBreakr
Sep 15 2009, 14:50
How do you manage that? Does Aussie copypaste objects of certain region to a full map? Tell us more please, I have couple of guys eager to work on a world map along with me ;)
alext223
Sep 15 2009, 15:45
Is there any way to setup with "Coles" an account so we can go out of our way to buy you guys a few beers as thanks for your time? 18 MONTHS!!
"Matter of fact, I've got one now."
"Give that man a New."
"Beer made from Beer."
Each man has his slogan:)
DMarkwick
Sep 15 2009, 15:48
How do you manage that? Does Aussie copypaste objects of certain region to a full map? Tell us more please, I have couple of guys eager to work on a world map along with me ;)
Although I never tried it, I believe the 3DE could save editor-placed objects into a script, which could then be run in Visitor to place those objects actually in the map. So, if you have a large map and several guys, you can farm out areas to specific people who would them send you (or whoever is compiling the map) the scripts, you would compile the new build, then everyone would continue in the editor using the new build. Repeat etc :)
That's how I believe it would work. I kept meaning to use this method on my map but didn't get around to it. Only downside I could see using this method is that trees cannot be randomly scaled. If you wish for random size trees, you use Visitor for that.
.kju [PvPscene]
Sep 15 2009, 20:26
you complain about people complaining
Why not start getting constructive an define what you are actually looking for?
Did you ever try 3DE or WRPtool or WRPEdit?
No one is saying that you yourself are the ones to code the tool.
So instead of crying a proper feature request or a rough outline of tools you
envision would be a start.
How do you manage that? Does Aussie copypaste objects of certain region to a full map? Tell us more please, I have couple of guys eager to work on a world map along with me ;)
Everyone works on separate instances of the pew and then Aussie will merge them every so often. It does take a bit of coordination to keep everything in order. I do the sat/mask so i'm not too involved in object placement. Once a new master Pew is made, I'll get it and create a complete new mask/sat for it. Then Aussie will compile it and we'll have a play.
Is there any way to setup with "Coles" an account so we can go out of our way to buy you guys a few beers as thanks for your time? 18 MONTHS!!
I'll get someone to make a beer addon and we can all sit around ingame once it's ready and have one :bounce3:
It hasnt been 18 months full time. We've all got pretty busy real life schedules and we do bits at a time.
Why not start getting constructive an define what you are actually looking for?
Did you ever try 3DE or WRPtool or WRPEdit?
No one is saying that you yourself are the ones to code the tool.
So instead of crying a proper feature request or a rough outline of tools you
envision would be a start.
Yes, I did try 3DE, about a year ago. It's a great program, and it was much easier than Visitor to build good looking stuff in.
Then we tried to get the output from 3DE onto the same .pew as everyone else's work. It took about a week and a half of stuffing around & manually editing the export files, and even then things that were beautifully aligned & placed in 3DE didn't quite turn out that way in Visitor (there seemed to be some 'noise' introduced to the coordinates - perhaps they didn't have enough precision or something).
So while 3DE had promise, and I think it is an excellent tool when you're building an island by yourself, it turned out to not be so good for a collaborative project, in our experience.
Some of that is probably due to the import functions in Visitor, I'll admit, but we decided to just stick with Visitor, as we could get consistent results across the team. It seemed like the path of least resistance at the time, but maybe if we'd stuck at it we'd have been able to get 3DE to do what we wanted.
As for WRPtool & WRPEdit - I didn't even know they worked with ArmA & ArmA2 islands! I don't have enough experience with either to comment with any authority, but it seemed easy enough to build OFP islands with WRPtool back in the day!
Anyway, here are a couple of examples of what I built with 3DE in the ArmA days. None of my walls or fences quite lined up after importing to Visitor, I had to do a lot of additional tweaking.
http://i1002.photobucket.com/albums/af149/OGNBern/AusMod/20090917suburbia1.jpg
http://i1002.photobucket.com/albums/af149/OGNBern/AusMod/20090917suburbia2.jpg
.kju [PvPscene]
Sep 17 2009, 12:43
Thanks for the response Bern.
