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Uro

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  1. Like
    Uro got a reaction from Castalia in MGT still Official?   
    The only thing this achieves is the stifling of development,. the RC version of the 0.3.0.1 server files were released to Official Hosts running unmodified servers to gather uncorrupted test-data and to bug fix any issues with the RC before general release.
     
    As Tobias said ^ we have all been approached about "selling" server files,. In fact there has been some discussion in the official hosts skype group about this very issue,.
     
    The whole idea about RC's (release candidate's) and closed testing is just that - a standard set of files to check for any issues before release.  The dev's obviously pushed out the 0.3.0.1RC client files to get players onto the Dev/Official Servers to increase the players involved within the testing of the RC - and expand the different scenarios in which issues may arise, since without play/load testing an RC you cannot guage if any issues will arise,. which in turn speeds up the delivery of tested-bug-free files to everyone..
     
     
    Some people seem to think it's server population war though,. those people need to get a grip
     
    I cannot speak for every Official server out there, they are entitled to thier own opinion, but I can speak for mine, -[uG]-, we are not in this for population, we're in this for the long haul, for the survival experience, whether that be on a server with 1 player, or 100, -[uG]- do not care about petty server population fueds.
     
     
     
    Now someone has leaked files to the detriment of the Devs and thier Mod, all EpochMod server hosts (Official and Un-Official) and every one of you who play Epoch.
     
    Such a shit way to treat the Epoch community as a whole... :angry:
  2. Like
    Uro reacted to cring0 in MGT still Official?   
    Well, look at it this way.  At least Mells has been filling out alright, and I assume they've been getting good results.  The server isn't maxed, but then neither are most of our servers.  The servers that max out are mostly MGT and CCGs to be honest.  So, if any bugs remain that would have been detected with a full server, they can have fun with that(not that CCG is using the hacked patch that I know of, but they have one of the largest communities).  Sure, it effects everyone, but if their servers are all that matters to them, then we'll see what happens when everyone playing Epoch starts whinging about leftover bugs that were pushed over.  They'll have to put up with it too, more so even than most servers.  At least that's the way I see it.
     
    No one wins if everyone stops playing Epoch... no one who actually wants to serve Epoch to the public anyways.
     
    The devs are trying to set a platform to get things done and patched properly so that we're not on here pissing our pants about bugs and waiting for the next patch to solve the issues.  Interfering with that process only hurts everyone who is playing Epoch.
     
     
    Or maybe too many players have jumped the DayZ Epoch ship too soon?  Devs had plans not to even release server files to the public until 0.5 but, from what I saw, the community badgered them and pushed their hand into releasing them too soon.  Now you have so many people that have moved over and have high expectations and don't understand what alpha and testing frickin means.  I think that's the problem.  I think everyone here, including the devs, are in a bit of a learning curve though, as far as the whole process for moving a mod like this along.  It was a bit different with DayZ Epoch because a lot of the core functionality was already there, they really only had to focus on the base building for the most part(not to say there wasn't a lot of work in other areas too).  With A3Epoch, they have way more on their plate and they have this huge cult following that seem to think that the mod is supposed to be in a functioning state.
     
    Again with this patch, people were pushing and pushing for them to release information on what they're doing.  If you look back just within the last couple months, it was all people were talking about, how the devs were slacking and not letting us know what they were working on and WHENS THE NEXT PATCH.
     
     
    Please, if I'm wrong on any of this, enlighten me.
  3. Like
    Uro reacted to axeman in MGT still Official?   
    There was a choice. To release it when it is ready. I don't think it will be months in the waiting though.


    Really, these threads are just a distraction from the real content and work that is going on. Speculation and trolling, and then we, as devs of the mod, get moaned at for not responding..?

    I am sitting in front of the next mission system upgrade, and I have no idea where my train of thought was..
  4. Like
    Uro reacted to cring0 in Arma 3 Trains?   
    That would make the scenery a bit more interesting.  Wonder how much a performance hit that would take though.
  5. Like
    Uro got a reaction from Madbull in Uro's MB Billboards [Retexture][@Addon]   
    I wouldnt say it's a complete nightmare,. for terrain creation you need patience,. lots of patience :blink:
     
    It's a very steep learning curve (more of a mountain climb than a curve :D ) - Some of the processes involved take a lot of time/patience/cpu/more patience.
     
