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Found 128 results

  1. BARIGA EDIT: 1.4 out: - repacked content for better filesize - fixed objects not showing on ingame map - minor changes to placement of some trees (wich were ranging too far into roads) (older version also included:) - Replaced bulletproof bushes with custom made (non bulletproof) bushes. - Added signature and bikey steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=886316372&searchtext=bariga Armaholic download: withSIX download: ArmA3.de Mirror also avialable (still 1.2): DESCRIPTION: This terrain is completely fictional and not based on any realworld location. I tried to acchieve a look that differs from other terrains, as it is always nice to have some variation. Background: The area of Bariga had to be evacuated because of an incident in a research facility nearby. Nobody ever returned and the evidence of the escape in a hurry still can be found all arround the settlements. ----------------------------------------------------------------------------------------------------------- some specs: size: 25 km² about 300000 objects (mostly plants though ;-) ) custom terrain-textures ----------------------------------------------------------------------------------------------------------- This is my first terrain ever, so please be dulgent ;-) SCREENSHOTS: And as requested... SATELLITE IMAGE
  2. Hey. Wanted to show-case the new map Kobbvatn for Arma 3, made by Xindrum and my good friend FargeBlind. We have been working on this map of our home location in Norway, Kobbvatn / Mørsvik to Arma 3 for quite some time now, and we felt that it's time to show what we have done so far. There remains a lot of work until the map is complete, but we will launch it to the public when we feel it's playable. Kobbvatn - New Arma 3 Map Trailer We hope you are looking forward to getting your hands on the map because we can hardly wait to finish it. Enjoy.
  3. Fort Jackson, South Carolina I have finally got my terrain builder working! I can finally continue my progress on my terrains! About this project: This terrain is based on Fort Jackson training grounds. This terrain will be a bit off from real world as it is intended and built for ArmA units and people looking for a training ground with ranges that are built according to real satellite imagery. The buildings and compounds will be different and changed, roads, foliage and geographical features will be as accurate as I can get them. There are a LOT of empty areas and ranges as you may notice when exploring, this is done on purpose for individuals and units to build their own training areas. This terrain will be modified and not resemble the real world terrain 100% and is not meant to look pretty, it is purely made for the unit I am currently in! This terrain is intended for individuals or groups to use as a training ground. Required Addons: None Release State: v1.1 Features: Main spawn area. Accurate tree lines. Multiple ranges (Both built and empty for custom ranges). Partially built MOUT area (Partially built on purpose for custom MOUT layouts). Airport. EOD area. Ordnance and Heavy Weapons range (Mortars, vehicles, static weapons, etc). Fort Jackson Photo Gallery (NOTE: The images in the gallery are from when this terrain was Work in Progress): Download V1.1: https://drive.google.com/file/d/0BwO9rIv0F5O4clRjQUxzVUpJamM/view?usp=sharing Please report back any issues about this terrain, thank you.
  4. Hey, I´ve managed to get a detail map (_dt) with Super shader (.rvmat) in game. Everything is working quiet well, only that the colours are way too strong, it basically miss readys the alpha channel. Colours which should be at about 10% visibility are at almost 100%. Does anyone had experience with that problem before? Ps: For the texture, I have exported the texture_ca.png to texture_ca.paa and renamed it to texture_dt.paa. (exporting as ca works better than dt, see pictures) What the texture should look like http://fs5.directupload.net/images/170414/gn8dqwb3.png What it looks like with _ca export http://fs5.directupload.net/images/170414/x5gbdevp.png What it looks like with _dt export http://fs5.directupload.net/images/170412/ihxtojl9.png (ignore the error, solved already) Thanks for helping! MfG Benno .rvmat file
  5. I have a problem and can not go on and if I want to pack with Pboprojekt the PBO I always get this error. The source or terrain builder is closed and everything else is not used.
  6. Michal VereWolf Čížek

    Presentation of My Heightmap

    Hello, Is it interesting to create this maps? Or Are still satelite maps better? https://skfb.ly/6pG6t https://skfb.ly/6pvrE
  7. Hi i wonder if someone can help i have been following this, when i go to open buldozer and this is the error i get https://gyazo.com/4727f2e83b96d0a5e614f4c0ab535c46
  8. Hi i am starting a new community and we have all put time into doing scrips for our server now i had a thought today and decided that i wanted to make a custom map for our server now i am not sure were to start iv only used x cam to edit other maps and that is it im not sure on how and what i will need to do. I would really appreciate if there is someone who can help or point me in the right direction. If you are a map creator and would like to talk to me to participate in the project or point me in the right direction i have a teamspeak im always in. ts-theukalliance.co.uk Thanks i hope someone can help!
