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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 Example77hEnrU.jpg

 

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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.

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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.

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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!)

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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.

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This is awesome! The work you guys are doing with this map is great! Keep us posted with epic teasers :D

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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!

 

20170720133813_1.jpg

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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

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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

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AHHHHH....I am SO EXCITED..I CAN'T HANDLE IT!!!. WAITING for the AWESOME map!! 14 SEPT....

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TODAY?!!!!!!!! WHOAH...My finger nails are gone...can't wait much more..toe nails might be next

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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!

51orTNNyLwo.jpg

That's awesome mate!!!!!! Thanks for the feedback!

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Just now, Evil Organ said:

z4Oe4mK.jpg

Great job guys. Thank you.

 

<3 It is indeed time to go back.

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57 minutes ago, Evil Organ said:

z4Oe4mK.jpg

Great job guys. Thank you.

 

Time to go back to that old Arma 2 feel, with Arma 3 detailing

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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!

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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.

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