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Found 145 results

  1. Hamworthy Barracks This is not an exact replica. This is a work of my own. Map size approx: 5km x 5km ~ Description : Royal Marines Base Poole (RM Poole) is a British naval base located in Hamworthy a suburb of Poole, Dorset, England on the Poole Harbour and is the centre for Special Boat Service activities. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2419770771
  2. INFORMATION The terrain is 400km^2 (20kmx20km) big and is a true to scale recreation of the Senkaku Islands. Mask/Sat: 16384x16384 Height: 4096x4096px (5px/m) In my mind, the map is best suited for small carrier operations in cooperation with amphibious warfare. It might also be interesting to people that are playing with the HAFM Navy mod, I will try to improve the underwater terrain in the future. Most people should be able to play on this map with full view distance without any performance problems. REAL LOCATION This map is a recreation of the Senkaku Islands in the East China Sea. I tried to get as close to the real location as possible, but did take minor artistic liberties to make the map just a little bit more interesting (Added a radar station; moved Kuba Jima a little south to make it fit on the map) https://www.google.com/maps/@25.7558356,123.531659,11812m/data=!3m1!1e3?hl=de Information on the dispute from Japan´s perspective: https://www.mofa.go.jp/region/asia-paci/senkaku/qa_1010.html CREDITS Fromz with his Diaoyu Islands terrain that gave me the inspiration to give the area a workover. DOWNLOAD Workshop IMAGES
  3. Jasło is located in south - eastern Poland, in Carpathian mountains. It is modelled after the real place, although it will be modified for gameplay sake :) The terrain is being created as an addition to PSZ: Polish Armed Forces modification The map itself is 64 square kilometers (8,192 m x 8,192 m), with 4 m cell. It includes one big city, Jasło (already done!), located in a valley where three rivers flow. Yup, three rivers - better storm those bridges or prepare your fording equipment if you want to get anywhere. It is currently in early alpha stage and undergoes closed tests :) There are also several smaller villages (TBD), and wide forest areas (more or less done). The map will offer varied enivronment for different missions. It currently utilizes CUP objects, but we intend to prepare our own building pack, to make it more varied and to add this central Europe atmosphere instead of generic CUP-city :) DOWNLOAD: Steam Download Less talking, more screens:
  4. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  5. I came across this post recently and while it has solved most of the visual issues I have with Sector control, I still have no idea how to change the last grey ellipse shapes to something else. I wanted to use flags for both the neutral and captured state. Earlier post:
  6. CYTECH INDUSTRIES a unique and ambitious project in its complexity and settings. For more info check out the link to the BIS forums below DISCORD Forum Post What are we looking for? - Level Design/Composition: [Eden editor/ Xcam/Plopper/other]. - 3D Modelers: [blender/3dmax/other]. - Model porting: [experience preferred] porting UE4, Unity assets, other / making models ArmA ready - Texture artist: [For re-textures, HD texture editing, etc.] - Audio / Sound: [Someone who has knowledge of the Arma 3 audio tech] - Weapon porting [experience essential] - Animations: [Experienced Animation specialist] What's in it for you - An exciting project to showcase your work - Full credits - A friendly team to work with and learn from Please contact Dan Tronic for more info.
  7. ABOUT [RATS.ins] jujurat presents Fort Bragg Training Grounds, a 1km terrain that seeks to provide a playable, atmospheric, and engaging take on North Carolina wetlands in WW2. Fort Bragg is a US Military Base that was home to the 9th Infantry Division and Carolina Maneuvers. This terrain attempts to recreate those wetlands, and the areas around it in the approximate time period using real world data, and of course some fictional liberties taken to make the map playable for Arma. Home of the 9th Infantry Division Fort Bragg is a major United States Army installation Base in Cumberland and Hoke counties, North Carolina, situated mostly in Fayetteville but also partly in the town of Spring Lake. It covers over 251 square miles (650km2) in four counties. Camp Bragg was established in 1918 as an Artillery training ground. The aim was for six Artillery Brigades to be stationed there and $6,000,000 was spent on the land and cantonment. There was an airfield on the camp used by aircraft and balloons for Artillery spotters which was named Pope Field on April 1st, 1919, in honor of First Lieutenant H. Pope, an airman who was killed while flying nearby. The work on the camp was finished on November 1st, 1919. It was named to honor the native North Carolinian, General Braxton Bragg, who commanded Confederate States Army forces in the Civil War. This terrain was created in about six hours for the purposes of training for WW2 units (my unit, the 9th Infantry Division in particular), and for any general purpose use. I have not used any IFA3 objects in the terrain in-case anyone would like to use it for miscellaneous purposes. Features Swamp/wetlands. Extensive trees and forests. Rugged roads and complex forest terrain. Custom lighting config. Plans for the Future There is nothing majorly planned for this terrain. It is intentionally small and serves as a preview of quality coming up with my Hürtgen Forest terrain, which is 4km large. Possibly a new sat map if I get around to it, but for now, I'm using the satellite version, which is responsible for some rather jarring artifacts in some places. Stats for Nerds 1km Cell Size 2 Credits and Thanks For providing great information and help at times of need: Mondkalb Ice Adanteh A3 Discord Terrain Channel Friends, Historical References: Motta (Fellow 9th Infantry Division fanatic) Vintorez This map was made for my WW2 realism unit, 9th Infantry Division; as well as the WW2 Arma 3 Community. Thanks. DOWNLOAD Current mirror: Steam Workshop. I don't intend on uploading it to Armaholic, but if someone would like to do so, that's fine. Just use all of the information posted here. 🙂 Terrain images included on Steam Workshop page.
