tyrghen 48 Posted May 11, 2016 Kerama Islands by Team Les Vétérans : [V]Wollfen Description: (From [V]Wollfen) The Kerama archipelago is a group of islands at the south-west of Japan, part of the Ryūkyū archipelago in the China Seas. It is composed of 5 inhabiteds islands, of which only 3 have been taken into the map along with some of the lesser islands. The map is fictionnal and contain elements which aren't part of the real islands. The main objective being to offer a varied playground for our Team. While the island has already reached a very high level of achievment and is completly playable, we are still working on adding more elements to it. Enjoy!Features: 5 islands Around 22km² 2 large towns A large airport A smaller airfield Many small villages and compounds One zone for PvP only (underground submarine base) Varied terrain types and landscapes Many small clearings to make mission editing easierGoogle MapsInstallation: Kerama doesn't need any other mod to be used. Download, Extract @VTR_Kerama to your Arma 3 game root folder, Enable the mod.Included Files: kerama.pbo (signed) ServerkeyScreenshots:http://imgur.com/a/ac80J Change log: Version 1.0 First Public Release. Bug Tracker :Credits & Thanks : Team Les Vétérans ! [V]Michel & [V]Xnam for spendings hours on Teamspeak during Creation Time ! Mikero for his Tools ! EgilSandfeld for sharing his File. All the Arma 3 modding community, posting good tutorials, and helping on Bis Forum.Download: Kerama 1.0: Kerama terrain (deactivate adblock) : http://www.mediafire.com/download/75h83xj8bbeusme/%40VTR_Kerama.zip Steam Workshop More infos in french or english:http://veterans.armasites.com/viewtopic.php?f=24&t=1947 12 Share this post Link to post Share on other sites
tyrghen 48 Posted May 11, 2016 I hope I didn't screw up the post this time around :) All credits for the video to Wollfen. Great job again! Share this post Link to post Share on other sites
JasperRab 26 Posted May 11, 2016 Looks nice, will have a look at it! Share this post Link to post Share on other sites
Wiki 1558 Posted May 11, 2016 Nice. However, it's written "Porquerolles" in the installation explanation :P Share this post Link to post Share on other sites
ramius86 13 Posted May 11, 2016 Congrats for the release, very nice concept! Sadly AI doesn't cross bridges and got a lot problems recognizing roads and move around in vehicles in cities and stuck into a lot of different objects :k: Share this post Link to post Share on other sites
Guest Posted May 11, 2016 Release frontpaged on the Armaholic homepage. Kerama Islands v1.0 Share this post Link to post Share on other sites
wollfen 4 Posted May 11, 2016 Congrats for the release, very nice concept! Sadly AI doesn't cross bridges and got a lot problems recognizing roads and move around in vehicles in cities and stuck into a lot of different objects :k: Thx for reply....so, we know the problem and have no solutions for bridges. Kerama is still in beta , and I continue to work on it Share this post Link to post Share on other sites
Hate 232 Posted May 11, 2016 Wonderful work once again. The rice paddies need some love but are lovely regardless. The ponds are showing up black at high altitudes. The submarine base is interior lit at night by the lighthouse, in ways it shouldn't be. But what a base! There's an Ohio-class sub mod coming out soon, and it's a great place for a Splinter Cell-type mission. Keep it up keep it up. Share this post Link to post Share on other sites
tyrghen 48 Posted May 11, 2016 Release frontpaged on the Armaholic homepage. Kerama Islands v1.0 Thanks Foxhound! Share this post Link to post Share on other sites
tyrghen 48 Posted May 11, 2016 Nice. However, it's written "Porquerolles" in the installation explanation :P I guess I still needed more coffee... Share this post Link to post Share on other sites
tyrghen 48 Posted May 11, 2016 Wonderful work once again. The rice paddies need some love but are lovely regardless. The ponds are showing up black at high altitudes. The submarine base is interior lit at night by the lighthouse, in ways it shouldn't be. But what a base! There's an Ohio-class sub mod coming out soon, and it's a great place for a Splinter Cell-type mission. Keep it up keep it up. Hey, Thanks for the feedback. For many things we are just limited by what the engine offers. You have to do with what you're given! But we'll look to improve those aspects whenever we find solutions to these problems. 1 Share this post Link to post Share on other sites
