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makhno

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Everything posted by makhno

  1. I'm pleased to present my latest terrain for Arma 3 : Al Rayak. The map is 20 x 20 km, and aims at loosely representing a middle eastern country. Main features : 40 km of coastline, 7 cities, 3 seaports, 2 main rivers, 4 airfields, about 100 villages, many bridges, and far more trees than would be here in reality. The vegetation is mostly a placeholder and will be updated in the future. I also plan to add many rock formations to give the whole area a more arid and mountaineous feeling. Presentation Video : Images : http://image.noelshack.com/fichiers/2015/15/1428532667-2015-04-08-00021.jpg (657 kB) http://image.noelshack.com/fichiers/2015/15/1428532533-2015-04-08-00004.jpg (599 kB) Download : http://www.mediafire.com/download/34f2zk0mjj2517e/%40AlRayakV0043.rar Changelog: V0043: Fix for grid/gps coordinates. V0041: Removes dependancies to BRG_Africa. V004: Redone the whole config to cope with patch 1.60. modified ground textures and clutter accordingly. v003: Corrected ground textures to use new BIS rendering tech. Dependencies : CUP Core and CUP Terrains Credits & Thanks: Jones and Sgt Fuller for coming up with the idea for this map, and providing valuable information and advice. The All in Arma team. HOMJ whose RoadPainter saved many hours of road placement. Shezan74 for worldTools. Author's Website : http://www.clan-gos.fr
  2. I'm pleased to present my latest terrain for Arma 3 : N'ziwasogo The map is 20 x 20 km, mostly covered with thick (yet playable) jungle and also features many Towns and settlements. 3.500.000 objects, nearly all of them are green. Of course almost all objects are from Arma 2 era. I Thank Icebreaker for giving me permission to use buildings from Duala, Alduric for his A3MP which improves A2 buildings render, and Berghoff for his wonderfull african foliage addon. Author's website : http://www.clan-gos.fr Presentation Video : Changelog : V093 (for patch 1.60) -Redone the config based on New altis reference. -Redone some of the ground textures as the old ones looked very shiny with the new lighting technology. It's far from perfect, but it works. Updates will come later when I figure out how to do better. Download Link : http://www.mediafire.com/download/vzoo3z2an5wedrg/%40NziwasogoV093.rar Download link (Play With Six, thx for hosting the files) : http://play.withsix.com/arma-3/mods/nziwasogo Download Link (Armaholic, thx for hosting): http://www.armaholic.com/page.php?id=24455 Of course you'll also need CUP Terrains https://forums.bistudio.com/topic/179990-community-upgrade-project-cup-terrains/ I'm not responsible if you catch Malaria or Yellow Fever while playing on this map :) ----------------------------------------------------------------------------------------------------------- Due to several requests, I decided to publish the sources of N'ziwasogo. Thus, those who wish may bring the modifications they want. The content is provided under the BIS ALP-SA license. https://www.bistudio.com/community/licenses Some texture files provided for technical reasons in this package are the property of Bohemia Interactive. Supposing that you would like to publish a modified version, please make sure that the original version of the map can be used jointly with your modified version, on a client computer or on servers. In concrete terms, you must modify any reference – in the name of the files or inside them to projeta3-xx, pja3xx, mak3xx, etc... File : http://www.mediafire.com/download/un...rojetA3-05.rar