Unfortunately you did not seem to report your 3DE problems, did you?
At least from what I know, team 3DE built dreide in a team of multiple people in MP.
mikero made format conversions in his tool suite. Spooner also made Roller to export
terrain and object data. The pipeline is almost complete apart from direct pew write.
If more people show their interest, mikero will be for sure more motivated to complete it:
http://dev-heaven.net/issues/show/851
jonneymendoza
Sep 27 2009, 05:44
any ETA on when this will be ready?
Darkhorse 1-6
Sep 27 2009, 06:30
Looks good, any sort of release date?
somewhere around 2010-ish...possibly maybe hopefully.
any ETA on when this will be ready?
You may want to read the whole thread before inquiring about a release date.
Keep up the great work guys, all us Aussies really really appreciate the time your spending on this.
With Project AUS on the way too its all very cool.
About time i cant wait to wrap my hands around a Steyr. Does anyone know if we will be able to use the SASR LRPVs (the ones with six wheels)
The pics didn't show on my computer.
jonneymendoza
Oct 15 2009, 09:28
cant wait. great map
DirtyCasi
Oct 23 2009, 01:56
Yes it is really promising, more screens please :D
wats the latest on the mod?
Darkhorse 1-6
Nov 13 2009, 01:29
We probably scared them away. lol
The members are in transition atmo, Forums - Server soon to return.
Im hoping the down time has allowed them to spend some quality time on it.
mankyle
Nov 13 2009, 06:35
The size of it cannot be explained properly until you have seen it.
Only a couple of areas (mainly Sydney, Perth Canberra, and Adelaide) are more or less finished. The rest is WIP. But doing a CTI here means planes and helicopters.
The distances are HUUUUUUUUUGGE!!!!
irR4tiOn4L
Nov 13 2009, 08:00
What scale is this to?
Thanks for including the sunburnt country
The size of it cannot be explained properly until you have seen it.
Only a couple of areas (mainly Sydney, Perth Canberra, and Adelaide) are more or less finished. The rest is WIP. But doing a CTI here means planes and helicopters.
The distances are HUUUUUUUUUGGE!!!!
:butbut: wheres MELBOURNE !!! :butbut:
good stuff cant wait. Home Turf :yay:
Cyclone83
Nov 13 2009, 09:59
Adelaide? I allready see me driving the race circuit with a blast of a car ^^ :D
Pathetic_Berserker
Nov 13 2009, 10:05
Dont worry,Melbourne is on the map. Progress is a little uncertain just now as our regular fourums and server are down, but this is expected to change before Xmas. With a move to a bigger better situation.
Scale is still way off anything realistic (try squeezing 7.5million sqkm into about 1600 sqkm) so its more like a very very big Australia theme park, still bigger than any map to date
Keep the encouragement rolling in and we'll give you all an update as soon as we can.
MadDogX
Nov 13 2009, 11:52
Sounds like this map is going to be awesome. Desperately need to see some screens! :)
JW Custom
Nov 13 2009, 12:01
Looking forward to get started on my walkabout :D
irR4tiOn4L
Nov 13 2009, 14:57
:butbut: wheres MELBOURNE !!! :butbut:
good stuff cant wait. Home Turf :yay:
Budget cuts! ->prod
Never that important anyway :D
(Yes, a sydneysider!)
looking good, how are things going?
IceBreakr
Nov 18 2009, 09:09
Hey I wonder how big is the satimage for that huge terrain? And how long does Visitor/Buldozer need to load everything up?
Andersson[SWEC]
Nov 18 2009, 09:11
Imgs arent working...
Any updates on this from the devs..??
Bushlurker
Nov 18 2009, 15:38
Scale is still way off anything realistic (try squeezing 7.5million sqkm into about 1600 sqkm) so its more like a very very big Australia theme park,
Heh Heh... What a great description! Thats exactly what my Scotland map is turning out like and I was struggling to describe the "microterrain" you get when you cram 250x250km into 20x20km... Theme Park... Brilliant!
