Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3.
This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation.
I know this is nothing new, but in this case the difference is that added roads in South Asia:
After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS.
Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work.
and skyscrapers and other buildings in Seattle:
Thanks to the teacher @.kju for his patience and advice.
You can download from now in Workshop, enjoy:
@ToH Core
https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop).
@South Asia
https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop).
@Seattle
https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop).
Optional:
@ToH noRoads South Asia
https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop).
@ToH noRoads Seattle
https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop).
@ToH Dummy CUP
https://steamcommunity.com/sharedfiles/filedetails/?id=2423420392 (Available via WorkShop).
Todo.txt
@ToH Core
@Seattle
@South Asia
Olds
Minimum recommended visibility setting:
setViewDistance 12000;
setObjectViewDistance [6000,400];
setTerrainGrid 7.5;
setPiPViewDistance 4000;
setDetailMapBlendPars [5,50];
More images:
https://imgur.com/a/Rcl4nnS
Known Bugs:
-It is compatible with @CUP Terrain - Core, but it must be loaded before @ToH Core in the mod list.
-There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory.
*I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future.
Another questions:
Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome.
Arma Public License Share Alike (APL-SA)
Take On Public License Share Alike (TOPL-SA)
Take On Helicopters is made by Bohemia Interactive.
based on Take On Helicopters Data Pack
I've been playing a lot on this map recently, and while it is indeed fantastic for flying, it feels a bit limited once you put boots on the ground.
Considering the addition of roads and the large towns/villages of the map, I believe it would make a wonderful playground for infantry if it wasn't for the un-enterable buildings.
I really hope @Jove Chiere that you'll consider replacing them with their CUP counterparts, or at least making the map compatible with CUP Core.
In fact, I've been having a look at your buildings from ToH Core, and a replacement seems doable since the classname structure is similar.
I've made a quick script to illustrate that in-game as a "proof of concept" (cf. video).
And here's the script I used :
Also please note that the "center" of the buildings is sometimes a bit offset between your models and those from CUP, but considering the "small" amount of different building models, it shouldn't be too hard to adjust them.
On an another hand, a full replacement may be performance unfriendly.
If you manage to make the map compatible with CUP (so you don't have those black textured buildings in the video), mission makers could just replace buildings on small areas of interest, or do it temporarily when players are close to towns.
Anyway thanks for your work on the port !
PS : The script is MP and JIP compatible, and has to be run only on the server.
You can replace all buildings on the map with :
[[(worldSize / 2), (worldSize / 2), 0], (sqrt 2 * (worldSize / 2))] call TOV_fnc_TohToCupReplacement;
It takes 40 seconds to run on my PC 😋.