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Everything posted by Cosmo_D41
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Version 1.03 Last Update and Release: 19.06.2019 Link to the SteamWorkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 After nearly 2 years of creation, frustration internatl tests and changes i would like to present my little map to the public. ______________________ Update from 17.06.2019, Version 1.03: Update from 05.05.2019: Update from 21.05.2019: ______________________ The orginal location and inspiration for this mod: Rügen is Germany's largest island by area. It is located off the Pomeranian coast in the Baltic Sea and belongs to the state of Mecklenburg-Western Pomerania. It is a very popular tourist destination because of its resort architecture, the diverse landscape, its long sandy beaches and the famous chalk cliffs. The island has a long diverse history and was a point of interest during World War II and after for different military projects and camps like Prora or a planned seaport for submarines. The mod-version: As this mod-island is only about 1/15 of its orginal size it sees many differences and adaptions. The original map is only taken as inspiration regarding locations and shape. D41_Ruegen is placed in the near future and set up as a location for prissoners to resocialize them (thats the reason for the huge walls on the borders). The intention was to create a diverser european map that offers lots of choke points for conflicts, many cities and locations that might be interessted for mission making, life-projects or survival situations. And i tried to make this map also usable for boats by offering many passways and shortcuts. Many other maps where either too big, too empty or too easy to cross offroads. This is why i tried to create a new mixture with a focus on infantry combat and the intention to make a relatively small map, that still feels big as you cant cross it in a straight direction. The areas vary from more civilised and rural locations on the south western part, to tourist locations on the eastern side to destroyed and barren locations in the northern regions. Some fights have been going on there (its up to you if this was because of zombies, rebelling prissoners or whatever). For even more rubble and wrecks check out the "Scorched" Version, also included in this mod. Facts about the map: Mapsize: 16.384m x 16.384m Gridsize: 4096 cells Cellsize: 4m SatMask: 16.384x16.384 Object-Counter: 542.018 Original size: about 65km x 65km Creation time: nearly 2 years (first creations began in january 2017) Relevant classnames: Vanilla Map: d41_ruegen Scorched Version: d41_ruegen_scorched Special features of this map: 3 airports/fields many passways for boats between the islands (might be even faster then going by car) tide-system with changes of the waterlevel up to 3m (lowest water at noon, highest at midnight), offering and closing some passages for cars and boats depending on the time some hidden locations and caves some military and rebell outposts (Polizeikaserne Parow, military airport in the north) throughout the map 2 castle ruins 1 prisson island with underground levels (might be good for roleplay, but AI has problems with that part) 1 highway crossing nearly the whole island for a fast travel but with reduced possiblity to get offroad crowded forests filled with bushes etc. to improve life and hiding of infantry Second Version of the island "Scorched" included in these files containing lots of additional wrecks etc. mainly for survival missions like exile etc. Screenshots from the map (and all the progress from the beginning on...): till 27.04.18: https://imgur.com/a/nWqjt from 27.04.2018 on: https://imgur.com/a/B0Myw3i These preview videos were created by MultiSasch. Thanks for those nice videos! This is the link to his youtube-channel (german): MultiSasch - Arma 3 Gameplays & more Known Issues: REPORT ALL BUGS HERE: Dead Men Walking / D41-Discord Pond objects may have LOD issue at distance AI will have problems entering and crossing some bridges Some very small areas (like "Reinberg" in the south) are still WIP and will be finished or adjusted later Usefull stuff: Downloadable ingame map including relevant city names ______________________ LEGAL NOTICE! READ THIS! THIS ADDON IS RELEASED UNDER THE ARMA-LICENSE: APL-SA You should not upload and mirror this anywhere without permission (This is also relevant for you @armaholic and @moddb!). Additional Info: This item is not authorized for posting on Steam, except for the original IP-Owner Cosmo. This means: You are NOT allowed to upload, reupload or whatever it to the Steam-Workshop! (Just read the steam licenses 6D) Do yourself a favor and create a Steam Workshop Collection, it makes yours (and all other lives) much easier. Special Thanks: Silola - The X-CAM object placement tool. Without this tool, it would have taken more than "just" two years. Zgmrvn - Surface Painter A3-Terrain Builder Discord - Answering questions, providing knowledge and advice, without them this terrain would not have been completed. PMC Editing Wiki for all those great guides around terrain creation CUP-Team for its great core mod, that helped to bring back maps in european areas HAG Objects from WA Lancer for his open sourcefiles for plants and citysigns
