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Video games => ArmA => ArmA2 => Topic started by: PZ on June 26, 2009, 09:07:44 PM

Title: Maps
Post by: PZ on June 26, 2009, 09:07:44 PM
I think I mentioned once in a conversation with D_B about the original Wolfenstein 3D and the ability to create different level maps.  Of course, that was on the old MS DOS 5 OS, and things were quite a bit different.  None the less, I enjoy creating map type things almost as much as playing the game.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 26, 2009, 10:40:30 PM
when you take a look at the Chernarus map, on this forum's start, you see the already populated part of it. Around it, the map extends, and is empty wilderness. I reckon there will be one way or another to make use of that, perhaps build some sort of village and connect it to the main part.
Title: Maps
Post by: PZ on June 27, 2009, 08:24:26 AM
Speaking of maps, I mentioned that I found a large topographical map of Chernarus, and I've chopped it into 9 regions, like with the FC2 maps - will upload into pages soon.  They are not as detailed as D_B's FC2 maps, but they are beautiful with the 3D appearance.  As to the rest of the ARMA2 world, what other maps have you encountered besides Utes?

UPDATE: I cut the map into quadrants rather than regions.  Click the map on the main ARMA2 page to see the large map, then click any of the four quadrants to go to the detailed view.
Title: Re: Mission Lumber Yard
Post by: PZ on June 27, 2009, 08:27:31 AM
Interesting - if you do screen captures of edited features, can you get resolutions good enough to link to icons on the main maps?  If so, I'm thinking of linking to areas like with the FC2 maps.
Title: Maps
Post by: Art Blade on June 27, 2009, 08:27:40 AM
the game offers two. Utes and Chernorus, the latter the far bigger one.
Title: Re: Mission Lumber Yard
Post by: Art Blade on June 27, 2009, 08:32:20 AM
so far I haven't been using the editor much, only to place soldiers or vehicles. But you can take screenshots of the map as well as of a view in the A2 world of that part of map. There should be ways to produce something to add to the map the way you're thinking.
Title: Maps
Post by: PZ on June 27, 2009, 08:41:17 AM
That is excellent news - the Chernarus map is quite nice to the eye, and large enough to warrant putting on the site.  I'll check out the Utes map as well.
Title: Maps
Post by: Art Blade on June 27, 2009, 08:46:21 AM
little do I know (yet) but Utes seems to be the playground of Arma2. The bootcamp and trainings are being held there
Title: Maps
Post by: PZ on June 27, 2009, 08:53:57 AM
A cursory bit of research indicates that Chernarus appears to be the main map - cool.... we may have the beginnings of another set of maps here.
Title: Maps
Post by: Art Blade on June 27, 2009, 09:03:43 AM
just think of it this way: when in FC2 it took me roughly 10 minutes around half the map by car, in ArmA2 I drove like 20 to 30 minutes by car and only got from the airstrip (you see it yellowish a diagonally drawn rectangle in the upper left of the currently displayed map) to the nearby coast. And that is like nothing compared with the entire map. 225km² should be around 140mi² (sorry, I am a "metric")
Title: Maps
Post by: PZ on June 27, 2009, 09:09:12 AM
Metrics are good - am accustomed to using them quite a bit these days - I like the system based on "10"  :-X
Title: Maps
Post by: Art Blade on June 27, 2009, 09:14:40 AM
haha :)

here, take a look, see the cursor is showing the current part of the map, and I scrolled to the far left and down. the map continues to the right and up  ;) Just edited: at the top of the map, last third, you see the airstrip.

[smg id=910]
Title: Maps
Post by: Art Blade on June 27, 2009, 09:22:04 AM
here is the other part

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Title: Maps
Post by: Art Blade on June 27, 2009, 09:33:56 AM
how detailed do you need it? this is that airstrip just zoomed so it fits the screen. The editor allows to zoom in down to the size of a pebble  ;D

[smg id=912 align=center width=400]
Title: Maps
Post by: Art Blade on June 27, 2009, 09:46:10 AM
By the way, I have no idea why the editor menue doesn't show in the previous pic, seems to be a lucky glitch, it was back when I took the next:

this is the same airfield view without textures.
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Title: Maps
Post by: Art Blade on June 27, 2009, 10:07:48 AM
If you look at the above airfield, the following screenie is taken there in-game, the pilot is located at the southernmost end of the middle runway, you're looking up northwest. A good visible reference are those hangars to the right, visible in both editor screenies and here. If you now go back a few posts to the overview map screenie, find the airfield again. Then take a guess at how far it is to the coast in the south. Now you should get a picture forming in your mind how vast it is there  :)

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Title: Re: Maps
Post by: Art Blade on June 27, 2009, 01:21:39 PM
I created this topic out of two splits (see the different references in the posts) so we can focus on maps (or map-making) in a single topic.

