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#1 Posted at 2011-05-09 21:33        
     
The World Can Change

Please respect this addon is not a polished 100 % addon and is simply a fun proof of concept that i am sharing so others may have fun DO NOT download if you cant accept that

This addon is the acumalation of work by Spooner and Deanos Beano in Armed Assault 1 and subsequently DeanosBeano in Arma2

By downlaoding this Addon you accept that if this addon blows up your pc or affects it in any way that may cause it harm , the authors of this addon accept no responsibnility.

all rights are reserved to all people invovled in the making of this addon and under no circumsatnces shoud this addon be used for anything other than within the game Armed assault 2

strictly no commercial or military use allowed.

ok have fun and heres how :) :

1 extract the dbo_terra.7z to your desktop.
2 extract the Mission.dyna.7z to your arma2 missions folder
3 extract the @DBO/addons.7z to your chosen destination in arma2 , please do not extract to arma2\ addons root folder.(addons containd bulldozer by mondkalb ,it is origianl so if you have alredy delete it)
4.extract the usercnfig.7z to your arma2/userconfig folder (simple key bind to dig terrain feel free to alter )

once ingame there are a couple of things :

FPS savers
1. you will not need your terrain setting above LOW because you will not be using BIS terrain.
2. Your view distance does not need to be above 500 meters

Terrain manipulation

1. once in game wait 5 seconds until the terrain is drawn and you are placed on the land
2. press Page up to make terrain rise
3. press page down for terrain to lower
4. when driving the Bulldozer (great job mondkalb btw) when the blade is lowered the terrain will be manipulated ,when raised it will drive as normal.
5. when ffiring a hole/ crater will appear in the terrain , this is based on the Hit factor of the ammo.

Please respect that i havent spent much time on this since the old days of Arma1 , i am very BUSY with Project reality and like to take a break on this fun little thing and thought i would share with you all.

Please post all feedback and questions in the Armaholic addon thread

thanks for trying and have fun

Deanos Beano

Big Thanks to Spooner (sorry about leaving uness code in i dont have time to eliminate ).
and Mondkalb for his great Bulldozer
PS. i can be contacted at armaholic by PM if you think you have the time and know how to take this further i dont have time :(.


Media





the File

http://www.filedropper.com/dboterra

There is a distinct lack of credit in addons released for the commercial engine these days, People come to us hobbyists and preen information and then go on to sell the results and never credit the very people that made the addon possible.Then they come back and try to tell us our solutions are there IP .

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#2 Posted at 2011-05-09 22:39        
     
Is this an update of your previous release?
- TerrTest

The addon names in this release are equal to that one only here there is one more.

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#3 Posted at 2011-05-09 22:55        
     
Hi mate,


i put here because it requires CA\plants_e from OA , so its new really and also has lot more kind of terrain and was good way to seperate from previous release.

sorry for confusion i was a bit rushed , you can link to old release no problem for me , however you wish i am just greatful for host .

Best way is probably to simply host Mission.dyna and maptest.pbo they are changed other two dyna.pbo and mondkalbs are not.

There is a distinct lack of credit in addons released for the commercial engine these days, People come to us hobbyists and preen information and then go on to sell the results and never credit the very people that made the addon possible.Then they come back and try to tell us our solutions are there IP .

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#4 Posted at 2011-05-10 14:16        
     
No probs mate, I was just making sure.
I have updated the original page, multiple pages with the same (or at least a few) addons only cause confusion ;-)

News on the frontpage and our mirror can be found here:



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#5 Posted at 2011-05-10 17:38        
     
Thanks for the host and sorry about confuison , sometimes i should not rush but hey time is short and my mind is old ;).

to all,

Due to my massive commitments elsewhere i am looking for Partner in crime to help me realise this addon to its fullest in a way i havent mentioned yet .

I am hoping to use this as aplatform for terrain makers to manipulate terrain in the editor and export using the Diag_log command the Vertices height in a format of the XYZ , i thinbk this in conjunction with a simple 3d editor would be nice way yo make finite changes and thus detailed changes to maps before Visitor spits them out,some if not all of this can be done invisitor but alas you cant drive and test things without having to binarise etc first , this new way should make the map making time more worthwhile.

any interests with history of arma/ruby/ or similar workflow achievements pls pm me here.

Deanos

There is a distinct lack of credit in addons released for the commercial engine these days, People come to us hobbyists and preen information and then go on to sell the results and never credit the very people that made the addon possible.Then they come back and try to tell us our solutions are there IP .