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terrain Terrain - D41_Ruegen
Cosmo_D41 replied to Cosmo_D41's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update from 17.06.2019, Version 1.03: Get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 The first playtests are over and i got the first feedback and bugreports from players. Thanks for your reports! So its time for another update to add some missing stuff and do some more finetuning. These are the relevant changes: Some barren villages have been extended and edited (Binz, Kluis, Patzig, Breege etc.) Many whide and empty, flat field where improved with bushes and trenches to give more options for infantry Reworked the streets that are displayed on the satmap (no more greenish tint, better to be seen from air, still needs more improvement) Finetuning on the lighting-configs (night should not be as dark anymore at full moon, stronger shadows on some days) many many bugfixes like flying or coliding objects Removed the offline-map from the mod (as it was additional 400Mb), it can still be found here for better planing and tactics: Downloadable ingame map including relevant city names Here are the comparissions between Version 1.02 and 1.03 for the villages: -
terrain Terrain - D41_Ruegen
Cosmo_D41 replied to Cosmo_D41's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update from 21.05.2019: Get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 - Mapversion "D41_Ruegen_Scorched" readded to the mod. - Now both versions should work again - Removed DS_Houses mod as requirement, as this is optional but suggested (to make those A2 houses enterable) -> Have a look here if you want to use it: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 And dont forget to take a look at the offline-map for better planing and tactics: Downloadable ingame map including relevant city names _______________________________________________________________________ The "Scorched" version of the map includes additional about 6000 objects. Mainly wrecks, debris, campsides etc. to make the world look a little bit more barren and well... scorched. This our own prefered version for mods like Exile and other Survival-styles. -
terrain Terrain - D41_Ruegen
Cosmo_D41 replied to Cosmo_D41's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update from 05.05.2019: - Random Gamecrash in Editor and ingame should be fixed by now - completely repacked the map and the textures - new normalmap for the map (mixed up the colours before...) - config was completely reworked and newly created (something in there was the cause for the crashes) - d41_ruegen_scorched removed at the moment, it will come back later when i am sure that the mainmap is working) - put the mappicture from ruegen into this mod. It can be found in the "/map"-folder within the modfiles (PDF and PNG) -> If any crashes or errors are still appearing please report them to me in my discord! -
terrain Terrain - D41_Ruegen
Cosmo_D41 replied to Cosmo_D41's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I hope so, as i like infantry combat myself and you need detailed landscape for that. All of those objects (including forests) where handplaced with brushes etc. Hope this offers some new missions options, survivial settings etc. for you guys. -
L3DT Terrain Import Arma 3 Terrain Builder ?
Cosmo_D41 replied to gonzai's topic in ARMA 3 - TERRAIN - (BUILDER)
Once you did this and export your heightmap from TB as an .asc-file to update your satmap in L3DT or something, you wont have to do it again. It saves thoses coordinates. It only has to be done once on the first time, when that heightmap comes from L3DT. -
L3DT Terrain Import Arma 3 Terrain Builder ?
Cosmo_D41 replied to gonzai's topic in ARMA 3 - TERRAIN - (BUILDER)
Try opening the exported .asc-file from L3DT with a texteditor and adjust line 3-4 like this: xllcorner 200000.000000 yllcorner 0.000000 This should help importing that file to TB and beeing in the right zone. -
Well, as the error-message states: In File myfirstmap\cfgClutter.hpp: Line 3 rap: missing inheritence class(es) In your Line 3 you are calling the class "DefaultClutter" but didnt define it anywhere before. What you need is a definition of the class first, i.e. something like: class CfgWorlds { class Stratis; class DefaultClutter; Otherwhise it wouldnt know from where to take this class you are referring to in your clutter configs.