    Quite a lot of the time I've set programs up to do various things then went out to work for the day and they're still running when I get back, hell I've even left Visitor3/Terrain-Builder running for days importing hieghtfields/masks. - Then only to not like the outcome and start from my base hieghtfield and rebuild everything from there :D
     
    I've spent hours & hours downloading DEM hieghtfield data for real-world locations, only to not like the way they flow in-game.
     
    I've rebuilt my entire map / masks various times, switched surface textures, regenerated layers, incorporated entire road networks and removed them just because I wasnt happy with the way they appeared in-game.
     
    Once you get over these hurdles and have your basic map setup things become a little easier though - however it is sometimes frustrating due to a lack of default objects contained within A3 - Not everyone likes nor has any use for Mediterranean buildings in thier terrain :rolleyes:
     
    This is where the Arma community steps in with other content authors with addons and tools such as AIA / JBAD / MGB / Map Builder / Mikerotools and scouring Armaholic / BI Forums for objects/model packs, and then when you delve deeper you get into the BIS A1/A2 Sample packs in a search for more content you can use / customise / retexture to your liking. 
     
    Most authors of these packs are happy for you to get the use out of them and include them in your project - All it takes is a PM to them on the BI Forums asking for permission to use thier content, 99.9% of the time you'll get a "hellyeah!" and obviously credit them when you get to the point of releasing :)   If your stuck for objects / need something created - there is always the ARMA 3 Addon Request thread on the BI Forums where you can post your request and someone may pick it up and create it for you - ask and you never know :)
     
    Hell you may even delve into modelling yourself! :D
     
     
    Regarding the Arma3 Toolset:
     
    I do like Terrain-Builder over Visitor3 (Arma2), there are far more features that are easier to use - once you understand them and know all the little tricks/tweaks. 
     
    In Visitor3 your roads/paths  were created out of thousands of road pieces/objects, which is laborious as hell.  In TB, you simply use the polyline/vertices tool to paint and connect you road/path networks, then export it as a shapfile for inclusion in your terrain when you compile it - they are then "painted" onto your map at the init stage.  This also helps to keep your overall object counts for your map lower.
     
    I like the fact that you can use object layers to define different structure types - I.E. have one layer for your roads, one for your forests, another for each town you create etc - you can then export these layers as imagery - to use as an overlay in Photoshop/GIMP to assist in painting your roads/towns onto your satellite/surface masks. 
     
    This is only the tip of the iceberg with TB - They have done quite a lot to ease the pain of terrain creation in Arma3 over Arma2 - they still have a ways to go in simplifying some processes but obviously nothing is ever going to be "point and click, map completed".
     
    Everything takes time & patience, some trial & error, and figuring out different techniques for all the various aspects of terrain creation.  And at the end of all that, you end up knowing a bucketload more about Arma - from simple configs to more advanced configs, terrain creation & BIS logic than you did to begin with.
     
    And Richie is quite right  -  When you crunch it all together and get all your time/sweat/blood/frustrations compiled & into the game and see it in Arma3  -  There's that sweet sense of satisfaction that only people who create terrains will know about  -  and boy is it good! :D
  6. Like
    Uro got a reaction from Friendly in Uro's MB Billboards [Retexture][@Addon]   
    So I made a little addon comprising of billboard re-textures you can use in your terrains,. They are created in homage to Map Builder, using screenshots of terrains created with MB
     
    You can find the full scoop, screenshots and the download link in my BI Forums thread here:
    http://forums.bistudio.com/showthread.php?190092-Uro-s-MB-Billboards-Retexture
     
     
    Just giving a little something back to the Arma community :)
  7. Like
    Uro got a reaction from RC_Robio in Uro's MB Billboards [Retexture][@Addon]   
    I wouldnt say it's a complete nightmare,. for terrain creation you need patience,. lots of patience :blink:
     
    It's a very steep learning curve (more of a mountain climb than a curve :D ) - Some of the processes involved take a lot of time/patience/cpu/more patience.
     
    Quite a lot of the time I've set programs up to do various things then went out to work for the day and they're still running when I get back, hell I've even left Visitor3/Terrain-Builder running for days importing hieghtfields/masks. - Then only to not like the outcome and start from my base hieghtfield and rebuild everything from there :D
     
    I've spent hours & hours downloading DEM hieghtfield data for real-world locations, only to not like the way they flow in-game.
     
