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arma2:terrain:bis_terrain_analysis [2010/08/09 10:36] – created bis_terrain_analysis initial page. snakemanarma2:terrain:bis_terrain_analysis [2024/08/01 22:55] (current) – links added. snakeman
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-====== BIS Terrain Analysis ======+====== ArmA 2 bis Terrain Analysis ======
  
-====== ArmA 2 terrains ======+[[https://www.pmctactical.org/forum/viewforum.php?f=50|ArmA 2 Forum]], [[:arma2|ArmA 2 Home]], [[arma2:config|ArmA 2 Config]], [[arma2:file_formats|ArmA 2 File Formats]], [[arma2:missions|ArmA 2 Missions]], [[arma2:modeling|ArmA 2 3D Modeling]], [[arma2:scripting|ArmA 2 Scripting]], [[arma2:terrain|ArmA 2 Terrain]], [[arma2:texturing|ArmA 2 Texturing]], [[arma2:tools|ArmA 2 Tools]] 
 + 
 +Quick overview summary analysis of bis made terrains; Chernarus, Utes, Desert, Takistan and Zargabad. 
 + 
 + 
 +====== ArmA 2 ======
  
 Are located in arma2\AddOns dir. Are located in arma2\AddOns dir.
  
-====== Utes ======+[[arma2:terrain:bis_terrain_chernarus|Chernarus]]
  
-utes.pbo+[[arma2:terrain:bis_terrain_utes|Utes]]
  
-PBO prefix: ca\utes 
  
-utes.wrp in the pbo root. See objects used in bottom of this page.+====== ArmA 2 Operation Arrowhead ======
  
-**config.cpp**+Are located in arma2\Expansion\Addons dir.
  
-Class name isUtes. Longitude 30, latitude -45 degrees. Map has 3 zoom levels; zoom1 step 100, zoom2 step 1000 and zoom3 step 10000.+[[arma2:terrain:bis_terrain_desert_e|Desert]]
  
-class clutter has 13 different ones; +[[arma2:terrain:bis_terrain_takistan|Takistan]]
-<code cpp> +
-class UTGrassDryBunch +
- model = "ca\plants2\clutter\c_deadGrassBunch.p3d"; +
-class UTGrassDryLongBunch +
- model = "ca\plants2\clutter\c_grassDryLongBunch.p3d"; +
-class UTAutumnFlowers +
- model = "ca\plants2\clutter\c_autumn_flowers.p3d"; +
-class UTHeatherBrush +
- model = "ca\plants2\clutter\c_caluna.p3d"; +
-class UTWeedSedge +
- model = "ca\plants2\clutter\c_weed3.p3d"; +
-class UTWeedTall +
- model = "ca\plants2\clutter\c_weed2.p3d"; +
-class UTWeedDead +
- model = "ca\plants2\clutter\c_WeedDead.p3d"; +
-class UTWeedDeadSmall +
- model = "ca\plants2\clutter\c_WeedDead2.p3d"; +
-class UTBlueBerry +
- model = "ca\plants2\clutter\c_BlueBerry.p3d"; +
-class UTFernAutumn +
- model = "ca\plants2\clutter\c_fern.p3d"; +
-class UTFernAutumnTall +
- model = "ca\plants2\clutter\c_fernTall.p3d"; +
-class GrassCrookedForest +
- model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; +
-class UTMushroomsPrasivka +
- model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; +
-</code>+
  
-class CfgSurfaces: +[[arma2:terrain:bis_terrain_zargabad|Zargabad]]
-<code cpp> +
-class UTGravelDefault +
- files = "ut_sterk_*"; +
-class UTRock: Default +
- files = "ut_skala_*"; +
-class UTConcrete: Default +
- files = "ut_beton_*"; +
-class UTBoulders: Default +
- files = "ut_valouny_*"; +
-class UTGround: Default +
- files = "ut_hlina_*"; +
-class UTGrass: Default +
- files = "ut_trava_*"; +
-class UTHeather: Default +
- files = "ut_vres_*"; +
-class UTWeeds: Default +
- files = "ut_plevel_*"; +
-class UTForest: Default +
- files = "ut_les_*"; +
-</code>+
  