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[IceBreakr/IBIS] Isla Duala for A3
Cosmo_D41 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unlike other configs, the duststuff is not adding up. Whenever you make your own dustconfig for your terrain, all the other configs will be excluded. So if you want to make it compatible with all vanilla A3 maps and CUP you have to include all the dustconfigs from them and then add yours too. (I think CUP did the same, just ask them about it and maybe you could take their config and add your dust to it). -
X-Cam 1.0 for Arma 3 released
Cosmo_D41 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
XCam can still be found on armaholic: http://www.armaholic.com/page.php?id=28507 The files you are looking for should be there to in the folder "Optional" -
pboProject Binarise crash every time with CUP objects
Cosmo_D41 replied to jacknorrisuk's topic in ARMA 3 - TERRAIN - (BUILDER)
Maybe you have to recreate your template libraries in TB. They are propably pointing to the old (wrong) locations of the cup objects. By that time, perhaps try those: https://pmc.editing.wiki/doku.php?id=arma3:terrain:terrain-builder-templatelibs As they are pretty well sorted and include A3 and CUP objects. And yes, Discord #terrain_makers will get you help faster then here.- 16 replies
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The resoulution of your masktyles is only defined by the paas you are using. Its just streching those images to fill your cellsize. So you could just update/increase the resolution of your different surface images. For directly painting your mask on the ground ingame you could try this pretty tool:
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Well you obviously cant do the one without doing the other. We are not reparing a shitty map for you (where the sourcefiles with at least working satmap etc have been around for years). Little hint: You have a white satmap in terrain builder. Maybe that is the reason why your satmap ingame is also white? Just maybe? Solution: Import/create a colorized satmap and import it to TB, create your layers and thats it. Other solution: Ask the guy who created this mess for you to fix it and deliver a working map including mask and satmap, if you dont have the intention to learn it yourself.
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Cyprus island map - Is it possible and yes it is the greatest idea ever
Cosmo_D41 replied to achilleasp's topic in ARMA 3 - TERRAIN - (BUILDER)
What i am talking about is: Map Creation is not just done by exporting some satmaps and heightfields to Terrainbuilder. Those data still has to be adjusted as not everything will be ready to place objects or fit your needs. I.e. the exported heightmap of a village will not be ready and even to easily place buildings etc. it has to be manually adjusted, terrain flattened, roads evened etc. Thats what i meant as it seemed to me that you believe you could get some ready to place terrain where you just can toss in some objects and your map is done. Thats unfortunatelly not the reality -
Cyprus island map - Is it possible and yes it is the greatest idea ever
Cosmo_D41 replied to achilleasp's topic in ARMA 3 - TERRAIN - (BUILDER)
I dont really understand your intention: You want to create a huge map of your dream location but are not willing to create the location yourself? Doesnt make sense to me (and to RoF too as it seems). It is not that you can easily separate the first parts of the terrain creation from the rest. You will always have to adjust your heightmaps when new objects are placed, you will always have to adjust the satmap (especially when the area is scaled down. You will always have to go back to terrainbuilder for placing/adjusting roads. Why not do that too and learn from the beginning (as you will definitley need that knowledge for the later parts). Mission creation is the very, very last part and has nothing to do with terrain creation at all, so if you just want to learn that better take a finished map. And as RoF said, for 50€ you wont get anything you cant easily do on your own with a little reading. No one is going to adjust your config, your clutter, your mask etc. for that money (at least no one that knows how to do stuff). Finally its your dream of a map location, why not do that on your own? -
Terrain Builder not showing shape file roads.