  3. Hello, Who's ready for a trek in the beautifull mountains of G.O.S Kalu Khan (V2) ? In this endless outdoor playground, you'll find steep mountains with cloud-covered peaks great for hiking, biking, and trying to not get killed by those guys here that just appeared over the next ridge. Version 2.1 : Corrections for patch 1.60 Version 2.0 Changes : Completely redone the Vegetation. Doubled Tree coverage. Redone the Satelite image and surface mask. Added many settlements Extended and smoothed the roads network ( Now covers the whole map). Added two airfields Images : http://fzgmak.info/images/kk21.jpg http://fzgmak.info/images/kk22.jpg http://fzgmak.info/images/kk23.jpg http://fzgmak.info/images/kk24.jpg http://fzgmak.info/images/kk25.jpg http://fzgmak.info/images/kk26.jpg Video : Download : http://www.mediafire.com/download/ziglrab9h9yfrhp/%40KaluKhanV21.rar Dependencies : Cup Terrains The buildings and other objects are Arma 2 I didn't add the A2 objects dependancies in the config, so you can still play without them, but you'll get no buildings. Credits & Thanks: Shezan74 for worldTools. HOMJ whose RoadPainter saved many hours of road placement. Many others who provided meaningfull information through many forums. Author's website : http://www.clan-gos.fr
  4. G.O.S Leskovets is a 400 km² map of rural farmland featuring 40 villages. It's mostly inspired from the landscape of Southern Burgundy's "bocage" with hedgerows enclosed fields, many wooded areas and some open fields, but with eastern european/baklanic names as I feel it's better scenario wise. This of course is an early version and there are many small defects, be wary of trees too close or on the roads. Planned developments : Secondary roads network (earthen trails). Isolated hamlets, farms and other structures outside the villages. Download : http://www.mediafire.com/file/o32491v9zitnp3o/%40LeskovetsV004.rar Video: Required addons : CUP Terrains « Le GOS, faire autrement » Clan réaliste français http://www.clan-gos.fr
  5. G.O.S N'Djenahoud, 400 km² of sand, rocks and nature. It's based on real word area in the "Ennedi Massif". This map does not contain any building, those can now easily be added to a mission as is needed. There are 8 airstrips (most of them do not appear on the map, to make navigation to those objectives more interesting). The download contains an image of the airstips locations for mission makers. Grab your cheich and your rpg-7, hop in your Toyota, wreak havok on the Lybians occupying the region, and quickly disappear in the desert. Download : http://www.mediafire.com/file/31b95bc5iib15dr/%40NDjenahoudV002.rar Video: Required addons : Arma 3 only. Known errors : The dust effects don't work, which is a shame for such a map. And I can't figure out why (Help welcome). Credits & Thanks: Shezan74 for worldTools. "Le GOS, faire autrement" Clan réaliste français http://www.clan-gos.fr
  6. This is a new version of the terrain with APEX vegetation and modified ground textures. You should not run the older version and this one at the same time as they share some configuration parameters. I had to use proxies during terrain creation and as a result some objects might be misplaced (on roads, coliding with buildings or too high/low) it's difficult to do better until BIS releases the ressources for terrain building. The map is 15 x 15 km of dense jungle with many major and smaller rivers. I made this map to do recon/sabotage/COIN missions, like SOG or LRRP did in vietnam. also like the SAS intervention in Borneo. https://en.wikipedia.org/wiki/Indonesia%E2%80%93Malaysia_confrontation https://en.wikipedia.org/wiki/Long-range_reconnaissance_patrol Throw away your GPS, and enjoy good old map and compass navigation. Presentation Video : Images : Download : http://www.mediafire.com/file/kezzeixnsb9n60t/%40SongBinTahnV2.0.rar Dependencies : APEX, As well as CUP terrains (Separate Download). Known errors : There's no rain sound. You may choose to not use pja312_sounds.pbo if it's raining. Credits & Thanks: Shezan74 for worldTools. "Le GOS, faire autrement" Clan réaliste français http://www.clan-gos.fr
  7. makhno

