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Found 145 results

  1. As of Dev Branch 1.59.135843 (May 4, 2016), the ground textures do not match the satellite or mid-range textures in some environments on Altis and Stratis. I believe that this is a result of the new lighting. The new appearance of the ground textures is a lighter dead grass color, allowing the US Multicam uniforms to do their job, but as you get farther away it turns the ground back to a dark green color. This makes it very difficult to know if you and your team are concealed or not and also makes enemies easier to spot (which is no fun if they're supposed to be hiding). I'm not sure of any easy solutions to this, as re-painting the entire map texture will take quite some time. Here is a view from close-up: And from far away:
  2. 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:
  3. 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
  4. Latest Version: 1.4.1 (08|10|2016) This mod adds something new to the trusty old map! It allows the player to place an "unfolded" map in the world, so that everyone can enjoy the benefits of a map, even if someone doesn´t have one in his inventory! Features: Place an "unfolded" map in the world using the ACE_Self_Interact_Menu! Open the map screen using "this" map! See the map markers of the person who placed the map on the ground! Your markers will be less visible, so that you can distinguish between yours and the ones on the map!Ability to copy these markers into your own map (Hover over target marker and press CTRL+C)! Players can place the map on objects, for a more immersive feeling (With CUP | RHS support)! Change the availability of ACE_Map_Gestures to only be usable on the unfolded map! (Set-able through CBA_Settings) Supported objects: ​ Planned: Requirements: Community Base Addons ACE 3 ​ Installation: After unpacking the .zip-file into your ArmA 3 directory, all the files you need to use the mod should be inside the "Addons" folder! If you want to use the compatibility pbos´, you have to move them from the "Optional" folder to the "Addons" folder! Download: R_Unfold (v1.4.1) R_Unfold - Unfoldable Map v1.4.1 Media: The following video is just showing how it works and looks! Changelog: 1.4.1: [ADDED] Language Spanish. [FIXED] ACE error when placing compatible vehicles on mission start (May also fix missing actions on supported vehicles if you encountered some). 1.4.0: R_Unfold: [ADDED] CBA_Settings support (Replacing "R_Unfold Settings" Module). [CHANGED] Module "R_Unfold Settings" has been disabled. (Will be kept for compatibility) [CHANGED] Cleanup in some functions. [CHANGED] script_component.hpp to make it easier to create compat mods for vehicles RHS Compat: [CHANGED] Compat is now fully dependend on RHS (AFRF and USAF). [FIXED] UAZ interaction point and map position are both too high. CUP Compat: [CHANGED] Compat is now fully dependend on CUP_Vehicles. 1.3.0: [ADDED] ACE_Map_Gestures Restriction: Toggle ACE_Map_Gestures to be only available on the unfolded map! [ADDED] Module "R_Unfold Settings" for ACE_Map_Gestures Restriction and for future additions! [ADDED] Workaround to read module settings from module "R_Unfold Settings"! [ADDED] Languages Italian and French! [CHANGED] Some spring cleaning! [CHANGED] Moved actions from script to config! 1.2.0: [ADDED] Polish translation (Thanks to @doman)! [ADDED] Ability to place map on certain objects (Supported: tables, whiteboard, quadbike)(Thanks to @baermitumlaut for helping me with the interactions)! [ADDED] Optional CUP and RHS compatibility pbo´s (Supported: HMMWV´s, UAZ)! [CHANGED] Some minor changes on the code itself! [FIXED] Ability to unfold map while using the map! 1.1.0: [ADDED] Localization (Supported languages: German and English)! [ADDED] Ability to see the map markers of the player who placed the map! [ADDED] Ability to copy the markers off the map (Only if you have a map or a similar item)! 1.0.0 a: [FIXED] Discrepancy between Bikey and Signature (New Bikey)! 1.0.0: Release!
