Ia Drang for ArmA 2

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Snake Man
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Ia Drang for ArmA 2

Post by Snake Man » 2009-09-22 16:29:32

Ia Drang for ArmA 2

This is my project topic to bring Ia Drang into ArmA 2.

To get into work right away, here is the object list of ArmA objects what our WRP terrain has now, next we need to track down which ones is still available in ArmA 2.

vte_iadrang.wrp (ArmA) objects:

Code: Select all

ca\buildings\bouda2_vnitrek.p3d
ca\buildings\budova1.p3d
ca\buildings\budova3.p3d
ca\buildings\budova4_in.p3d
ca\buildings\hangar_2.p3d
ca\buildings\hlaska.p3d
ca\buildings\misc\afnewplot2.p3d
ca\buildings\misc\pletivo.p3d
ca\buildings\misc\pletivo_dira.p3d
ca\buildings\misc\stoh.p3d
ca\buildings\molo_drevo_bs.p3d
ca\buildings\strazni_vez.p3d
ca\buildings\tents\pristresek.p3d
ca\buildings\vez.p3d
ca\misc\barbedwire.p3d
ca\misc\barel1.p3d
ca\misc\barel2.p3d
ca\misc\barel3.p3d
ca\misc\barel4.p3d
ca\misc\heli_h.p3d
ca\misc\jezek kov.p3d
ca\misc\paletyc.p3d
ca\plants\jablon.p3d
ca\plants\krovi.p3d
ca\plants\parez.p3d
ca\roads\ces10 100.p3d
ca\roads\ces10 25.p3d
ca\roads\ces10 50.p3d
ca\roads\ces12.p3d
ca\roads\ces25.p3d
ca\roads\ces6.p3d
ca\roads\ces6konec.p3d
ca\rocks\kamen1_piskovec.p3d
ca\rocks\kamen1_zula.p3d
ca\rocks\kamen2_piskovec.p3d
ca\rocks\kamen2_zula.p3d
ca\rocks\kamen3_piskovec.p3d
ca\rocks\kamen3_zula.p3d
ca\rocks\kamen4_piskovec.p3d
ca\rocks\kamen4_zula.p3d
ca\rocks\kamen5_piskovec.p3d
ca\rocks\kamen5_zula.p3d
ca\rocks\kopa_kameni.p3d
ca\rocks\skala_new.p3d
I'm planning on running the WRP through series of Roller runs to bring out all the source files which I can then import to Visitor 3. In WrpTool I'll save the terrain (OFP texture) view and that will be my base for the satellite texture / mask images.

ArmA 2, here we come! Hooyah! :D
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Snake Man
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Re: Ia Drang for ArmA 2

Post by Snake Man » 2009-09-23 07:42:41

Okay now the terrain + objects have been run through Roller, got the XYZ + objects files done.

It took me some time to create the Visitor 3 object template where there was the ArmA objects and VTE objects, apparently there was few VTE trailpaths and ArmA misc objects missing. Finally when I got those in, the objects imported OK.

Did the WrpTool save to bitmap from the OFP texture view, used that as base for satellite mask and texture. Its terribly low res/blocky the mask now but certainly that is much better method than doing mask freehand.

I only use V3 as compiler (no way I'm going to edit with it), I went and compiled that PEW and satellite texture/mask together. Now I have Ia Drang ingame ArmA (not yet ArmA 2) with 12800 x 12800 resolution satellite texture.

It all looks like in VTE final alpha, except the ground clutter and texture. Texture is still low resolution, or rather dull looking, but we'll get there.
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Snake Man
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Re: Ia Drang for ArmA 2

Post by Snake Man » 2009-09-23 12:36:36

I have now gathered the list (from my old forum post, if that is accurate) of missing objects in ArmA 2, which are used in Ia Drang terrain, here they are:

