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Found 227 results

  1. Korsac by Vectif Download https://steamcommunity.com/sharedfiles/filedetails/?id=3043043427 Launch trailer Korsac is a 64 km² fictional terrain located in the greater Green Sea region. Inspired by Chernarus, Livonia, and the conflict of the Green Sea region, Korsac is a terrain that aims to provide a modern take on the eastern european setting with the quality of the assets present in Arma 3. The terrain features a main town followed by many sporadic villages along its MSR, with industrial sites and farming settlements out and about. It features a combination of condensed urban combat segments paired up with vast rolling plains and wheat fields, offering diverse opportunities across the board. Korsac is an ideal playground for anything ranging from infantry to full combat arms operations, featuring areas of various density, from urban and claustrophobic towns and villages, to many sporadic settlements and open fields. Images Features - Landmarks such as a main town and multiple villages, industrial sites, farming settlements, radio stations, and a fleshed out airport with attention to runway markings and lights - Custom lighting config for a more dramatic and unique aesthetic - Alternate winter version - Bright nights on clear full moon - Customized weather config - Customized environment sounds config - Customized ambient animals config - Curated spatial sounds from Enoch - ACE Weather support (temperature and humidity) - Small download size - Standalone terrain with no dependencies Additional features - Custom models (objects and structures) made by Bromine - Custom faction configs made from Contact and Apex assets remixed for three relevant factions to the terrain - ACE Weather support (temperature and humidity) Missions Check out the linked collection "Missions on Korsac" for ports of Dynamic Recon Ops, Combat Patrol, and ALiVE! Authors Vectif - Project lead, terrain artist, factions, configs Thoreaufare - Factions, configs, winter version Brominum - Custom models (objects and structures) Technical details - 8 km x 8 km terrain size - 4096 grid size - 2 cell size - 600 mb download size - 350k objects - Elevation range of 790 m to 940 m - Made from a combination of real, fictional, and fuzzed DEMs and satellite imagery data for gameplay and artistic purposes - Produced between April 2023 and September 2023 Donate If you like my work and would like to see more, please consider donating any amount! It makes a huge difference. paypal.me/vectif Additional credits Jef Leeson for voicing the AAN news anchor for the Korsac launch trailer National Agriculture Imagery Program (NAIP) for the source satellite imagery United States Geological Survey (USGS) for the source digital elevation models Sketchuptextureclub for the snow ground detail textures Special thanks HorribleGoat, jujurat, and Ice License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  2. ANZACSAS Steven

    Gueb's Mountain

    Gueb's Mountain Arma 2 terrain port to Arma 3 by ANZACSAS steve. 100klm x100klm. Custom weather and lighting.Updated to use A3 near textures etc. Great for flying and takes great screenshot! https://steamcommunity.com/sharedfiles/filedetails/?id=3142122333
  3. PMC Poland Lask v0.1 for ArmA 3. A very large realistic real world data terrain. Created in 2022. Official PMC Poland Lask Homepage. Official PMC Poland Lask forum discussion topic. Changelog PMC Poland Lask Changelog. Dev Diary PMC Poland Lask Dev Diary. Screenshots PMC Poland Lask Screenshots. Download from PMC Tactical ArmA 3 Downloads.
  4. Arma 3 script / tool that removes objects that share the same coordinates (3 decimal precision) no matter the scale or height. Sometimes you have objects randomly scaled on the map and they share the same point which causes all sorts of issues, mainly bad FPS drops. "Run object diagnostics" from Terrain Builder usually *does the trick*, but does not detect objects that have different size (scale) or height (even couple of centimeters). This is where this tool shines, it ignores height and scale and only looks for exact same x,y location of dupe objects and eliminates all but one instance. Install/Use: 1. Create new folder P:\RealDuper 2. Export problematic layer from the TB to duper.txt and save it in the same folder 3. Run python realduper.py and file output.txt will be created with all the dupes that share the same coordinates x,y (up to 3 decimal precision) while completely ignoring scale and height of the object. WARNING/NOTE: Be careful not to stack any walls or other objects on top of each other, use different layer name for 2nd, 3rd "floor" of objects as that is recommended anyway when you need to fix something later on. 4. Clear/delete old layer (make backup of course first) and import output.txt in the same empty layer to have cleaned up stuff ready. 5. Enjoy optimised Arma3 project 😉 Download: https://github.com/IceBreakr-SBP/realduper Script was kindly made for Arma3 Community by Origin/Wolk from our SBP Team /salute IceBreakr