  8. FFtA3 : From Flashpoint to Arma 3 Project description : FFtA3 is a Multiplayer project. My objective is to recreate all the best OFP maps (starting by CTF: Capture the Flag and all the way to DM and TDM). As an old school player, playing Flashpoint since 2001 I have recently installed Arma 3. Only finding very little CTF and DM GamePlay, I have started gathering the wonderful maps we all played and on witch we spent soooo much time and started transferring them in the Arma 3 world. Scripts and Templates : In collaboration with the "88th Walking Death" squad and some other coders, I have built up stable CTF, DM and TDM templates. It's is now operational since 1.68 Update. Special thanks to [88] LORD without who this couldn't be possible. Special Thanks : Asaayu FrankForsyth Where to play : www.esportsmasters.org Map already recreated : - [CTF] The End - [CTF] Lost And Lonley - [CTF] Never Scared - [CTF]=S.O.F=Born To Kill - [CTF] Corridor - [DM] Tequila Sundown - [TDM] SNIPER SHOWDOW - [TDM] Urban Sniper - [DM] MAZED - [CTF] S-Curve - [CTF] Mini Hexenkessel - [CTF] Adagio (QA Testing) - [DM] Andersen Gunship (WIP) Maps to come : - [CTF] Scotch Valley - [CTF] PRiSONyARD (by SOD clan) - [CTF] Dead Mans Alley (by SOD clan) - [CTF] Head Fuck (by SOD clan) - [CTF] ToySoldiers - [CTF] Crazy ctf - [CTF] Cashville - [CTF] Dead Zone - [CTF] Yukon - [CTF] X-RAY - [CTF] URBAN ALLEY - [CTF] Little Everon - [CTF] LightHouseKeeper - [CTF] Up In Smoke - [CTF] PARADISE - [TDM] Double Tower Sniper - [TDM] SniperZ - [CTF] Labyrinthe ... Please feel free to send me some recommendations by Mail and if you have the maps you are asking for somewhere, send them too. What is CTF ? CTF stands for Capture The Flag. It is a "Close Quarters Combat (CQC)" game-mod played by a limited amount of players (2 to 24 players) in a restricted area (500m MAX). CTF players have to capture the enemy flag and bring it back to their own Flag. Fatigue is disabled and Snipers/long range riffles are not available (for CQC version). The team that scores the most times in a given time is the winner. CTF can be adapted to bigger maps and applied to a terrain. Listen to the ArmaNET podcast FFtA3 CTF Map Features : - Weapon Menu - Friendly tags (Optional) - Flag tags (Optional) - Self Heal system FFtA3 DM Map Features : - Lobby Weapon type selection - Full Randomised weapons & scopes - Friendly tags (For TDM Only) - Self Heal system NO MODS ARE NEEDED FOR THE SYSTEM TO WORK. License : https://drive.google.com/file/d/1lQ_sMCqxYaTz7rWZyJ6rfiKpc2FVWe0i/view?usp=sharing Download : THE END : Workshop / Google Drive LOST AND LONELY : WorkShop / Google Drive NEVER SCARED : WorkShop / Google Drive =S.O.F=BORN TO KILL : WorkShop / Google Drive Corridor : WorkShop / Google Drive Tequila Sundown : WorkShop / Google Drive Sniper Showdown : WorkShop / Google Drive Urban Sniper : WorkShop / Google Drive MAZED : WorkShop / Google Drive S-Curve : WorkShop / Google Drive Mini Hexenkessel : Workshop / Google Drive @FlashRangerArma
  9. Hi guys, Here is a link to my → Basic Starter Kit ← to start personalizing your own Combat Patrol missions. Everything is include and parameters are defaulted as if it's regular Combat Patrol. Notice: There is not a single "difficulty" setting, it's a combination of different variables that sets the real difficulty, such as: The location/environment, assets (vehicles, etc), Size of the AO, Number of buildings in the AO, Number of units per enemy patrol, Number of tickets, The objective, Number of players playing, Number of available slots to join, etc. Getting Started Customizing Exporting for Multiplayer (MP) Play, Try and Host Bugs can occurs, it's Argo... just disconnect/reconnect. Hope you'll enjoy !!!