I am not so happy with the result of how the forum software merges two topics, I admit it, but at least we have one base now :)
Title: Re: Maps
Post by: Art Blade on June 27, 2009, 02:11:51 PM
PZ, I was just thinking, the game editor uses a grid that changes depending on the zoom level, but it always shows x and y coordinates. like that it should be very easy to take screenshots from specific parts and stitch them together seamlessly, more or less, and the grid is excellent for referencing points of interest.
Title: Re: Maps
Post by: PZ on June 27, 2009, 02:30:36 PM
Looks great and it appears that we'll be able to do whatever we want.  In the mean time, I've put a few maps on the site to keep us entertained for a little while.
Title: Re: Maps
Post by: Art Blade on June 27, 2009, 02:31:42 PM
already checked : very, very good... that you can't get with the editor, as far as I know it.  :-X
Title: Re: Maps
Post by: PZ on June 27, 2009, 02:35:55 PM
At least it's a start!  ;)
Title: Re: Maps
Post by: Art Blade on June 28, 2009, 05:46:40 AM
Meanwhile, I played with the editor to get a look what you can build. I was hoping for streets and houses, but so far no luck. You get tents of sorts, a "bunker" which is another tent caked with sandbags and camo nets etc, a field hospital, wich is perhaps a too small to be regarded as a MASH (mobile army surgical hospital). In other words, just small stuff. Well, there are hangars, barriers, mg-nests and whatnot, but nothing like elements you could build a town with. Sad, really.

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Title: Re: Maps
Post by: PZ on June 28, 2009, 11:02:21 AM
Darn, I was hoping for a SimCity kind of experience - too much to hope for, I guess... ;D
Title: Re: Maps
Post by: Art Blade on June 28, 2009, 12:35:28 PM
hahaha, indeed  :) by the way, the bunker is stone and wood, with sandbags. It looked like it was a tent because 3d and 2d differ a lot... in 2DE you see two symbols of the bunker and a barrack (=tent) with a huge gap between them. I thought I could place two trucks between. The screenie shows that both "buildings" were nicely merged, however. It's unlike SimCity where you had a grid and the buildings would snap to it, and so forth.

In the game is a part of the tutorial I skipped so far, it deals with building a field hospital, barracks etc, and the controls menu shows keys to bind for a bulldozer... I reckon it's more or less what I just did, without the bulldozer.
Title: Re: Maps
Post by: PZ on June 28, 2009, 02:29:56 PM
Wow, you mean that you can operate a dozer?  In the game?  If so, for what purpose? 
Title: Re: Maps
Post by: Art Blade on June 29, 2009, 01:19:14 AM
Not sure yet. It looks like it is for later in the game when you are probably about to build a camp... maybe a for a siege... I actually might give it a try. There are these two last parts of the tutorial missions I skipped so far, one being High Command, and the last being Build. Since those are the last, and include high command, I can only assume that building of field hospitals and barracks is nothing for Private Paul but for General Gary  ;)

I was thinking, at least with the editor it's possible to make a detailed screenshot of target areas that are part of the missions. For example that airstrip, which is huge, could help get an idea of what the area looks like and the editor allows more details than the in-game map.
Title: Re: Maps
Post by: Art Blade on June 29, 2009, 03:40:09 AM
PZ, I found out some cheats (old ArmA cheats w@&k) and posted them already. What might be interesting is this one

QuoteTOPOGRAPHY
    Generates a map in EMF vector format. The file is always created at the root directory of the C: drive. The output file is generated when the map is next viewed in game. German Users: Enter TOPOGRAPHZ instead.

:)
Title: Re: Maps
Post by: PZ on June 29, 2009, 06:24:44 AM
Very interesting... I don't know the specifics of the EMF format, but we might be able to make use of this...
Title: Re: Maps
Post by: Art Blade on June 29, 2009, 06:46:44 AM
I'm afraid of doing it LOL (I once had something like that, can't remember which game right now, and it would extract something from within the game. It was SO big and half-froze my PC when I did, hahaha

I have no idea, but as I already assumed, it's not graphic but vector. That gives me hope the file won't be so enormous  :)
Title: Re: Maps
Post by: Art Blade on June 30, 2009, 08:50:15 AM
Meanwhile I found out that it seems to be possible to create a town, using buildings and such, but it can't be achieved with a simple wysiwyg method. It's either scripting or perhaps a third-party program.