    I've rebuilt my entire map / masks various times, switched surface textures, regenerated layers, incorporated entire road networks and removed them just because I wasnt happy with the way they appeared in-game.
     
    Once you get over these hurdles and have your basic map setup things become a little easier though - however it is sometimes frustrating due to a lack of default objects contained within A3 - Not everyone likes nor has any use for Mediterranean buildings in thier terrain :rolleyes:
     
    This is where the Arma community steps in with other content authors with addons and tools such as AIA / JBAD / MGB / Map Builder / Mikerotools and scouring Armaholic / BI Forums for objects/model packs, and then when you delve deeper you get into the BIS A1/A2 Sample packs in a search for more content you can use / customise / retexture to your liking. 
     
    Most authors of these packs are happy for you to get the use out of them and include them in your project - All it takes is a PM to them on the BI Forums asking for permission to use thier content, 99.9% of the time you'll get a "hellyeah!" and obviously credit them when you get to the point of releasing :)   If your stuck for objects / need something created - there is always the ARMA 3 Addon Request thread on the BI Forums where you can post your request and someone may pick it up and create it for you - ask and you never know :)
     
    Hell you may even delve into modelling yourself! :D
     
     
    Regarding the Arma3 Toolset:
     
    I do like Terrain-Builder over Visitor3 (Arma2), there are far more features that are easier to use - once you understand them and know all the little tricks/tweaks. 
     
    In Visitor3 your roads/paths  were created out of thousands of road pieces/objects, which is laborious as hell.  In TB, you simply use the polyline/vertices tool to paint and connect you road/path networks, then export it as a shapfile for inclusion in your terrain when you compile it - they are then "painted" onto your map at the init stage.  This also helps to keep your overall object counts for your map lower.
     
    I like the fact that you can use object layers to define different structure types - I.E. have one layer for your roads, one for your forests, another for each town you create etc - you can then export these layers as imagery - to use as an overlay in Photoshop/GIMP to assist in painting your roads/towns onto your satellite/surface masks. 
     
    This is only the tip of the iceberg with TB - They have done quite a lot to ease the pain of terrain creation in Arma3 over Arma2 - they still have a ways to go in simplifying some processes but obviously nothing is ever going to be "point and click, map completed".
     
    Everything takes time & patience, some trial & error, and figuring out different techniques for all the various aspects of terrain creation.  And at the end of all that, you end up knowing a bucketload more about Arma - from simple configs to more advanced configs, terrain creation & BIS logic than you did to begin with.
     
    And Richie is quite right  -  When you crunch it all together and get all your time/sweat/blood/frustrations compiled & into the game and see it in Arma3  -  There's that sweet sense of satisfaction that only people who create terrains will know about  -  and boy is it good! :D
  8. Like
    Uro got a reaction from cring0 in Uro's MB Billboards [Retexture][@Addon]   
    I wouldnt say it's a complete nightmare,. for terrain creation you need patience,. lots of patience :blink:
     
    It's a very steep learning curve (more of a mountain climb than a curve :D ) - Some of the processes involved take a lot of time/patience/cpu/more patience.
     
    Quite a lot of the time I've set programs up to do various things then went out to work for the day and they're still running when I get back, hell I've even left Visitor3/Terrain-Builder running for days importing hieghtfields/masks. - Then only to not like the outcome and start from my base hieghtfield and rebuild everything from there :D
     
    I've spent hours & hours downloading DEM hieghtfield data for real-world locations, only to not like the way they flow in-game.
     
    I've rebuilt my entire map / masks various times, switched surface textures, regenerated layers, incorporated entire road networks and removed them just because I wasnt happy with the way they appeared in-game.
     
    Once you get over these hurdles and have your basic map setup things become a little easier though - however it is sometimes frustrating due to a lack of default objects contained within A3 - Not everyone likes nor has any use for Mediterranean buildings in thier terrain :rolleyes:
     
    This is where the Arma community steps in with other content authors with addons and tools such as AIA / JBAD / MGB / Map Builder / Mikerotools and scouring Armaholic / BI Forums for objects/model packs, and then when you delve deeper you get into the BIS A1/A2 Sample packs in a search for more content you can use / customise / retexture to your liking. 
     