-class CfgSurfaceCharacters: +Also
-<code cpp> +
-class UTSparseGrassClutter +
- names[] = +
-+
- "UTGrassDryBunch" +
- }; +
-class UTGrassClutter +
- names[] = +
-+
- "UTGrassDryBunch", +
- "UTGrassDryLongBunch", +
- "UTAutumnFlowers" +
- }; +
-class UTHeatherClutter +
- names[] = +
-+
- "UTBlueBerry", +
- "UTHeatherBrush", +
- "UTGrassDryBunch", +
- "UTWeedSedge" +
- }; +
-class UTWeedsClutter +
- names[] = +
-+
- "UTAutumnFlowers", +
- "UTGrassDryLongBunch", +
- "UTWeedTall", +
- "UTWeedDead", +
- "UTWeedDeadSmall" +
- }; +
-class UTPineForestClutter +
- names[] = +
-+
- "UTBlueBerry", +
- "UTFernAutumn", +
- "UTFernAutumnTall", +
- "UTGrassDryBunch", +
- "UTMushroomsPrasivka" +
- }; +
-</code>+
  
-**data\**+Provinggrounds - 512 grid, 4m cell size.\
 +Shapur - 512 grid, 4m cell size.
  
-all other textures are 1024 x 1024 resolution except ut_sterk_detail_co.paa and ut_trava_detail_co.paa are 2048 x 2048. 
  
-All textures are _CO and _NOPX. Their names are <type>_detail_CO.paa+====== bis Terrain Satellite Resolutions ======
  
-See also [[arma2:terrain#terrain_select_image|Terrain Select Image]] page.+Terrain ^ Texture Layer ^ Sat Res ^ Heightmap / CellSize ^ Meters ^ 
 +| takistan | 256, 50px | 12800 | 2048, 6.25m | 12800m | 
 +| zargabad | 256, 32px | 8192 | 2048, 4m | 8192m | 
 +| chernarus | 512, 30px | 15360 | 2048, 7.5m | 15360m | 
 +| desert_e | 64, 32px | 2048 | 512, 4m | 2048m | 
 +| utes | 128, 40px | 5120 | 512, 10m | 5120m | 
 +| mountains_acr | 128, 50px | 6400 | 1024, 6.25m | 6400m | 
 +| woodland_acr | 256, 30px | 7680 | 1024, 7.5m | 7680m | 
 +| bootcamp_acr | 128, 30px | 3840 | 512, 7.5m | 3840m | 
 +| shapur | 64, 32px | 2048 | 512, 4m | 2048m | 
 +| provinggrounds | 64, 32px | 2048 | 512, 4m | 2048m |
  
-ut_middle_mco.paa is the middle terrain texture (config "midDetailTexture"). Its 1024 x 1024 resolution. 
  
-**Layers\**+====== WRP Object Count ======
  
-Contain all the satellite texture / mask images.+^ Terrain ^ Object Count ^ 
 +| Chernarus | 1,055,157 | 
 +| Desert_E | 1,810 | 
 +| Shapur | 8,291 | 
 +| Proving Grounds | 18,970 | 
 +| Takistan | 438,906 | 
 +| Utes | 17,474 | 
 +| Zargabad | 93,516 | 
 +| TOH: South East Asia | 1,160,307 | 
 +| TOH: United States | 2,284,713 |
  
-<filename>_lco.paa is the texture, <filename>_lca.paa is the mask. Satellite texture resolution is 512 x 512. 
  