  5. Created a mission, went perfectly fine. Tested constantly through the entire creation. Only simple modules and scripts used. Suddenly the screen is locked in the sky when I preview the mission. All I had done between the preview working and not working was add some empty props like signs and chairs! I even tried to remove said items but there was no luck. I spent an hour rolling back my changes but to no avail. This is exactly whet I get when I hit "Play SP" from the Eden Editor:
  6. So when I go into the map on Arma, you can shift and click to place a marker, so that when you are off the map you can see the distance and direction your marker is. But my problem is that when I shift and click to place a marker it does the circle loading symbol for the mouse the first time, then the second time I do it, the game closes for no reason. I get no error message, or that it's crashed, and no one else gets this problem but me... :huh: This is really frustrating because when I am going to missions or helping a friend out and I do this, the game closes and I have to start up the game again and go back onto the server which takes several minutes, is there any fix to this?! :unsure:
  7. Hello ArmA 3 Community. For the last 4 months i've been working on a terrain called "Finland". It's a fictional terrain based off Finland, the country with the 1000 lakes (and a few more). This is not a release but an inside look at what it will turn into when it's finished. Finland is a winter terrain at the size of 10 x 10 km, all of which is playable. Features: (so far) Custom Trees (A2) 1 Big city 2 Airfields, 1 military and 1 civillian Few military outposts and bases scattered across the map. Couple of small and medium sized villages all across the map. Lots of lakes (It's finland after all) Lots of mountains. A big easter egg (physicly big) https://gyazo.com/0249191e61b5cbf357b78846d2c863d1 https://gyazo.com/c77d388d13640de5ab3ae4631ed67068 https://gyazo.com/198fc7a43c1ca300984df17db51049e6 https://gyazo.com/d1740f7c859a897f70cb0bfeac15b699 https://gyazo.com/2c5da9ef2cc25fa8f37cc3d42e8b3032 https://gyazo.com/5c242f4eed67279c1d6f93cb20512368 https://gyazo.com/c15876b640c9985dbd899d1f6f2d8d66 https://gyazo.com/b3528ce3ce716b86e3e68dffbd7fd934 https://gyazo.com/09493ee068d2d42cca6abd874a57fece https://gyazo.com/40824d0d3f10360ac4542824b584145b Planned Features: 1 more big city Few more villages Complete second airfiled Flatter roads and much more. I am happy for any feedback that i can get, positive or negative :) Thanks for reading //Cookies
  8. Sugar Lake v1.51 by Major Desync Background Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries. Given the strategic importance of these assets, Sugar Lake is home to two recently requisitioned military installations - Joint Air Facility (JAF) Sugar Lake (formerly Sugar Lake “International†Airport) and Camp Burnside (formerly Sugar Lake Marina). The military detachments in these bases are supported in local security and counterinsurgency actions by a number of private military contractors (PMCs). The most prominent of these is Ion Services, which operates out of an extensive facility in the port. The security provided by these forces has encouraged the government to locate several of its displaced persons (DP) camps in Sugar Lake, housing citizens internally displaced by the virulent insurgency that wrack the country. Some of these refugees have voluntarily fled conflict zones, others have been resettled as a result of Ward of the Government Orders. Corporate Social Responsibility Pacts with a number of private enterprises, including Vrana Industries, provide these refugees with welcome opportunities to supplement their subsistence allowances with Productivity Credits by working in the local oil and port facilities. Insurgent and other criminal groups have tried to exploit the DP camps as recruiting grounds, but thanks to the vigilance of the government, the military and their PMC security partners, their efforts have been unsuccessful thus far. The Vieilhomme Delta is a maze of bayous, channels and watercourses of varying size, and low-lying islands covered with tall marsh grass and patches of dense forest. The wetlands are infested with a number of anti-government militias. According to government sources, several of these insurgent groups are proxies for foreign states and non-state actors bent on the destabilisation of the country. Moreover, many insurgents are affiliated with international organised crime syndicates, who have made Vieilhomme Delta a highway for narcotic and arms, and human trafficking. Features: Terrain dimensions: 8.2 km x 8.2 km Terrain area: 67.1 sq. km (same area as Zargabad) Heightmap resolution: 4 m/pixel Elevation range: -15 m to +16 m Approx 280,000 objects drawn from A1, A2, and A3; AiATP or CUP Terrains is a required addon. Vast majority of buildings enterable. Low-lying river delta marsh terrain, with high marsh-grass and patches of dense woodland; many navigable bayous, bays, and channels. A large low-density urban area surrounded by levees, and several small outlying delta settlements. A large industrial port facility, with a number of different compounds, including a PMC base, several shipping container yards, and oil storage plants. An air-base, with extensive hinterland and associated radome installation, military camp, and fuel storage facility, all surrounded by levees. A military camp with extensive dock, field hospital and airmobile facilities. A range of industrial facilities including several oil refineries and isolated outlying extraction rigs and