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Dragon Uprising

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JurekCello78
HomerPepsi
nfmz1
John J. Stevens
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TheGeneral
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Post by gtaekwondo33 Thu 28 Mar 2013, 00:15

I have a Hp AMD PHENOM 8400 TRIPLE COR PROC 2.10GHZ 3.00gB ram 32bit with geforce GT 520
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Post by TheGeneral Thu 28 Mar 2013, 00:39

WTF! affraid thats better than mine, you shouldn't have any issues running A3. anyway back on topic please!
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Post by nfmz1 Thu 28 Mar 2013, 09:09

Well ArmA 2 has a ton of addons we could probably use to get the look and feel we want. And I am sure they will be ported to A3 as well.

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Post by TheGeneral Thu 28 Mar 2013, 17:26

something that was brought to my attention today was if the DR campaign is going to be rebuilt on Skira as it were, why not try and recreate it on a brand new island instead of Kiska/Skira?

John Stevens has the right idea about encompassing the rest of the Aleutian islands. There is one island I was looking at that has lots of potential and is vast in scale too. If A3 has the capability to use bigger maps then this one would be perfect.

Unalaska:

west tip to east tip is 81 miles

north to south is 37.1 miles.

Lots of inlets and high ranges, this island could be decked out with all kinds of stuff we wanted.


Dragon Uprising - Page 2 Unalas10


One area of interest for me is the Amanak island where the image icons located in my picture.

With Skira it is certainly over done to a point where we know every square inch of it and aren't we all a bit sick of playing on the same battlefield??
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Post by HomerPepsi Thu 28 Mar 2013, 17:39

Mdog wrote:With Skira it is certainly over done to a point where we know every square inch of it and aren't we all a bit sick of playing on the same battlefield??

NO! No we are not! Razz

So the heightmap of skira is 8192 x 4096. Unfortunately it will be impossible to contain the island in one map without MAJOR distortion. Should we split it into East and West skira?

Check out the heightmaps as .png's and .tif's here:

http://filebeam.com/152bbc5f7e4a8649288fc7ad89b73f87

And my highres skira image here:

http://filebeam.com/f7455942ff13f276a56903c3ee1609a9
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Post by John J. Stevens Thu 28 Mar 2013, 18:15

We will take care of the one map issue by scaling the image down to 4096 (yes some elevation data will be normalized) but we will stay at the full 32km island size when it comes back in (8 meter cells).

As for the other ISLANDS - Adak, Kananga and Tanaga Island also have great geography as well

http://www.charts.noaa.gov/OnLineViewer/16467.shtml


But before we get too far ahead of ourselves, working on KISKA first simply provides us an island we all know and references we can relate to - the islands are simply a potential jump off point with what we learn here.
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Post by oANIMUSo Fri 29 Mar 2013, 04:59

I agree with moving on to other islands, BUT it just wouldn't be the same without Kiska. It's a classic now, IMHO. It should not become something we look back on and regret we didn't make her. However, maybe a small test isle, say a bit larger than Skirinka?, would be something that we could use for testing other mods on while the Beautiful Kiska is being fine tuned. Realistically this work of love could take us into next year. The smaller island could be a good way to shape our approach as well as motivating momentum on what we can achieve if some of us need some downtime to play off the burnout.
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Post by Guest Fri 29 Mar 2013, 10:26

Not sure what the outer limits are, but there is an afghan map in develop.ent in a3 that is approximately 80 x 80 km. You can get it in its current form, which is pretty much just a height map at athis point, from play with six. The point is that the potential in terms of scale are incredible. Think we could start a map of any kind and work on it from now til the nezt generation of games without getting if completely done. Pretty cool!

Cheers Very Happy
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Post by TheGeneral Fri 29 Mar 2013, 11:11

Maybe I should have worded my statement better, as I agree animus skies is a gem for us and is like a second home for me. I was trying to say lets see DR from a different perspective with new terrain. But then would it still be DR? Would it just be A3 on an Aleutians island?

That's where the line would have to be drawn, trying to get the qcr and vocalisations of the units over may be hard, unless we wanna do voice acting and recreate the parts.

That would deffo be a sign of its relation to DR.

I've seen the afghan map too and it's huuuuge. Shame not much in itat the moment but you can see the scale we can go for with that example. I like the look of Adak as a nice place to start.
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Post by John J. Stevens Fri 29 Mar 2013, 11:22

I think the DR experience can be preserved by keeping a predominant infantry centric mission with a modest amount of ARMA tech like jet fighters.

Played the Afgan map, it is huge because the 4096 grid map was set to 20m/cell, which is fine for deserts and rolling plains, less so for varied terrain.

For the moment our next step needs to be capturing the village/town layouts - there was test MSSN that was a Camera Test that Tvig did last year - Tvig is that script/mssn current EDX compatible? Do you have another copy, seem I lost mine?

