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Private Evans

Bering Sea Project

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Hey guys

just want to share some first screenshots made during testing one of my Bering Sea maps...very early stage without any clutter or objects but should give a good first impression of this vulcanic island ( height and satmap based on real terrain)

http://steamcommunity.com/profiles/76561198055404693/screenshots/

cheers

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Looking good. Are you creating your own objects for the map? (buildings, clutter, vegetation)

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Looking good. Are you creating your own objects for the map? (buildings, clutter, vegetation)

I am doing my own landscape textures and ambient sounds and if absolutely necessary some clutter and vegetation. Because of the setting (terrain is based on real Aleutian islands) there is luckely not that much needed. I hope to be fine with Arma 3 ( dead and brown grass and weed for example) and if avaible some A2 resources for creating some tundra like clutter and vegetation. No plans for buildings so far ...

cheers

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Already looking great to me - especially the satmap!! Keep it up! :)

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Looks very nice!

Is it possible to get snow insted of Raind? This is the map where I would like to have a snow storm. So we need to edit the particel rain to snow?

Or did some one make a desert storm fx for arma ? maby make desert storm to snow?

you will need snowy objects on your map. Specially trees:

http://www.mountainphotographer.com/wp-content/uploads/2009/01/sttree.jpg

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thx everybody

@Mr Pedersen

since this is based on real existing Aleutian islands I would like to implement a matching rough climate with strong winds and sudden weather changes including rain AND snow ( snow storms would be awesome ). Some snowy woods are also planned allthough there are nearly no trees trees on the real world islands...but who could resist :-).

cheers

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It will be great to have snow storms with the new rain fx. I'm playing with AiA and have gotten the weather modules to work! ;)

SnowModule_zpseb9686c7.jpg

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Hey guys

just want to share some first screenshots made during testing one of my Bering Sea maps...very early stage without any clutter or objects but should give a good first impression of this vulcanic island ( height and satmap based on real terrain)

http://steamcommunity.com/profiles/76561198055404693/screenshots/

cheers

Amazing! But we are going to need some deadliest catch fishing boats along. Can't wait to land a jet on some glacier!

Will the space in between places be enough to give a fixed wing aircraft a good flight time?

---------- Post added at 17:01 ---------- Previous post was at 17:00 ----------

thx everybody

@Mr Pedersen

since this is based on real existing Aleutian islands I would like to implement a matching rough climate with strong winds and sudden weather changes including rain AND snow ( snow storms would be awesome ). Some snowy woods are also planned allthough there are nearly no trees trees on the real world islands...but who could resist :-).

cheers

How big is the island.

---------- Post added at 17:06 ---------- Previous post was at 17:01 ----------

And will the volcanic features of the islands affect things like air travel by causing things like the aircraft equivalent of St. Elmo's fire? Will the volcanic features be active on the map? Controllable by a mission maker?

You planning to have aircraft influenced by wind? :)

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@ ProGamer

The current map (I use for testing) is 225 km² big including the two fictional islands "Komandorskaya" (48 km²) which is a russian territory, volcanic island, based on "Anukta" Island ( Aleutian) and U.S. territory "Fox Island" ( 16 km²) based on "Shemya Island" (Aleutian). Fox Island comes with "Campell Air Base" (based on Eareckson Air Station). A third island is planned but working on it has not yet started . Probaly seize of the final map will be 400 km² ( a large part will be sea though).

Map location is N 57°/ E 168° in the Bering Sea ( Komandorskaya Basin)...Arma 3 timeline

No special features planned so far...working on the basic map atm ... :)

cheers

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Looking REALLY promising mate, really good stuff. I'll be keeping an eye on this one..! :D

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Oh man, this is just what I wanted! A snow map for A3. Even better: it's the Bering Sea! This is going to be a breath of freezingly fresh air for our group to fight on! Seriously dude, mad props.

P.S. If you need any beta-testees, feel free to call on the Sh33p.

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@ taumargin

if you mean walking sounds ..yap was the thirst thing I've added beside tweaking ambient life ( removed all mediterranean stuff) and adding new environment sounds

@ meshcarver

cheers man...if you need a home for your amazing buildings and structures give me a shout :D ( just joking...)

@ Phantom

thx mate :-)

@ Arctor

will defenetely take a lot more time to make this playable but thx a lot for the offer :)

update

I've managed to add some nice tundra like looking clutter ( added two new screenshots) and a working roadsystem during the last days ( thx to ZeroG for his tutorial). Next thing will be trying to edit lighting, weather and water (sea) but since I have no clue about how this works I guess it will defenetely take a lot of time.

cheers

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The airport looks fantastic! How did you do it? Did you drag original road shapefiles on the rectified image? What I especially like is the snow on the TARMAC...

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The airport looks fantastic! How did you do it? Did you drag original road shapefiles on the rectified image? What I especially like is the snow on the TARMAC...

dragged my satmap on your png and painted the roads...worked pretty well ( still needs some fine tunig though) the runways and roads are based on real sat data of Shemya Island

have a look here : http://behance.vo.llnwd.net/profiles24/250996/projects/1219703/82d4e833c6660ed867b6b645c19ff3d6.jpg

cheers

Edited by PrivateEvans

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worked pretty well ( still needs some fine tunig though)

If you select the road vectors with the DIGITIZER tool and rightlclick, you get the option to smooth the vectors. Dunno if you already knew that but it might help to create more natural looking roads.

Although I think ARMA3 also optimizes the shapefile - my roads never looked edgy ingame :)

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If you select the road vectors with the DIGITIZER tool and rightlclick, you get the option to smooth the vectors. Dunno if you already knew that but it might help to create more natural looking roads.

Although I think ARMA3 also optimizes the shapefile - my roads never looked edgy ingame :)

I never worked with Global mapper before so I was very surprised when I saw how simple and accurate this method works. However for some unknown reason Arma tweaked one road from a straight line into a long curve (shp looks perfect when reimporting back to Global Mapper though) Will inverstigate the next days ( off to work now).

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I know this is an old thread, but I was wondering if someone knew if there is a newer thread on the subject or if this is just dead. It looks cool, but I don't want to get my hopes up for something that is dead.

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I know this is an old thread, but I was wondering if someone knew if there is a newer thread on the subject or if this is just dead. It looks cool, but I don't want to get my hopes up for something that is dead.

Stopped working on this some months ago to wait for the new tools. Currently ( while I am writing this) trying to import and pack a first island for testing.

cheers

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Some small status report....I've finally managed to install all new tools and import all my stuff properly ...tweaked and improved ambient stuff ( added seagulls etc), lighting, sea , weather (disabled rain completely and more), sat and texture map (ongoing), started placing rocks and some plants, created modules for particle snow, created complete new environment sounds and footstep sounds for snowy ground...etc

cheers

http://steamcommunity.com/profiles/76561198055404693/screenshots/

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