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Found 145 results

  1. 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
  2. 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!
  3. 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
  4. 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!
  5. 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.
  6. EssacCrown168

    Chenaurus Map

    I suggest to BIS to rebuild this map for these reasons : 1.There is a lot of buildings can't be entered .The 2nd floor shooting position and observation post is very important to urban combat . 2.There is a lot of buildings get bugs when blowed up ,for example invisible wall ,or invisible hill .sometime even hand grenade will make it happen . 3.If you hit some of trees down on downslope of a hill ,they were not fall down to the ground but floating like they are lie down flatland ,And some of trees grows up so high and the tree root is out of dirt . 4.the biggest city Chernogorsk will make most players lag ,especially Sniper ,Marksman and Binoculars .
  7. 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]
  8. At the moment I have a portion of the map showing as part of a dialog that I've created. But, I can't work out how to centre the dialog's map over a position (which I already have stored from an onMapSingleClick command). So, where can I find out how to do this? This is probably the 3rd or 4th post I've started writing with a question on dialogs this arvo, but the first one that I haven't ended up working out for myself.
  9. Hi, I have a group of islands in Global Mapper loaded, and I would like to put them all together. Is there any way to move the contents of a selection to another? (I have also QGis and L3DT Pro if it's necessary) Screenshot: https://gyazo.com/1debefd34c02bc8f2f2fef897d5859d4 (I want to move "Sec 1" inside "Caja") Thank you, Agentep97 :)
  10. Hello evereyone! I googled anything i could think of, there are some similar issues but not really like this. So, i'm working on my first terrain and i exported it for testing the clutter and in the map i noticed something strange http://imgur.com/D89CxRR Then,closely http://imgur.com/NiUtNQt http://imgur.com/AkHxF74 And in Bulldozer http://imgur.com/7fJg4hJ The terrain is 1024x1024 by 10 in ASC format from L3DT. I saw that other users have similar problem but with peninsula terrains, and they solved the problem changing something in the config. How can i solve this? Do i need to go back to the start?
  11. 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
  12. Just a QoL suggestion, would it be possible to center on the player when the map is opened, if they know their own position?
  13. 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:
  14. 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:
  15. 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
  16. 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
  17. 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
  18. 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.
  19. 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
  20. 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.
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