installations. Sugar Lake's size, topography, ground cover, and locations make it perfect for amphibious operations involving boats, subs, and divers, and/or airmobile elements, as well as counterinsurgency search-and-destroy missions, and/or insurgency raids against military or industrial infrastructure and/or personnel. The various oil and port installations are suitable for close combat and MOUT. This is not an ideal map for extensive armoured maneuvers, aside from convoys. However, Sugar Lake does offer a chance for amphibious vehicles to shine. Required Addons: CUP Terrains OR All in Arma Terrain Pack (note AIATP is no longer being updated, so CUP Terrains is recommended) Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Media: Screenshots Video showcase by MS Leveldesigns Video Zeus flythrough by Hisashi Nagato. Review by Officially Lost. Change log: Beta v1.0: First release. Beta v1.1 (16/11/15) FIXED: Error message on start-up: “Cannot Load Texture Ca\misc3\wf\data\black.pac†by removing several objects including tents from the DP camps. (Thank you Auss for the pro tip!) FIXED: Placement and height of a number of objects - including oil platforms, wood docks, powerlines etc. ADDED: More pier ladders to oil facilities and wooden piers to make it easier/possible to climb out of water. Beta v1.2 (26/04/16) FIXED: Ugly artifacting on dirt textures due to new parallax mapping. FIXED: Various misplaced objects (floating garbage bins, sandbags etc). TWEAKED: Sugar Lake now uses the CUP Terrains models for all pre-Arma3 objects. It is still compatible with All in Arma Terrain Pack as of this release date. TWEAKED: The following objects incompatible with the latest versions of MakePbo have been removed: Shooting_range_acr, seacat, garbage_metal, powgen_big, TWEAKED: The positions of some of the army_hut, hotel and yellow bungalow house objects, and objects around them to compensate for inconsistent positioning in CUP Terrains. Beta v1.21 (hotfix for 1.60) (1/06/16) TWEAKED: Config and surface textures to come up to 1.60 standard. Fixes the 1.60 Black Sky bug. Thanks to james2464 and Makhno for the necessary know-how. Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips. Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update) v 1.5 (05/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4 v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5 Known Issues: 1: The row of buildings at grid 056978 has a weird lighting glitch, where they do not appear to reflect the ambient artificial light after dark. However, it will reflect vehicle lights, and lights placed via Zeus. 2: A3 water is invisible through A2 windows, which gives players x-ray underwater specs when looking through them. 3: Since v1.2, running Sugar Lake with All in Arma Terrain Pack, produces an annoying, but harmless error message requiring the CUP_Ca_Plants_E2 addon when launching Arma 3. Select OK to close the message and resumes the game launch. As of this release, Sugar Lake is still fully compatible with the All in Arma Terrain Pack. 4: Some of the A2 trees do not play nice with the new A3 lighting. Credits & Thanks: Silola for the outstanding X-Cam mod, with which most of the objects in this terrain were placed, and without which this terrain would have been delivered in multiples of the time and fractions of the quality. CAPTNCAPS (teamproskill) and FSF for their ever helpful Terrain tutorials. Bushlurker, M!lkman, Jakerod, Uro, Aus and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero, whose tools underwrite most of the the Arma modding community. Gav for alpha testing. BIS for producing the Arma series. Download links: Steam Workshop Armaholic PlayWithSix
  9. Capt. Fantastic

    [WIP] UK Maps Pack

    Uk Maps Pack! Firstly welcome and thank you for taking the time to read my post. A few months ago I learnt to make maps for Arma 3. After reaching a stage I felt I would be able to give it a shot, I made several small test maps to have a look at the functionality of Terrain Builder. I have now begun making my first official map for Arma 3, it will be a UK based map, as stated in the topic title. It is based on a small Island called Fair Isle (See Here For Location) I will try to be recreating the Island as accurately as possible, this may be difficult due to the cliffs that surround its cost line & the angle at which the cost lines drastically changes but I will give it my best shot! I will be creating custom buildings for this Island as well, this will increase the immersion and benefit missions scenario. But this will be a secondary aim as I want to get the map created and A3 buildings in as place holders to start. Also every map will have a winter variant so there will be a large variety of maps and seasons. For Details about the map and its towns, airstrips and layout see the image below. Map Screenshots Below is an album I have created that will be continuously updated as I add more locations and features. It currently includes one map location in early development, general screenshots and some building models in early development. http://imgur.com/a/bCsRt The terrain will take priority over the models, the map will hopefully be released for Christmas in working order to allow people to give feed back, any issues found with the map will be fixed by next release in February next year. Please be aware that I am the sole developer on this pack so it will take time to finish but i will be working as fast as possible with the intention of the best quality possible. Please leave any comments that you have here I will try to respond as quickly as possible!
