Welcome to the Jalalabad project by M1lkm8n & SmokeDog
Jalalabad project is based off real world data and sat images .
The size of the project is big coming in at 27 km x 27 km with more land mass than Altis it will consist of a large part of the city running along the south west and south to north, there is a mass of mountainous space to explore and use with small villages through the terrain, we plan to have feature points of interest for mission makers to have more use for designing mission with real locations this will all be explained below.
Our aim for Jalalabad is to have a large scale terrain with custom features with as much detail as we can to bring it all to the next level for the new Arma3 engine,we want to use as much as we can of the new tech for models and terrain this consists of porting a2 and oa mlods and updating them to a3 standards we also will be building a lot of assets from scratch to suit the more custom buildings and street furniture and feature points of the city to really give it the true feel of how it is.
New features
For buildings
Animated buildings, doors are all now locked and have to be opened or breached
Animated lights\ glass, Windows can be smashed and glass lights shot out
Animated hiding places, false floors moving cupboards hidden wells
Animated cranes, Fully usable crane and cargo system with pip monitors for full control
Custom buildings
Custom city objects
Custom destruction animations for some A1 buildings
For Terrain
Fully breach able wall system
River system (to be fixed)
Tunnell systems and caves
Rocks large and small
Terrain Info
Jalalabad consists of part dense city stretching out to the mountains with many small villages and highways with the main river flowing through, mountains are very rocky with mixed vegetation from sparse to dense areas depending what altitude you reach in the valleys, it can be very treacherous with the hidden caves and shear cliff drops with loose stone under foot make it very dangerous, in the open spaces the terrain has been carved out by the many ice ages to really deform the terrain and give it detail.
Early tech demo vids
No comments:
Post a Comment