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Tonal (The Lost Isle) 1.0
OPFOR 1.0 (African)
by Ballistic Addon Studios, 2003
http://www.ballistic-studios.com/
OFPEC Code: BAS
01 October 2003
nagual@ballistic-studios.com
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Island by Nagual
Textures by Ebud, Nagual
Modelling by Nagual, Eviscerator, Ebud
Scripts by Rom, Nagual, TJ
Music by Cassandra G (cassie)

Special Thanks to SelectThis for misc model and jungle tweaks and addon making advice, Agent_smith for the warehouse, Leone for runway textures, Bn880 for video dialog scripts, Rom for taxiway coding and technical advice/assistance and Snake_man and the wrptool team for wrptool beta.
Special thanks to Katerina and the BAS Team for beta testing.
Special thanks to Ebud for endless work on the textures.
Special thanks to Cassie for all the excellent music.
Special thanks to the friends/girlfriends/wives ect who put up with us while spending lots of time making the island and opfor.
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INSTALLATION:
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Place the PBO files in Addons\, Res\Addons\ or a mod folder in your Operation Flashpoint directory:

* BAS_I1.pbo 1.00
* BAS_I2.pbo 1.00
* BAS_O.pbo 1.00
* BAS_OPCPP.pbo 1.00
* BAS_OPFOR.pbo 1.00
* JAM_Magazines.pbo 2.00
* JAM_Sounds.pbo 1.00

The Island anim Folder must be placed in Res\Addons\ folder (not everyone has normal addons folder):
* BAS_Isle_Anim

Place the Tonal Folder in your Missions\ or Missions\Ballistic\ folder:
Tonal Folder
* BAS_Isle_JungleOp.bas_i1.pbo
* BAS_Isle_RebelRoad_v1.bas_i2.pbo

Place the Insurgency_01.pbo into the Campaigns\ folder:
* Insurgency_01.pbo

Place the MP mission files in your MPMissions\ folder:
* dm@ 10 elimination v1.bas_i1.pbo
* tdm@ 24 kimbeassault v1.bas_i1.pbo
* tdm@ 18 slumskirmish v1.bas_i1.pbo
* co@ 9 jungleop v1.bas_i1.pbo
* co@ 17 rebelroad v1.bas_i2.pbo

MP Insurgency Coops have at least 3 extra player spots not counted in name, for opposition forces:
* co@ 5 scoutpatrol v1.bas_i1.pbo
* co@ 14 closetohome v1.bas_i1.pbo
* co@ 16 militiadump v1.bas_i1.pbo
* co@ 20 internalconflict v1.bas_i1.pbo
* co@ 5 zinaba v1.bas_i1.pbo
* co@ 11 warpath v1.bas_i1.pbo
* co@ 17 holiday v1.bas_i2.pbo

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Tools Used for island and object creation:
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WrpTool Beta
Visitor 2 Light
WrpEdit
WrpBuddy
Oxygen 2 Light
The G.I.M.P (gimp.org)
Adobe Photshop
http://www.africafocus.com/
Misc sound and graphics tools.

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Technical Details:
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Tonal
WRP : 25kmx25km
Textures: 512x512 resolution ground textures
Objects: 130,000+ objects

Tonali 1
WRP : 12.5kmx12.5km
Textures: 512x512 resolution ground textures
Objects: 60,000+ objects

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Notes:
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Tonal Isle is a large world map for Operation Flashpoint: Resistance. 
Set on the south east coast Africa, and combined with BAS OPFOR, it offers a wide variety of environments and battlefields for OFP, and a scenario / theme to open up new missions in the Tonal world.
The Tonal project has taken a very long time make, with countless hours poured into it over this year (2003) and before. But it is not perfect, so future versions will finalize things like urban models and vegetation (see below).

Being larger than the standard BIS islands, the Tonal isle can be very demanding for a PC, so the more powerful machine the better, especially for mission editors. Use of fog in places like the jungle does make the lag much more playable, the jungle was always intended to be used with weather fog limiting the view distance.

The Tonali 1 isle is a extra bonus peripheral island, small and fairly rough, it is a lower-end isle for smoother editing and gameplay, a bonus for lower end PC players.