tyrghen 48 Posted May 11, 2016 Congrats for the release, very nice concept! Sadly AI doesn't cross bridges and got a lot problems recognizing roads and move around in vehicles in cities and stuck into a lot of different objects :k: Well, as far as I know, those are problems you'll always encounter in most maps. But yeah, we're working on improving it. I've modded a Domination and other missions on the map though and didn't have that many problems. Apart for the bridges, can you be more specific as to where you had problems? Share this post Link to post Share on other sites
bullet purveyor 85 Posted May 11, 2016 Great work guys, looking forward to try it out. Share this post Link to post Share on other sites
reaper lok 82 Posted May 11, 2016 Is this map @ALiVE ready - has it been indexed? I know the current ALiVE Mod comes with an indexing module (not looked at it yet), just curious. Island/s look great - cannot wait to download and explore. Your work is very much appreciated!! Share this post Link to post Share on other sites
caboose816 38 Posted May 11, 2016 This looks really good. Downloading. 1 Share this post Link to post Share on other sites
tyrghen 48 Posted May 11, 2016 Is this map @ALiVE ready - has it been indexed? I know the current ALiVE Mod comes with an indexing module (not looked at it yet), just curious. Island/s look great - cannot wait to download and explore. Your work is very much appreciated!! Nope, I've played with @Alive a bit, but haven't had time to really dive into it. When that happens, I'll do it, but for now, I don't have the time to investigate it. Maybe someone else in the Team will do it. 1 Share this post Link to post Share on other sites
alexcroox 29 Posted May 11, 2016 Very impressive thank you! Share this post Link to post Share on other sites
Coding42 18 Posted May 11, 2016 you are awesome! is it possible to add "angel island" as a landmass? in the specops base, when you try to drive jets from the lower area to the upper area, there are some trees dangerously close to the taxiway Share this post Link to post Share on other sites
Meik Will Made It 45 Posted May 11, 2016 wow, so nice Share this post Link to post Share on other sites
wollfen 4 Posted May 11, 2016 you are awesome is it possible to add "angel island" as a landmass? in the specops base, when you try to drive jets from the lower area to the upper area, there are some trees dangerously close to the taxiway THX ! no, it's impossible because the gride of "angel island" is not the same : Angel : gride of 5 meters kerama : gride of 10 meters I'm going to clean the taxiway, but be carefull, we have always a pb with the bridge: IA cant cross !....if community have a solution !!! ^^ Share this post Link to post Share on other sites
Coding42 18 Posted May 11, 2016 noticed it but i already noticed that issue with multiple maps so i guess its enginerelated as workaround addan action and call a setPos? :P rock on road near [11517.7,13640,1.13416] roof textures on multiple locations on ground are a bit disturbing gras and stones on road near [9937.12,11849,1.14362] keep on the good work Share this post Link to post Share on other sites
wollfen 4 Posted May 11, 2016 " rock on road near [11517.7,13640,1.13416] roof textures on multiple locations on ground are a bit disturbing gras and stones on road near [9937.12,11849,1.14362] " Thx ! roof textures problem is propably caused by sat map....WIP !! grass and stones on road : fixed Share this post Link to post Share on other sites
Coding42 18 Posted May 11, 2016 nice! you are really fast!!! and an issue i have with several custom maps: roads are not displayed after a certain distance ~1km in your map, there are underlying dirtpaths. is it a problem with my settings or an issue for you? Share this post Link to post Share on other sites
Coding42 18 Posted May 11, 2016 upper stair at [13437.4,16989.1,-0.000839233] not useable and vegetation on this small road intended? concrete visual at [13463.8,16459.2,0.00151062] btw. dont feel offended by me, just want to help on it and testing is a work in a project which is generally "liked a lot" Share this post Link to post Share on other sites
wollfen 4 Posted May 11, 2016 no pb, this map is big, and we are a small team to debug it : that's why your help is important ;) next update in a week propably... Share this post Link to post Share on other sites