AVALON ISLAND, New Island for ARMA currently in progress... |
AVALON ISLAND, New Island for ARMA currently in progress... |
Aug 7 2008, 08:48
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#1
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
Hi all ! I'm currently building a new island for Armed Assault and it's called AVALON. For more infos go to my web site ! PS : don't know why but the image above doesn't show up This post has been edited by Helping Hand: Aug 14 2008, 16:38 -------------------- PHiL
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Aug 7 2008, 09:43
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#2
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Member Group: Members Posts: 74 Joined: 7-January 08 From: Pisa/Italy Member No.: 2,051 |
It seems good, go on
-------------------- At the Telephone...
QUOTE Your everys Gods incorporated: If you want to talk to God press 1 for Buddha press 2 for Visnu press 3 and for the old Roman religion press 4 1 Sorry God its too busy at the moment please leave a messege or try again later, thanks. |
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Aug 7 2008, 15:46
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#3
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Member Group: Members Posts: 111 Joined: 24-August 07 From: England Member No.: 1,064 |
Looks quite good, keep at it
-------------------- If you make something idiot-proof, someone will create a better idiot.
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Aug 7 2008, 17:48
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#4
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huns not dead Group: Former .info Serviceman Posts: 329 Joined: 12-November 06 From: Pannonia Member No.: 72 |
posting it on frontpage
oh and Phil, welcome! -------------------- HUNS
NOT DEAD |
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Aug 7 2008, 18:07
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#5
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Member Group: Members Posts: 172 Joined: 24-July 07 From: UK Member No.: 1,007 |
nice work keep it up
-------------------- 'The most beautiful thing we can experience is the mysterious.' - Albert Einstein |
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Aug 8 2008, 07:20
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#6
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
Thanks for all the comments !
Good news I've found a better sat image so it will be 20480x20480 like SARA !!! The main city will be finished very soon... 4 more to go... This post has been edited by PHiL: Aug 8 2008, 07:44 -------------------- PHiL
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Aug 8 2008, 13:54
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#7
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Junior Member Group: Members Posts: 14 Joined: 11-September 07 From: Slovenia, EU Member No.: 1,139 |
Nice work, although pretty dark with numerous graveyard shots =)
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Aug 8 2008, 14:49
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#8
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
QUOTE Nice work, although pretty dark with numerous graveyard shots =) As I said on the AVALON homepage, my goal is realism and I want to reach a good immersive feeling for the player... By day or by night... Thanks again for the comments ! PS : There are less graves than in the real graveyard but it's not very far from reality -------------------- PHiL
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Aug 8 2008, 16:32
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#9
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
posting it on frontpage oh and Phil, welcome! Thank you for posting it on the frontpage ! And I'm glad to be member of this forum ! Bye -------------------- PHiL
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Aug 9 2008, 10:50
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#10
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Member Group: Members Posts: 73 Joined: 24-November 07 From: Australia Member No.: 1,781 |
Looking great. Looking forward to some updates!
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Aug 14 2008, 16:34
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#11
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
Hi all,
Could someone help me about terrain clutters... I'm making an Island Avalon Island and I'm trying to associate the clutter with the terrain. For the moment, I'm currently using a modified SARA config file but I would like to change the clutter associated to a certain terrain texture... I see the lines in the config file that define the clutter classes but If I modify something in the class (associated p3d), nothing is modified within the game... Please help me to understand how it really works cause I'm certainly missing something... Thanks CODE class clutter {
class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.6; scaleMin = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.1; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.1; scaleMin = 0.7; scaleMax = 1.1; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants\clutter_prasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants\clutter_babka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants\clutter_muchomurka.p3d"; }; }; -------------------- PHiL
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Aug 14 2008, 16:37
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#12
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ArmA.info Sarcasm Society's Appointed Olivia Wilde Stalker Group: Moderators Posts: 1,482 Joined: 12-November 06 From: United Kingdom Member No.: 113 |
You could of just asked this in the original topic instead of opening a new one. Merging.
-------------------- -------------------- Heed my words or risk being beaten with a stick then fed to my associate D@V£ The Rules - Most places have rules, these are ours Read them! Moderation Feedback Thread - Let everyone know how much you don't like D@V£ -------------------- |
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Aug 14 2008, 17:33
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#13
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
You could of just asked this in the original topic instead of opening a new one. Merging. Sorry for my mistake... Thanks -------------------- PHiL
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Aug 23 2008, 01:07
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#14
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
Hi,
Some new screenshots have been added to my website Enjoy ! -------------------- PHiL
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Aug 26 2008, 21:26
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#15
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
I'll Try to release a new set of screenshots for this week end. As you will see 2/5 cities are now finished...
I hope a beta release for end of september 2008... -------------------- PHiL
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Sep 5 2008, 11:46
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#16
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
hi PhiL
You are making a very very good island, my cheers anyway, I saw you are having probs with clutters. I'll try to help you: first in your config, you have to define the class surfaces: CODE class CfgSurfaces { class Default {}; class water {}; //SURFACES TO DEFINE THE DIFFERENT GROUND TEXTURES USED IN THE ISLAND class you_island_surface: Default { access = ReadOnly; files = "beachsand_*"; //THIS MEANS THE NAME OF YOUR GROUND TEXTURE, MINE IS BEACHSAND_co.paa, in you case define as I do: "your_texture_name_*" rough = 0.03; dust = 1.3; soundEnviron = "sand"; character = "your_character_clutter"; //THIS IS THE NAME DEFINED IN THE NEXT CLASS, CfgSurfaceCharacters }; }; Now, once defined surfaces, you have then to define the class cfgSurfaceCharacters: CODE class CfgSurfaceCharacters { class your_character_clutter probability[] = {0.01,0.007,0.005,0.006}; names[] = {"YOUR_OWN_CLUTTER1","YOUR_OWN_CLUTTER2","YOUR_OWN_CLUTTER3","YOUR_OWN_CLUTTER4"}; //HERE YOU DEFINE the class of your clutters }; }; and NOW you can define your class clutter -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Sep 5 2008, 21:54
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#17
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
QUOTE You are making a very very good island, my cheers Thanks I'm doing my best... It's difficult to find the time to work as much as I want but I'll try to release my Alpha in time... It will be hard but not impossible... For what concern the clutter, I thank you very much !!! Now it's clear in my head ! PS: I've made 12 new screenshots of the 1815 domain... -------------------- PHiL
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Sep 26 2008, 06:56
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#18
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
New domain for the web site. The web site will be updated this weekend.
Avalon Island Current progress for my island is: 2/5 Cities are finished at 95% 50% of the vegetation is in place the Config.bin is at 99% finished The first alpha release should be next week... Stay tuned -------------------- PHiL
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Sep 26 2008, 17:42
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#19
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
m8, you are really doing a great work with it...
I like the atmophere and all... Linker Split -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Nov 11 2008, 14:42
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#20
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Junior Member Group: Members Posts: 18 Joined: 23-July 08 From: Belgium Member No.: 3,720 |
Hi,
Again I have to delay the release of my Island, but I'm proud to say that I've released something else that's a bit more important for me... "William" my son who is born this 3 November 2008 ! The Avalon Island project won't be canceled ! As soon as I get free time again I'll start over again ! -------------------- PHiL
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Lo-Fi Version | Time is now: 20th April 2024 - 01:34 |