There is a lot of space on the Tonal isles, so explore ;)

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BAS OPFOR:
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The bas isle is intended to be used with the BAS OPFOR African units. The rebel and government soldiers and vehicles can be used for all sorts of african based conflicts on the isles.
See the included BAS Tonal File for detailed information on the Tonal Background. 
The islands have been built around government, rebel, civilian and militia areas, the OPFOR addon provides units who fit and fight well in each area.

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Texture Notes:
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The island land textures are custom made, with transtions generated in Visitor 2, then hand placed in wrpedit and wrptool.
The jungle land texture was taken from a google search, then edited. I haved tried to find its orginal source but have not so far.
2 other textures are edited versions of royalty free textures found online.
Some base base Textures are from original BIS resistance textures.

The runway textures at the main desert airport were made by Leone, some edited by nagual. So special thanks to Leone for going to the trouble of sending a CD full of textures through the mail.

A small number of jungle plant textures were orginally edits from textures in the Deadly Dozen : Pacific Theater game, they have been edited since then and mixed with totally new textures.

Aside from the above, the majority of custom textures were hand made by BAS texturer Ebud, who put countless hours into the island textures, many based from reference pictures of real african places.

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Known Issues:
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Map lag: due to the size of the map, and detail of the terrain in the central and western area, the editor and ingame map is sluggish. When zoomed in to around medium it can be hard to click / double click on depending on the power of your PC. Zooming out further or all the way in often helps when mission editing. Setting land textures to 512x512 in OFP prefrences can also help.

General Lag / system intensive: As said earlier, the Tonal mainland is resource hungry. It best to find a good balance between veiw distance, terrain and other video settings.

Misc Model bugs: with lots of custom models, many are some of the first models by nagual, expect some anomalies somewhere, there's sure to be something missed.

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Mission Notes:
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All missions are considered bonus items, so enjoy them for what they are worth.
In the Insurgency campaign, sometimes you are granted CAS (untested in mp). To call in an AREA or PRECISION strike you need to select it, then click on the map where you want the Area or strike point to be. The CAS mission will begin after clicking the map.

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Future Versions:
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The first version of Tonal isle will be improved upon sometime in the future. More work will be done on jungle objects, city objects and details, general lods, bug fixes and more scripts and sounds. Grasses and trees will also still be added and improved. This will take time, but with 1.0 out it can be done at its own pace (better than releasing 1.0 next year)
The general layout will remain the same. Potentially more terrain in the future, like a seperate island somewhere out in the ocean, depending on map lag.
The main airport will also get some more attention after the models are finished.

The main focus of future updates will be improving performance, work on the Tonali's, and continuation of the ongoing Insurgency campaign.

More information, updates and mission packs can be found on the Ballistic main site and:
http://ballistic-studios.com/nagual/isle/
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Scripts:
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Mist
To activate TJ's excellent ground mist script (good for jungle swamps), exec the following line in an game logics init field:
[this,.7,500,1] exec "\bas_o\s\mist.sqs"

[Object,Delay,Lifetime,Velocity] exec "\bas_o\s\bas_mist.sqs"
[Object,Delay,Lifetime] exec "\bas_o\s\bas_sand.sqs"
[Object,Delay,Lifetime] exec "\bas_o\s\bas_mist2.sqs"

The higher the delay, the less strain the mists puts on the PC, but makes the mist thinner. Really thick mist looks good but needs a strong PC.
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MP Video Options
To include a dialog in MP missions for setting terrain detail and view distance, the following can be used:

Description.ext:
#include <bas_i1\s\bas_MPvideo.hpp>

Init.sqs:
[] exec "\bas_i1\s\vidoptions.sqs"

Ingame Radio Trigger:
[] exec "\bas_i1\s\dlg_video.sqs"
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River Crossing:
To prevent AI from going prone in jungle swamps, you can use a river crossing script by Rom:
Triggers (any amount of trigger covering watery areas) setup like:

Size
Anybody
Present
Repeated

Then exec in a gamelogic or unit init:
[trigger1,trigger2,...] exec "\bas_o\s\BASrivercrossing.sqs"