  10. Mr_Xile

    Map Maker

    So i have been wanting to make a map for some time and have been trying and trying and my terrains look very bad so i have now decided to see is any one i willing to make the base terrain what i mean by that is just the base terrain is no trees no road no buildings etc just the land mass water hills etc i will be paying for this. the map i would like to create is this https://www.google.co.uk/maps/@39.6350129,2.7992858,10.59z i want the land to span 13km by 13km with about 5km water around it if anyone is intrested hit me up a pm thanks Xile
  11. Hi, we currently working on a new map called Taunus and we want to show you some progress regularly within this thread. The map will be powered by X-Cam of course and we will invest hundreds of hours, during many MP sessions, in order to finish this map ... asap. Please don't ask about any "release date" because we have only recently started ;) So far 4 people are working on this map: MemphisBelle (MIA) Hotzenplotz Chaser Silola Map size is 20480x20480 m Grid size is 4096 cells Cell size is 5 m If you want to see the whole "first Taunus album", then please follow this link: http://imgur.com/a/7Cuud Silola
  12. Version 1.2 Download : http://addons.ofcra.org/cirav/@Bozcaada-v12.7z ------------------------------------- Serverkey included Map size : 20km x 20km Bozcaada requires no additional addons. Google map Description : Bozcaada is an island of Turkey in the northeastern part of the Aegean Sea. Administratively, the island constitutes the Bozcaada district of Çanakkale province. With an area of 39.9 km² it is the third largest Turkish island after Imbros and Marmara. In 2011, the district had a population of 2,472. The main industries are tourism, wine production and fishing. The island has been famous for its grapes, wines and red poppies for centuries. Source Dev Team : -Cirav -Ruskoff -Arthyc -Vincent Spécial thanks : -F.S.F for Wiki Labs -Mikero for his tools -Bohemia Interactive Studio Changelog v1.2 : -Modified Map Grid -Modified entrance airfield -Remove building on road -Remove errors factory_main_part2_f.p3d Changelog v1.1 : -Modified satellite map -Modified texture map -Add karting track -Add checkpoint -Improve miltary post -Improve airfield -Improve the city of Merkez -Improve roads -Add some objects Screenshots v1.0 : http://img15.hostingpics.net/pics/349646bozcaada01.jpg http://img15.hostingpics.net/pics/773117bozcaada02.jpg http://img15.hostingpics.net/pics/886041bozcaada03.jpg http://img15.hostingpics.net/pics/558433bozcaada04.jpg http://img15.hostingpics.net/pics/577990bozcaada05.jpg http://img15.hostingpics.net/pics/774234bozcaada06.jpg Screenshots v1.1 : http://img11.hostingpics.net/pics/5027004801.jpg http://img11.hostingpics.net/pics/7542195002.jpg http://img11.hostingpics.net/pics/4412749203.jpg http://img11.hostingpics.net/pics/1922537604.jpg http://img11.hostingpics.net/pics/8417488105.jpg http://img11.hostingpics.net/pics/5420923506.jpg
  13. 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:
  14. Hi there im new around here but i think this is a great opportunity for a map creator. Were a new team creating a mod , we hope to be the next big mod in arma 3 we have no desire for this mod to be any sort of RP mod as we believe there are enough of those out there already (no disrespect to those who have made RP mods its just not our style) Were a good situated team we all get along and have a real passion for this idea, so far our in our team we have : designers, scripters and people who are great with server hosting. We are looking for a map creator /builder , the person needed should be experienced with terrain and building a map from scratch. Contact us if you're interested Steam ID: WaveyTots DonDamage
  15. WIP [sorry for my Inglish i use transladator] Cabrera Island is a small island in the Balearic Islands, Spain. I have tried to capture their profile and best field within the constraints that give me the objects. In some cases due to the limitations I have taken some license. This version is in Beta01. Missing many things yet to make and review. cheers [ESUS]SinGloT Some hi-res screens: http://imgur.com/a/lz9aw#0 http://imgur.com/a/8F9ng#0 Video InGame https://youtu.be/tqxUcyQ6fBA https://youtu.be/L1jDPPHaVM4 https://youtu.be/I1hrPd3LWtw ================================================================================ -------------------------------------------------------------------------------- Mapframes Definitions Name: "kab" [current] Easting (m)..............: 200000.000 Northing (m).............: 0.000 Size (m).................: 