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cring0

Ilanavis [WIP]

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So I was talking to a dude that also attempted to make his own map, his group does a lot of combat realism stuff and he suggested I map the total size of the map bigger so that there's more ocean around the islands, and making some smaller islands in the outer reaches for deployment.  I didn't really intend to get too involved in this terrain in its outset, and I really only had Epoch in mind... but I'm wondering how hard it would be to add more space around the edges, say changing it from 4k to 8 or 12k?

 

I've been using Gimp for image editing and I haven't found a way to change the heightfield map without distorting everything, turning everything into hard edges, etc.  I haven't really tinkered with anything though.  If I could just copy the current heightfield and put it in the middle of a larger image that would be great.  The land really is too close to the edge of the map imo.  I'm sure making it a larger terrain, even if the addition is mostly ocean, will increase the rendering time a good bit though.

 

Did I ever mention I don't know what the hell I'm doing?

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Cring0 i really like the look of your map but i still see issues with scale, have you crunched it yet and drove round it ?

It's could be a lot smaller than you might think, that North-West island for example is only 1000 meters

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Cring0 i really like the look of your map but i still see issues with scale, have you crunched it yet and drove round it ?

It's could be a lot smaller than you might think, that North-West island for example is only 1000 meters

That's something I was worried about from the outset, that's why I was trying to figure out the size of Arma buildings and roads and such. I haven't run it through arma yet. I'm working on the mask image now, then hopefully I'll have an alpha version.

It's a small map. Thats why ive filled up all the corners of the map. Ive had it set to 2m per pixel so I'm pretty sure I have things close to scale. There's a good chance there's something I'm just not understanding. Hence, nb4 facepalm.

I'd still like to add at least 1km of ocean around the map, but if I export L3DT heightmap to png it distorts it and when I import it back in it has rough edges and I have to smooth everything over again.

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I've been considering changing the name of my terrain for a while now.  Do you guys think it should be changed?  I mean it's a fictional map so it deserves a fictional name, but Ilanavis is a bit weird of a name lol.  All I did was derived Ila- from Island/Isle and -navis from Latin, which basically means "boat".  I was going to start posting on Armaholic and BI forums about it but decided I should wait until I settle on the name.  I'm working on place names as well.  Any suggestions will be taken into consideration.

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I've been considering changing the name of my terrain for a while now.  Do you guys think it should be changed?  I mean it's a fictional map so it deserves a fictional name, but Ilanavis is a bit weird of a name lol.  All I did was derived Ila- from Island/Isle and -navis from Latin, which basically means "boat".  I was going to start posting on Armaholic and BI forums about it but decided I should wait until I settle on the name.  I'm working on place names as well.  Any suggestions will be taken into consideration.

I like the original name, and it also gives you a basis for naming places in a similar fashion. Fictitious is the key here, you can do what you like as long as it as some underpinning naming logic and you started that already.

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Fixed the url to my dropbox since I changed the directory everything was in.  I haven't been working on my terrain as much in the last couple weeks, weathers been nice so I've been busy around the house.  I've been poking at the mask here and there though, almost have the south eastern island finished.

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When I made my first terrain (which is still my only one at the moment lol) I made only an island with a flat ground, so no heights etc.,exporred thus to terrain builder, set some streets and buildings to see how big they'll appear. Saved all this and made a first map file for arma to test it and see how big everything will appear on it. It was also useful to see how wide the parts where the streets go along have to be so that they don't run on wavy terrain. Found this pretty usefull

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Posted a fly over of my terrain in L3DT.

https://m.youtube.com/watch?v=OwznQXLF4no

I still need to change a couple things.

I started the Atlas beginners guide thing but kept getting caught up on errors(how typical). I'm hoping to take my machine with me when I go on vacation next week lol.

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Sooooooooo... about a week ago I realized that my sat image was tooooo smaaaall... so I had to scale it up and pretty much redo a lot of things.  However, I'm kind of glad it happened because a) it's looking a bit better and B) it's going to be a bigger terrain now(originally it was going to be a small 4x4km but now it'll be 10x10km).

 

Here's an update of the changes I've made so far to my sat map: https://dl.dropboxusercontent.com/u/7225557/WEB/images/201506280022.png I still have a bit of work to do on it.