  9. 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
  10. Hello! I'm currently making a map without an airport, is there any possible way we can do this? I've had two results so far, one of them being with no input in the ILS arrays: it would end up in an airport being placed in a random location (same happens if you have no roads but just that there'll be random roads!), or in a error message of "No ILS assigned" _(if I input one empty value of like, zero) on start-up of the map. I'm gonna add one to my other map, but the one I'm currently making is an unhabitated island and there isn't much of a point for it to have one as it is sort of a small terrain of 2048x4 and the island is very narrow. Anyone have any clue what I could do? Thanks you!
  11. UNSUNG TEAM RECRUITING In order to continue producing this great mod at a high level of quality and quantity for the Arma community we are currently looking for the following people to boost our team productivity: 2 x model porters - porting models from arma 2 to arma 3 (e.g. motorbike, bicycle, helicopter, tank) - you need to have basic knowledge of Arma Tools (object builder) - we can teach you the rest, you just need to be willing to follow our guidance. - These posts allow people the ability to grow and develop their knowledge in model development. 2 x building artists - high level of ability to make new scale models from scratch in whatever program you use - uv mapping and texturing models - we can import to p3d / rig / animate / and config - The buildings are for a new urban map based in Hue 1968 that our world-builder artists are developing. - Your creative input to that map would become legendary! To be part of our team you will need - about 6-10 hours a week for no pay, except being part of a supportive 14 year-old modding team - open-minded and teamworking mind-set - skype account for group-chat - tortoise svn (we can teach you how to use that) Interested? please send me a PM or join the skype group here ok now onto the plan.... HUE 1968 We are planning to build a giant map of Hue City, 1968, to re-enact the Tet Offensive battle for Hue between 16 battalions of ARVN, US Army and USMC vs 10 battalions of PAVN and PLAF (VC). The city has a giant historic Citadel with moats from the Perfume River this is our satmap so far this is the approximate area footprint we plan to create Some useful resources http://1project2far.blogspot.co.uk/2015/04/six-block-war-finding-your-way-around.html http://www.miltours.com/image/data/brochures/lneckhuepart2.pdf https://drive.google.com/drive/folders/0B2vQ__WUjXkGaHNUWnYxRjQyT0E?ths=true https://drive.google.com/drive/folders/0BwNE3oNWMiBDRGV3R2JlT24yMHc?ths=true original map from 1968 and other free maps of vietnam here: http://www.lib.utexas.edu/maps/vietnam.html original vietcong 2 assault on the citadel this is the key one - the MACV compund and streets to the bridge The aim is to build both banks of the river, with a variety of key features: - the hospital, treasury building and provincial admin building, cercle sprtif, MACV compound, etc - the main focus of fighting - citadel, Dong Ba Tower, Tong Tu Gate, West wall bridge, etc - Nguyen Hoang Bridge (6 hump suspension road bridge) - factories - churches - cinema - shopping streets - housing - river and canal bridges - stairways - bunkers - offices - roads and street furniture - fences, walls and railings We are also building a range of new armour and air assets to support this battle, which will be added to Unsung mod during the coming year, these include: - M41 Walker Bulldog - M42 Duster - M50 Ontos - PT76 - Type 63 APC we also need a new M274 Mule - if anyone fancies making one, or donating for it (Edit - Howells is making one) some pics of Hue buildings follow. We are keen to attract some new modellers to help - port and convert Takistan buildings and other A2 assets (not much experience needed as we can teach you) - retexture A3 assets if and where possible (and legal) (texture artists familiar with photoshop or gimp) - build new models (experienced modelers - we can help rig and config for arma) We feel that the release of this map will be a legendary event in the Arma series. Why not join the gang creating it? If you don't have much experience, we still have work, so long as you are prepared to make a commitment to completing one model task. Time-wasters need not apply! the work can be hard, so you mainly need enthusiasm and endurance. so yeah, it's a big project, we need people who can make street-signs, shop signs, railings, bridges, rubble piles, right up to citadel bastions, bridges and cathedrals. so if anyone out there can lend a hand, it's gonna be an awesome battle in the end - a legendary map for the arma series. we already have the satmap done, with the rivers and canals already in. Razorback, Londo and maybe Icebreaker are gonna be working on the basic layouts and ground textures we just need a lot of buildings and parts. I have imported a lot of stuff from takistan already, but if we could get some guys wh ocan just do the importing process on more of the takistan houses, i can help them with a process to follow, and guidance. it's a good way to learn your way around arma building models. then we need texture people to retexture the buildings to vietnamese colonial colours and signs, add shutters and details etc