10240.000 x 10240.000 Terrain grid size (cells): 1024 x 1024 Terrain cell size (m)....: 10.000 Imagery size (px)........: 10240 x 10240 Imagery resolution (m/px): 1.000 Texture layer size (m)...: 20.00 x 20.00 ================================================================================ ================================================================================ Trabajando en el Isla de Cabrera es una pequeña isla situada en las Islas Baleares, España. He intentando plasmar su perfil y su terreno lo mejor posible dentro de las limitaciones que me dan los objetos ya creados. En algunos casos debido a esas limitaciones me he tomado alguna licencia. Esta version esta en Beta01. faltan bastantes cosas aún por colocar y repasar. ================================================================================ Salu2 [ESUS]SinGloT Some hi-res screens: http://imgur.com/a/lz9aw#0 http://imgur.com/a/8F9ng#0 Tutorial Crear Mapas en Arma3 - Español
  16. SOLDIER TRACKER by QUIKSILVER v2.6.0 CREATED: 8/08/2014 UPDATED: 11/10/2023 A3 2.14 Download (GitHub) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINK: Download (GitHub) Cheers! 🙂
  17. Hi everyone! I would like to announce in this way some planned additions for the Altis map. Besides small, rather visual, adjustments and improvements like the addition of new detailed models (street benches, phone booths, kiosks, etc.) or the extension of signposts to more crossroads, there will be two larger location additions. Namely, it will be The Stadium and abandoned Ghost Hotel compound. Ghost Hotel compound [21889.8,20975,0.00120354] The Stadium compound [5478.28,15003.3,0.00146103] http://i.imgur.com/8ohlMqW.png (691 kB) We believe that these new locations will enrich the Altis map even more and offer an interesting background for your custom missions and skirmishes. And as a small teaser, here are a few photos from real-world locations that served as inspiration: http://i.imgur.com/H7gF1PZ.jpg (198 kB) http://i.imgur.com/bdABzNO.jpg (137 kB) We're curious to learn what you think about these larger changes - especially since it may affect custom scenarios you have already created in the above locations. We don't intend such large changes beyond this.
  18. SQUAD CONTROL (SQCTL) The goal of this tool is to provide mission makers an easy to use, easy to implement, way to control more than one squad or group at once. While this tool allows you to control an unlimited amount of squads (up to the hardcoded max of 63 groups per side) it’s mainly focused on scales from fireteam to platoon size. Anything beyond that can easily become a management nightmare, even with all the tools provided. I wouldn’t suggest going beyond company level, but it’s obviously up to you. Features Manage several groups at once, from fireteam level to company and above Keep track of the health status, current orders and position of all the squads under your control Issue orders to individual squads or to the groups they belong to Transfer units between any of the squads under your control Create new groups and assign squads to existing ones Rename your groups or squads to be easily identifiable The location of enemy squads will be broadcasted among each side Squads will move and follow the player in formation DOWNLOAD v1.0: http://www.mediafire.com/download.php?lu7473dgt6ddc97 Includes the template, a demo mission where you control a platoon and another one where you control several fireteams in a USMC squad (this one requires WW4). Requires USMC Symbols v1.2: - ftp://ftp.ofpr.info/ofpd/unofaddons2/USMCsymbols12.zip - http://www.ofpec.com/addons_depot/index.php?action=details&id=69 Installation Merge the template mission into yours Copy all the files and folders in the template mission (except mission.sqm) to your mission’s directory Edit the SQCTL_settings.sqf file you copied, if appropriate. Advanced: Instructions To put a squad under the player's control you'll have to add it first, using something like this: [<this group>,<nameOfTheSquad>,[<groupItBelongsTo>,<nameOfTheGroup>]] exec "SQCTL\addSq.sqs" So, if you want to add a squad to group number one you'd do something like this: [group this,"",[1]] exec "SQCTL\addSq.sqs" To add a squad to group number two you'd write: [group this,"",[2]] exec "SQCTL\addSq.sqs" etc If you'd like to name the squad you'd do something like this: [group this,"1st SQUAD",[1]] exec "SQCTL\addSq.sqs" And if you'd like to also name the first group you'd do: [group this,"1st SQUAD",[1,"1st PLATOON"]] exec "SQCTL\addSq.sqs" If you don't provide a name the squads and groups will be named