If we can get screen caps from 100' altitude we should have a good layout of each location for building/stuff placement.
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Post by JurekCello78 Fri 29 Mar 2013, 16:19

Hi guys,

There is already Skira in ARMA II, but its very far from perfect, and not very well scaled, but it's possible to have it built in A2. The guy who did it dropped project, so you can see, the Island is almost empty with only "Key" locations developped: http://www.armaholic.com/page.php?id=12883 .
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Post by John J. Stevens Fri 29 Mar 2013, 17:01

It is a good example of how just a map alone doesn't complete it - sadly we can't jump off that map because it is clearly SKIRA ala CM, we need to have KISKA.

That means the island will be oriented correctly North with complimentary real world names, digital elevation, and topo - while we can use the original SKIRA as reference, making the island more like KISKA removes ANY opportunity to have CM whine about digital assets.

Reality is that apart from the names of locations changing to their real names (or code name), being on the island you would never know the island was rotated back to its proper location. (unless you had a hankering for the sunset over Taranay Beach)

I just created the first phase of the map conversion with L3DT, will know more as I follow along wit the tutorials that are out there. Here is a really good one on the ARMA site
http://community.bistudio.com/wiki/Mondkalb%27s_Terrain_Tutorial#Guide_to_creating_a_terrain

for those that want to play with island building - give it a go and make a small on from scratch!
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Post by TheGeneral Fri 29 Mar 2013, 17:33

JurekCello78 wrote:Hi guys,

There is already Skira in ARMA II, but its very far from perfect, and not very well scaled, but it's possible to have it built in A2. The guy who did it dropped project, so you can see, the Island is almost empty with only "Key" locations developped: http://www.armaholic.com/page.php?id=12883 .

was already posted by NFMZ1 mate.

How soon can we see an image of your work JS?


Last edited by Mdog on Fri 29 Mar 2013, 17:37; edited 1 time in total
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Post by JurekCello78 Fri 29 Mar 2013, 17:36

lol, my bad Very Happy
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Post by John J. Stevens Fri 29 Mar 2013, 21:04

I'll post some screen grabs of the maps in process
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Post by oANIMUSo Mon 01 Apr 2013, 00:58

John J. Stevens wrote:I'll post some screen grabs of the maps in process
Sunday bounce................................................................Monday Suspect
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Post by nfmz1 Mon 01 Apr 2013, 18:36

Hey Lightspeed from the GR.NET community decided to rebuild the Ghost Recon Missions in ArmA 2 and instead of building new maps he used what was available IE Lingor Island, various addons and a couple others. This would probably be the most efficient way. I would suggest GSEP Moschnyi Island. It is similar to Skira in many ways escpecially in size and style. Check out the pics:


Dragon Uprising - Page 2 A2DR

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Post by TheGeneral Mon 01 Apr 2013, 18:40

pretty cool those! I like the kinda rugged look of the place especially the image of the three guys on the boat. Also the ship yard.
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Post by oANIMUSo Tue 02 Apr 2013, 20:23

oANIMUSo wrote:
John J. Stevens wrote:I'll post some screen grabs of the maps in process
Sunday bounce................................................................Monday Suspect
............................Tuesday Sleep
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Post by oANIMUSo Fri 12 Apr 2013, 18:30

oANIMUSo wrote:
oANIMUSo wrote:
John J. Stevens wrote:I'll post some screen grabs of the maps in process
Sunday bounce................................................................Monday Suspect
............................Tuesday Sleep

2 weeks later... oANIMUSo Dragon Uprising - Page 2 Poke JJStevens
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Post by John J. Stevens Fri 12 Apr 2013, 18:34

hey I asked for help with the map because it keeps crashing meanwhile...

https://www.youtube.com/watch?v=HJZRZL4qUC8
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Post by oANIMUSo Fri 12 Apr 2013, 18:47

John J. Stevens wrote:I'll post some screen grabs of the maps in process

I'm sorry... I must've completely misinterpreted your last post.
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Post by gtaekwondo33 Fri 12 Apr 2013, 18:53

so is there still going to be work on this new map or has the idea been to hard to develop for this game?
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Post by JurekCello78 Fri 12 Apr 2013, 19:38

I'm sure in the end John can say that: https://www.youtube.com/watch?v=gCrILFP1vc0 Dragon Uprising - Page 2 Smiley-violent002
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Post by John J. Stevens Fri 12 Apr 2013, 23:38

Have your laugh my fellow mercenaries but I did ask for some help with the map portion last week - having my computer crash four different times and crunch for over 30 hours to hit a wall isn't enjoyable.

https://operationflashpoint.forummotion.com/t177-map-development

Anyway, we all know the map is what the island missions and our familiarity are based on so we are stuck there first

[img]Dragon Uprising - Page 2 Kiskar10[/img]
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