  12. Hello guys, my System: I7 2600k @4,0Ghz OC | MSI-P67A-GD65 | 8800GTX Old Gpu i already bought new one! (GTX 770) | Scythe Mugen 4 Tower Kühler | 2x8 GB 1333mhz | SanDisk SSD 128GB | 1000GB Seagate Desktop HDD This is my new System and i got a new SSD, i had arma 3 und my old pc on the HDD its working fine without freezing. Windows 7 and Arma 3 installed on SSD. My Problem is if i go on the map after 2 seconds my game with sound freeze for like 4 seconds, exactly the same if i press escape and go again on the map. What i did for the "Fix" remove dll allcuator, remove performance client, remove Startupparameters, remove all settings like exthreads in the luncher, did not fix it. btw sry for my bad english Video how it looks like: recorded with Fraps and msi Afterburner/rivaTuner: I think its the gpu, and if i look up in the sky my game also freeze. Please help me D: ~Fabian
  13. Hello! I cooked up a simple little config mod that reduces haze on all of the vanilla, apex and CUP maps. This is more of a personal tweak as the default settings made me feel like there is a constant fog hanging in front of me. I only reduced the haze as removing it completely made the terrains look bad. The fog still works fine, the shorter view distances also look fine. The only known issue is the fact the sky gradient looks a bit off. By default only Stratis, Altis and VR are enabled. You can enable the reduced haze for other maps by moving/copying pbos from the "optional" folder. For interested, I changed "hazeBaseBeta0" setting in CfgWorlds for each of the maps. DOWNLOAD: http://www.mediafire.com/file/35euuiyfja9ti5i/%40reduced_haze.zip NOTE: Screenshots were done with 6km view and object range. BEFORE: hazeBaseBeta0=7.9999998e-005; AFTER: hazeBaseBeta0=2.9999998e-005; Some more pretty pictures
  14. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  15. Hey guys, today I want to show you our work on the Tunnel of Broken Society, its a Metro / Stalker theme map made with the Virtual Reality. Its a showcase showing the work made by BRATE. He putted in countless hours into the map and we are very happy to be able to share it with you all. Currently there are quite a lot of things in it already such as - Highway-Tunnels - Subway-Tunnels + a Train-Station - Sewer Ducts - Air Shafts - Maintenance Rooms - Office Rooms - Shelters - Rescue-Tunnels - Ambulance Rooms - Secret Hiding Spots (Small Caves) - Survivor Campsites - Rescue Checkpoints - Secret WeaponDeliverie Trucks - Watchtowers (Built of Scrap) - Big Train-Sidings - Secret Spots - Some Easter Eggs --- Recently added areas --- *Added new Easter Egg *Added new Light System *Added new Subway Areas *Added new Subway-Area *Added Canal-Connection *Highway-Tunnel-Compartment added *Added new Campsites *Added new Watchtowers THERE ARE MORE TO COME! We have more informations and will update frequently there on the steam workshop and the download is there as well. APEX DLC NEEDED STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=839265989 We hope you like it. Enjoy the map.
  16. 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
  17. Hey everyone! After noticing someone ported the South Asia map to A3, I decided to take a similar try at the Seattle map as I quite enjoy it. It mostly worked out, but there were two stand out issues - the ambient cars weren't on the major roads (can figure that out myself most likely), and all the skyscrapers weren't really there, they were big blocks of blue nothing! What I'm talking about So, I figured I would ask here if anyone had this figured out before me. I believe I know why this happens, as the large buildings on this map don't have typical textures like all the others; they're real time reflections, a first for a BI game. I've tried moving the shader files I found into A3's bin.pbo, but that didn't help anything. I've also looked extensively through the TOH pbos and can't find anything useful or related. I really wanna see this map ported, does anyone know or at least have an idea on how to either get the reflections in or just replacing them with normal textures? Huge thanks in advance!
