They paid 1500$ for it, you paid 50$. Plus they are also probably paying a bit extra for their version of Visitor. We are getting it for free.Originally Posted by (Opteryx @ July 26 2007,18:29)
VBS is controled by BIA not by BIS.
They paid 1500$ for it, you paid 50$. Plus they are also probably paying a bit extra for their version of Visitor. We are getting it for free.Originally Posted by (Opteryx @ July 26 2007,18:29)
VBS is controled by BIA not by BIS.
Click here
Spoiler:
Well I paid ca. 50$ for BF2, Far Cry and will probably pay the same price for Crysis and they all had/will have these features in their free modding tools...Originally Posted by [b
After comparing WrpTool vs. Visitor, Oxygen vs. Gatebuilder, I dare to say the first dedicated ArmA islandeditor is to expected from the community, not the developers.
OFP is living - ArmA is undead at best
You know what's stupid? Completely making up baseless crap from misreading what was clearly stated...Originally Posted by (Opteryx @ July 26 2007,10:29)
It's a good opportunity to mention here that you need to do some serious prep work first in ArcGIS and Photoshop to crop and cull and define your GIS data before it is ready for Visitor.Originally Posted by [b
Second, we have this line :
Ok, I don't need to comment on the fact that V4 is not now, it is in the future. Anyways, your gripe was about real-time terrain editing, and how everyone else has one already. I kinda beg to differ on that. My understanding is that even the crytek products with all their spiffy PR bullet points still does it's terrain editing 'offline', but with a rapid preview.Originally Posted by [b
What's talked about here is the ability to manipulate the elevation matrix, and possibly the texture or terrain details while the scenario is running, and have those changes be optionally persistent as a modifier template, in addition to being synchronized across a network environment in real-time. That is entirely a different matter from what you are complaining about.
In a gaming context for starters, what do you propose to keep it from becoming a 'master' cheat? If the capability exists within the engine code, ultimately it can be negatively exploited by griefers. Games that have had dynamicly deformable (destructible) terrain AND flight-sim style open terrain environments have normally used deformation culling, where after time the craters will 'fill back in' as the terrain sectors are streamed. Storing and transmitting those variations, especially at the higher terrain resolutions, can result in very heavy storage and transmission penalties. Go back and look at the matrix values for the WRP file formats on the Biki, then extrapolate the values by several orders of magnitude for the higher resolution terraingrid interpolations.
And where is that band that so vauntingly swore, That the havoc of war and the battle's confusion,
A home and a country shall leave us no more? Their blood has washed out their foul footstep's pollution.
No refuge could save the hireling and slave, From the terror of flight, or the gloom of the grave;
And the Star-Spangled Banner in triumph doth wave O'er the land of the free and the home of the brave!
(3rd stanza of the Star-Spangled Banner)
I never meant real-time editing ingame, I meant real time editing as in putting-a-brush-on-the-actual-terrain-a elevate/lower/distort/erode-whatever.
My fears were that I would have to go back and forth between a 2d heightmap editor or Photoshop just make minute adjustments to the terrain without being able to view and manipulate the terrain in 3d realtime.
I clearly misunderstood what was written, fortunately I'm not a native English speaker and also a very absent-minded
person so I guess I'm excused.![]()