-**scenes\**+====== Take On Helicopters ======
  
-Contains intro.utes mission, used as intro cutscene.+Take On Helicopters terrain wrp analysis
  
-**scripts\**+Original PBO's: 
 +^ PBO Name ^ $PBOPREFIX$ ^ Contents ^ 
 +| south_asia_h.pbo | hsim\south_asia_h | WRP | 
 +| south_asia_h_data.pbo | hsim\south_asia_h\data | Ground clutter / close textures, cutscenes | 
 +| south_asia_h_data_layers.pbo | hsim\south_asia_h\data\layers | rvmat's | 
 +| south_asia_h_data_layers_00_00.pbo | hsim\south_asia_h\data\layers\00_00 | paa's | 
 +| south_asia_h_data_layers_00_01.pbo | hsim\south_asia_h\data\layers\00_01 | paa's | 
 +| south_asia_h_data_layers_00_02.pbo | hsim\south_asia_h\data\layers\00_02 | paa's | 
 +| south_asia_h_data_layers_00_03.pbo | hsim\south_asia_h\data\layers\00_03 | paa's |
  
-Contains armory scripts.+Same is then used for 01_00, 02_00 and 03_00:
  
-**Objects used:** +south_asia_h_data_layers_01_00.pbo\\ 
-<code> +south_asia_h_data_layers_01_01.pbo\\ 
-ca\buildings\kasna_new.p3d +south_asia_h_data_layers_01_02.pbo\\ 
-ca\buildings\ss_hangar.p3d +south_asia_h_data_layers_01_03.pbo 
-ca\buildings\vez.p3d + 
-ca\buildings2\ind_shed_02\ind_shed_02_end.p3d +south_asia_h_data_layers_02_00.pbo\\ 
-ca\buildings2\ind_shed_02\ind_shed_02_main.p3d +south_asia_h_data_layers_02_01.pbo\\ 
-ca\buildings2\shed_small\shed_m01.p3d +south_asia_h_data_layers_02_02.pbo\\ 
-ca\buildings2\shed_small\shed_w01.p3d +south_asia_h_data_layers_02_03.pbo 
-ca\buildings2\shed_small\shed_w02.p3d + 
-ca\buildings2\shed_small\shed_w03.p3d +south_asia_h_data_layers_03_00.pbo\\ 
-ca\misc2\barrack2\barrack2.p3d +south_asia_h_data_layers_03_01.pbo\\ 
-ca\plants2\bush\b_betulahumilis.p3d +south_asia_h_data_layers_03_02.pbo\\ 
-ca\plants2\bush\b_pmugo.p3d +south_asia_h_data_layers_03_03.pbo 
-ca\plants2\bush\b_salix2s.p3d + 
-ca\plants2\misc\misc_stub1.p3d +Config.cpp includes large / detailed zoom levels for the large south east asia terrain: 
-ca\plants2\misc\misc_trunk_torzo.p3d +<code cpp> 
-ca\plants2\misc\misc_trunk_water.p3d +class Grid: Grid 
-ca\plants2\plant\p_carduus.p3d +{ 
-ca\plants2\plant\p_heracleum.p3d + offsetX = 0; 
-ca\plants2\plant\p_phragmites.p3d + offsetY = 122880; 
-ca\plants2\tree\t_betula1f.p3d + class Zoom1 
-ca\plants2\tree\t_betula2f.p3d + { 
-ca\plants2\tree\t_betula2s.p3d + zoomMax = 0.015; 
-ca\plants2\tree\t_pinusn1s.p3d + format = "XY"; 
-ca\plants2\tree\t_pinusn2s.p3d + formatX = "0000"; 
-ca\plants2\tree\t_pinuss2f.p3d + formatY = "0000"; 
-ca\roads2\asf3_10 100.p3d + stepX = 100; 
-ca\roads2\asf3_10 25.p3d + stepY = -100; 
