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l4z0rr0b0tz

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About l4z0rr0b0tz

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  1. AVAILABLE NOW ON STEAM WORKSHOP (Remember to get the dependencies too!): https://steamcommunity.com/sharedfiles/filedetails/?id=1364857229 Screenshots continued at the bottom of this post! Project Utah is an American-themed roleplaying terrain, set somewhere in the four corners region. This terrain has been in development for 2 years, and I am finally calling it quits. I do not have time to finish this project and I do not plan on working on it anymore, because I work as a Wildland Firefighter and I'll be gone again all summer, and I've started to dedicate my free time to learning Unity 3D Engine. However, I wanted to release Project Utah in its current state, because I put so much work into it, and for what it's worth I hope it could be cool scenery for someone. Overall, I wanted to create a fictional terrain that represented my travels throughout the Western USA. So you will find expansive mesa deserts filled with wind turbines, heavy industry, and tons of open road. I hope it will be a fun map to drive on for some people, whether it's on a Harley-Davidson or in an 18 wheeler truck. Although it is called Project Utah, it could be anywhere in the west - Colorado, Arizona, New Mexico, California, Nevada, or even eastern Oregon or Washington. Let's be honest, this was designed with "Life Mod" gameplay in mind. We had originally envisioned this to be a "Total Conversion" style Biker-gang Life mod with a persistent multiplayer server. However my real life is just too busy now for me to work on that. If the right person wanted to continue this project or administer it as a public project, I would potentially be open to it. FEATURES: -16x16km -The map includes 100% custom clutter, 100% custom ground textures, 100% custom hand painted attributes and satellite map, and 100% custom road textures -A large set of custom 3d assets including a Federal Highway Administration signs pack, Billboards, cactus, plants, rocks, and more -Main town of Baker, with several junkyards and a railroad cargo station -One main airstrip -A large Oil Refinery -A federal supermax prison based off the ADX Florence in Colorado -A Dirt Oval Racetrack ("The Boneyard") -Several Truck stops -A ghost town -A huge farm area -A KOA style Campground -A large strip mine -Hundreds of miles of road, paved as well as dirt -A long railroad compatible with the DEV version of Advanced Train Simulator REQUIRED MODS: -CUP Terrains (Core) -L4z0r_Utah_Objects - Custom objects for this map including clutter, billboards, cactus, distillation column, etc -L4z0r_FHWA_Signs - An American signs pack that I made including 60+ freeway signs CREDITS: L4z0rr0b0tz - Terrain/Textures/3d Models/Object Placement/Config Writing etc etc Dom-Dva - Placement of many rocks and objects throughout the map as well as designn collaboration - thanks buddy! Special thanks to Dmitri Chugai for most of the textures. Please visit his website http://www.texturelib.com for a great collection of free modeling/terrain textures Some free usage textures were taken from pixabay.com Special thanks to Bohemia Interactive for making such a moddable game Special thanks to the modding community for helping me, especially the Arma 3 Terrain Maker's discord people such as HorribleGoat, Mikero, and others SOFTWARE USED IN CREATION: Terrain - L3DT & QGIS Textures - GIMP 3D Models - 3D Studio MAX And of course Arma 3 tools KNOWN ISSUES: None at this time other than it not being finished Not known if there are any compatibility issues with other mods but I have not experienced any Usage: Please give credit to L4z0rr0b0tz for the terrain on your server screen, and do not repack or redistribute this mod outside of the steam workshop without my express permission. If you would like access to the source files to continue this project, I could potentially be persuaded to give those over. It's not that far from being "done" but I am finished working on it and want to move on to new projects. I've started learningn Unity Engine lately, and I have to say that without modding in Arma 3 I never would have been able to understand how to start making my own games. THANK YOU! PLEASE ENJOY AND LEAVE A GOOD RATING IF YOU LIKE IT! ~L4z0rr0b0tz
  2. Available NOW on steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1243083748 This mod contains 10 custom trucker hats that I made for my friends in Peach Street (our Altis Life gang) as a Christmas present. This hat collection may expand so please follow this page for updates! The mesh for the hat was designed in 3d Studio Max. The textures were made using GIMP. Most of these hats were made for a specific person that I am friends with. Some of them are an inside joke! But for you, they are just hats that you can enjoy using in Arma 3! For the most part they do not collide or interfere with nightvision or facewear. This mod should be compatibile with any other mod to my knowledge. I will continue to update this mod from time to time with new hat textures! These hats do not represent the political views of the creator and are purely art. Please enjoy! I am open to making more custom hats for people, especially if you can donate! USAGE: You agree by installing this mod that the creator "l4z0rr0b0tz" may not be held liable for any damages whatsoever. You will credit the creator "L4z0rrb0t0z"and obtain express permission for any usage in monetized schemes such as servers, mod packs, etc. Do not unpack or repack this mod without permission and do not create textures for this mesh without permission. If you would like to comission a custom hat I'm absolutely open to that and I will make a hat you will be proud of, please hit me up. All imagery used in this mod was used either with permission or under a free use no royalty license.