  5. Hey, I have seen this tutorial by Jerry Hopper Arma Reforger Cinematic Timeline howto . He is saving the whole map into the modfolder to make Eden editable, but in my version the "Save world as" button is greyed out. Does anyone know a workaround? It would be just awesome to get the possibility to delete objects and changing the terrain for so many mod ideas. I don't know why BI is restricting that. Same with the texture files. Modded weapons, cars and everything else could look like it would fit perfectly in the game. Have a nice day Mittens
  6. Lybor by Vectif & Thoreaufare Lybor is a 36 km² fictional mountainous region located in eastern Europe. Inspired by the likes of Bystrica and Sahrani, Lybor aims to bring out a combination between iconic terrain features, featuring an extensive mountain range and a characteristic river which cuts across the region. It is a terrain which will require making use of vantage points, creative thinking, and thoughtful planning. Play to the terrain's strengths to ensure a strategic and efficient navigation for the success of a mission. Lybor is an ideal playground for topographic interpretation, maneuverability, sniping, amphibious vehicles, and gameplay with varying degrees of verticality. Images Features - Landmarks such as industrial sites, lumber mills, market centers, farms, a small civilian airstrip, an electric plant, an abandoned radar station, and a dam - Different types of forest and vegetation in various states of growth (dead, logged, growing, and flourishing) - Extensive mountain range, meadows, and wheat fields - Multiple bridge crossings and cliffside roads - Custom lighting config for a more dramatic and unique aesthetic - Bright nights on clear full moon - Customized weather config - Customized environment sounds config - Customized ambient animals config - Curated spatial sounds from Enoch - ACE Weather support (temperature and humidity) - Small download size - Standalone terrain with no dependencies Technical details - 6 km x 6 km terrain size - 2048 grid size - 3 cell size - 200 mb download size - 500k objects - Elevation range of 224 m to 840 m - Made from a combination of real, fictional, and fuzzed DEMs and satellite imagery data for gameplay and artistic purposes - Produced between February 2023 and July 2023 Donate If you like our work and would like to see more, please consider donating any amount! It makes a huge difference. paypal.me/vectif Additional credits Brett Mayson for QA, feedback, and ACE Weather support integration National Agriculture Imagery Program (NAIP) for the source satellite imagery United States Geological Survey (USGS) for the source digital elevation models Special thanks Dedmen, HorribleGoat, jujurat, kju, Ben, Temppa, and Ice Download https://steamcommunity.com/sharedfiles/filedetails/?id=3013515917 License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  7. Korsac by Vectif Download https://steamcommunity.com/sharedfiles/filedetails/?id=3043043427 Korsac is a 64 km² fictional terrain located in the greater Green Sea region. Inspired by Chernarus, Livonia, and the conflict of the Green Sea region, Korsac is a terrain that aims to provide a modern take on the eastern european setting with the quality of the assets present in Arma 3. The terrain features a main town followed by many sporadic villages along its MSR, with industrial sites and farming settlements out and about. It features a combination of condensed urban combat segments paired up with vast rolling plains and wheat fields, offering diverse opportunities across the board. Korsac is an ideal playground for anything ranging from infantry to full combat arms operations, featuring areas of various density, from urban and claustrophobic towns and villages, to many sporadic settlements and open fields. Images Features - Landmarks such as a main town and multiple villages, industrial sites, farming settlements, radio stations, and a fleshed out airport with attention to runway markings and lights - Custom lighting config for a more dramatic and unique aesthetic - Bright nights on clear full moon - Customized weather config - Customized environment sounds config - Customized ambient animals config - Curated spatial sounds from Enoch - ACE Weather support (temperature and humidity) - Small download size - Standalone terrain with no dependencies Technical details - 8 km x 8 km terrain size - 4096 grid size - 2 cell size - 300 mb download size - 350k objects - Elevation range of 790 m to 940 m - Made from a combination of real, fictional, and fuzzed DEMs and satellite imagery data for gameplay and artistic purposes - Produced between April 2023 and September 2023 Donate If you like my work and would like to see more, please consider donating any amount! It makes a huge difference. paypal.me/vectif Additional credits Thoreaufare for feedback, general help and suggestions, and for keeping me responsible and inspired National Agriculture Imagery Program (NAIP) for the source satellite imagery United States Geological Survey (USGS) for the source digital elevation models Special thanks HorribleGoat, jujurat, and Ice License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  8. Hello, I am very new to making terrains and have used the PMC terrain tutorial. I have managed to copy the ground texture of proving grounds onto my map, but I have no idea how to get the clutter from proving grounds onto my terrain. I would be extremely grateful if someone could walk me step by step through this. I have the cluttercfg from proving grounds already. Thanks!