-ca\roads2\asf3_10 50.p3d + }; 
-ca\roads2\asf3_10 75.p3d + class Zoom2 
-ca\roads2\asf3_12.p3d + { 
-ca\roads2\asf3_25.p3d + zoomMax = 0.2; 
-ca\roads2\asf3_6.p3d + format = "XY"; 
-ca\roads2\asf3_6konec.p3d + formatX = "000"; 
-ca\roads2\kr_t_asf3_asf3.p3d + formatY = "000"; 
-ca\roads2\kr_t_asf3_mud.p3d + stepX = 1000; 
-ca\roads2\kr_t_mud_mud.p3d + stepY = -1000; 
-ca\roads2\mud_10 100.p3d + }; 
-ca\roads2\mud_10 25.p3d + class Zoom3 
-ca\roads2\mud_10 50.p3d + { 
-ca\roads2\mud_10 75.p3d + zoomMax = 0.99; 
-ca\roads2\mud_12.p3d + format = "XY"; 
-ca\roads2\mud_25.p3d + formatX = "00"; 
-ca\roads2\mud_6.p3d + formatY = "00"; 
-ca\roads2\mud_6konec.p3d + stepX = 10000; 
-ca\roads2\road_invisible.p3d + stepY = -10000; 
-ca\roads2\runwayold_40_main.p3d + }; 
-ca\rocks2\r2_boulder1.p3d + class Zoom4 
-ca\rocks2\r2_boulder2.p3d + { 
-ca\rocks2\r2_rock1.p3d + zoomMax = 1e+030; 
-ca\rocks2\r2_rocktower.p3d + format = "XY"; 
-ca\rocks2\r2_rockwall.p3d + formatX = "0"; 
-ca\rocks2\r2_stone.p3d + formatY = "0"; 
-ca\structures\barn_w\barn_w_01.p3d + stepX = 100000; 
-ca\structures\barn_w\barn_w_02.p3d + stepY = -100000; 
-ca\structures\house\church_05r\church_05r.p3d + }; 
-ca\structures\house\housev\housev_1i2.p3d +};
-ca\structures\house\housev\housev_1i3.p3d +
-ca\structures\house\housev\housev_1i4.p3d +
-ca\structures\house\housev\housev_1l1.p3d +
-ca\structures\house\housev\housev_2i.p3d +
-ca\structures\house\housev\housev_2t1.p3d +
-ca\structures\house\housev\housev_3i2.p3d +
-ca\structures\house\housev\housev_3i4.p3d +
-ca\structures\house\housev2\housev2_04_interier.p3d +
-ca\structures\house\housev2\housev2_05.p3d +
-ca\structures\mil\mil_barracks.p3d +
-ca\structures\mil\mil_barracks_i.p3d +
-ca\structures\mil\mil_barracks_l.p3d +
-ca\structures\mil\mil_controltower.p3d +
-ca\structures\mil\mil_guardhouse.p3d +
-ca\structures\mil\mil_house.p3d +
-ca\structures\misc\chickencoop\misc_chickencoop.p3d +
-ca\structures\misc\hutch\misc_hutch.p3d +
-ca\structures\misc\misc_wellpump\misc_wellpump.p3d +
-ca\structures\misc_powerlines\powlines_conca.p3d +
-ca\structures\misc_powerlines\powlines_concl.p3d +
-ca\structures\misc_powerlines\powlines_transformer1.p3d +
-ca\structures\misc_powerlines\powlines_wood1.p3d +
-ca\structures\misc_powerlines\powlines_wood2.p3d +
-ca\structures\misc_powerlines\powlines_wooda.p3d +
-ca\structures\misc_powerlines\powlines_woodl.p3d +
-ca\structures\nav\nav_lighthouse.p3d +
-ca\structures\nav\nav_lighthouse2.p3d +
-ca\structures\nav_boathouse\nav_boathouse.p3d +
-ca\structures\nav_boathouse\nav_boathouse_pierr.p3d +
