AxiosODST 100 Posted July 13, 2017 Its not meant to be knee to waist height grass, but getting the right values with the correct model are a pain in the arse. Damage Decal Example 3 Share this post Link to post Share on other sites
Rayko 112 Posted July 13, 2017 30 minutes ago, AxiosODST said: Its not meant to be knee to waist height grass, but getting the right values with the correct model are a pain in the arse. Is the asphalt texture too dark, don't you think? It's also creating visible contrast with garbage piles. Share this post Link to post Share on other sites
AxiosODST 100 Posted July 13, 2017 No its Not, I think i took the screenshot to quickly when i went to the objects, as the road texture hasn't loaded correctly. My Fault, should of waited. Share this post Link to post Share on other sites
Polyus 139 Posted July 14, 2017 This is a damn work of art. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 14, 2017 Keep up the Good Work! Chernarus , is a main subject for me years now ( Pre DayZ player! ) and an edition like this is missing! So waiting for the release! (any possible date? + the new visual update it's awesome!) Share this post Link to post Share on other sites
Alex150201 894 Posted July 14, 2017 48 minutes ago, GEORGE FLOROS GR said: Keep up the Good Work! Chernarus , is a main subject for me years now ( Pre DayZ player! ) and an edition like this is missing! So waiting for the release! (any possible date? + the new visual update it's awesome!) Asking for any kind of update or release date is against the rules friend. 2 Share this post Link to post Share on other sites
knightlight 53 Posted July 28, 2017 pretty cool, if you guys need another modeler hmu I need more practice. 1 Share this post Link to post Share on other sites
flowan 11 Posted August 8, 2017 This is awesome! The work you guys are doing with this map is great! Keep us posted with epic teasers :D 1 Share this post Link to post Share on other sites
Killjoyy 170 Posted August 17, 2017 If anyone is interested in helping with the project send me a PM, we are currently in need of modelers and object placers. here's a teaser to keep the hype going! 14 Share this post Link to post Share on other sites
Killjoyy 170 Posted September 5, 2017 Pre-release Changelog 0.3 Map Changes Added: Kamenka river flowing north Added: New tunnel and Mountainside Between Chernogorsk and Elektrozavodsk Added: 15 New enterable structures Added: 13 New enterable houses Added: 13 New Decals Added: Proxies to Arma 2 buildings Added: Sign model for the new city of Kopesky. (*future update*) Added: Military checkpoints in various areas of the map Reworked: Retextured Arma 2 trees Reworked: Retextured Arma 2 bushes Reworked: Balota and Balota Airfield Reworked: Chernogrosk has been completely overhauled and revamped to fit the theme of the terrain Reworked: The rock face between Komorovo and Kamenka has been revamped Reworked: Kamyshovo has been slightly reworked to fit the theme of the terrain WIP: Zelengorosk WIP: Green Mountain WIP: NWAF Fixed: Many floating and clipping objects Internal Configuration Original APL-SA data used to stitch the sat map together (15360x15360) Original APL-SA data sat mask stitched together (30720x30720) Created a new normal map (7680x7680) Terrain Heightmap grid converted (4096x4096) CellSize now set to 3.75 instead of 7 Reworked: Forests rebuilt with randomization in mind (Rotation Z (0 to 360°), Tilt X (0 to 10°), Tilt Y (0 to 10°) and Scaling (0.7 to 1.4) Converted: Old Arma 2 Roads to Arma 3 polylines Reworked: Folder Storage Rebuilt: Terrain Builder Layers Reworked: Ground textures Reworked: Lighting config Reworked: Simul Weather Reworked: Water Shader config Reworked: Surface clutter New Sounds Overhaul (WIP) Deleted: Duplicate Models 16 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted September 11, 2017 Super excited about this ! 2 Share this post Link to post Share on other sites
Ki aka Kyle 0 Posted September 12, 2017 Hey there, I have some questions. 1) Will you be removing problematic objects, such as Fences, Chairs and other objects that block paths into buildings? 2) Will the old buildings that weren't height adjusted be dropped back down to ground level? 3) Will you allow the map to be customised by individual communities or are you going to continue asking people to submit projects to be added? Finally, will you be releasing a (Blank) version of the map so others can customise it to their liking and then you can take ideas you like to add to the main map? Cheers in advance, Ki Share this post Link to post Share on other sites
BigDad 3 Posted September 14, 2017 AHHHHH....I am SO EXCITED..I CAN'T HANDLE IT!!!. WAITING for the AWESOME map!! 14 SEPT.... Share this post Link to post Share on other sites
Killjoyy 170 Posted September 15, 2017 @Ki aka Kyle More info will be posted soon. 4 Share this post Link to post Share on other sites
BigDad 3 Posted September 15, 2017 TODAY?!!!!!!!! WHOAH...My finger nails are gone...can't wait much more..toe nails might be next 1 Share this post Link to post Share on other sites
Killjoyy 170 Posted September 15, 2017 Map is now currently on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1128256978 6 Share this post Link to post Share on other sites
Basher_Henrik 322 Posted September 15, 2017 Thanks for the update! The new lighting looks better and better. I feel A2 atmoshpere in every pixel of the map. Thanks again! 2 Share this post Link to post Share on other sites
Killjoyy 170 Posted September 15, 2017 10 minutes ago, Collaborationist said: Thanks for the update! The new lighting looks better and better. I feel A2 atmoshpere in every pixel of the map. Thanks again! That's awesome mate!!!!!! Thanks for the feedback! Share this post Link to post Share on other sites
EO 11274 Posted September 15, 2017 Great job guys. Thank you. 5 Share this post Link to post Share on other sites
Killjoyy 170 Posted September 15, 2017 Just now, Evil Organ said: Great job guys. Thank you. <3 It is indeed time to go back. Share this post Link to post Share on other sites
AxiosODST 100 Posted September 15, 2017 57 minutes ago, Evil Organ said: Great job guys. Thank you. Time to go back to that old Arma 2 feel, with Arma 3 detailing 2 Share this post Link to post Share on other sites
haleks 8212 Posted September 16, 2017 Only explored for about 20 minutes so far, and I'm very impressed with the work done. The new vegetation looks awesome (no more weird, flashy green trees and grass - something that destroyed a lot of maps using Arma 2 assets after the graphical update). And the sense of detail in those derelict cities... <3 I was in Cherno and immediatly had that Fallout feeling as the sun was rising. Just awesome. I'm very excited for this project, thanks for this release and to everyone involved! 3 Share this post Link to post Share on other sites
J0K3R 5 93 Posted September 16, 2017 Is there a way to remove some of the abandoned vehicles ? Share this post Link to post Share on other sites
AxiosODST 100 Posted September 16, 2017 2 minutes ago, kaysio said: Is there a way to remove some of the abandoned vehicles ? The Abandoned Vehicle have been specially placed in a lot of areas to force players into a alternative route, giving it more diversity. Not just being stuck on a empty road. Also gives to ability for players to setup ambushes so taking a short route may come at higher risk. We are trying to give the players more control over unique situations. For example the tunnel has a side dirt road past all the wrecks but taking that short route slows you down instead of taking a longer route into the country side. There have been some wreck taht have been removed, however for the community there is no way to remove them unless there are certain vehicles really becoming a problem with players trying to drive. Share this post Link to post Share on other sites