    New Map : GOS Al Rayak

    @gszeus : I'll happily provide you with the sources if you want to fix some things on this map. Especialy if you intend to recreate the road network to Arma 3 format (currently uses Arma 2 road segments). Send me a private message. If you're interested. And finaly, no I don't intend to make any more work myself ( except maybe a full conversion to APEX when BIS release the tanoa objects). @dakaodo : indeed, especialy since this is a pre Arma 1.60 version which is pretty much useless now.
  8. Not untill BIS makes proper Tanoa objects available for map makers. SBT V2.0 is done using proxies, with plenty of inacuracies as a result.
  9. I'm pleased to present my latest terrain for Arma 3 : Song Bin Tanh. The map is 15 x 15 km of dense jungle with many major and smaller rivers. Presentation Video : Images : Download : http://www.mediafire.com/download/9uqkz93wvedj0d2/%40SongBinTahnV05.rar Changelog : V05 Corrections for patch 1.60 Dependencies : CUP Terrain. Credits & Thanks: Shezan74 for worldTools. CUP Team "Le GOS, faire autrement" Clan réaliste français http://www.clan-gos.fr
  10. N'ziwasogo will be updated of course, It will be a little bit more complex. That's why I started with song Bin Tanh.
  11. @Auss : No, most of the objects were placed with Shezan's WorldTools (forest generator) The only exception is the small settlements, which were done manualy.
  12. I forgot do add in the changelog that also added two airstrips. They're no more than a flat stip of short grass with no other kind of installation but it's enough to take off and land. This way one can add hangars, control tower and any kind of objects in the mission.
  13. Won't get overcrowded, don't worry.
  14. G.O.S Leskovets 004 available. Changelog : -Added a secondary roads network. Now you can try to bypass the villages. -Added many small settlements ( more will be added later). -Redone the Satelite image for better color unity (still some work to do) -redone/removed/cleared vegetation where applicable. Download : http://www.mediafire.com/file/o32491v9zitnp3o/%40LeskovetsV004.rar
  15. Thx for pointing this out. I'll look into it.
  16. I'm pleased to present my latest addon for Arma 3 : Koplic http://image.noelshack.com/fichiers/2013/32/1376003442-10.jpg (397 kB) http://image.noelshack.com/fichiers/2013/32/1376003494-9.jpg (503 kB) http://image.noelshack.com/fichiers/2013/32/1376003441-15.jpg (580 kB) http://image.noelshack.com/fichiers/2013/32/1376003413-3.jpg (713 kB) http://image.noelshack.com/fichiers/2013/32/1376003397-4.jpg (475 kB) This terrain depicts a mediterranean plain, clustered with small villages, and featuring a couple of waterways. All the buildings are Arma 3's and so are enterable. This map is far from perfect, there are many little details that are wrong, though I hope will provide an interesting playground while waiting for Arma 3 's release. Main features : A3 Buildings. A3 Vegetation. A3 Road network. Credits : ZeroG for his wonderful addon, without which creating this island would not have been possible. http://forums.bistudio.com/showthread.php?159952-ZGM-Visitor-Objects-for-ArmA-3-BETA Shezan74 for worldTools M1lkm8ns whose sample island config was used for this island. Many others who provided meaningfull information through many forums. V0.3 is available. Changes : -Reset all objects's position relative to the ground. -Redone the ground textures. -Signed the addon -Added a couple of trees and bushes in the built-up areas. -Minor corrections of the terrain itself Download link : http://www.mediafire.com/download/bp3l1rcgot8ao7q/%40KoplicV03.rar http://www.clan-gos.fr
  17. The lack of variety is one of the main conditions for good performances. I don't know why, but I always experienced that the lower the number of different trees on a map, the better the FPS. At first I had included about 8 different trees from Chernarus Summer, the result was that I ran the map at around 40Fps, then I replaced them with the only 3 Arma 3 models, result : 70fps.... On the other hand it gains unity, which is sorely lacking in Chernarus summer vegetation (plus those Arma2 objects can look very strange at some distances with the new engine). I want to keep some specific characteristics to this terrain, so that it still feels like Southern Burgundy. Thats a seldom populated area, with vast expanses of meadows empty most of the time (to give grass enough time to grow), and all the hedgerows look like the next one. Crops are limited (more so than on my map). I may try to use actual objects for cultivated areas, like in Fata Terrain, but I don't