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tyrghen

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Everything posted by tyrghen

  1. Kerama Islands by Team Les Vétérans : [V]Wollfen Description: (From [V]Wollfen) The Kerama archipelago is a group of islands at the south-west of Japan, part of the Ryūkyū archipelago in the China Seas. It is composed of 5 inhabiteds islands, of which only 3 have been taken into the map along with some of the lesser islands. The map is fictionnal and contain elements which aren't part of the real islands. The main objective being to offer a varied playground for our Team. While the island has already reached a very high level of achievment and is completly playable, we are still working on adding more elements to it. Enjoy! Features: 5 islands Around 22km² 2 large towns A large airport A smaller airfield Many small villages and compounds One zone for PvP only (underground submarine base) Varied terrain types and landscapes Many small clearings to make mission editing easier Google Maps Installation: Kerama doesn't need any other mod to be used. Download, Extract @VTR_Kerama to your Arma 3 game root folder, Enable the mod. Included Files: kerama.pbo (signed) Serverkey Screenshots: http://imgur.com/a/ac80J Change log: Version 1.0 First Public Release. Bug Tracker : Credits & Thanks : Team Les Vétérans ! [V]Michel & [V]Xnam for spendings hours on Teamspeak during Creation Time ! Mikero for his Tools ! EgilSandfeld for sharing his File. All the Arma 3 modding community, posting good tutorials, and helping on Bis Forum. Download: Kerama 1.0: Kerama terrain (deactivate adblock) : http://www.mediafire.com/download/75h83xj8bbeusme/%40VTR_Kerama.zip Steam Workshop More infos in french or english: http://veterans.armasites.com/viewtopic.php?f=24&t=1947
  2. Porquerolles Island by Team Les Vétérans : [V]Michel & [V]Xnam Description: (From [V]Michel) This terrain tries to be as close to the real Porquerolles Island as we possibly could. The height map and vegetation is based on the real world island. Being originary from the south of France and in the vicinity of Porquerolles, with the help of [V]Xnam who made Angel Island, I took over the modelling of the Porquerolles Island which is the biggest and most to the west in the Hyères islands. It's forming an arc oriented east-west with jagged coasts. The highest point in the island is the Semaphore at 142m. I hope you'll enjoy playing on the island as much as I enjoyed making it! Features: Elevations come from USGS Map Database. Real elevation model & roads & structure implantation Terrain is 100 km² Island is 12.5 km² 1 large town Several castles Small farms and structures dispatched around the island. Installation: Porquerolles doesn't need any other mod to be used. Download, Extract @VTR_Porquerolles to your Arma 3 game root folder, Enable the mod. Included Files: porquerolles.pbo (signed) ca.pbo (signed) Serverkey Screenshots: http://imgur.com/a/wZTxx Change log: Version 1.2corrected the sat map colors to be less blue added corals and underwater elements around the island seabed's topography modified in the port added some real life ship wrecks around the island, plus some surprises Some adjustments of objects Version 1.1added clearings in the woods for mission makers added small piers to the south coast of the islands lowered the number of vines to increase FPS on lower configs (5 to 10 FPS gain) dirt paths are now more visible on the map corrected configuration files. ATTENTION: this introduces breaking changes, we renamed all configs from "vtr_porquerolles" to "porquerolles". If you have old missions (2D editor) you'll need to edit the mission.sqm. Version 1.0 First Public Release. Bug Tracker : Credits & Thanks : Team Les Vétérans ! [V]Michel, [V]Xnam & [V]Wollfen, for spendings hours on Teamspeak during Creation Time ! Mikero for his Tools ! EgilSandfeld for sharing his File. All the Arma 3 modding community, posting good tutorials, and helping on Bis Forum. Download: Porquerolles 1.2 : Porquerolles terrain (deactivate adblock) : http://www.mediafire.com/download/o4v8e69vq708160/%40VTR_porquerolles.zip Porquerolles 1.1 : Porquerolles 1.0 : More infos in french or english: http://veterans.armasites.com/viewtopic.php?f=24&t=1874
  3. They changed the lighting on the dev build if I'm not mistaken, so it will have impact on all maps I guess. We'll make some test on the dev build to see how we'll handle that. Thanks for the feedback!
