krzychuzokecia 717 Posted May 22, 2020 A little suggestion regarding "Target E" object (classnames: TargetE, cwa_TargetE, TargetE_EP1). Currently this will be destroyed after a large number of hits (around 35), and when "dead" it falls to it's side. I don't remember how they behaved in Arma 1 and Arma 2, but current behaviour is inconsistent with both Arma 3 targets (which are indestructible, and fall back after one shot to pop up few seconds later - with exception of Simple Target which seems to be just indestructible) and A:CWA/OFP TargetE (which "dies" and falls back after 3 shots). Having them work like either A3 targets, or CWA target would make them quite useful for various drills/training missions. Also another variant of this object (TargetTraining classname) seems to have wrong destrType, as it produces a small explosion when "dead". Share this post Link to post Share on other sites
-ben- 499 Posted May 25, 2020 Some new modular platform objects coming within the next release of Terrains Core that will be available to terrain makers for third party terrains. Pieces include a base block, an angle block, 20 and 30 degree stairs and a wall section intended for the block. These pieces should allow for fairly flexible platform shapes to be created to further place objects on. There is a chance of further objects being added to these if the need arises on Chernarus 2020, which is what they were made for. 13 1 Share this post Link to post Share on other sites
BeastHunter 76 Posted September 14, 2020 Hello everyone. I wanted to know if it's possible and allowed to retexture CUP's buildings? And if yes, how can I find out the hiddenselections (or do buildings even use hiddenselections?). Have a fine day Schraxt Share this post Link to post Share on other sites
CUP 1532 Posted September 14, 2020 CUPREP #0014: New Terrains Core Release 1.16.0 Greetings, Today we bring an update to the Terrains Core package which for the first time in a while has some brand new toys inside! In support of the work on Chernarus 2020 in our Maps 2.0 package, some completely new buildings have been created and are now available for terrain and mission makers alike to use in their projects and scenarios. First up is the new school models, built from the ground up by @-ben- it is the first set of new assets in CUP Terrains that are modular, meaning they can be aranged in different configurations to create seperate unique layouts in different instances on a map. Currently there are 14 different modules that should allow for a variety of overall building shapes and layouts. It is possible that further down the line more modules will be added, so if you have an idea for a layout or notice a type of piece that is missing feel free to note that down in this thread. There are examples of these buildings on the new update for Chernarus 2020, but they are also avialable in the editor for you to look at as well. In addition to the school modules, there are also some new platform structures as well. These are of more use to terrain makers in allowing them to create flat elevated locations to usually urban areas, at the moment the pieces consist of a platform, corner, wall, low stairs and high stairs pieces. As with the school modules they are also available in the editor, but mission makers should be wary that it is unlikely AI will play nice with these pieces. Some other highlights for this release include some newly opened up industrial buildings, notably the Myln 03 and 04 buildings as well as a retexture of a few commonly used Arma 1 era structures that were also able to be bundled into this update. Also squeezed in were some fixes and tweaks to the castle objects and some bug fixes for a couple of the maps in the original Terrains Maps pack. As always changelogs for all our packages can be found on our website and included with the download, and bugs should be reported on our feedback tracker! This is all for this CUPDate, have a great day! CUP Team 18 8 Share this post Link to post Share on other sites
HBAOplus 14 Posted September 26, 2020 Hi, does CWA map pack really has any dependency on CUP Terrains Maps mod? Share this post Link to post Share on other sites
Ex3B 266 Posted October 17, 2020 On 1/2/2020 at 1:43 PM, -ben- said: The short answer is maybe. I have done some measuring and it might be possible to fit Utes within the existing map confines, but as Chairborne said placing it several KM off the coast so there is a large distance between them is not possible without effectively reversing the heightmap resolution increases that i have put in to the new version. So according to the pmc editing site, the bi chernarus map has a grid size of 2048, and a cell size of 7.5m. Altis increases the grid size to 4096, with the same cell size (7.5m). https://pmc.editing.wiki/doku.php?id=arma3:terrain:grid-cell-size Would it not be possible to take chernarus, and increase the gridsize to 4096, and allow for a map 4x as big with the same detail? The old chernarus heightmap goes into the north west quadrant, and in the south east quadrant, you could put an entirely new island (sahrani, perhaps?), no? Share this post Link to post Share on other sites