-ca\structures\nav_boathouse\nav_boathouse_piert.p3d +
-ca\structures\nav_pier\nav_pier_c.p3d +
-ca\structures\nav_pier\nav_pier_c_r.p3d +
-ca\structures\nav_pier\nav_pier_c_t15.p3d +
-ca\structures\nav_pier\nav_pier_f_17.p3d +
-ca\structures\nav_pier\nav_pier_m_1.p3d +
-ca\structures\nav_pier\nav_pier_m_end.p3d +
-ca\structures\shed\shed_small\shed_w4.p3d +
-ca\structures\wall\gate_wood1_5.p3d +
-ca\structures\wall\wall_cbrk_5.p3d +
-ca\structures\wall\wall_cbrk_5_d.p3d +
-ca\structures\wall\wall_cbrk_corner.p3d +
-ca\structures\wall\wall_cbrk_end.p3d +
-ca\structures\wall\wall_cgrylow_5.p3d +
-ca\structures\wall\wall_cgrylow_end1.p3d +
-ca\structures\wall\wall_cgrylow_end2.p3d +
-ca\structures\wall\wall_fenw_7.p3d +
-ca\structures\wall\wall_fenw_7_d.p3d +
-ca\structures\wall\wall_fenw_7_s.p3d +
-ca\structures\wall\wall_gate_ind2b_l.p3d +
-ca\structures\wall\wall_gate_ind2b_r.p3d +
-ca\structures\wall\wall_gate_kolchoz.p3d +
-ca\structures\wall\wall_gate_wood1.p3d +
-ca\structures\wall\wall_indcnc_4.p3d +
-ca\structures\wall\wall_indcnc_4_d.p3d +
-ca\structures\wall\wall_indcnc_end_2.p3d +
-ca\structures\wall\wall_indcnc_end_3.p3d +
-ca\structures\wall\wall_indcnc_pole.p3d +
-ca\structures\wall\wall_indfnc_3.p3d +
-ca\structures\wall\wall_indfnc_3_d.p3d +
-ca\structures\wall\wall_indfnc_3_hole.p3d +
-ca\structures\wall\wall_indfnc_9.p3d +
-ca\structures\wall\wall_indfnc_corner.p3d +
-ca\structures\wall\wall_indfnc_pole.p3d +
-ca\structures\wall\wall_indvar1_pole.p3d +
-ca\structures\wall\wall_stone.p3d +
-ca\structures\wall\wall_stoned.p3d +
-ca\structures\wall\wall_vilvar1_6.p3d +
-ca\structures\wall\wall_vilvar1_pole.p3d +
-ca\structures\wall\wall_vilvar2_4.p3d +
-ca\structures\wall\wall_vilvar2_4_2.p3d +
-ca\structures\wall\wall_vilvar2_4_d.p3d +
-ca\structures\wall\wall_vilvar2_4_end.p3d +
-ca\structures\wall\wall_vilvar2_4_end_2.p3d +
-ca\structures\wall\wall_vilvar2_pole.p3d +
-ca\structures\wall\wall_wood1_5.p3d +
-ca\structures\wall\wall_wood1_5_2.p3d +
-ca\structures\wall\wall_wood1_5_pole.p3d +
-ca\structures\wall\wall_wood1d_5.p3d +
-ca\structures\wall\wall_wood1d_5_2.p3d +
-ca\water2\lhd\helper_snaper.p3d +
-ca\water2\lhd\lhd_1.p3d +
-ca\water2\lhd\lhd_2.p3d +
-ca\water2\lhd\lhd_3.p3d +
-ca\water2\lhd\lhd_4.p3d +
-ca\water2\lhd\lhd_5.p3d +
-ca\water2\lhd\lhd_6.p3d +
-ca\water2\lhd\lhd_elev_r.p3d +
-ca\water2\lhd\lhd_house_1.p3d +
-ca\water2\lhd\lhd_house_2.p3d+
 </code> </code>
 +
arma2/terrain/bis_terrain_analysis.1281350189.txt.gz · Last modified: 2010/08/09 10:36 (external edit)

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