  18. Navajo Lake State Park - Old West Map Description: Recently I've started creating map for my Wild West sandbox - Old West. Navajo Lake State Park is a namesake of a place in USA, New-Mexico. It's 1024x1024 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: It has a big lake named Navajo. Also has mountains, deserts, semi-arid areas and even a little snow! There will be built little towns, farms, villages and also some of the Native American tribes. Plans: Fix map terrain. Update new sat map to a high-quality one (very boring and not necessary). Change map mask. Add foliage. Add buildings. Release it in 1 or a half of a year. Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Snapshots: Changelog:
  19. Hi, I currently working on a new map called Tarin Kowt, in Afghanistan and i want to show you some progress regularly within this thread. Several objects i have permission from, will be used in the map. And if you have any thoughts or feedback, please share it right here. Features: - Grid size: 1024x1024 - Terrain size(m): 10240 - Technical Details: - Grid size : 1024 - Cell size : 10 - Terrain size : 10240 - Satellite image : 10240px - +6 Surfaces + Normal Map - Real world location - Dense green zone - Harsh Desert - River Valley - Open Fields Regards :) Pictures: Update 19/12/16 (This area is still alpha) Note: the rocks will change the texture soon by a more in line with the terrain Other area 19/12/16
  20. Hi, I made a package of patch for old maps (before 1.60 version) with black sky. I choose to patch only consistent map (not in pre-alpha version or unfinished maps). If you want absolutely a patch for a map that is not in the list, send me a PM. To use it : activate the patch of the map you want and activate the map (map not included, it's only a patch). Open the map with "fix" name in order to not have the black sky. Download here Patch available for : - Atlantis Map - Bornholm (lite and normal) - BTC_Al_Jak - Diaoyu - Hindukush - Kandahar Province - Khogyani - Lost Island (normal and winter version) - Sangin - Tilos
  21. Hi, The extended map info is great for displaying friendly or enemy units. The problem comes with civilians when enemy. Then, this feature displays plenty of civilians objects instead of units/vehicles only. Place some objects like weapons, uniforms on ground. Place empty vehicles. Run any mission and make civilian enemies (run this command): side player setfriend [civilian,0] Now, you can see plenty of purple icons in your map at objects positions. Please, make extended map info for units and manned vehicles only, what the friendship could be, between civilian and side player.
  22. This terrain has ceased developement and will NOT be developed any further, Thank you for understanding. Hey ya'll.. So i dont really know how these forums work and all because i'm kinda new here. But anyway.. I'm here to present an addon wich is currently in the making named the "Lowlandz Project". Currently it's not much. Just a small developement team with some good ideas. We're currently a team of four but most of us are working on sideprojects. We kinda want to focus on this being our main project again so we decided to just announce our work so far. -Current Team- [LL] JMR - Map Design & Terrain Builder [LL] The_Fake_German - Map Design [LL] Siem - Map Design & Regional Information [LL] Justin - Configuration & Blender works Here's an older video of a flyby. It doesn't show much. Just some northern islands we call "The Waddenzee" (The plane is a P-3C Orion ported over from the Dutch Armed Forces mod for Arma2 and it won't be included) And here's an older screenshot of the southern region of the map. http://images.akamai.steamusercontent.com/ugc/477771277028294778/38ACBC77F854CA1E9E05688186FCB7E95A82ED7C/ Well that's about it. Just wanted to let you guy's know what we're working on. P.S. I really dont know how the Bohemia forum's work. So if i messed up im sorry
  23. Features: 30x30km 3 large islands, 3 small and a few tiny ones. 1 city with suburbs on island of Gamle Erik 1 Municipal airport in main city. 1 improvised landing strip 4-5 fishing villages. 100s of cabins, shelters and hunting/nature sites all over. (using as many enterable structures as possible) 10 marked mil locations and lots more unmarked. Race track. Long Rally track. Vehicle proving grounds. Actual terrain from Norway. Fictional country of Nordheim. No mod dependancies. 100% custom terrain and road textures. Retextured and nordified European A2 objects and vegetation.(long term, slow progress) More info and media coming asap. Biggest thanks to: TeTeT, Uro, Horriblegoat and Lappihuan. You guys are great and your help improves my mojo!
  24. Lake Chester was an attempt to get a map made for flying and carrier activity into Arma 3. It is a rather large map with 100 x 100 km, but it's mainly sea, some spread out islands and to the northwest a continental landmass. Unfortunately I do not have the time to push this any further and so it sat idle on my harddisk for the better part of 10 months. Which is a bit of a waste, as the map is functional for the purpose of placing a carrier and flying over large amount of empty space :) So it essentially is a test map for flying and not much more. I've had some fun on it with using a plane vs Pookie's SAM pack, though. There's also a small number of buildings that can be bombed... While it would be nice to continue to work on this project, I doubt that I'll have the time. If anyone is interested in pushing Lake Chester further, please let me know. Please do not send me bug reports or feature requests for the terrain, it will stay as is for the time being. Thanks. Armaholic: http://www.armaholic.com/page.php?id=31561 http://www.armaholic.com/page.php?id=31560 PWS: http://withsix.com/p/Arma-3/mods/aQ0jLBK_FkyohicsPj9UaQ/Lake-Chester Here some visuals from the terrain itself: TeTeT [EDIT1: Added PWS link]
  25. Mog2 will be a new map not just an update to previous Mog. 20 x 20 km terrain Large City (over 6x6km) Old Airport / US Army base. Original street layout. All locations depicted in movie Black Hawk Down recreated with much detail. Map will be dependent on CUP Core. Release 15 September.