The Community Upgrade Project is an initiative to bring all the content of ArmA 2
[+ OA and DLCs] from BI into ArmA 3, upgraded to the ArmA 3 feature set.
Its goal is to provide those assets to the community as a mod ready to use in the game.
Cooperative and coordinated effort to get a coherent port of ArmA 2 content
[+ OA and DLCs] from BI to ArmA 3 standards.
Release of the content in a coherent way
This thread focuses on CUP Terrains. For the other projects, please visit this thread or our website. Please report bugs at our bug tracker - bug reports in the forum tend to get overseen.
CUP Terrains, the successor of â€œA3MPâ€ and â€œAll in ArmA â€“ Terrain Pack (AiA TP)â€, builds upon the work done by kju for AiA TP and brings all of BIâ€™s iconic terrains to ArmA 3 as well as support for all the amazing 3rd-party terrains created by the community. CUP Terrains maintains full backwards compatibility to A3MP and AiA TP â€“ no need to adjust any missions or maps.
CUP Terrains is modular, so there are different versions available:
CUP Terrains â€“ Complete: featuring everything, all the data and the BI terrains. Not available for download on platforms with automatic dependency support such as Steam Workshop or PlayWithSIX.
CUP Terrains â€“ Core: featuring only the data necessary for the terrains, but none terrain itself. Useful for those who only want to use CUP Terrains with 3rd-party terrains. But beware: some 3rd-party maps might be dependent on BI terrains.
CUP Terrains â€“ Maps: featuring only the maps created by BI â€“ needs CUP Terrains Core to work. If you only want a part of the terrains featured here, just delete the respective pbo-files of the maps you donâ€™t want. But beware: there might be interdependencies between terrains.
Maps included in â€œCUP Terrains â€“ Completeâ€ and â€œCUP Terrains â€“ Mapsâ€ are:
All download links are available on the CUP download page on our website.
Further information are available on the detailed CUP Terrains page on our website.
I would be very interested in where this mystical knowledge came from, as to it being simple and near effortless to just swap out several thousand objects. Unsurprisingly more than a few individuals have suggested that we could replace older era models with their Enoch counterparts, including several of us within CUP. However as 90% of the people making these "helpful" suggestions do not have any terrain making experience or knowledge, they will not know that it is by no means as simple as clicking a few buttons and replacing all the buildings with "not much work".
The mod that you proceeded to mention is a prime example of this. Firstly that mod does not replace all buildings that are available, why not? Because some of them the offset that is caused when replaced in that manor is too large and causes other problems that they cannot fix. So they chose to not use those buildings. Secondly as it is the buildings they have chosen to the majority of them will have an offset to some degree, which solves one problem and causes another, additionally many of these replaced buildings you will not even be able to use correctly because of terrain that will now be clipping into those buildings. Which means modifying the height-field underneath affected buildings, by hand, on a case by case basis.
So we find out now that replacing these buildings properly requires fixing a number of other issues that the replacement itself creates, and is not in fact a quick and simple job but a rather involved one. As mentioned above and in the latest release post, work is underway on new things and information will be made available when appropriate.
It also comes across slightly less presumptuous if you ask questions, rather than make seemingly definitive statements in future.