...as always - we await more awsome and inspirational screenshots from you guys!
B
IceBreakr
Nov 18 2009, 17:51
Bushlurker: I admire you, I crammed 50x50km area into 10x10 and it still took me 5 months to complete =)
I second Andersson question.
Your site doesn't work Aussie.
Andersson[SWEC]
Nov 19 2009, 08:41
Weellll as i remember it, your Island to A.1 was "bigass"...
Id like this one to be the same please...
Sorry guys, The OGN site's down and I've been on holiday for the last 5-6 weeks, hence the no updates.
I've just got home and have had no word yet on the OGN site, and no word from the other boys regarding the progress. I'll figure it all out and post an update soon.
Pathetic_Berserker
Nov 20 2009, 21:04
@<hidden> check your PM's for where the rest of the crew is lurking.
Servers should be back up early December, so not long now
While OGN is down just post your updates on Aus Arma. You can just copy/paste it back into OGN once it's back up.
Cheers
You can just copy/paste it back into OGN once it's back up.
All work has stopped on the island, I decided to leave the project, as I was putting in far too may hours with very little return. A project of this size needs many dedicated ppl and we didn't seem to have many...
All work has stopped on the island, I decided to leave the project, as I was putting in far too may hours with very little return. A project of this size needs many dedicated ppl and we didn't seem to have many...
:(:(
Understandable.
All work has stopped on the island, I decided to leave the project, as I was putting in far too may hours with very little return. A project of this size needs many dedicated ppl and we didn't seem to have many...
What he's trying to say is what was originally supposed to be a 6 month project ended up being a 2 year project and many people in the team got too busy in RL in the last 6 months.... and with the release of A2 things came to a halt.
In saying that, nobody has left the team apart from aussie, so we're all still here alive and kicking, it's just a matter of getting into gear and finishing it... and we currently have no forums, so it's not easy to keep updated.
Gear up here or setup new. There's nothing more stupid then dumping\trashing the effect of Your work that took x-years of Your life man.
If You won't continue please release what You got, even the plans so someone can actually try to finish it.
If You won't continue please release what You got, even the plans so someone can actually try to finish it.
Yeah, well it's not over yet. We've still got a group of guys who are all set up with the source files. It's just a matter of getting some organizing happening.
Aussie was the guy who organised it and it took it's toll, as you can see. He finally got over it and left... which is understandable because he felt like none of the other were pulling their weight... which is often very hard to do when trying to balance RL and 'virtual life', so completely understandable. Apart from organizing, aussies role was dealing with config files/clutter etc, compiling peoples work to the main source map, road, rock and tree placement etc.
My department is terrain sculpting and mask/sat generation. Which is basically taking the map at a point in time and generating emf's of all the data and laying those out onto the mask/sat in photoshop, so the mask/sat matches what is on the ground.
The rest of the team are assigned with addon creation, city building, object placement and A1-A2 conversion (object swapping)... which is where it all kind of came to a halt because it was such a mammoth task.
Anyway, that's the position we're in. I can take over most of aussies tasks but i've been on holiday (out of the country) for the last 3 months, so haven't really had a chance to organize anything or talk with the others.
Don't worry just yet. we're still holding on by a thread :o
Yeah, well it's not over yet. We've still got a group of guys who are all set up with the source files. It's just a matter of getting some organizing happening.
Aussie was the guy who organised it and it took it's toll, as you can see. He finally got over it and left... which is understandable because he felt like none of the other were pulling their weight... which is often very hard to do when trying to balance RL and 'virtual life', so completely understandable. Apart from organizing, aussies role was dealing with config files/clutter etc, compiling peoples work to the main source map, road, rock and tree placement etc.
My department is terrain sculpting and mask/sat generation. Which is basically taking the map at a point in time and generating emf's of all the data and laying those out onto the mask/sat in photoshop, so the mask/sat matches what is on the ground.