know how the AI will behave in them yet, nor the impact on FPS. There are almost no rocks at the surface, so I won't add rocks on this specific map. Fencing is a difficult issue. The way they are done, is relatively labour cost effective, as I can use Worldtools to do it. The other kind of fences, stone walls, poles ( where the angle of placement matters)...have to be placed by hand as at the moment I don't know any tool that would allow to do that effectively. And it's important to leave holes otherwise the AI tends to stay well away from them. Development status : The secondary roads network is done, and I'm in the process of placing many small settlements in the countryside (farms, barns, houses, wood processing installations...) I'll then add two airfields I intentionaly avoid placing too specific buildings/areas (Comm tower, military installations...) as they can easily be added in the mission themselves. I will have to review all the villages house by house for object collisions, which may not happen soon as it's a very dull task. Future plans : Once the work that has to be done by hand is finished, I indent to re-use those objects (towns, small settlements, road Network) on other maps with different ground cover, vegetation and heightfield. I'm planning on making an extensively cultivated plain, with some kind of rivers (rivers integrate very poorly in hilly terrain) and maybe one with sizeable hills (more like chernarus).
  18. I was thinking of a winter version indeed. It would be easy to replace vegetation with "white" versions, but I always felt that it makes a "Walt Disney" winter, not a very realistic one. The other problem is that vegetation 3D models have almost no twigs, so it provides very little cover unless you just paint white summer vegetation.. There's also the possibility of creating a First snows winter with patches of thin layer of snow over the normal ground still showing in some spots and Chernarus autumn vegetation. Think this would be better.
  19. Hello, I'm pleased to present a new map : FSF Dariyah. As you can see in the Screenshots and the Video, it's a Desert theme terrain. There are no roads at the time, but maybe it'll stay this way as I'm quite fond of off-road vehicle patrols of the kind the LRDG used to do. Also, you’ll notice the vegetation is quite dense for the desert, but given the AI’s inability to fight in open terrain, it’s necessary for gameplay purposes. Off course, all this is very early work and there's room for improvement in many aspects of the map. V04 : Corrections for patch 1.60 V0.3 Changelog : config redone (important changes in the lighting configuration) Some trees' height adjusted. Lamps replaced by A3 models. Download : http://www.mediafire.com/download/4zdk6agcdf2bsi9/%40Dariyah04.rar Dependencies : CUP Terrains Credits & Thanks: ZeroG for his wonderful addon, without which creating this island would not have been possible. http://www.armaholic.com/page.php?id=21759 Shezan74 for worldTools. Many others who provided meaningfull information through many forums.
  20. I'm pleased to present my latest terrain for Arma 3 : Gunkizli. The map is a 20 x 20 km plain. Main features : More than 100 villages and hamlets, 3 Airfields, heavy wood cover and vast expanses of shalow marshes. A note on performances : This map has close to 3 000 000 objects. And view distance is ralely over a couple hundred meters. I recomment to set view distance to 1200m , and if you can set shadows to 200m. Presentation Video : None Yet Images : Download : V041 http://www.mediafire.com/download/hy89s5h89y9289i/%40GunkizliV041.rar Dependencies : CUP Terrains. Credits & Thanks: The All in Arma team. HOMJ whose RoadPainter saved many hours of road placement. Shezan74 for worldTools. Icebreaker for giving me permission to use buildings from Duala. Clan G.O.S : http://www.clan-gos.fr/
  21. makhno

    NEW MAP : Gunkizli

    The workshop version is the latest.
  22. Well, I haven't tested with CUP Terrains Core alone. But it should indeed be enough.
  23. No it's not on purpose. It's a result of changing the object source from IBR_Plants to CUP. But indeed the result is more realistic (faulty and lacking in precision) maps :)
  24. makhno

    NEW MAP : Gunkizli

    Version 052 Available : http://www.mediafire.com/download/vdmtbz66wozvcir/%40GunkizliV052.rar -Some satelite textures modified. -Corrections for faulty grid coordinates.
  25. Version 041 Avaiable : http://www.mediafire.com/download/zw0dqzy6lfsjdny/%40KoplicV041.rar -Correction of faulty grid coordinates.
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