Arma 3
RE: Camosys
Flat Basset 13 JUN 2020 a las 10:34
Adding more maps
Loving this, thx!

I've done some groundwork for you for adding 3 new "arid" maps from IceBreakr:

Chongo and SE Angola from his Angola Map Pack (map classnames are 'chongo' and 'seangola' respectively) and Isla Duala ('isladuala3')

the non-grass surface classnames are 'chongo_rock','chongo_sand','duala_sand','duala_stones','duala_rock','seangola_stones','seangola_whitesand','seangola_sand'

I have a lot more maps, and if you'd like I can grab the classnames for you and post them here :)
Última edición por Flat Basset; 13 JUN 2020 a las 10:34
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amartyn  [desarrollador] 13 JUN 2020 a las 18:55 
Hi KW Driver, yep would appreciate your help with the classes for terrains and odd surfaces to include in the next update
amartyn  [desarrollador] 13 JUN 2020 a las 19:04 
The outstanding surfaces should be not non-grass but different in color. E.g. eheat field in Livonia is the one. So that your green back does not work very well, but high wheat helps a lot.
amartyn  [desarrollador] 13 JUN 2020 a las 19:05 
Grass is configured seprately by BI, so you should worry about the camo only for the purpose of this mod.
Flat Basset 13 JUN 2020 a las 19:30 
okay, I was going by what classnames had character entries, assuming that the "character" being referred to was the grass, or trees, etc.

I'll double check what I have entered and ensure it is correct.. might only be one or 2 that I missed..

I've also been adding uniforms, but as I have only been working on stuff for personal use, I haven't been exhaustive for any particular mod.. suggestions, of course, would be the CUP units, and maybe Project OPFOR, as they are both very commonly used for AI units, but both are rather large lists..

Thanks again, and I'll double check that stuff and post back..
Flat Basset 14 JUN 2020 a las 10:21 
okay, after digging through with texview, add surface classes 'chongo_wood' and 'seangola_wood'. Duala_wood is also there, but looking at it in texview, it is a dried grass texture that would still blend well with arid style camo patterns.

@Modus operandi I have most of the maps you have listed there, and I might pull some of them up, especially Fapovo, Rosche, and Taunus. First I'm gonna knock out RHS PKL, and then Kunduz, Kujari, and Lithium.

I've done most of the MLO uniforms for my own edit, and I'll create a new discussion thread for uniforms as I finish the various packs. I recommended CUP units and Project OPFOR because most of the game modes I see use them extensively (both PvP and PvE in either SP or MP games) that discussion thread, however is probably going to end up enormous, as uniform skins are probably second only to scenarios in the sheer number of files on workshop (I have around 35 uniform packs, myself). As far as player centered uniform sets, MLO (a.k.a. VSM) and Teriyaki's packs lead the way, and FoxFort gets a mention in there, too. but like I say, that will be for another thread.
Flat Basset 14 JUN 2020 a las 11:09 
okay RHS PKL is kind of a judgement call... the ground textures for the 2 main tiles ( 'bludjungle1','bludjungle2' ) are a grey-ish dark brown (typical RGB values in the neighborhood of 61, 54, 49 plus/minus 15%) which for a jungle type camo would be a contrast, but for a woodland type camo wouldn't really be so stark, as most jungle camo is very green dominant, but woodland camo has a lot of brown shades to it.

Anyhow, the map classname is 'rhspkl'

and the surface classnames are 'bludjungle1','bludjungle2','bludjunglerd1','bludjunglerd2','bludrivermaling'

Última edición por Flat Basset; 14 JUN 2020 a las 11:13
Flat Basset 14 JUN 2020 a las 12:01 
here's an example of what I was talking about with the judgement call on RHS:PKL..

these screenshots are taken on either bludjungle1 or bludjungle2 tiles (can't really tell the difference between the tiles, as they are very similar), and the first pic is with Colombian Pixelado camo, which is an obviously jungle type camo pattern, while the second is with the British DPM pattern, which is a more woodland type color scheme..

https://i.imgur.com/SCNqMbw.jpg

https://i.imgur.com/IUd5Kac.jpg


this 3rd pic, you can see from a distance how stark the difference is between the 2 styles of uniform.

https://i.imgur.com/n7V7fHe.jpg
Última edición por Flat Basset; 14 JUN 2020 a las 14:23
Ostross 14 JUN 2020 a las 12:03 
Looks to me like the DPM does a much better job at camouflage, while the Colombian sticks out sorely.
Flat Basset 14 JUN 2020 a las 12:08 
exactly, but in the way the mod is scripted both uniforms are classed as "woodland"
Flat Basset 14 JUN 2020 a las 12:10 
so, my conundrum is in how to classify those 2 ground tiles.. do we classify them as "contrasting," with the applicable spotting penalties? or do we leave them out and no penalties apply?
Última edición por Flat Basset; 14 JUN 2020 a las 14:24
Flat Basset 14 JUN 2020 a las 14:20 
got 2 more done. both are arid maps

maps: 'kunduz' and 'tem_kujari'

surfaces: 'KzSandDesert','KzA7MSR','tem_kujari_vaalea_hiekka_Surface','Road0007','Road0005','Road0004'
Última edición por Flat Basset; 14 JUN 2020 a las 14:21
amartyn  [desarrollador] 10 JUL 2020 a las 19:57 
Thanks, I'll get back to working on this in the next weeks
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