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Dragon Uprising

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JurekCello78
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John J. Stevens
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Post by John J. Stevens Fri 12 Apr 2013, 23:55

to further placate the grumbling masses

Dragon Uprising - Page 3 Borote10

which is still a long way off without an .... island
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Post by TheGeneral Sat 13 Apr 2013, 00:42

I did mention to you the other day it would be pointless sending me anything, I wouldn't know what to do with it and I'd probably break it anyway.

Sorry I can't help you much on this Mr Stevens!
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Post by John J. Stevens Sat 13 Apr 2013, 00:48

no harm taken - simply some fun retort for those that are momentarily a pain in the oANIMUSo

:p
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Post by oANIMUSo Mon 29 Apr 2013, 05:18

What software were you using for the building models? It looks familiar. Also looks great!
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Post by John J. Stevens Mon 29 Apr 2013, 10:41

that last one was being displayed in sketchup, the earlier on 3DSmax
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Post by John J. Stevens Thu 11 Jul 2013, 11:17

Just a quick note - this project hasn't lost my interest - simply re-educating myself on ARMA tech and mission play all over again.

Was playing ARMA the other day - although it has excellent tech, an open design system and a healthy amount of players - watching squad mates root through a virtual ammo crate for 20 minutes says a lot amount the need for direction and one of the core complaints about ARMA being overwhelming.

Once again reinforcing my own opinion that objective based missions with the right balance of weapons can make squads more focused on the mission - which is what DR excels in - an a point that seems to be missing a large portion of the ARMA community.
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Post by Coheed_IV Wed 18 Sep 2013, 22:01

Hello..................Holy Crap I love this idea!

Back to hello, hopefully some of you remember me. Incredible site guys, Mdog and everyone else your dedication is amazing, you have my respect. As for me, last time I had anything to do with this community was at the SAR site. Since then I've been playing and editing arma2.

Even though I fell in love with and married arma, I can't quite stop thinking about sexy DR. So, I was blown away with this idea. I would love to talk about it and contribute. From JJ's posts, I think we have similar concepts on what makes DR hum.

Does Tvig know about this, cause I gots to get him in on this. I recently played with him and have him to thank for telling me about this site.
*EDIT* tvig you are in this thread, guest!

I think I'll go post my A2 mission, it's a remake of Powder Trail, complete with dragon rising sounds. Very Happy 



p.s. does this site sell T-shirts??
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Post by TheGeneral Thu 19 Sep 2013, 09:45

Hi mate! Long time no speak, mist be nearly a year now?? 

Anyway, this is our new home! I'm assuming tvig filled you in with how we got here? He's not here either now, and i'm not sure if he will return?? Which is a shame. He always has my respect for the work he created for DR.

This DA thing would be great to complete but its a massive job so i'm sure that a hand would be needed if you can help out. 

I've been playing alot with JJ on A2 myself lately. Might give this mission of yours a blast sometime this week, when the dust settles at home.

We play pretty regular i host and go at it for a few hours. Jump i. If you want buddy! 

Good to see you back!

MD
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Post by John J. Stevens Thu 19 Sep 2013, 19:55

I second any additional participation - the long term resolve is building this on A3 (more so now that they released all the A1/A2 models!!).  

Still everything we need to get started is already in A2CO and fairly hardened so there can be no surprises there.

Anyway, if you got a mission - I don't think you would have to twist our thumbs too hard to try it out.
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Post by John J. Stevens Sun 10 Aug 2014, 20:41

Well with the A2/Cold War models being portable to A3 - this has an opportunity to take shape without a ton of rebuilding.  

Meanwhile I have purchased a developers licence of L3DT to create the base island of Kiska as well as the surrounding islands.

Either case, maybe we can get our ducks in a row to begin fleshing out something to work on this fall.
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Post by TheGeneral Sun 10 Aug 2014, 21:01

And to add to this, tonight I have been messing around in the A3 toolkit and Buldozer to actively place objects on the Demo map which is Kiska. 