Code: Select all

ca\buildings\budova3.p3d
ca\buildings\hlaska.p3d
ca\buildings\misc\afnewplot2.p3d
ca\buildings\misc\pletivo.p3d
ca\buildings\misc\pletivo_dira.p3d
ca\buildings\strazni_vez.p3d
ca\misc\barel2.p3d
ca\misc\heli_h.p3d
ca\misc\jezek kov.p3d
ca\plants\jablon.p3d
ca\plants\krovi.p3d
ca\plants\parez.p3d
ca\roads\ces10 100.p3d
ca\roads\ces10 25.p3d
ca\roads\ces10 50.p3d
ca\roads\ces12.p3d
ca\roads\ces25.p3d
ca\roads\ces6.p3d
ca\roads\ces6konec.p3d
ca\rocks\kamen1_piskovec.p3d
ca\rocks\kamen1_zula.p3d
ca\rocks\kamen2_piskovec.p3d
ca\rocks\kamen2_zula.p3d
ca\rocks\kamen3_piskovec.p3d
ca\rocks\kamen3_zula.p3d
ca\rocks\kamen4_piskovec.p3d
ca\rocks\kamen4_zula.p3d
ca\rocks\kamen5_piskovec.p3d
ca\rocks\kamen5_zula.p3d
ca\rocks\kopa_kameni.p3d
ca\rocks\skala_new.p3d
Its much longer list that I'd wanted to see.

There are exceptions of course, the ca\misc\heli_h.p3d has been just renamed to ca\misc\Heli_H_army.p3d (or heli_h_civil.p3d take your pick). Its one thing to track down just file names by string search, its completely another thing to compare objects ingame if they can be replaced.

I'm lazy bitch enough to say that... I'm going to stick with the string search and my own experiences so far, I won't go hunting down replacements. If I don't know any replacement for missing object; it gets deleted (or just replaced with same type, like replace big building with anykind of building, or replace palm tree with any kind of tree).

All help in this regard would be highly appreciated.

BTW I have opened ArmA missing objects topic to track down all the missing or replaceable objects in ArmA 2.
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Snake Man
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Re: Ia Drang for ArmA 2

Post by Snake Man » 2009-09-24 14:37:13

Last night I did the first tests on single trees setup. I replaced the basic 50m jungle block and the undergrowth blocks with individual trees and bushes. Had to play around bit with the random settings but now I got it pretty nicely balanced. Its very thick jungle where you cannot really see too far out (yet there is some random opening which are really nice) and frame rates are still good in my new computer.

Things are looking good object wise.

Satellite texture is till completely undone, its just the single color WrpTool save at the moment.
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WGL.Q
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Re: Ia Drang for ArmA 2

Post by WGL.Q » 2009-09-26 15:56:38

Why not repack the missing objects to a new pbo and repath your wrp via MoveObject?
Should be done without too much effort.

Snake Man
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Re: Ia Drang for ArmA 2

Post by Snake Man » 2009-09-26 16:12:59

Yeah Q that would be one solution, however as you know me, I'm always trying to get addons/releases to be the most efficient "use only what you have to and even then try to optimize more", so adding the ArmA objects is kind of... well I mean the compromise between adding the BIS ArmA content to external pbo along side VTE or to replace them with native VTE objects (made from scratch for this reason or existing ones which might not suit 1:1) is kind of favoring to the latter in my view.

I guess this is one lesson learn and now I'm trying to make all (read; VTE) my mod's to be standalone requiring no ArmA content at all.

But yeah surely I'll keep that packing ArmA objects and repathing solution in mind. Who knows I might go with that choice in fact, would save me much time if comparing making replacement objects out of scratch.

Edit: also my view is that many times these bonehead terrain editors add all kinds of useless addons to the terrains (as well as mission makers add useless addons) where there is no sense of adding big addon requirement just for object or two. So if lets say there is only one (1) VTE terrain that uses some big BIS house for example which would take several megabytes in the pbo with textures, then I definitely choose the option to replace it with native VTE one. But if such big house would be used many times in several of our terrains, then there would be legitimate reason to add it. Heh :)
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granQ
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Re: Ia Drang for ArmA 2

Post by granQ » 2009-09-28 01:06:41

found this photo of the base, Plei Me..

http://www.swampfox.info/WebPhotoGaller ... SFcamp.jpg

Snake Man
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Re: Ia Drang for ArmA 2

Post by Snake Man » 2009-09-28 11:12:40

That is a great photo thanks. Never had one of those yet, just some real long distance aerial view.
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Snake Man
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Re: Ia Drang for ArmA 2

Post by Snake Man » 2009-09-29 10:08:42

I have added the ground clutter into the config, its basically setup just as chernarus clutter but uses Ia Drang terrain types. The forest clutter works OK with our jungle areas. Looking good so far.
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