  3. Can anyone explain why this is happening? Server exec is green, Global exec red, local exec blue, but I can't execute scripts with any of them even when logged in as admin. Sorry I'm such a noob it must be something simple I'm sure! Do I need to be logged in to battleye or something? http://tinypic.com/r/357lg77/9
  4. SOLVED: You must whitelist BIS_fnc_debugConsoleExec in your cfgremoteexec or you can't send any debug commands and it is safe because only admins can execute those scripts FURTHER READING: https://community.bistudio.com/wiki/CfgRemoteExec Hey guys, can anyone help me? I'm running a dedicated server and I have the ability to access the debug console when logged in as the admin, but nothing happens when I put scripts in there and hit server exec... its driving me crazy -I have enabledebugconsole = 1; in description.ext and can see the console when I hit escape -I am connecting to a dedicated server running on my own computer - the button for global exec is red, and the button for server exec is green... does this mean anything? All I'm trying to do is "skiptime 12" and this used to work the last time I ran a server, which was a few months ago. THANKYOU!
  5. AVAILABLE ON STEAM WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=1213420548&searchtext= This mod adds the "Welcome to Las Vegas" sign as a placeable editor object! This is my first mod and I mostly did it to learn how to complete an Arma 3 mod and as an experiment to test emissive (glowing) textures. I did this model last year when I was first learning how to use 3ds MAX. It is what it is! Use it for whatever you like but please ask for permission/give credit before unpacking and putting into your own mod. I am not planning on updating this mod so it is "as-is". Thank you, enjoy! Features: Las Vegas Sign (place in editor!) Does not take damage Provides some light Glows thanks to emissive textures Known Issues: A little too bright during the daytime. This is due to the emissive textures. Disclaimers - This sign leads to gambling, drinking, and legal prostitution. Gangster hats not included. Credits - Thank you to Dmitri Chugai for the use of some of his textures. Check out his website texturelib.com
  6. I could be wrong here, but after some testing it appears multiple memory points in the same memory LOD selection do NOT create more sound positions. It makes sense that they created separate CfgEnvSpatialSounds classes with the same soundSets, so that you could have multiple sound sources in the same .p3d
  7. Thank you for the info, it will help me greatly improve my upcoming terrain.
  8. Hi, I'm working on a lot of natural objects such as rocks. I've been creating my rocks in 3ds MAX and I have a script I can run to create a convex HULL. But this creates geometry which is larger than the resolution LOD, and so obviously if someone is running or colliding into it than it looks like they're floating in the air. When I look at the BIS example material of rocks, many of them have as many as 50 convex components for the GEOLOD. I'm wondering if anyone has an easier way of creating convex subvolumes than just doing it by hand. It could take a very, very long time that way. Googling this subject has mostly resulted in math debates about what algorithm would even be possible to use. So I'm guessing there is not a simple script. That's why I'm posting and asking you guys what the easiest way is! Also, I'm aware that there are ways of creating convex hulls/geometry from within 02. But they are not really any different from the MAX script that I have. EDIT: I have discoverd that when creating more complex objects like big rocks that you want the players to be able to run and take cover on, you will need to start by creating a set of convex objects in max and then "Skin" them for the reso LODs. This might be the easiest approach? not sure
  9. SOLVED: I had an error in my config with the rain volume. Here is an interesting piece of info I found while learning about env sounds: https://community.bistudio.com/wiki/Arma_3_Sound:_SoundControllers Hey all, I'm having trouble figuring out CfgEnvSounds. I really just want to take all the bird/animal sounds out of my arctic terrain but leave the default rain, wind etc. But so far I've only been able to either remove all of the sounds, which doesn't work because I want rain and wind. It seems that CfgEnvSounds is a global class, but you have to define EnvSounds in your world class under CfgWorlds. Does anyone know how to do this properly who could explain it to me? Thanks in advance. It's giving me a headache Looking at this right now: http://pmc.editing.wiki/doku.php?id=arma:cfgenvsounds not sure if this works for arma 3 tho
  10. It looks like the Russians may be up to something evil...
  11. l4z0rr0b0tz