Alwarren 2767 Posted October 17, 2020 8 minutes ago, Ex3B said: Would it not be possible to take chernarus, and increase the gridsize to 4096, and allow for a map 4x as big with the same detail? The question isn't "is it possible", the question is more "who is going to do it". Right now there are no plans for that. 4 Share this post Link to post Share on other sites
Alleged Accomplice 29 Posted October 21, 2020 Thanks to all who do this. I love editing on them, I don't/haven't published them in quite awhile but I still love doing it and the CUP maps are great to work with. I can always find what I'm looking for. Wanted to thank in both places. 3 Share this post Link to post Share on other sites
AZCoder 921 Posted November 2, 2020 I don't know when they were added, but I just discovered all of the CUP prepareded props like Field HQs, Fuel Depots, Camps, etc etc. Wow. Thank you so much for these! Really makes life easier 🙂 2 1 Share this post Link to post Share on other sites
accuracythruvolume 547 Posted November 14, 2020 Not sure if this has been brought up yet, but the big apartment buildings such as Land_Panelak3_Grey have their z center set in the middle of their model. It makes it so when they are moved up to the proper height when they are destroyed the rubble pile is in the air. I believe all of the Panelak3 objects are affected. 2 Share this post Link to post Share on other sites
redarmy 422 Posted December 20, 2020 Hello CUP team When using CUP terrains complete i am unable to attach flags to vehicles.They appear but they are textureless and static. this forceFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa"; Running this through a vehicle init to test. Share this post Link to post Share on other sites
Mr_john1 0 Posted April 28, 2021 I have a problem with sun lighting, there is no sun and sun lighting on Takistan and on some other maps, it's like always an overcast weather. Anyone knows solution? http://imgur.com/a/mhVOW Share this post Link to post Share on other sites
Alwarren 2767 Posted April 28, 2021 1 hour ago, Mr_john1 said: I have a problem with sun lighting, there is no sun and sun lighting on Takistan and on some other maps, it's like always an overcast weather. Anyone knows solution? http://imgur.com/a/mhVOW Are you running any other mod besides CUP? If so, please remove them and try again with only CUP loaded. Share this post Link to post Share on other sites
AZCoder 921 Posted April 28, 2021 2 hours ago, Mr_john1 said: I have a problem with sun lighting, there is no sun and sun lighting on Takistan and on some other maps, it's like always an overcast weather. Anyone knows solution? http://imgur.com/a/mhVOW Sullen Skies will do that. Share this post Link to post Share on other sites
EO 11274 Posted April 28, 2021 To be fair Sullen Skies also offers decent amounts of sunlight, even on Takistan when Overcast is set to 0%... Spoiler 3 hours ago, Mr_john1 said: I have a problem with sun lighting, there is no sun and sun lighting on Takistan and on some other maps, it's like always an overcast weather. Anyone knows solution? Try setting your Overcast values to 0%, the image you posted looks like vanilla Takistan with Overcast set to 100% 1 Share this post Link to post Share on other sites
banky 4 Posted April 28, 2021 This happens to me on the CUP maps whenever I have the newer Sangin or the Scottish Highlands maps in the active mods list. Share this post Link to post Share on other sites
Alwarren 2767 Posted April 29, 2021 13 hours ago, banky said: This happens to me on the CUP maps whenever I have the newer Sangin or the Scottish Highlands maps in the active mods list. IIRC both of these have Sullen Skies built in, but that shouldn't affect other maps ... Share this post Link to post Share on other sites
EO 11274 Posted April 29, 2021 2 hours ago, Alwarren said: IIRC both of these have Sullen Skies built in, but that shouldn't affect other maps ... Scottish Highlands does, Sangin doesn't. And your right, Sullen Skies makes small tweaks to an individual maps config and should have no bearing on other maps loaded. Share this post Link to post Share on other sites
NeoArmageddon 958 Posted April 29, 2021 This happens when a terrain is overwriting the base world class from Arma2 with pre lighting update. As CUP Terrains restores backwards compatibility for A2 maps, it provides a fixed CfgWorld class, but if an addon overwrites this base class with unfixed Arma2 config values, the light breaks for all other maps relying on our fixed. This is not a CUP Terrains problems, but a problem of other terrains/addons loading outdated config values and overwriting A2 base classes (which is not needed for a standalone terrain released for Arma3). 1 1 Share this post Link to post Share on other sites
Mr_john1 0 Posted May 5, 2021 So basically there is no fix for that bug? I have no sun on Clafghan also. 1 Share this post Link to post Share on other sites
argument 51 Posted May 6, 2021 sorry, but i hate this double first floor, really, its looking terribly. When i see his, i want to quit game 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted May 6, 2021 20 minutes ago, argument said: sorry, but i hate this double first floor, really, its looking terribly. When i see his, i want to quit game Don't let free stuff stop you from quitting the game. 6 Share this post Link to post Share on other sites
klima 54 Posted May 6, 2021 Honestly, the nerve of some people. Share this post Link to post Share on other sites