    Most authors of these packs are happy for you to get the use out of them and include them in your project - All it takes is a PM to them on the BI Forums asking for permission to use thier content, 99.9% of the time you'll get a "hellyeah!" and obviously credit them when you get to the point of releasing :)   If your stuck for objects / need something created - there is always the ARMA 3 Addon Request thread on the BI Forums where you can post your request and someone may pick it up and create it for you - ask and you never know :)
     
    Hell you may even delve into modelling yourself! :D
     
     
    Regarding the Arma3 Toolset:
     
    I do like Terrain-Builder over Visitor3 (Arma2), there are far more features that are easier to use - once you understand them and know all the little tricks/tweaks. 
     
    In Visitor3 your roads/paths  were created out of thousands of road pieces/objects, which is laborious as hell.  In TB, you simply use the polyline/vertices tool to paint and connect you road/path networks, then export it as a shapfile for inclusion in your terrain when you compile it - they are then "painted" onto your map at the init stage.  This also helps to keep your overall object counts for your map lower.
     
    I like the fact that you can use object layers to define different structure types - I.E. have one layer for your roads, one for your forests, another for each town you create etc - you can then export these layers as imagery - to use as an overlay in Photoshop/GIMP to assist in painting your roads/towns onto your satellite/surface masks. 
     
    This is only the tip of the iceberg with TB - They have done quite a lot to ease the pain of terrain creation in Arma3 over Arma2 - they still have a ways to go in simplifying some processes but obviously nothing is ever going to be "point and click, map completed".
     
    Everything takes time & patience, some trial & error, and figuring out different techniques for all the various aspects of terrain creation.  And at the end of all that, you end up knowing a bucketload more about Arma - from simple configs to more advanced configs, terrain creation & BIS logic than you did to begin with.
     
    And Richie is quite right  -  When you crunch it all together and get all your time/sweat/blood/frustrations compiled & into the game and see it in Arma3  -  There's that sweet sense of satisfaction that only people who create terrains will know about  -  and boy is it good! :D
  9. Like
    Uro reacted to RC_Robio in New Arma Monetization Faq have been updated!!!   
    http://www.bistudio.com/monetization/faq
     
    Please read them CAREFULLY!!
  10. Like
    Uro reacted to Richie in New Arma Monetization Faq have been updated!!!   
    Makes no difference to me so i won't read, I don't give out perks for any reason :)
  11. Like
    Uro reacted to BetterDeadThanZed in New Arma Monetization Faq have been updated!!!   
    The real question is what are they going to do if someone is found breaking the rules? That's not addressed on that page.
     
    Also, doesn't appear this applies to Arma 2? Odd.
  12. Like
    Uro got a reaction from KiloSwiss in MGT still Official?   
    The only thing this achieves is the stifling of development,. the RC version of the 0.3.0.1 server files were released to Official Hosts running unmodified servers to gather uncorrupted test-data and to bug fix any issues with the RC before general release.
     
    As Tobias said ^ we have all been approached about "selling" server files,. In fact there has been some discussion in the official hosts skype group about this very issue,.
     
    The whole idea about RC's (release candidate's) and closed testing is just that - a standard set of files to check for any issues before release.  The dev's obviously pushed out the 0.3.0.1RC client files to get players onto the Dev/Official Servers to increase the players involved within the testing of the RC - and expand the different scenarios in which issues may arise, since without play/load testing an RC you cannot guage if any issues will arise,. which in turn speeds up the delivery of tested-bug-free files to everyone..
     
     
    Some people seem to think it's server population war though,. those people need to get a grip
     
    I cannot speak for every Official server out there, they are entitled to thier own opinion, but I can speak for mine, -[uG]-, we are not in this for population, we're in this for the long haul, for the survival experience, whether that be on a server with 1 player, or 100, -[uG]- do not care about petty server population fueds.
     
     
     
    Now someone has leaked files to the detriment of the Devs and thier Mod, all EpochMod server hosts (Official and Un-Official) and every one of you who play Epoch.
     
    Such a shit way to treat the Epoch community as a whole... :angry:
  13. Like
    Uro got a reaction from Darth_Rogue in MGT still Official?   
    The only thing this achieves is the stifling of development,. the RC version of the 0.3.0.1 server files were released to Official Hosts running unmodified servers to gather uncorrupted test-data and to bug fix any issues with the RC before general release.
     
    As Tobias said ^ we have all been approached about "selling" server files,. In fact there has been some discussion in the official hosts skype group about this very issue,.
     