 

I've changed my web thingy up a bit, but I still need to update some things: https://dl.dropboxusercontent.com/u/7225557/WEB/Index.html

 

Once I have my sat map ready, I'll need to blow up my mask image and rework several places and finish that.  Then I'll need to go over the entire height map again in L3DT since I'm bumping the cell size up from 2 to 5 meters per pixel.

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So looking forward to seeing this completed!

Yeah, same here, believe me lol.

 

A bit more tonight:

http://imgur.com/a/q1LYe

 

Raised that hill up to 150m. =]  When I changed the scale from 2m to 5m per pixel, it stretched things out which gave me room to adjust more of the height in places, which is what I'm working on now.  I'm also adding some uh.. "dipping" and "rolling" into some parts of the landscape instead of leaving it smooth all over the place.

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I've been reworking the satelite map more but haven't been getting a lot done because I've been in the process of moving. I'm almost all moved in now and will have real Internet's, so hopefully I will get more done this month. I've also been working on another terrain called Kings Isles. You can guess what I might have in mind for that, but I'm trying to make it epochable as well.

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I've been reworking the satelite map more but haven't been getting a lot done because I've been in the process of moving. I'm almost all moved in now and will have real Internet's, so hopefully I will get more done this month. I've also been working on another terrain called Kings Isles. You can guess what I might have in mind for that, but I'm trying to make it epochable as well.

 

I was just thinking I haven't heard about your map in a bit. Funny how that happens.

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Lol, yeah I think that's the wider road that most take. It's a bitch, its not really rewarding for the amount of work you put into it.. hell, I haven't even gotten to the hard parts. So far, however, I've enjoyed what I've worked on.

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    • By nathan9117
      Hi there, I would like to move this file to my server pbo.
       I have moved it to my mission pbo and tested by changing the call to this and it spawns fine.
      For some reason however I can not get it to spawn if it is placed server side and executed from server_functions.sqf either using [] execVm, execVm or call compile preprocessFileLineNumbers.
      The main reason for wanting to move this file is that when I edit my map I dont want to place any objects over existing ones. If it is not going to be possible then an alternative will be to load the buildings in the 3d editor make my map and just remove the duplicates that already spawn/exist in chernarus11.sqf 
      Contents of chernarus11.sqf below extracted from dayz_code.
      Thanks in advance ! 
       
    • By xDUKEx
      I was wondering if someone could help me out with an issue I am having with making custom content in the 3D editor.  I've done a bunch of custom content for my server and it all works just fine ... except for things like roads, trees, bushes, and rocks; they never show up on my server.  I have access to my server FTP and I can see that in @Epoch there is an addons folder with a ton of PBOs.  I know it has the @map_eu addon and a few others like @plants and @trees ... etc.  I open my Arma2 OA and go into my Epoch server, then back out and open my editor with CTRL E.  After placing and saving everytime I put a road down, I get them all set and save my content into an .sqf as normal.  I do the proper edits to the file and launch my server.  I see all the custom stuff except the roads and trees.  I even placed my exec command after the "spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";" line.  
      So what am I doing wrong?  I see lots of custom content using these things and I just can't figure it out.
       
      Second question ... if I add a new file like @Jon_edit into my FTP @EPOCH\Addons folder, do I then need to add that same @file into the top of my missions.sqm code?
       
      Thanks for the help in advance!
    • By DirtySanchez
      Had a fellow community member approach me about a serious question regarding removal of a vehicle mod and how to proceed.

      Situation:

      Mas vehicles was installed but host realized that CUP vehicles and weapons were already configured within Epoch for easy setup and start.
      So what we want to do here is get rid of those vehicles.
      Most mods use a common string for their mod in the class names.
      In this case it is "mas_" so we will check the classname for a partial match.
      If it finds the match, lets kill the vehicle and remove the database entry.

      At the end of EPOCH_server_loadVehicles we can add this code.
      after this line of code: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L228
      if(_class find "mas_" > -1)then { [_vehicle,""] call EPOCH_server_save_killedVehicle; };
      Start up the server with this code installed.
      Let the server fully start up.
      Remove the code and restart the server again
      ENJOY!



      ps. Someone asked why not do a _vehicle setDamage 1; Well do we really want to blow up a bunch of vehicles and possibly damage bases and other vehicles? NO
    • By blueman
      I plan to get a dedicated Epoch server with a host. I have seen in A3 Launcher, game servers running Epoch, with the new Malden map.
      That's what I'd like to do. How do I get that accomplished? Thanks in advance.
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