My mistake, I thought there were forums to ask questions, stupid of me
My mistake, I thought there were forums to ask questions, stupid of me
During a conversation with Wolle and Mondkalb about small scale hi-res terrains earlier today I put together a little "Afghan-style" test terrain so we could try out some of the ideas we were talking about...
At first I started with a 2048x2048 x 1m terrain... that looked pretty good in the heightmap editor...
It imported into Visitor no problems either, and displayed OK with a 10240x10240 Sat & Mask layer... even binarized OK...
However, in-game it immediately bombed with an "out of render range" error or something...
I tried again, dropping that 10km viewdistance to 1.5km...
This time it previewed OK in the editor, although when I tried to take an AH-6 up for an overall look it bombed again with a different "out of memory" warning...
So much for 1 meter ground cells...
Since we were discussing 2km x 2km terrains specifically, the next obvious size was 1024x1024 x 2m...
No problems again with the Visitor & binarizing stages, and in game it previewed fine at that "safe" 1.5km VD...
Switching to a more "usual gameplay" viewdistance of 5km was OK too...
... though I did notice that FPS wasn't exactly fantastic... Normally I'd be expecting to be roofing out at 60FPS and staying there regardless on such a small terrain - instead, I was averaging around 45-50... not bad, but less than I'd expect on such a small & empty map.
Now I come to think of it, maybe a more "sensible" 3.5km or 4km viewdistance would have been a fairer test... I must try that sometime...
Anyway, another interesting experiment I suppose, and I was quite pleased at how the final terrain turned out considering it took less than an hour to make from scratch (including time spent on biscuits, of course)The FPS hit at this scale is definitely noticable, though perhaps not too significant, and it's interesting to note just how well the small-scale ground detail survived resampling to 2 meter resolution...
B
Hi everybody,
I am in the research and development stage of my first Arma2 project. The plan is to make an underground tunnel and bunker complex under the military base in Zargabad, for infiltration missions.
It is early day's yet so i didn't want to make a thread saying W.I.P without even knowing if it is even possible to do this, so i am glad i found this thread.
I can probably make the 3D model in max in about half a day, but then spend six months learning the scripting side of it and how to actually get it in to the map. I am after all a noob to Arma2 and i have a few questions, if anybody is willing to help me out a little give me a pm, it would really speed things up.
Here is my first sketch....
http://www.flickr.com/photos/63235598@N06/6461340145/
Last edited by freeman83; Dec 5 2011 at 18:47.
hi all im working on a new island
Sierra Leone is a 10 x 10 km map it focuses on the areas of operation Barras, from were the west side boys captured some members of the UK forces. The villages will be as good as the game allows for accuracy.
Features:
Terrain types
Dry dusty red soil
Dense Jungle
High grass
Swamps
Low palm fields
Few main roads
Few small villages
Uk base to work from
Is there any round houses addons out or up for use to make it feel more african as there part of the village that got attacked and would look great i am making some but thought why invent the wheel again.
Idid see some in the arma1 african map pictures did it ever come to fruit bushwars
@shezan finnaly got WT working and may i say thanks for what you have made i have put more objects down in a couple of hours than the time it took to do sangin 7-8 months now is there any plans to have min max size added for trees and bushes say 50 -125 randomne's
Also have a winter sangin thank's to bushlurker for the texture ill drop them in a week or 2
Last edited by SmokeDog3PARA; Dec 5 2011 at 21:15.
Great job SmokeDog. I've made a Op Barras map for another engine game. If you need any help with research and data, let me know.
IceBreakr, C/O [SBP] - Slovenian Black Panthers (www.vojak.si)
Err... Mi-48 Caiman in A3? Bitch please...!
Hi ice breaker and thanks mate any intel you have ill be glad to take i have the exact area but am lackin on the actual village lay outs and building type i saw there were 2 round houses in the village and would like to make some if i can
@tpw thanks buddy I hope so too it will be my xmas prez to you all as a thank you to all who have helped and guided my way to learning the Map making nightmare that is arma2
Is there an addon maker out there that would like to join us to make some enemy to fit these new islands IRA Taliban and west side boys
1 Could do with some help for sounds for sangin walking on snow sound and help to set it in cfg
2 Any ILS information to set an airstrip in Sierra
3 Winter grass and trees if there is any
Also we got the belfast Ardoyne area a small pvp map that me and Sleepingbag from 3 PARA are working on ill post when we have something worth showing.
Last edited by SmokeDog3PARA; Dec 6 2011 at 11:18.
Last edited by Fogu; Dec 10 2011 at 10:25.
>>> mondkalb.org - For DK: Stikkontakt
Hello everyone,
after my litte starting problems I am now working on my project for about 2-3 weeks.
I wanted to get into a deep desert valley with an oasis and some older colonial structures.
Now there I am a littlebit confused, on the one side I think it looks pretty nice for an really desert atmosphere but on the other side I think it would be unplayable when playing on times the Sun ist standing high.
I tested a littlebit with the satmask but if I make it darker it doesnt look like a desert to me, and other colours going to be orange and so on..
Is there another way to say how the sun fall down to the valley?
Here are 2 pictures of the gloomy shining, I got the bloom on low, so I dont want know how it is with high ^^
I have set the time to 1200 midday and august.
http://i1142.photobucket.com/albums/...lar/Test48.jpg
http://i1142.photobucket.com/albums/...lar/Test49.jpg