    The whole idea about RC's (release candidate's) and closed testing is just that - a standard set of files to check for any issues before release.  The dev's obviously pushed out the 0.3.0.1RC client files to get players onto the Dev/Official Servers to increase the players involved within the testing of the RC - and expand the different scenarios in which issues may arise, since without play/load testing an RC you cannot guage if any issues will arise,. which in turn speeds up the delivery of tested-bug-free files to everyone..
     
     
    Some people seem to think it's server population war though,. those people need to get a grip
     
    I cannot speak for every Official server out there, they are entitled to thier own opinion, but I can speak for mine, -[uG]-, we are not in this for population, we're in this for the long haul, for the survival experience, whether that be on a server with 1 player, or 100, -[uG]- do not care about petty server population fueds.
     
     
     
    Now someone has leaked files to the detriment of the Devs and thier Mod, all EpochMod server hosts (Official and Un-Official) and every one of you who play Epoch.
     
    Such a shit way to treat the Epoch community as a whole... :angry:
  14. Like
    Uro got a reaction from RC_Robio in MGT still Official?   
    The only thing this achieves is the stifling of development,. the RC version of the 0.3.0.1 server files were released to Official Hosts running unmodified servers to gather uncorrupted test-data and to bug fix any issues with the RC before general release.
     
    As Tobias said ^ we have all been approached about "selling" server files,. In fact there has been some discussion in the official hosts skype group about this very issue,.
     
    The whole idea about RC's (release candidate's) and closed testing is just that - a standard set of files to check for any issues before release.  The dev's obviously pushed out the 0.3.0.1RC client files to get players onto the Dev/Official Servers to increase the players involved within the testing of the RC - and expand the different scenarios in which issues may arise, since without play/load testing an RC you cannot guage if any issues will arise,. which in turn speeds up the delivery of tested-bug-free files to everyone..
     
     
    Some people seem to think it's server population war though,. those people need to get a grip
     
    I cannot speak for every Official server out there, they are entitled to thier own opinion, but I can speak for mine, -[uG]-, we are not in this for population, we're in this for the long haul, for the survival experience, whether that be on a server with 1 player, or 100, -[uG]- do not care about petty server population fueds.
     
     
     
    Now someone has leaked files to the detriment of the Devs and thier Mod, all EpochMod server hosts (Official and Un-Official) and every one of you who play Epoch.
     
    Such a shit way to treat the Epoch community as a whole... :angry:
  15. Like
    Uro got a reaction from IReeceI in MGT still Official?   
    The only thing this achieves is the stifling of development,. the RC version of the 0.3.0.1 server files were released to Official Hosts running unmodified servers to gather uncorrupted test-data and to bug fix any issues with the RC before general release.
     
    As Tobias said ^ we have all been approached about "selling" server files,. In fact there has been some discussion in the official hosts skype group about this very issue,.
     
    The whole idea about RC's (release candidate's) and closed testing is just that - a standard set of files to check for any issues before release.  The dev's obviously pushed out the 0.3.0.1RC client files to get players onto the Dev/Official Servers to increase the players involved within the testing of the RC - and expand the different scenarios in which issues may arise, since without play/load testing an RC you cannot guage if any issues will arise,. which in turn speeds up the delivery of tested-bug-free files to everyone..
     
     
    Some people seem to think it's server population war though,. those people need to get a grip
     
    I cannot speak for every Official server out there, they are entitled to thier own opinion, but I can speak for mine, -[uG]-, we are not in this for population, we're in this for the long haul, for the survival experience, whether that be on a server with 1 player, or 100, -[uG]- do not care about petty server population fueds.
     
     
     
    Now someone has leaked files to the detriment of the Devs and thier Mod, all EpochMod server hosts (Official and Un-Official) and every one of you who play Epoch.
     
    Such a shit way to treat the Epoch community as a whole... :angry:
  16. Like
    Uro got a reaction from axeman in Uro's MB Billboards [Retexture][@Addon]   
    I wouldnt say it's a complete nightmare,. for terrain creation you need patience,. lots of patience :blink:
     
    It's a very steep learning curve (more of a mountain climb than a curve :D ) - Some of the processes involved take a lot of time/patience/cpu/more patience.
     
    Quite a lot of the time I've set programs up to do various things then went out to work for the day and they're still running when I get back, hell I've even left Visitor3/Terrain-Builder running for days importing hieghtfields/masks. - Then only to not like the outcome and start from my base hieghtfield and rebuild everything from there :D
     
    I've spent hours & hours downloading DEM hieghtfield data for real-world locations, only to not like the way they flow in-game.
     
