Wednesday, 16 July 2014

Update time

Hi all hope you're well we have been a bit quiet of late, Steve has been hard at it with all the great animation work he is putting into the OA mlods that he is porting he has posted a few YT vids of the work.

A lot of work has gone into porting the mlods with pysx A3 penetration surface and damage added doors and lights brought to A3 standards, Walls are now fully destroy-able and gates have had the magic added too.

I have been making lots of bits for scenery objects to make it more lived in from signs to buildings are all slowly being made and finished off. also the sat image is getting manipulated to level out the colours to match better as the original satellite images had some impressive colour bands through them when tiled together.

Work is near complete on the ports so we can start to place the roads and objects down to start the long haul on getting it to feel like a real place with the amount of objects we need to place to have it represent the city  and surrounding areas.

I have been learning more in photoshop with image manipulation so have been retexturing some old a2 models to suit jbad the oa rocks have had a retexture to suit the terrain more have a look and see what you think.









Tuesday, 17 June 2014

WIP No1 Intoduction

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 

New features 
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