  10. X-Cam-Taunus map released !!! We are pleased to announce that we have completed the first version of the X-Cam-Taunus map. This version is around 95% completed and we want to release the final version later this year. We would like to thank everyone who helped us with more or less work and knowledge and we hope that the Arma community will enjoy the beautiful places we’ve created. We also want to thank Bohemia Interactive for providing such a great game with the possibilities to built a map like Taunus, even that we have placed 99,99% of all objects with X-Cam ;-) X-Cam-Taunus team Silola Object placement, TerrainBuilder Hotzenplotz Object placement, Objects, Configs, Sounds Poolpunk Object placement, Objects, Configs Chaser Object placement Deox Object placement, Objects, Configs MemphisBelle Object placement, Configs Heros Objects, Configs MaXx Objects, Configs MCPXXL Objects, Configs Atsche Objects, Configs t-800a, Sky, Schmidt, Hektor, Flattermann Object placement Credits and special Thanks Special thanks to Kju for “taunus_aiatp.pbo” and Mondkalb for all the MBG stuff :) X-Cam-Taunus facts Object count is 5.658.123 Map size is 20480x20480 m Grid size is 4096 cells Cell size is 5 m Sat/Mask size is 10240 m Citys and Villages 34 Airports 2 Known issues - No dust on all surfaces - Some flickering textures - Some missplaced objects - Some unfinished areas - Some zones with wrong sat and mask settings X-Cam-Taunus licence CC BY-NC-SA 4.0: Attribution-NonCommercial-ShareAlike 4.0 International X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus version 1.0 download *deleted* X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and Merry Christmas :) X-Cam-Taunus-Team ================================================================= X-Cam-Taunus version 1.1 ======================================================= Patch notes changed: xCam_Taunus bikey + xCam Prototype bikey instead of 10 different keys fixed: Missing Landcontact issue Taunus Walls in RPT fixed: strange convex geo/geo physx Deox Objects fixed: unaccessible ladder points Deox Objects fixed: Deox Objects missing config class fixed: poolpunk RMA objects RPT Spam fixed: Walls_01,03,04 RPT Spam fixed: Indust Concrete RPT Spam fixed: Indust Stairs RPT Spam fixed: Indust Pipes RPT Spam fixed: Plants RPT Spam fixed: Glitch to hide under dirthump in Wehrheim fixed: Drivability on Taunus Wall Objects fixed: Localisation Lat/Long fixed: Missing Roadway Saalburg fixed: Glitch to hide under dirthump in Wehrheim fixed: some misplaced objects fixed: wrong config entries (soundHit) fixed: Localisation Lat/Long added: Missing Fence Königsstein added: Apron Lighting RMA added: About 50 deerstands around the map added: Jail-Doors X-Cam-Taunus version 1.1 download links https://drive.google.com/open?id=0B-4tmlxBez6DU01zWXVBbDRrNkk https://drive.google.com/file/d/0B6v24Dm6_9lxTkllZWhURldCdFE/view?usp=sharing http://server.grenzschutzgruppe.de/file/Taunus_V2.7z Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=836147398 X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and have fun :) X-Cam-Taunus-Team
  11. I want to restrict a area for my player to play in on Altis i want to make a Infantry Game and i want to stop players to use the hole island to run around on. does anyone know if it can be done. i have tried with 4 triggers so if you walk/run inside them you die, but i want to make it so you get a warning and will be told to turn around or you die. // Play3r
  12. GF Units Map Markers and Symbols Script by GEORGE FLOROS [GR] Description: GF Units Map Markers and Symbols Script , simple Map Markers for AI and Players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Units Map Markers and Symbols Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Simple Map Markers and Symbols for AI and Players for SP - MP and debug purpose. It is also included a mod version , posible to unpack and edit. The mod has enabled only the playerSide markers. It is possible to filter the display . You can add in the init of a unit to exclude : this setVariable ["Var_GF_Units_Map_Markers", true]; this setVariable ["Var_GF_Units_Map_Symbols", true]; More information inside the .sqf Added support for : ACE3 mod , FAR , BTC and AIS revive. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.0 Fixed the group icon error, for the size of the unit v2.0 Several Fixes , including type of markers , symbols and errors. Added markers depending on side. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40252 Armaholic GF Units Map Markers and Symbols Script
  13. Hello, I played on an server few days ago and the sky was this perfect blue, no doubt that the server owner / dev did some changes. I'm looking for to do that on my own server on the Tanoa map but .... i was not able to do it despite numerous tests. It seems the class CfgWolrds, Weather1,2,3,4,5 and Overcast are the keys of this problem but i can't figure out how or even find CfgWorld into my own files.... Where to put those class ? do i have to create a dedicated config file ? in the mission folder ? or maybe someone knows how to do that with the PostProcessEffect. Any help would be appreciated Many thanks