So I've made a little crack in the door there fellas! Very Happy  Wink
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Post by TheGeneral Sat 30 Aug 2014, 14:29

Well! I've made some progress on the island making front. Thanks to Jakerod from the Arma community I was finally able to see Kiska Arma 3. 

https://drive.google.com/file/d/0BwGVkyqKfsc0bzAxc2dqbWZZSHc/edit?usp=sharing


https://drive.google.com/file/d/0BwGVkyqKfsc0UVc2aGJORldSOUk/edit?usp=sharing

https://drive.google.com/file/d/0BwGVkyqKfsc0MXpYLS1XUnE1MEE/edit?usp=sharing
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Post by John J. Stevens Sun 31 Aug 2014, 00:46

looking good!
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Post by TheGeneral Sun 31 Aug 2014, 00:58

The map size isn't 1:1, ideally i need a good play at the settings in terrain builder using real life data. This was a sample tutorial so i don't know what scale the author used for it when they got it. 

Having had a few issues this week with getting maps in game, this was just a preview that could be what we might be looking at. I finally got through a big gate and the doors are widened. I'm gunna work at armatraz for the foreseeable weeks for now, get used to using terrain builder and then work on a 1:1 of kiska. 

Palyermerc if you are seeing this, this project is not dead yet, just a slow process. Could probably do with some advice if ya up for it!
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Post by oANIMUSo Sun 31 Aug 2014, 16:09

Excellent...   (insert picture of Mr. Burns here)
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Post by Palyarmerc Fri 05 Sep 2014, 23:49

Mdog wrote:Palyermerc if you are seeing this, this project is not dead yet, just a slow process. Could probably do with some advice if ya up for it!

Well, I was mostly a mission scripter, and as with most games one plays for more than 5 years, I've abandoned the ArmA series.
What ArmA got 'wrong' was what eventually made me see what Dragon Rising got 'right'

That said, of course, anything you need (including dropping my name amid the ArmA fraternity, should it provide kudos) Very Happy
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Post by TheGeneral Sat 06 Sep 2014, 09:52

Cheers dude! Least i know you haven't vanished totally! Lol! My armatraz project is working well atm, watch this space. I think it might be nearer xmas time when i try my hand at developing kiska alot more. Learning new things each day. Got some screen shots here. 
http://forums.bistudio.com/showthread.php?182226-Armatraz
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Post by TheGeneral Sun 14 Sep 2014, 09:30

After playing around with various programs to get real world data, i have finally found a site that lets me get what i want when i want it. 

I grad the srtm files for kiska and put the heightmap into l3dt. Messed with the values a little and got a pretty good close to RL scale of the island. 

Next stage is getting in the arma tools.
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Post by oANIMUSo Sun 14 Sep 2014, 13:25

Have you tried microdem and terrasculptor pro? If so is this program better? You got a link for it, and is it free?
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Post by TheGeneral Sun 14 Sep 2014, 13:51

yes I use microdem as part of the process, not heard of terrasculptor? but I've been handed a link to OpenTopography

http://opentopo.sdsc.edu/gridsphere/gridsphere?cid=geonlidarframeportlet&gs_action=raster&opentopoID=OTSRTM.042013.4326.1

Bookmark that link, reason I say this is I can't find out how to get the map looking like it does in the link when you are browsing the website.


Last edited by Mdog on Mon 15 Sep 2014, 09:57; edited 1 time in total
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Post by oANIMUSo Sun 14 Sep 2014, 15:48

Since, you said "I think" in step 6 regarding MicroDEM here are more detailed instructions I found and used with it a while back. It has a little extra stuff for those who like to play around in Unreal Editor.  you can find it here; 


Did you happen to see this one Mdog? http://dwtkns.com/srtm/
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Post by TheGeneral Mon 15 Sep 2014, 10:07

had a look at it but I'm comfortable with the process I'm using atm, thanks.