Cosmo_D41 replied to Heizanjs's topic in ARMA 3 - TERRAIN - (BUILDER)
Were are the roads not shown? In TerrainBuilder, in Bulldozer or after packing your map in A3? -
Cyprus island map - Is it possible and yes it is the greatest idea ever
Cosmo_D41 replied to achilleasp's topic in ARMA 3 - TERRAIN - (BUILDER)
Best guides for A3 can be found here: https://pmc.editing.wiki/doku.php?id=arma3:terrain When you read through that and the first Tutorials you can still join the A3-Discord #terrain to get help or ideas to certain questions: https://discord.gg/CWyp8yt -
error Need Help, Error Cannot load texture s_000_000_lco.paa
Cosmo_D41 replied to ExileDesigns's topic in ARMA 3 - TERRAIN - (BUILDER)
Just compare your pathings, as they are different. No wonder bulldozer cant find them: In your explorer-pictures that show the location of the images: KI/Samplemap/Data/layers/... In your RVMAT etc. kainmap/data/layers Try regenerating your layers in TB and check the pathings you have set up in your TB-project. And dont highjack other posts from years ago again just to get more attention.... -
DLC's objects availability in Terrain Builder and in the game
Cosmo_D41 replied to Apollyanna's topic in ARMA 3 - TERRAIN - (BUILDER)
No, those mapobjects from other dlcs could still be used on the map and everyone can join. Only if they want to use some of the objects/vehicles from the DLC they either get popups to buy it or locked out (i.e. not beeing able to pilot a Huron, but they can still get on board as a passanger). So, yes you could use all the DLC-assets and everyone can still join the map (but maybe they will get some reminders to buy those DLCs, dont know about that). -
Another guy with a clutter problem...
Cosmo_D41 replied to ODST General's topic in ARMA 3 - TERRAIN - (BUILDER)
Well no wonder, you forgot to delete the first #include "cfgclutter.hpp" -
Another guy with a clutter problem...
Cosmo_D41 replied to ODST General's topic in ARMA 3 - TERRAIN - (BUILDER)
Might have to do something with the position where you include your clutter and surfaces. As they are right at the start. I have my clutterclass within the class cfgWorlds and after i definded the class for my map. surfaces comes at the very end of my configs. For references this might be helpfull: https://pmc.editing.wiki/doku.php?id=arma3:terrain:clutter It also says clutter hast to be within not before cfgWorlds and your map. -
White Terrain In Game - But not in buldozer
Cosmo_D41 replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
Well just what the error-message tells you: Checkin cfgSurfaces and clutter...pacem_grass_green_Character:sumof probabilities exceed 1.0 Those messages are there for a reason. The sum of your clutter in this class exceeds 1.0, you have to reduce some values to get below 1.0 in total. -
You know nothing John Snow. The above video is a perfect example what happened to the shadows ingame. And no there is no workaround with adjusting your own settings. Lots of different mapmakers tried to get those old (in my opinion) more realistic shadows back as the new lighting destroyed the atmosphere of their maps...and suffered. Their only hope was the promise of a lighting guide from BI, until that was released and only contained waterlight and some nonsense. So teams like 2017mod or XCam that had realy great looking maps in the working stopped their projects and left... and these where guys that have been here since OFP and know their scripts and settings pretty well. And BI does... nothing...
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Its not only about retexturing some models. Its about the darkness of regular shadows and the glowrange of lights in the night. The shadows arent as dark anymore as shown in the video above. And try using a chemlight now, you can barely see it 1m (even with nightvision its rarely visible). Same goes for lamps etc. that dont shine so far anymore at night.
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Surface Painter - a simple toolbox for map makers
Cosmo_D41 replied to zgmrvn's topic in ARMA 3 - TERRAIN - (BUILDER)
45K is not that unusual if you are doing your trees, bushes, little rocks etc with a brushtool. Might be an option to make that save directly do a textfile instead of copying it to the clipboard.