LykosMactire 298 Posted February 19, 2014 Isnt ACR include only 2 maps? Bystrica and Bukovina? some cutouts of the original maps like chernarus and takistan too Share this post Link to post Share on other sites
mattkarnes2010 10 Posted February 19, 2014 Finally able to roll around in the forests of Chernarus. These ports are amazing! Share this post Link to post Share on other sites
Niklas 1 Posted February 19, 2014 What is it that is causing Utes to have such bad ground textures? Can anyone explain? Share this post Link to post Share on other sites
serjames 357 Posted February 19, 2014 Isla Duala Lingor and Dingor do have errors sometimes. But I think that IcreBreaker is working on proper A3 versions (yay!) Share this post Link to post Share on other sites
neodammerung 8 Posted February 20, 2014 Isnt ACR include only 2 maps? Bystrica and Bukovina?Yes it only includes Bystrica and Bukovina (which is a cut-out of Bystrica)Too bad BIS didn't provide the high def textures, I really love Bystrica Share this post Link to post Share on other sites
oktyabr 12 Posted February 20, 2014 I just wish there was a way to make an addon that removed the pond errors on the maps that have them (or removed the trouble ponds entirely) :( Share this post Link to post Share on other sites
pellejones 1 Posted February 20, 2014 I'm not saying You're not right, or anything.It's just, like I've mentioned before - I've been to Norway, for example, including both lowlands and the highest mountains. And honestly? No difference in lighting, in my opinion. I have lives 2.5 years in southern Spain and 29 years in Sweden. And I can say that the light differd, a lot! Sweden is way more gray during autumn than Spain which has a more yellow tint. So yes, there is a differens. It is also due to the angle of the sun and rays hitting the atmosphere. Share this post Link to post Share on other sites
ACPL Jon 68 Posted February 20, 2014 I back up what I said at first. Cheers guys :) Share this post Link to post Share on other sites
vancer2 14 Posted February 22, 2014 Tried starting arma 3 with this mod and got an error "addon Desert_E requires Addon CA_E. Anyone else get this or can help me with this? Appreciate the help. Share this post Link to post Share on other sites
ACPL Jon 68 Posted February 22, 2014 1) Do You use AllInArmA? 2) Check if it unpacked right. Winrar sometimes fail to decompress all the files in the .7z(ip) directory Share this post Link to post Share on other sites
lordprimate 159 Posted February 22, 2014 i think i downloaded this pack like 10 times before i got a "Good" version that decompressed like it's suppose to.. I ended up just waiting until it was on PlaywithSix and just got it from there.. no unpacking needed.. no muss no fuss. however, the latest update to playwithsix has rendered it completely useless, playwithsix constantly fucks up and doesnt load the mods for me to browse. i had to find a old version of PwS and delete the old and reinstall the old version... Share this post Link to post Share on other sites
jumbobreakfast 13 Posted February 22, 2014 Some of the download options are multi-part rar files so you only need to unpack one of them and winrar will automatically unpack all three as long as they are in the same folder Share this post Link to post Share on other sites
vancer2 14 Posted February 22, 2014 1) Do You use AllInArmA?2) Check if it unpacked right. Winrar sometimes fail to decompress all the files in the .7z(ip) directory No I dont use AIA and Yes I checked but I deleted it so i have to redownload it again. Share this post Link to post Share on other sites
Azza FHI 50 Posted February 22, 2014 @jumbo - lol just downloaded it and was wondering about this so thanks it makes sense now. I am abit disappointed that the dams and ponds in chernarus do not have any water. is this the same for everyone? and the dams on takistan are black for me. these aren't game breaking but chernos water features are one of the best things bout it. Share this post Link to post Share on other sites
serjames 357 Posted February 23, 2014 A2 water layers don't play nicely with A3 - so you either get "evil tar pools of forgetful darkness" i.e. on Takistan, (don't stare at them - they'll see you looking !!!) OR you get horrible black artifacts all over the screen when you turn your viewpoint around. Until someone figures how to fix it - we're stuck with no water... SJ Share this post Link to post Share on other sites
Kaxii 11 Posted February 23, 2014 Good work so far! Share this post Link to post Share on other sites
novemberist 2 Posted February 23, 2014 Any chance of making this work with Zeus? (or anyone mind explaining to me how it's done) Share this post Link to post Share on other sites
fpsgameplaypcs 10 Posted February 23, 2014 shots of AI pass right through walls impossible to play in Fallujah anyone have any solution? Erro fallujah_hou requides addons CABuildings Share this post Link to post Share on other sites
Von Quest 1163 Posted February 23, 2014 Thank you soooo much for this! Chernarus is my favorite Map right now. Super awesome!!! :bounce3: Share this post Link to post Share on other sites
perfectum 26 Posted February 24, 2014 This is the mod I been waiting for ever to get out. Thank you for making this. With this mod it opens up to a lot of scenario's and gives you the option to experience Arma 3 like never before. Share this post Link to post Share on other sites
1212PDMCDMPPM 200 Posted February 24, 2014 Sorry for the noob question but I'm trying to update Tao Foldmap to have a consistent scale on the small map we can display. To do that, I need to figure out the map size. So far, I understood that I can get the size of vanilla A3 maps by getting this: getNumber (configFile>>"CfgWorlds">>worldName>>"mapSize") It seems that this doesn't work for A3MP maps. Can somebody help me on this ? Basically, I need to get the map size to calculate the right zoom level of the map (eg map size for stratis is 8192, 30720 for altis). Thx ! Share this post Link to post Share on other sites
p0laris 14 Posted February 24, 2014 Hey Alduric, what do you have planned for the v1.4 release? Are the lights in the cities in the plans for 1.4? :P Share this post Link to post Share on other sites
goldenfiver 11 Posted February 24, 2014 Sorry if this was asked before- are you going to add the ACR dlc maps? Share this post Link to post Share on other sites
pulstar 55 Posted February 24, 2014 Napf v1.0 is compatible with A3MP, but you'll need to remove the aif_napfobjects.pbo file, since it causes a fatal crash on startup. Share this post Link to post Share on other sites
phronk 898 Posted February 24, 2014 I'd be very appreciative if the next version had the following: All objects are classified correctly (everything is currently a "House", including walls and rocks) All doors are closed by default (All doors are open by default in current version) Fixed terrain elevation markers on map (Not too big of a deal, but it'd be nice to have fixed) Volumetric fog functionality working (From my tests on Takistan, volumetric fog does not work; maybe the Takistan terrain base is much higher in ArmA 3 than it's supposed to be?) Better pathing work for AI on roads (from tests on Takistan with a tpw script, AI drivers often go offroad when they were already on a road) I don't expect this stuff to be fixed, but I'd really appreciate you taking the time and dedicating the effort to getting it done. <3 Share this post Link to post Share on other sites