I have edited the last two posts and created a newer thread in the DEV section of DR/Arma for custom terrain making. This thread would've gone into space otherwise.
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Post by TheGeneral Mon 15 Sep 2014, 14:56

been messing around with some values in L3DT today and I got this:

https://drive.google.com/file/d/0BwGVkyqKfsc0NENoQ3FBRGVYOG8/edit?usp=sharing


Note the scale legend in the bottom right of the image.
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Post by TheGeneral Mon 15 Sep 2014, 23:26

Right guys! I've finally managed to get the island into A3 again, but this time it is much much bigger, I've managed to get the island from point to point in size to roughly 20km. 

the scale of the place is huuuuuge! Had so much fun flying around on it.
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Post by TheGeneral Mon 29 Sep 2014, 09:08

Little update for you all on the Dragon Uprising project. My absence from the forum this past week or so has been largely due to me slogging it out in L3DT and painting the road template for the island. I have now got it in photoshop and started to apply the textures. This shouldn't take that long maybe another week I reckon. 

Slight bit of bad news though.  I can't use the actual buildings from the game as you may well know. I also can't use the actual island from the game because it is different from the RL island.

I got thinking whilst I was mapping out the island in L3DT. If this is to be completed and released, I can't release an exact carbon copy off the island as it was when it was released by Codemasters. Copyright legalities and publishing rights etc might get in the way. So what I have done is changed a few areas around and molded some areas to look different than they are in OFDR. 

You may initially think this is a bad thing. But in all honesty I would like to play it safe on this only due to the CM/BI publishing fight years ago and their past history. It would also make it a unique island in many ways. I have added a few other things too. 

One major change I am thinking about doing and in the process of doing atm, is setting a new airbase up on the salt flats. The salt flats as we know them are not there now, its grass and I have placed a huge airfieldd on that piece of land. The original area where the airfield was is still there and can easily fit a somewhat derelict airfield there instead. This is kinda the premise I was going with scenario wise. 

The island has been waged with war, many of the buildings are destroyed and left abandoned. War has stopped and an island rebuild has taken place. To set it in the future in line with Arma 3, being 2035, this seemed like a plausible solution to the copyright hurdle. Plus it would fall in line with the timeline and setting of Arma 3. 

here is a list of a few things I have still there. 

Taranay and the west coast road network. 
Mologa
Fort Fomin
Main Oil Refinary
Skoje
Skoje Harbour
Lartskoye
Armuden
Quarry
monestery (but it will not be the same)
Anyskoye
White Fang

*EDIT: I have added a few extras. I have put in some lakes and rivers  for added aesthetics and fun. Also, I have a section of road in on the north side which will have a tunnel. This is to have the road go through a mountain instead of round it. 

I might add in a few little other hamlets too, to give the island a bit more life.

(decided to put Anyskoye and White fang back in, but White fang will bit situated slightly of from the current location.)

There is a small rocky outcrop in the middle of the Skoje Bay, which i thought would be a neat place to maybe do some recon ops from etc. The new airfield like I said before. The mountain side to the North of Taramay is slightly different, More defined in the outcrops and size. These fuckers are big! I took the two lakes out that are on this side of the island and placed a winding valley leading up to the mountains. Only because BIS can't get their act together to have lakes above sea level.

Sorry if this is daming news to you all expecting a carbon copy in Arma , but like I siad I wanna pay it safe. If you can think of any reason for me to change it in any way let me know. I'll upload a screeny for you later today.

one last thing: to answer a question by Gattobuono, on why this is being made. answer is Why not! if it can be done lets do it. You don't have to play it though if you don't want too, we're not forcing anything on anyone. For me personally, I've always wanted to see this island in Arma, someone tried it in A2 and then gave up on it. OFDR is a past love of mine and the island is amazing to play on. I've always gone around that island and thought, there something missing from this part or something missing from that part. I can apply some pretty nifty things using the arma tools. I can't actually believe I'm creating a vision of the island I had when I first saw Skira.


Last edited by Mdog on Wed 01 Oct 2014, 10:42; edited 1 time in total
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