  4. So, here it is how it looks for me. Is that what you see as well or is it more blueish? Or are we speaking of different things?
  5. Hmm, there might be a mishap in the update then. I couldn't check directly with Michel today, but I'll ask him again. At the moment I don't have much time so I'm merely passing the zip around on behalf of my teammate. Thanks for the feedback! I'll bring it up with him!
  6. Can you please test the mediafire download? Also, do you have the PBOs in the addons folder under @VTR_Porquerolles?
  7. I've posted an update of our Porquerolles Island. Thanks again to [V]Michel for his work and the time he invests into the island. Thanks also to the various feedbacks which help us improve our islands! Version 1.2 corrected the sat map colors to be less blue added corals and underwater elements around the island seabed's topography modified in the port added some real life ship wrecks around the island, plus some surprises Some adjustments of objects The link in the opening post has been updated, but here it is again: Porquerolles terrain (deactivate adblock) : MediaFire
  8. I've done quite a few night missions already as you might see on our forum and I never experienced that problem. I've tested on the release version and can't reproduce it. Can you please check if you had addons active and which ones? Did you do a simple test in the editor without addons? Could you also give me the approximative coordinates?
  9. Thanks to everyone for the feedbacks. Even if I've been quiet, we have taken all elements into account. We're currently testing internally the different changes and corrections. We'll be making an update in the coming days for a first batch of changes. As I already mentionned, it's a large island, so it's a lot of work. All your feedbacks help us to make it better! One small remark though, if you experience specific problems, please give some approximative coordinates so we can look into it.
  10. You can solve this type of issues for your mission by using the hideObject command. IAs and players can then ignore the object. I've use this trick to ease road controls for IAs (hiding the barrier on the server side/headless side only). I also use it to customize bases and such.
  11. Nope, I've played with @Alive a bit, but haven't had time to really dive into it. When that happens, I'll do it, but for now, I don't have the time to investigate it. Maybe someone else in the Team will do it.
  12. Well, as far as I know, those are problems you'll always encounter in most maps. But yeah, we're working on improving it. I've modded a Domination and other missions on the map though and didn't have that many problems. Apart for the bridges, can you be more specific as to where you had problems?
  13. Hey, Thanks for the feedback. For many things we are just limited by what the engine offers. You have to do with what you're given! But we'll look to improve those aspects whenever we find solutions to these problems.
  14. I guess I still needed more coffee...
  15. I hope I didn't screw up the post this time around :) All credits for the video to Wollfen. Great job again!
  16. We'll be working on things like that in the near future, but at the moment we're focusing on releasing our third island.
  17. If you used the old editor, you will have to edit the SQM file and rename all dependencies from "vtr_porquerolles" to "porquerolles". Or alternatively, simply remove the dependencies, they'll be added automatically by the editor. Use notepad or notepad++ and it should be ok. If you used the 3D editor, it doesn't add references to the map from what I've seen.
  18. Hello folks, I updated the download on mediafire with version 1.1, it's updated in place, so the link is the same. Here is the changelog: Version 1.1 added clearings in the woods for mission makers added small piers to the south coast of the islands lowered the number of vines to increase FPS on lower configs (5 to 10 FPS gain) dirt paths are now more visible on the map corrected configuration files. ATTENTION: this introduces breaking changes, we renamed all configs from "vtr_porquerolles" to "porquerolles". If you have old missions (2D editor) you'll need to edit the mission.sqm. Thanks to all those who reported problems, it helped us with fixes. In the time between, we've made quite a few more tests for FPS and mission making. Once again, thanks for [V]Michel for all his hard work! Enjoy!
  19. Hello Noxx, Post your problem on our forum, it'll be easier to solve it.
  20. Thanks ;) Michel did a great job for his very first project.
  21. Hello Diesel, I will look into it this weekend. At the moment I'm very busy with work and lack time. But I'll get around it :)
  22. Thanks a lot Foxhound!
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