    I've rebuilt my entire map / masks various times, switched surface textures, regenerated layers, incorporated entire road networks and removed them just because I wasnt happy with the way they appeared in-game.
     
    Once you get over these hurdles and have your basic map setup things become a little easier though - however it is sometimes frustrating due to a lack of default objects contained within A3 - Not everyone likes nor has any use for Mediterranean buildings in thier terrain :rolleyes:
     
    This is where the Arma community steps in with other content authors with addons and tools such as AIA / JBAD / MGB / Map Builder / Mikerotools and scouring Armaholic / BI Forums for objects/model packs, and then when you delve deeper you get into the BIS A1/A2 Sample packs in a search for more content you can use / customise / retexture to your liking. 
     
    Most authors of these packs are happy for you to get the use out of them and include them in your project - All it takes is a PM to them on the BI Forums asking for permission to use thier content, 99.9% of the time you'll get a "hellyeah!" and obviously credit them when you get to the point of releasing :)   If your stuck for objects / need something created - there is always the ARMA 3 Addon Request thread on the BI Forums where you can post your request and someone may pick it up and create it for you - ask and you never know :)
     
    Hell you may even delve into modelling yourself! :D
     
     
    Regarding the Arma3 Toolset:
     
    I do like Terrain-Builder over Visitor3 (Arma2), there are far more features that are easier to use - once you understand them and know all the little tricks/tweaks. 
     
    In Visitor3 your roads/paths  were created out of thousands of road pieces/objects, which is laborious as hell.  In TB, you simply use the polyline/vertices tool to paint and connect you road/path networks, then export it as a shapfile for inclusion in your terrain when you compile it - they are then "painted" onto your map at the init stage.  This also helps to keep your overall object counts for your map lower.
     
    I like the fact that you can use object layers to define different structure types - I.E. have one layer for your roads, one for your forests, another for each town you create etc - you can then export these layers as imagery - to use as an overlay in Photoshop/GIMP to assist in painting your roads/towns onto your satellite/surface masks. 
     
    This is only the tip of the iceberg with TB - They have done quite a lot to ease the pain of terrain creation in Arma3 over Arma2 - they still have a ways to go in simplifying some processes but obviously nothing is ever going to be "point and click, map completed".
     
    Everything takes time & patience, some trial & error, and figuring out different techniques for all the various aspects of terrain creation.  And at the end of all that, you end up knowing a bucketload more about Arma - from simple configs to more advanced configs, terrain creation & BIS logic than you did to begin with.
     
    And Richie is quite right  -  When you crunch it all together and get all your time/sweat/blood/frustrations compiled & into the game and see it in Arma3  -  There's that sweet sense of satisfaction that only people who create terrains will know about  -  and boy is it good! :D
  17. Like
    Uro reacted to Muffins in GUIDE: FireDaemon XML for Arma 3 Epoch   
    Thank You! Gonna try this out now. Much appreciated Uro!  :)
     
     
    So I seem to have gotten it working. I read your BEC instructions but, simply put, I am dumb when it comes to scripting in this sense. Does FireDaemon have an XML for BEC? Sorry, true noob. Thanks for the info.
     
    3rd Edit: Nvm, Im an idiot.  :P
  18. Like
    Uro reacted to Richie in Uro's MB Billboards [Retexture][@Addon]   
    It's a nightmare Robio, total fucking nightmare :lol:
     
    First you have to be a mathematician, working out all your height fields, cell and grid sizes.
    Next you have to be a graphics designer, you need a high quality satellite image and mask.
    Lastly you have to be an artist, your towns, forests and roads all have to look right, how things would be in real life, be it man made or mother natures doing.
     
    Then you're dealing with ArmA Tools, not the most reliable and comes with no manual.
    It's the most annoying, stressful and complicated project i've ever started :lol: but then you crunch it all together and explore the world you created and it brings a huge smile to your face :D
  19. Like
    Uro got a reaction from RC_Robio in Uro's MB Billboards [Retexture][@Addon]   
    So I made a little addon comprising of billboard re-textures you can use in your terrains,. They are created in homage to Map Builder, using screenshots of terrains created with MB
     
    You can find the full scoop, screenshots and the download link in my BI Forums thread here:
    http://forums.bistudio.com/showthread.php?190092-Uro-s-MB-Billboards-Retexture
     