Any unit that steps into the trigger area will be checked, and when they go near water they will enter "stand up" mode and not go prone, saving them from drowning in combat. The units will be set back to AUTO mode after leaving the water.
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BAS Blackhawk Map:
The main Tonal island is already setup to use the map in the BAS blackhawks. The blackhawk addons will automatically load the island map, you need to add this line to the init field to setup the crosshair (due to larger island size):

bas_60mapsize = 512

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Music:
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Classname - Title
bas_islemuse1
bas_islemuse2 - Survival
bas_islemuse3 - Theme
bas_islemuse4 - Horizon
bas_islemuse5 - Resting
bas_islemuse6 - Warp
bas_islemuse7 - Home

Special thanks to Cassandra G for 6 excellent original music tracks custom made for the project. Each track fits in well with african themed missions.

http://www.mp3.com.au/Cassandra_G

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Added Objects / Options:
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Lots of different object can be found in the editor under 
Empty > Lost Isle - Misc >
- is used to make urban detail objects grouped at top
They range from civilian objects to houses, trees, custom fires and bushes.

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Sounds
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The sounds were taken from all sorts of sources, like many ofp editing sounds, they are not custom made, just custom coded.
Sources included:
Spec Ops II
Ghost Recon
Delta Force Games
 
Under Empty > Sounds > in the Mission Editor there are some new sound objects for missions (can also be used in the “trigger” section of Trigger Effects):

* Ambient -Aircraft 
* Ambient -AK Fire
* Ambient -Birds
* Ambient -Combat
* Ambient -Insects
* Ambient -MG Fire
* Ambient -Swamp 
* Ambient -Thunder 
* Ambient -Wind

Other sounds that can be used in “Voice” and “Anonymous” section of Trigger Effects, or with the unit say “sound” command, are:
class name // description 
bas_briefgear = Briefing gear sound, add line *onBriefingGear "bas_briefgear"* without the * to init.sqs for it to play when player check briefing weapons.

bas_dooropen = door opening sound
bas_doorclose = door closing sound
bas_Tvloop1 = ambient radio / tv sounds
bas_Radioloop1 = ambient radio sounds
bas_Radioloop2 = ambient radio sounds
bas_Radioloop3 = ambient radio sounds
bas_nature1 = ambient bird/nature sounds
bas_swamp1 to 4
bas_jungleS1, bas_jungles2, 
bas_bugs1 to 4

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Unit Faces:
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Faces for mission editing :
BAShostage1
BAShostage2
BASAfrican1
BASAfrican2
BASAfrican3
BASAfrican4
BASAfrican5
BASAfrican6

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Group Names:
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Some new group names have been added for mission editors. They can be used with this line in leaders init field (or in a script): 

this SetGroupId ["Primary", "Secondary"]

or 

this SetGroupId ["Primary", "groupcolor0"] (to use only first name)

Some names are doubled up to allow for more combinations, and with the default BIS names there is lots of options, eg.
FireTeam Alpha, Delta Escort, SOAR CAS

Primary (Names):
1STSFOD
Agent
Assault
Chalk
DeltaForce 
Escort
FireTeam
Gov
Guard
NightStalker
Ranger
Rebel
Recon
SAS
Scout
SEAL
SOAR
Specialist
Support
Tango
SF
SAR
CSAR
ASAR
CAS
Eagle
Lion
Tiger
Bear
Wolf
Raven
Tracker
Hunter
Alfa
VIP
Sniper
Command
FireBase
Intel
Fury
FireStick
Guerrila
Tatu
Tonal
Militia
Force
Team
Assasin
Artillery
Medivac
ParaJumper
Rescue
Sentry
Sentinel

Secondary (Colors):
One
Two
Three
Four
Five
Six
Seven
Seven
Eight
Nine
Zero
Pack
Group
Team
Wing
Squad
A
B
C
D
Scout
Recon
Assault
Escort
Guard
Support
Specialist
Agent
SAR
CSAR
ASAR
CAS
Tracker
Hunter
Sniper
Command
FireBase
Intel
Guerilla
Tonal
Militia
Force
Assasin
Artillery
Medivac
ParaJumper
Rescue
Sentry
Sentinel

============Disclaimer:========
This is NOT an official Addon. You know the drill! Use at your own risk.
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Due to the extensive / excessive amount of work put into this project to make the Tonal isle unique, copyright is claimed on the original work.
This addon is not to be altered or edited for any purpose without the express permission of the authors. Nor should it be distributed except in the form provided.
Ask for permission to use any Tonal objects/textures BEFORE using them in another project.
Requests will be considered some time after release.
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