automatically ("SQUAD <x>" and "GROUP<x>" respectively). To name groups you only have to provide the name in one of the squads. It doesn't matter if it's the first or the last. To issue an order to a squad or group: Click on the “ORDER†button to issue orders to the selected squad or group Select the order you want to issue from the combo box. Using the arrow buttons move the map where you want the squad or group to execute the order Click the “ISSUE†button Expanded instructions: Known Issues Sometimes an error will occur when issuing a follow or any order that requires a formation if the squads or group is already in one. This might occasionally stop the new formation script, forcing the player to repeat the order. This will be fixed in a future version. Notes This version isn’t MP compatible. This feature will be included in a future release. I’ve considered allowing the queue of several orders per group, but I finally discarded it. The goal of this tool is to provide a simple way to manage several squads at once, through simple orders. For other uses you should probably use something more feature-packed, such as the Command Engine or Drongo’s Toolkit. This tool makes extensive use of the forceMap and mapAnim commands. I always wanted to figure out their potential and decided this was a good project to try them out. While it has the big disadvantage of having to navigate by clicking buttons and not dragging with the mouse it allows me to forget about the headache inducing and easy to break onmapsingleclick. So far I like this, but if you think it's a nuance feel free to say so. Credits vektorboson (OFP script lib) Toadlife (formation_extended.sqs) Snypir (distancepos.sqf) bn880 (sortbubble.sqf) Drongo’s Toolkit and Command Engine for inspiration EXTRA Below it's the OFP Dialog Maker file I used to create this. Take it if you want to edit the appearance of this tool or add or remove features for your own use. Or whatever. DOWNLOAD OFP Dialog Maker save file : http://www.mediafire.com/download.php?dpxlp08347p9b2t
  19. In Porto, everything seemed normal, same for the soldiers there. Just another routine patrol. But this time, it goes horribly wrong and the soldiers find themselves fighting for their lifes. Can you survive? http://www.youtube.com/watch?v=lKVrRQQNDBs Rate, Comment and Subscribe! The mission is avalible on www.armaholic.com and is currently on the front page.
  20. We are releasing some information related to materials basics, texture maps etc. You may find them useful for Your projects. 1. RVMAT Basics (SuperShader, MultiMaterial, SkinShader, Procedural/Glass/Water/Detail/Normal/Specular/Tree etc. maps) URL: http://community.bistudio.com/wiki/RVMAT_basics Done: SuperShader for MAX and MAYA (no .fx files yet) http://community.bistudio.com/wiki/Super_shader Done: MultiMaterial for MAX (no sample .mcr script yet) http://community.bistudio.com/wiki/Multimaterial Done: SkinShader (no sample MAYA cgfx (screenshot) yet) http://community.bistudio.com/wiki/Skin_shader Done: Face wound textures http://community.bistudio.com/wiki/Face_Wound_Textures Done: Static Environmental Reflections (published mainly for compatibility reason as SuperShader (includes environmental map/fresnel) replacing this functionality) http://community.bistudio.com/wiki/Static_Environmental_Reflections * - some hints about physical properties at bottom http://community.bistudio.com/wiki/RVMAT_basics#Physical_properties (including Bullet Penetrability ) 2. Texture Map Types (includes HQ NM) URL: http://community.bistudio.com/wiki/Texture_Map_Types 3. Post Process effects URL: http://community.bistudio.com/wiki/Post_process_effects 4. Unit ergonomics (Soldier model proportions) URL: http://community.bistudio.com/wiki/Soldier_model_proportions 5. Weapons settings (some informations about weapon configs) http://community.bistudio.com/wiki/Weapons_settings 6. Damage: http://community.bistudio.com/wiki/Damage updated in BIKI: http://community.bistudio.com/wiki?title=Weapons_settings&diff=57833&oldid=56416 http://community.bistudio.com/wiki?title=Bullet_penetrability&diff=57836&oldid=52134 http://community.bistudio.com/wiki?title=RVMAT_basics&diff=57820&oldid=52837 while it's minor i hope it helps bit :) 7. other documentation per demand and as needed @TBD NOTE: Please don't edit these wiki pages w/o some prior discussion with BI staff as we will add more info into these in future ... Per demand => if it's possible i will see what can be done about such requests ... if you not post here just bug me on ARMA2 irc channel
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