    Black circle at tarrain

    It looks to me like your ground material is not very well matched with your satellite texture. The ground textures don't load very far away so it would look like a dark circle that follows you everywhere you go if the ground material is darker than the sat map. If you can post a screenshot of your ground material we could see what color it is, and your .rvmat file could affect the color somewhat as well
  12. l4z0rr0b0tz

    Krokom, Sweden

    Lovely map, creative techniques, looking forward to exploring this terrain some day!
  13. l4z0rr0b0tz

    Nord, Arctic circle map II

    Hey bludski, looks great! I can tell you've put hundreds of hours into this already. It looks like you're using a real world satmap and heightmap. Are those clutter objects in the meadowlands custom? They look really great too. I am also working on an arctic themed terrain. It's nowhere near as epic as yours, but if you'd like to have a chat sometime maybe I we could help each other somehow. I didn't know you could unpack the Tanoa content now. How do you do that? I have been learning how to make custom .p3d objects lately. If someone was to make, say, a custom vegetation pack, or a skyscraper pack, would you potentially find use for it in your map? What kind of objects would you be looking for? Keep up the great work and hit me up if you'd like to talk sometime, I think it's really good to learn by talking to people with different approaches.
  14. Thank you, yes I know they are not the greatest, they are the first tree models I've ever made, right now they only have one LOD which is a low poly LOD, I still have a lot to learn to make nicer looking models, but it's useful to have a map to be able to test them on! :D
  15. Happy Saturday! I would like to share some pictures of a terrain I've been working on for the last few months. I am planning on releasing it either on Steam or Armaholic very soon! I am using it as a testing ground for some custom winter-themed .p3d objects (which I am new at making). This is my first terrain and my first mod, and if I were to start over again I'd do a lot of things differently, but I want to publish this either way because I think there needs to be more arctic themed-maps. Right now I am more interested in starting a new project than I am developing this one much further, so I would potentially be open to sharing the source files with someone if they wanted to further develop this. Russian Fjords is a top-secret government military zone, where high tech weapons, vehicles, and equipment are developed and manufactured. It is centered around a deepwater bay in the arctic ocean, and there is only one well-guarded road in or out. The terrain design is somewhat experimental, with some underground tunnels and a high resolution heightmap. The map could be used for sabotage, espionage, intelligence gathering, or even some kind of James Bond themed machina. Honestly you can use it for whatever you want, it's just not really designed to be used for traditional mission based gameplay, it's more meant as a decent-looking, immersive, cinematic landscape than anything. Features: - 8x8km Arctic Map with 6 custom ground materials (Thank you to Dmitry Chugai of texturelib.com for the ground textures) -Heightmap, Attributes, and Sat map created using L3DT Pro and MS Paint - Unique modeled and textured .p3d objects (Snowy fir trees, space rocket) using 3ds MAX and GIMP - 10,000+ hand-placed objects - A long road which goes all the way around the map and took foreveeeeer to level out - An industrial port, and a military airbase, and several military research areas - Several road tunnels - No mod dependencies, should be compatible with any other mods Known issues: -The stock arma 3 rocks do not look "Great" since they are not covered with snow. When I started this map I did not know how to do custom objects at all. -I have not tested this map with AI and don't know how they'd behave, especially in caves/on ledges -The caves are questionable and I wouldn't recommend making a map with them the way I did. The rocks do not occlude light as you'd hope. - Because the heightmap resolution is 4m, some areas are sharp and bumpy, and depending on your terrain LOD setting, distant terrain can look kind of bad. On my next terrain I'll be using at least an lower heighmap resolution to prevent this, but I am not planning on going thru the entire map and fixing every bump at this point - The ocean goes from shore to super deep very quickly. I do not plan on fixing this - I have messed with the rain settings in config to try to make the rain look more like snow but maybe some people will think it looks funky now. I think built in snow support in Arma 3 would be sick, but for now you can at least use some snow scripts (http://www.armaholic.com/page.php?id=29156 is one snow script, but the PPEffect color correction can make it very bright and hard to see anything during the day. tweak the script as necessary) - There may be issues with my custom objects that I'm not aware of, I'm very new to making objects Planned features: -Creating snow-covered clutter, and objects such as bushes and rocks, maybe icebergs, improving the look and functionality of objects -Adding some more docks and smaller decoration-type objects such as fences -Possibly Adding some runway overlays -Properly naming and labeling all locations on the map in Russian/Cyrillic -Possibly moving the zone of the map north so that the days are shorter -Continually improving my understanding of how to write a proper config (snow particle effects for driving in the snow is one thing I have yet to master) Please let me know if anyone would be interested in working with me on this or a future projcet! I am open to working with others! Thank you!
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