  14. I need to remove this GPS indicator on the map while beeing in an aircraft.
  15. After a lot of hard work, I feel comfortable sharing the progress of my terrain with the community. This terrain is set off the west coast of Scotland. The area is dominated by villages and small farms/industry, intertwined with dense forests. Coastal areas are flat and broken up by tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads. The terrain itself is 5KMx5KM, features two separate land masses (three including a small island) and is heavily based off the real world counterpart. So far all buildings are 100% enterable and I plan on keeping it that way This terrain is still very much a work in progress. In the near future I would like to release an Alpha build for people to try out and to give feedback on. I haven't decided how I will do this (either through steam or a private download). MORE INFO ON ALPHA RELEASE And the most important part... The image gallery
  16. Hey guys, below are two sets of Tanoa-based HDRI environment maps I made for use in Substance Painter and Blender. They should be compatible with a number of other 3D modeling softwares and texturing programs. The idea is to allow users to have a 3D environment from Arma 3 to create their materials within so as to give better reference to the environment and the lighting around the object. Included below is a 4k set and an 8k set of 3D images at sunrise, midday, and twilight each for use with the Arma 3 Apex Shader's respective preview modes. Please feel free to comment with other maps or concerns/ideas to enhance the final products. Download 4k or Download 8k
  17. Hi, I want to remove this GPS cross from the map which is showing while the player is in an aircraft. I want a map which is finally a map and not a GPS device named map.. How can I achieve that? In-game options? Script? Mod? Thanks
  18. Hi, is there any possible way to toggle the visibility layer for a specific module so it won't clutter every inch of my modified Malden map? There are some modules that just have a simple marker but no outer transparent boundaries and it would be great to hide this effect while in 3d editor. Thanks for any help
  19. DIYALA VERSIONS I have been using the Diyala terrain for Middle East scenarios, but after having twisted it with scripts to make to look more like Syria or certain parts of Iraq, and dealing with the problem of AI not crossing the irrigation canal, I decided to settle for a faster, easier and readily available solution: just select the terrain in 3den. This set of three versions for the Diyala terrain chosable as different terrains (no irrigation, olive trees and different palm trees) 1 - Diyala (no irrigation): Same Diyala but without the irrigation channel. It's a vegetation strip instead 2 - Diyala Olives: No irrigation channel, some custom edits for Diyala and olive trees instead of palm trees 3 - Diyala Palms: No irrigation channel, some custom edits for Diyala and a different model of palm tree (Malden palms) instead of the original Tanoa ones Needs the orginal Diyala terrain as dependency. Respects @CypeRevenge work: no upload of original Diyala. Just a bunch of config.cpp and scripts. Modular: You can delete unwanted terrains and keep only one version if you want. Keep DiyalaCore.pbo and objects.pbo and at least one of the terrain configs: DiyalaPatch.pbo DiyalaPalms.pbo DiyalaOlives.pbo REQUIRED ADDONS: Diyala Map https://steamcommunity.com/sharedfiles/filedetails/?id=680808574 DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2061233414
  20. Hi everybody, A year has passed since I issued the HUD Tactical glasses V 2.3 Thanks to all of you who took time to play with this add-on and feedback for improvement. This add-on is a pack of tools such as AUTO-REPACK, FATIGUE MANAGER, ENHANCED GPS, ENHANCED MAP TOOLS, TACTICAL ICONS, ARSENAL TEST, HALO JUMP,.. and much more! (details below and more info in readme.txt) Forget the "too heavy backpack" penalty, adjust Zeroing, use map tool for MK6 mortar computing, treat yourself at full with a 2nd FAK, auto repack your magazines,... Your settings are persistent from mission to mission. MP environment compatible. I hope this will please to you but I’m aware nothing is perfect. If you have any specific demand as server owner, just ask me. This add-on is not a heavy one! Just test it. Download here: http://steamcommunity.com/sharedfiles/filedetails/?id=673533220 View video here:
  21. Hi all, I have trouble with waypoints, and paths between them, appearing on map after unidentified circumstances. I'm playing in MP from editor (testing before public release). These tracks/waypoints concern the playable group only. But... My game is configured for never show waypoints (difficulty settings). No specific HUD command; I placed a respawn revive system from 3den and mission event Handlers entityKilled entityRespawned but for loadout considerations, not related to waypoints; I don't have any script for waypoints on players' group; The only clue I have right now is that starts with some dead (player or AI's group?) then a handover to another leader for the group (Arma's engine shifts leader when leader is unconscious or dead-respawn). These waypoints/tracks seem to be the intended path for the group, calculated by the Arma engine, and weirdly revealed on map for a killed/respawned reason? of the current leader? (may be). Thanks for any experience about that. If a BI dev could read and reply to this post... Keep fun.
  22. Hi everyone and happy new year! Introduction This is my first script in 2020. @Ori150418 posted a request about a marker searching system and this piqued my interest so I got to work. This script adds a searchable list with all markers to the right side of the map (see video below). Features Adds list with all markers Markers are searchable by their text Updates positions periodically Updates markers when opening the map Includes user made markers List is hideable Note: The performance might suffer in missions with a lot of markers. The example mission has a small test built into it which generates 100 markers randomly on the map. I'd appreciate feedback about the performance as I have a good enough system to not notice a difference. Usage Copy the file "fn_markersearch.sqf" to your mission directory Add the following line to your init.sqf/initPlayerLocal.sqf: ["init"] execVM "path\to\file\fn_markersearch.sqf" Video Downloads https://github.com/7erra/marker_search Have fun!
  23. MajorBaguette

    Arma maps for IRL GPS systems

    Hey, I'd like to know if someone here know where I could find GPS files (.kmz .mbtiles ...) for the most used maps especially Takistan & Takistan Mountains ? I need it for JTAC training and I can't find these on google or here. Thanks for reading me. Major
  24. Hi guys! I'm trying to replace the map by a custom image whenever players open their map. What I have so far allows me to create the pic when the map is opened and works, but the trouble is it is shown over every other layer, while what I'd like to do would be to place it just above the map, but behind everything else so that players can see everything else, (tasks, briefing etc.). Any insight will be greatly appreciated. Here's what I have so far: findDisplay 46 displayAddEventHandler ["KeyDown", { if (inputAction "showMap" >0) then { _x = -0.00531249 * safezoneW + safezoneX; _y = -0.00399999 * safezoneH + safezoneY; _w = 1.01063 * safezoneW; _h = 1.008 * safezoneH; _ctrl = findDisplay 12 ctrlCreate ["rscPicture", 1000]; _ctrl ctrlSetPosition [_x,_y,_w,_h]; _ctrl ctrlSetText "media\img\splashscreen1.paa"; _ctrl ctrlCommit 0; }; }];
  25. Here's a little mod I cooked up. It started as a mod to increase the grid numbers around the edges of the map as I could barely read them. Then I figured out how to get rid of the satellite overlay. Then I decided to roll in the changes done by the BHC map contour mod. http://imgur.com/a/bYAKq Features: * permanently removed satellite overlay from all the map screens I was able to find (map, UAV terminal, artillery computer, camera, 3den), some of with was forced, meaning you could not disable the overlay * incorporated BHC map contour changes to improve readability * increased font size for height numbers as well as grid numbers around the edges Known issues: * for some reason I could not remove satellite overlay for the spectator mode * I would love to find a way to increase the font size for the full grid number and the ASL data shown next to the cursor on the map (401019, 35m) DOWNLOAD: http://www.mediafire.com/file/bmp406jw1lsx9rj/@More_Readable_MapV2.zip Credits: Tomahawko for his bhc_map_contour mod
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