     
    Just giving a little something back to the Arma community :)
  20. Like
    Uro got a reaction from cring0 in Uro's MB Billboards [Retexture][@Addon]   
    So I made a little addon comprising of billboard re-textures you can use in your terrains,. They are created in homage to Map Builder, using screenshots of terrains created with MB
     
    You can find the full scoop, screenshots and the download link in my BI Forums thread here:
    http://forums.bistudio.com/showthread.php?190092-Uro-s-MB-Billboards-Retexture
     
     
    Just giving a little something back to the Arma community :)
  21. Like
    Uro got a reaction from Richie in Uro's MB Billboards [Retexture][@Addon]   
    So I made a little addon comprising of billboard re-textures you can use in your terrains,. They are created in homage to Map Builder, using screenshots of terrains created with MB
     
    You can find the full scoop, screenshots and the download link in my BI Forums thread here:
    http://forums.bistudio.com/showthread.php?190092-Uro-s-MB-Billboards-Retexture
     
     
    Just giving a little something back to the Arma community :)
  22. Like
    Uro reacted to cring0 in Ilanavis [WIP]   
    Should be about the summer of 2019.
  23. Like
    Uro got a reaction from 31_D!4b10 in Some SQL Events I had laying around   
    Since I'm taking a break from Epoch/Arma2, I thought someone here might get some use out of these SQL EVENT Scripts I had laying around, mostly just housekeeping scripts :)
     
    I'm fairly sure similar scripts are laying around these forums in various places.
     
     
    I'll assume since your reading this, you know how to add sql event scripts to your database, and understand how to edit the below to your needs.
     
    No further assistance shall be provided by myself with these.
     
     
     
    RemoveBlownUpVehicles.sql
     
    The above code will remove anything in the Object_Data table where the damage is set to 1, I.E. Destroyed.
    Event is scheduled every 2 days.
     
     
    RemoveOldCharacterData.sql
     
    WARNING:  The above event script will make certain epoch scripts that rely on character data such as EVAC Chopper not function properly, due the the database re-using Character ID slots that have been cleared and assigning them to new players.
     
    The above code will remove anything from the Character_Data table where Alive = 0 , I.E. Dead.
    Event is scheduled every 2 days.
     
     
     
    RemoveOldPlayerLogins.sql
     
    The above code will remove anything from the player_login table where the datestamp is older than 30 Days.
    Event runs once a day.
     
     
     
    RestockTraders.sql
     
    The above code will restock the traders_data table up to a quantity of 30 where the current items quantity is less than 5.
    Event runs once a day.
     
     
     
    UnlockAbandonedVehicles.sql
     
    The above code will UNLOCK (Set CharacterID ZERO) anything in the object_data table that is NOT a Vault/Safe/Lockbox/Wooden Storage Shed, Any form of Tent.
    So it effectively Removes the keys of any vehicles that haven't been interacted with in a 14 DAY period.
    Event is scheduled once a day.
     
     
    NB: Will need modified if any new storage options come into play.
    NBB: A similar event script is planned for the 1.0.5 database update, if not already implemented within 1.0.5 Database Events.
     
     
    Enjoy the beanz! :)
     
     
     
     
  24. Like
    Uro reacted to Richie in Here's What The Unreal Engine Is Capable Of Rendering In Real Time   
    This looks cool :D
     
    https://www.youtube.com/watch?feature=player_embedded&v=JNgsbNvkNjE
  25. Like
    Uro got a reaction from Richie in Ilanavis [WIP]   
    +1
     
    I'm keeping tabs on this as it's good to see other peoples workflow,...
     
    I may throw up a site and do something similar, im currently resizing all my masks for more detail - I'm on the limits of what L3DT can export without creating corrupt images - damned memory handling! hopefully will be fixed in next version of L3DT :)
     
    So it's a very time intensive piece of surgery im doing atm, nothing worth doing a progress report on unfortunately lol :D
     
    In the meantime (read: while L3DT is crunching data) I've created a billboard addon that is a bit of a homage to creator of Map Builder - as a way of saying thanks to NeoArmageddon for his map building addon, using images of maps created with MB:
     


     
    There are 2 versions of each of the signs, the plain MB versions and versions with extra homage to Jakerod and M1lkm8n. :D
     
    I will be releasing these on BI Forums/Armaholic once I polish them up a bit more.  I'm have a bunch more road signs for my own version of this addon for my map :)
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