The rest of the team are assigned with addon creation, city building, object placement and A1-A2 conversion (object swapping)... which is where it all kind of came to a halt because it was such a mammoth task.
Anyway, that's the position we're in. I can take over most of aussies tasks but i've been on holiday (out of the country) for the last 3 months, so haven't really had a chance to organize anything or talk with the others.
Don't worry just yet. we're still holding on by a thread :o
I hope its a very thick thread = ), well keep up the good work. Best of luck.
HateDread
Jan 28 2010, 09:14
Here, here!
Good luck, mates.
Pathetic_Berserker
Jan 28 2010, 10:31
As a member of the team I'll second everything Thrash said. I'm still chipping away at addons that were initialy worked on with ArmA1 specificaly for the island such as the rework of linkersplits jungle plants here http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=77079 wich have become somewhat problematic with the switch to ArmA2 and the stadium here
http://forums.bistudio.com/showthread.php?t=87769&highlight=stadium
which should have a signed release in coming weeks with updated textures and damage models and there is other stuff in the works or planned.
With our base, the OGN servers, due to be back online sometime soonish I hope for some more positive news soon.
As a member of the team I'll second everything Thrash said. I'm still chipping away at addons that were initialy worked on with ArmA1 specificaly for the island such as the rework of linkersplits jungle plants here http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=77079 wich have become somewhat problematic with the switch to ArmA2 and the stadium here
http://forums.bistudio.com/showthread.php?t=87769&highlight=stadium
which should have a signed release in coming weeks with updated textures and damage models and there is other stuff in the works or planned.
With our base, the OGN servers, due to be back online sometime soonish I hope for some more positive news soon.
Sounds promising mate.
i hope you succeed in your quest :D im really looking foward to this and the work i see so far is fantastic
Nokturnal1ne
Jan 29 2010, 13:43
As a fellow Australian i just wanted to show my support - The pics on the earlier pages look great :) That sand is brilliant!
Sad to hear about the loss of Aussie, hopefully in time the group gets reorganised and we can all start drooling in anticipation again.
Keep up the good work fellas.
jonneymendoza
Mar 18 2010, 19:15
hi, whats the current status of this project?
Darkhorse 1-6
Mar 18 2010, 21:21
I'm curious about this as well. I recently read something that indicated that this project has been canceled. I hope that's not the case.
Pathetic_Berserker
Mar 19 2010, 01:59
hi, whats the current status of this project?
Well our home, the OGN forums have back on line only this week. ATM we are in the process of re-assessing progress, checking how many team members we still have and working out what has to be done,ie find somewhere to store files..
We do still have a core of people who want to see it through, but it is likely to still be too large a task for our current man power. The idea thats currently floating best is that we clean it up a bit, release an alpha, and hopefully attract more people to help out.
We welcome expresions of interest here http://forums.ogn.com.au/forumdisplay.php?f=973
We welcome expresions of interest here http://forums.ogn.com.au/forumdisplay.php?f=973
S*** man. Being as useless as tits on a bull when it comes to map making i'd be no help. You guys should post threads in a few forums stating this.
This is sad news. :(
jonneymendoza
Apr 26 2010, 13:29
Seems like this is a dead end project? what a shame
Landdon
Apr 27 2010, 01:56
I hope it is not a dead project. The scale and size of the map alone, it should make it a priority to the community at large.
Darkhorse 1-6
Apr 27 2010, 04:02
Don't give up on it just yet. I believe it still might be active, but very very slow. If the time ever comes where all work has ceased, i think (hopefully) that the creators will consider passing their work along to others, for it to be eventually completed.
You can always ask them HERE (http://forums.ogn.com.au/forumdisplay.php?f=973)
Darkhorse 1-6
Apr 27 2010, 06:48
No new posts in the last 6 months or so though.
belgerot
May 10 2010, 04:31
I certainly hope that there is still the chance this island will be released some day.. even in it's current form if need be.
Judging from the last screens, it looked excellent, it would be a true shame if that is all we are left with.
jonneymendoza
May 10 2010, 12:19
hope this island does get released.
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