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> ArmA: Black Hawk Down, A total conversion for Armed Assault
Linker Split
post Dec 13 2007, 23:43
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QUOTE(Rellikki @ Dec 13 2007, 12:49) *
How much bigger is the map going to be? Maybe you can draw a line on that picture? I hope it won't eat too much performance after all...


Alors...
The map is gonna be 5120x5120 meters2.
The trick to create such a big city is to make various (about 15-17) pieces of city, then copy paste them one near another one... thumbsup.gif




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Linker Split
post Dec 22 2007, 09:11
Post #82


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with my new graphic Card, The work on the map is gonna be very fast and excellent 8especially when previewing on buldozzer) biggrin.gif

Here it is a rendering of the city as I've done so far:




And this is some test ingame:



enjoy them, guys!

And if there's someone interested in joining us, he is welcome! thumbsup.gif


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
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TheVipersFang
post Dec 24 2007, 02:41
Post #83


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Hey good work mate!
Remember the Mog both in the movie and in real life was half way between a rubbish dump and a war zone so try to max out on the messy scruffy look if you can. I know there is a limit on how much you can do before lag becomes an issue. When can I play test it and those weapons in the screenies? wub.gif


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Linker Split
post Dec 26 2007, 23:57
Post #84


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well m8, it's still not time to test what you see... there's a lot of work too do. smile.gif
I'm experiencing lag when I'm in the bakara Market, that's due to the large amount of Objects in the map...
I'm trying to modify the LODS of the models, so we can enjoy the city without lag!
Don't worry, I'll keep y'all informed!

Linker Split


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
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Eik Corell
post Dec 27 2007, 05:47
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Looking very, very good! Keep up the good work.

I noticed one thing, though - The terrain texture seems a bit off... Wait, scratch that. It's good, but look at how the sand looks in Mogadishu: http://maps.google.com/?ie=UTF8&ll=2.0...p;z=17&om=1

But when you do get into the main city, it becomes less visible because there's less of it. But look a little closer, because it still has a bit of that reddish color. I think a slight change hue adjustment could do the trick.
 
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Eik Corell
post Dec 27 2007, 06:02
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Perfect work thus far. My only gripe is a tiny one with the color of the sand. You've probably already had a look at Mogadishu through google earth/maps, but have a look at this inner city slum - http://maps.google.com/?ie=UTF8&ll=2.0...p;z=18&om=1

No point in criticizing without suggesting an alternative, so here's my idea:
[im]http://img184.imageshack.us/img184/6119/bhd4ii34sg4.jpg[/img] OVER 150kb

This post has been edited by JdB: Dec 27 2007, 17:33
Reason for edit: Image over 150kb
 
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JdB
post Dec 27 2007, 17:39
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Eik Corell, that picture is well over 150kb in size. In accordance with this [temporary moderation action], and the [Forum Rules], you've been given a 24hr post restriction.


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Linker Split
post Dec 28 2007, 01:23
Post #88


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for the ground texture, don't worry! smile.gif
the one you see in my pics are not the one we are using for the city!
I'm using 3 different types of sand textures: beach sand, city sand and desert sand. The one you are looking at is the 3rd one smile.gif


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
-->MATERIAL EDITOR TUTORIAL!<--
-->DOWNLOAD MY HDT ISLAND!<--
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TheVipersFang
post Jan 9 2008, 05:26
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Hey,
Seeing as your mod is based primarily on the movie are you going to do specific charaters? If so I bags playing as Hoot (Eric Banner plays that role supremely and he is an Aussie! Anyone remember his roles on Fast Forward?)


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Linker Split
post Jan 9 2008, 23:57
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Of course we are going to, but don't be surprised: model will be the same of the other soldiers (our custom models, not a dumb retexture of the original ones), only face will change smile.gif
Btw, a beta is coming... smile.gif


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-->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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TheVipersFang
post Jan 10 2008, 06:04
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B...B...BETA! biggrin.gif

He said the magic word YAY


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Linker Split
post Jan 10 2008, 23:37
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QUOTE(TheVipersFang @ Jan 10 2008, 06:04) *
B...B...BETA! biggrin.gif

He said the magic word YAY

yes, wait only some weeks... you'll get a decent BETA from our MOD thumbsup.gif


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-->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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Linker Split
post Jan 13 2008, 20:56
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-----SCRIPTERS!!!!------



The BHD MOD is looking for some advanced scripters to help us in making a great work.
What we are making is a Dialog control script with which the leader of the Delta (or Ranger) chalk can have control over the battlefield:

--> possibility to order a soldier to move how many meters forward or backward you want.

--> possibility to divide the chalk in 2 group: the first will create a diversion, the second will engage the enemy.

--> possibility to order soldiers to hide behind a wall, or a barrel or whatever is in the battlefield in that moment.


By far, me (Linker Split), Lebson [506th PIR], Tack-up and Smookie are working on this project.
But we need more people to help us with this great work!

Sign in at

ArmA: BHD MOD forum

Write down a post with your name, your skills, what you can do, and if you want to stay and join us!

CHEERS

The BLACK HAWK DOWN M.O.D. team


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
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Daniel Von Rommel
post Jan 13 2008, 22:07
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QUOTE
--> possibility to order a soldier to move how many meters forward or backward you want.

--> possibility to divide the chalk in 2 group: the first will create a diversion, the second will engage the enemy.

--> possibility to order soldiers to hide behind a wall, or a barrel or whatever is in the battlefield in that moment.


AMAZING

'nuff said
 
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Linker Split
post Jan 17 2008, 00:51
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I managed to get a consistent numbers of variables in our Total Control dialog.

WIP:


as you can see, these buttons will be used to check all infos (about environment, soldiers, actions and so on)

smile.gif


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-->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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Kenwort
post Jan 18 2008, 11:58
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Click here to find out what was going on on the BIforum.. thank you


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Daniel Von Rommel
post Jan 18 2008, 12:32
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So no Ghost recon like commands?

QUOTE
--> possibility to order a soldier to move how many meters forward or backward you want.

--> possibility to divide the chalk in 2 group: the first will create a diversion, the second will engage the enemy.

--> possibility to order soldiers to hide behind a wall, or a barrel or whatever is in the battlefield in that moment.
 
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Linker Split
post Jan 18 2008, 17:17
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QUOTE(Daniel Von Rommel @ Jan 18 2008, 12:32) *
So no Ghost recon like commands?


Of course therewill be that type of System... the picvture I showed you is only the first part, then Iadded yesterday the "Checking soldiers info" parts, which consists on Name, Skill, rank,weapons, magazines and so on...
smile.gif

Linker Split


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-->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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Daniel Von Rommel
post Jan 18 2008, 18:25
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QUOTE(Linker Split @ Jan 18 2008, 17:17) *
Of course therewill be that type of System... the picvture I showed you is only the first part, then Iadded yesterday the "Checking soldiers info" parts, which consists on Name, Skill, rank,weapons, magazines and so on...
smile.gif

Linker Split


Oh good weapons_owned.gif

I was worried because of Kenworth's post
--------------------------------------------------

About the cover system, will it use the famous ArmA feature to have special interactions with spefic objects? (dunno it's specific name)
 
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Kenwort
post Jan 18 2008, 18:48
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oh yeah.. i'm a truck.. thank you... boppin2.gif


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