CAT Afghanistan, ported by PMC

AGS/CAT Afghanistan terrain

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Snake Man
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CAT Afghanistan, ported by PMC

Post by Snake Man » 2008-05-06 17:28:30

PMC presents to you CAT Afghanistan v1.1 new release May 30th, 2008.

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This is OFP port with pretty much the same look as you found in original release. Terrain and objects have been edited to work in ArmA. This is a release with Agent Smith (AGS) permissions.

From OFP history, we can show that AGS did two releases for this island: CAT's Afghanistan Revisited and CAT's Afghanistan Revisited 1.2. Just a small nostalgy trip for some of us.

There are some issues like faulty geometry's on few models (one or two buildings you can walk through walls) and the usual OFP style forest block floating here and there (nothing we can do about it now). Also as tip; dont fly fast moving aircrafts with 10km viewdistances, situation like that is prone to CTDs. Other than that, there should not be major issues. Depending if people like this or not, I might put in some more time to it and fix/tweak issues.

This addon doesn't require any other addons to work, including Queens Gambit. You only need default ArmA v1.14 installed.

Download CAT_Afghanistan_v1.1.rar - 25.1mb
Mirror 1: ofp-arma.cznhl.com
Mirror 2: ePrison.de
Mirror 3: Armaholic.com
Mirror 4: gamingsa.com
Thanks for the mirrors, much appreciated.

Enjoy
Last edited by Snake Man on 2008-06-02 09:31:45, edited 3 times in total.
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T_Rex
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Post by T_Rex » 2008-05-08 13:15:38

Nice!
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Aussie Dave
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Post by Aussie Dave » 2008-05-09 04:25:42

mirror:

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Snake Man
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Post by Snake Man » 2008-05-15 11:51:49

I'm now working on a update for CAT Afghanistan. I havent done much yet, but its a start. I'll try to fix as much as I can to make it more playable and with even more high performance (there are some objects I want to tweak).

Wonder who would do some Taliban units for us? :)
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Snake Man
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Post by Snake Man » 2008-05-22 14:11:28

Would anyone be willing to help me, to re-texture the objects?
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Snake Man
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Post by Snake Man » 2008-05-28 08:17:12

I've been looking into the issue of walking through the building walls and it seems to me there is nothing wrong with the geometry itself...

Except that its larger than 50m x 50m, which I suspect is the problem. I dont remember what is the geometry limit in size when it doesnt work anymore. If this is the case, then I see no real solution for them, except to rescale the large buildings (which completely changes them, dunno what the results would be then).

Another thing is that I started to make some ShadowVolume LODs to the objects, I did it once by one, editing in O2 and then binarizing to see if there is errors. I even did some ingame testings but honestly I cant be even sure if the edited models were "in scene" at the moment, RPT file is quite clear. So dunno if I made the shadows properly, there is shadows ingame and no errors so I guess thats... ok then. Dunno :)
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Snake Man
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Post by Snake Man » 2008-05-29 13:11:26

Now I've done the initial work for the shadows. All objects have now ShadowVolume 0.000 LOD and the geometry values of sbSource = ShadowVolume and PrefersShadowVolume = 1.

Also I cleaned up all the LOD numbers to 1,2,3 etc instead of what they were before like 0.350, 1.750, 4.500 etc. Then I removed the textures from the geometrys or paths LODs etc. Did few lower resolution LODs to model which I felt were not performing good enough, like last LOD over 500 polys.

It looks pretty nice O2 model wise now.

The shadow work is still incomplete as I have now some problems with the vegetation models, if I use sbSource and ShadowVolume 1000.000, it gives some sbsource error on binarization, if I use ShadowVolume 0.000 then there is huge loads of errors. Will have to fiddle with that a little bit.
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Snake Man
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Post by Snake Man » 2008-05-30 09:03:36

Okay now technically the shadows work for bushes/trees also, I had to add both ShadowVolume 0.000 and ShadowVolume 1000.000 to them. The actual LODs (at the moment) arent tweaked as they are just copys, so now you only see shadow at the distance, needs some work heh. Anyways I'm happy that they technically work now, when I binarize catintro/ there is no errors or warnings regarding shadows.

For trees/bushes I added LODs
ShadowVolume 0.000
ShadowVolume 1000.000
with non textured, closed and triangulated models.

Then in geometry add:
shadow = hybrid
sbSource = explicit
PrefersShadowVolume = 0

As for rest of the models (buildings etc) I hadded just the ShadowVolume 0.000 (being lazy) and geometry entries of:
sbSource = ShadowVolume
PrefersShadowVolume = 0

This all is a learning experience for me and by no way I claim that this is the correct way to do it. Although I've read bunch of posts/tutorials and I believe this is how it should be done (besides the lazy part hehe).
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Snake Man
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Post by Snake Man » 2008-05-30 15:57:55

PMC has just released new v1.1 of CAT Afghanistan terrain!

There is some technical stuff fixed, shadows added but nothing really mind blowing visually.

Changelog:

Code: Select all

--- v1.1 fixes
- streetlamp didn't work and gave binarize/arma.RPT errors, fixed.
- one grass field type was glowing at night time, fixed.
- bushes/grass could be shot and damaged (they turned sideways), fixed.
- renamed all resolution LODs like 1, 2, 3 and 4 etc.
- added geometry propertys sbSource = ShadowVolume and PrefersShadowVolume = 1.
- created ShadowVolume 0 LOD, usually 100 or less polys.
Download CAT_Afghanistan_v1.1.rar - 25.1mb

Enjoy.
PMC since 1984

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Aussie Dave
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Post by Aussie Dave » 2008-06-02 00:59:22

Mirror: GamingSA.com

8-)
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