Description: Sakakah is based on a real city in the norther province of Al Jawf Saudia Arabia, I found the city while scouring for cities in Iraq that could be useful. What I liked most about the city was the generally good spacing between each district, block and individual houses, so I though I might have a go at recreating it in ArmA. However once I realized how big it actually was I made a decision to scale it down to about 1:2 size, this was quite possibly a wise choice now that I see how much effort is need to even reach a playable version. It shouldn't really be called "Sakakah Al Jawf", but I felt just Sakakah was a bit dry and Al Jawf rings a bit better after the city name, but you can call it Sakakah or whatever you want to.
* Added new satellite map and detail textures. * New height map. * Improvised Mosque (yeah it looks a bit strange, but it'll do for now). * Added QG content. * MehMan made me an AWESOME(! ) new building, this I specifically requested had no spec/normal map for highest performance. It looks awesome. * Airport, works okay, but could use some fine tuning. * Sort of proper roads. * Should work on a dedicated server now. Sakakah.pbo Media: Version: 1.0 * Rebuilt most of the city structure, more object density. * Added new satellite map and detail textures. * New height map. * Improvised Mosque (yeah it looks a bit strange, but it'll do for now). * Added QG content. * MehMan made me an AWESOME(! ) new building, this I specifically requested had no spec/normal map for highest performance. It looks awesome. * Airport, works okay, but could use some fine tuning. * Sort of proper roads. * Should work on a dedicated server now. Bugs: * On the runway there's a certain tile that disappear at times when looking in certain directions. * Autopilot will take you to the airport, but not land you safely! You might end up as a piece of rubble in the maintenance sheds if you try to let the AP land. * Some roads aren't "smoothed" so expect to encounter bumpy roads here and there, especially in the outskirts and on the long highways. * AI pathfinding in vehicles seems still FUBAR some places, this is especially true for roads that are running parallel with each other. However their ability to get from A to B seems to have improved with the new roads. * Many of the road intersections aren't put together in a proper fashion, this is due to me trying to base the road network on a real world one. Expect to see intersections with road tiles that are clipping into each other, not completely jointed etc. I can't do much about this really, sorry.. * Mask layers is pixelated some places, this is for the most part far out in the deserted areas so you shouldn't really notice it much.. I hope.. * STILL! I haven't been able/had time to fix certain ladders and doors, I'm sorryfor this, but that's just the way it's going to be for now. * Load time seemed to be slow, please report back on this, I think it's at an acceptable level now. Credits: BIS: Engine. Opteryx: Map MehMan: Custom Buildings. As a final word I'd like to thank MehMan for contributing very much for making me this building. Unfortunately I am in the process of moving to a new apartment, so I am almost forced to release today. I'd like to spend a week or two more on polishing, but I don't have time for this. Wish I could utilize this building more, but I can only do what time grants me to. Also Sickboy for some help on the previous config, I can't remember if I'm still using the same one, but he deserves a thanks. And finally OFP2, mate you gave me some simple suggestions my inferior mind didn't think of, now it seems these caused a massive boost in frame rate and loading time, thank you for your time and help. Well that's most of what I wanted to say, hope you enjoy it and don't discover to many killer errors. Forum topic: - BIS - Armaholic.com Enable javascript to be able to download from Armaholic please!
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why removed?
thanks a lot Boss.
What a map!
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