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#6 Posted at 2011-05-10 19:02        
     
I have added the above to the news and the downloadpage. I hope you can find some or more people willing to work on this with you :-)

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#7 Posted at 2011-05-10 20:53        
     
can i use this on other maps beside the demo map


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#8 Posted at 2011-05-10 20:59        
     
you can use the mission yes but you would have to start it over the sea or something so it doesnt clash with Bis terrain which is not destructable .

just change the DYNO bit in the Mission.sqm and the dynamicterrain.dyno to for ecample dynamicterrain.utes and move the Logic and things over sea area .

or maybe on a very big island like chranrus you can fill valleys in but thats for future maybe ,this one is 2.5 meter cell size and chernarus is 10 or 20 i forget .

what i suggest is tho you make own terrin using Editor and this mission .

if you look inside the script terrain.sqf you will see this thing here

TILE_CLASS is the kind of tile defined inside

dynamicTerrain.inc.sqf

#define TILE_CLASS "Land_5m_maptest" no tree
#define TILE_CLASS2 "Land_5m_maptest2" Tree
#define TILE_CLASS3 "Land_5m_maptestrds" road texture (straight rd only at moment)

this code simply adds random tree and no tree but also a full column of road ( look map)
if you wish you can alter the above there is also an "5m_maptest3.p3d" which is a different tree or you can alter below the randomness or remove tree class and road and make all TILE_CLASS.

then in editor you can attach houses or anything to thhe nearest piece of land ,this means it will siink and raise with land , code would be as before (see below and old thread for explanation)

code:
mypos = nearestobjects [buildingiplaced,["land_5m_maptest"],25]; buildingiplaced attachto [(mypos select 0),[0,0,2],"2,2"];
9 in refference to above the tiles have attach points from 0_0,)_1 through to 4_4 , with 2_2 being the center,


code:
if (_j != 9) then
{
if (random 10 < 9) then
{
_obj = TILE_CLASS createVehicle _pos; // actually wrong, since this is ASL, but close enough.


}
else
{
_obj = TILE_CLASS2 createVehicle _pos; // actually wrong, since this is ASL, but close enough.

};
}
else
{
_obj = TILE_CLASS3 createVehicle _pos; // actually wrong, since this is ASL, but close enough.

};

This post was edited by deanosbeano (2011-05-10 21:40, ago)

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#9 Posted at 2011-05-11 00:13        
     
# deanosbeano :
just change the DYNO bit in the Mission.sqm and the dynamicterrain.dyno to for ecample dynamicterrain.utes and move the Logic and things over sea area .



sorry mate,sorry for my ignorance, what is the "DYNO bit" in the mission.sqm? and where is the "dynamicterrain.dyno"?
anyway love this, just hoping in a future will be able to place this "mod" as a "module". thanks mate.

Edit: ah, ops dynamicterrain.dyno is the mission folder..lol

This post was edited by Babylonjoke (2011-05-11 01:21, ago)


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#10 Posted at 2011-05-11 07:25        
     
Hey this looks very promising...

For us Islandmakers it would be great to have a tool like this at hand.

Keep up the great work...


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#11 Posted at 2011-05-11 08:22        
     
# Babylonjoke :anyway love this, just hoping in a future will be able to place this "mod" as a "module". thanks mate.

It's not a mod in the sense you are thinking of, and I doubt it will ever be a module or anything that can be used in a mission. Think of this as a tool for island/terrain makers. Instead of spending hours working in Visitor 3 (which to be honest is one of the worst map making tools I've ever encountered) and then spending more time binarizing their terrain, then pboing it, then loading it up in ArmA2 to view their changes, they can both make changes to and test their terrain at the same time. At least that's what Deanos is hoping the finished product can be, if I read his posts right.



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#12 Posted at 2011-05-11 17:59        
     
# Darkhorse : It's not a mod in the sense you are thinking of, and I doubt it will ever be a module or anything that can be used in a mission. Think of this as a tool for island/terrain makers. Instead of spending hours working in Visitor 3 (which to be honest is one of the worst map making tools I've ever encountered) and then spending more time binarizing their terrain, then pboing it, then loading it up in ArmA2 to view their changes, they can both make changes to and test their terrain at the same time. At least that's what Deanos is hoping the finished product can be, if I read his posts right.

you are right but i also hope people can use this to have fun in singleplayer and Lan games but MP (dedi) will be a long time away for me and time i have to devote.

A module would be possible and probably simple however it would limit a lot of things for mission makers to mess with it ,also at the moment there is a lot of obsolete scritps so i hope to refine it sometime after PR v.01 .

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#13 Posted at 2011-05-12 02:53        
     
This is a great thing, I hate when mortar fire hit the ground and dont make a crater.
So I still have not understood a thing,can I put this mod on another map? for example the map of I44 that is small enough?


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#14 Posted at 2011-05-12 09:34        
     
How can I make preloaded holes?


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#15 Posted at 2011-05-14 08:33        
     
# Babylonjoke : This is a great thing, I hate when mortar fire hit the ground and dont make a crater.
So I still have not understood a thing,can I put this mod on another map? for example the map of I44 that is small enough?

I think your confused how this can be used , it does not effect other terrain only the terrain created by the mission , this is created using Tiles.

for mortars to be added pls alter this line
if ((getNumber (_config >> "explosive")) == 1) then

to this
if ((getNumber (_config >> "explosive")) >.5) then

it in ths mission folder \spon\dynamicterrain\ initDynamicTerrain.sqf

@ Das Camper

for now its possible but you need to know some scripting if you want to try it let me know. i try to help .

There is a distinct lack of credit in addons released for the commercial engine these days, People come to us hobbyists and preen information and then go on to sell the results and never credit the very people that made the addon possible.Then they come back and try to tell us our solutions are there IP .