  9. Lybor by Vectif & Thoreaufare Lybor is a 36 km² fictional mountainous region located in eastern Europe. Inspired by the likes of Bystrica and Sahrani, Lybor aims to bring out a combination between iconic terrain features, featuring an extensive mountain range and a characteristic river which cuts across the region. It is a terrain which will require making use of vantage points, creative thinking, and thoughtful planning. Play to the terrain's strengths to ensure a strategic and efficient navigation for the success of a mission. Lybor is an ideal playground for topographic interpretation, maneuverability, sniping, amphibious vehicles, and gameplay with varying degrees of verticality. Images Features - Landmarks such as industrial sites, lumber mills, market centers, farms, a small civilian airstrip, an electric plant, an abandoned radar station, and a dam - Different types of forest and vegetation in various states of growth (dead, logged, growing, and flourishing) - Extensive mountain range, meadows, and wheat fields - Multiple bridge crossings and cliffside roads - Custom lighting config for a more dramatic and unique aesthetic - Bright nights on clear full moon - Customized weather config - Customized environment sounds config - Customized ambient animals config - Curated spatial sounds from Enoch - ACE Weather support (temperature and humidity) - Small download size - Standalone terrain with no dependencies Technical details - 6 km x 6 km terrain size - 2048 grid size - 3 cell size - 200 mb download size - 500k objects - Elevation range of 224 m to 840 m - Made from a combination of real, fictional, and fuzzed DEMs and satellite imagery data for gameplay and artistic purposes - Produced between February 2023 and July 2023 Donate If you like our work and would like to see more, please consider donating any amount! It makes a huge difference. paypal.me/vectif Additional credits Brett Mayson for QA, feedback, and ACE Weather support integration National Agriculture Imagery Program (NAIP) for the source satellite imagery United States Geological Survey (USGS) for the source digital elevation models Special thanks Dedmen, HorribleGoat, jujurat, kju, Ben, Temppa, and Ice Download https://steamcommunity.com/sharedfiles/filedetails/?id=3013515917 License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike
  10. Bucket adds terrain deformation tools to Zeus, a lot, like Deformer but multiplayer. - Multiplayer compatible - Rate limited (so you can't crash the server) - Raise, lower, flatten or restore terrain https://steamcommunity.com/sharedfiles/filedetails/?id=2967119946
  11. Made a simple python script to transfer sections ASCII heightfield data between files. Although this was born out of a mess I put myself in I think a few people could find it useful. Main use cases in mind for this tool was. --Allowing easier versioning of HF data by enabling section transfers between versions. --Allowing people to work on terrain changes simultaneously. ASCII-HF-Transplanter Planning on supporting shape exports from TB down the line once I get my head around how TB handles them.
  12. Hi, I'm having issues where I've generated a terrain that's about 110kmx110km and applied a heightmap to it. When I look in certain directions while hovering over the terrain, it seems to 'cull' or go completely flat and grey. The lighting also seems to disappear when this happens. Everything becomes visible when looking at a very specific angle. It also happens when in-game while testing and weirder still, the generic player has no gun, can fire bullets but you can only hear the ground impacts and when you go third person, there's no player model. Everything works fine for smaller maps with the same heightmap data and objects present in the scene. I wouldn't believe that the engine has an upper limit for terrain size, and as I said previously, everything is essentially the same in the smaller scenario. The only thing that has changed is the size and Grid Cell Size parameter when the terrain was generated but I just feel like I've put everything in correctly. Please let me know if you have the same issue or a potential fix. I can provide more information in a few hours when I'm free again. Thanks.
  13. Trying to make some map trees and another map object not fall over due to artillery strikes in which the cover makes it unplayable so I was trying to find a way to make the map objects not take damage or at least increase their resistance.
  14. Hello, Here is a request for more hints about work drive, very poorly documented. I didn't find a complete topic or tutorial about P drive, or more recently what BI call a work drive. I read a lot of posts about issues when trying to mount this drive, but, no line about the interest for that. As I'm not fond of unexplained tools, I never mounted this work drive til yet, and my addons were fine so far. But I recently discover ( @Larrow point me the right direction) that such (working) drive could avoid unwanted error, especially for path references like: #include "\a3\3DEN\UI\macros.inc" Such line works in due work environment (so P:), but there is no chance to pbo an addon, with such reference to absolute path, if you are working from some folders in one of your disks. In other words, such path must be consistent where you are working and P drive seems to be your friend... if correctly mounted! So, IMHO, there is a need for a tuto browsing these different points: - why mounting a work drive? (and what is it exactly?) - does it cost a large space on my disk? (does it duplicates numerous files?) - How to do that? Really, the Arma 3 tools is not fair with explanation! You can click on "Mount the project drive".. and you get an empty P drive... or click on "Project drive Management"... for roughly the same thing! And good luck - So what? I have an empty P drive (with more or less 80 Go used!, by what?) - I'm not on buldozer, just because I don't want to mod an object or a map, just an addon for example, So what is the next step with my empty drive?? (I placed my completed addon inside P: and there is no difference between P: and my former folder on E:) So, the consistency for pboing an addon, with absolute paths like I wrote, stays hypothetical at this stage. - and last question, btw, how to dismount a P drive? There are not so much explanation once again. The is no real "dismount" tool, just some hints about: WorkDrive.exe /Dismount ... Good luck if you don't have any clue for running that. If I'm right, you can run that on windows power shell or a "command line"... if you know how to reach this executable of course! (under program files (x86)\Steam\... did you succeed in pointing at such path?) Have fun with Arma (even wasting time with tools)
  15. Around three months ago I decided that I wanted to pursue something on my bucket list; which is creating a Middle Eastern Terrain that is more urban and Iraq-oriented. I thought there were very many good Afghan-terrains available, but a select few for Iraq; so with guidance from a few people (whom I'll mention later), I started a project that would be one of my most complicated and time-consuming yet. Sa'hatra. I didn't want to make a WIP thread until I felt I had something adequate to show, but now I do, so I figured now was the time. Sa'hatra is a semi-fictional terrain set somewhere near the Sulaymaniyah region. It features a small river, dense date palm forests, mountainous zones, agricultural areas/farms, and of course a large city with two adjacent wings, and a smaller town. The data was sourced from the Iraq-Iran border; but ultimately the terrain could be purposed as Syrian or somewhere else in the Middle East. However, most of my inspiration here comes from Iraq, and I've been using references from it closely. That being said, I'll dump pictures of it now, since I think that's the most important part of the thread. Satellite Image: I've spent the last few months making new GDTs, date palms, street signs, sidewalk objects, and etc to make the city feel unique and distinctive. The terrain is 8km in size and captures all essences of all of my desired traits listed above (city, farmlands, river, etc). It was very important to me for the city to feel like it had real planning and detail behind it, hence why it's taking a bit more time than I'd like. Of course, the rural areas are just as important to me. I'll be posting additional progress in this thread from time to time, I don't have a discord dedicated towards this terrain or my projects, but Opteryx's discord serves as the place where I post most of my progress. Speaking of that; none of this could have been possible without Opteryx and his assistance in helping me every step of the way with questions and ideas, to technical tips and explanations. For that I'm eternally thankful. I'm also incredibly thankful to M1lkm8n & JBAD for their assistance in allowing me to use their work as well. There's much to do yet, but I'm very excited and hopeful for people to be able to play around and have a good time with this in the future, just like all of my other terrains. Thanks. TL:DR Stats: 8km 2m Cell Size Iraq-Oriented Terrain. Images above.
  16. Kalvoy YouTube Trailer/Showcase I'm currently hosting a Free-For-All server on this map! Can't guarantee it will have players, but search for "Kalvoy" in the server browser if you wanna hop on & try it out 🙂 Kalvoy (Kalvøy) is a small & dense map based in southern Norway. The map currently contains 3 walled off Free-For-All modes, and a plain sandbox mode. I've been working on this map for a few weeks, and plan on adding a couple of missions + doing playtests & bug-fixing. Bugs are to be expected, so feel free to comment here or @ me in the Arma discord if you want to report bugs or just give some feedback. Cheers! Doktor Plekter
  17. [WIP] Zimnitrita Zimnitrita is a map inspired by a region in eastern Ukraine (Гороховатка / Kharkiv Oblast ). The map is partly covered by large forests, wheat fields and villages. Only one bridge crosses the great river, the map is separated by the Oskil river. Only one large city will be present in the west along the river. I try to make regular updates directly on the game workshop (map already available in 0.0.3). Real localisation : Google maps Informations: Size 16,384 km x 16,384 km Area 268,4 km² 1 large city Many medium and small city 1 large river (Oskil) Screenshot : https://imgur.com/tFNgGhe https://imgur.com/p0QFoBq https://imgur.com/rUSEo19 https://imgur.com/Ie4Y1zu https://imgur.com/xLzsUWo https://imgur.com/zVku9Au
  18. Niakala 10km African terrain featuring savannas, woodlands, jungles, and more. About A 10km terrain featuring savanna, woodland, jungle, and a river; along with 12+ villages/towns. Released slightly early due to high demand, but is fully playable. This terrain was designed with cooperation and the idea to easily flow and assimilate with Temppa's Kujari and IceBreakr's Chongo terrains. I saw a lacking of African oriented terrains that were new so I thought I'd contribute. Features Villages. Large Towns. Savannas. Woodland. Jungles. General terrain area that is miscellaneous enough to be used for multiple purposes. Custom lighting config. Real geographical infromation such as the heightmap, gathered from QGIS with the assistance of Adanteh's Game Terrain plugin. Terrain not fully done yet. May be a few bugs or missing areas, but it's 99% there. Known issues are on the workshop page. DOWNLOAD
  19. PMC Ukraine Mariupol v0.3 for ArmA 3. A very large realistic real world data terrain. Official PMC Ukraine Mariupol Homepage. Changelog PMC Ukraine Mariupol Changelog. Dev Diary PMC Ukraine Mariupol Dev Diary. Screenshots PMC Ukraine Mariupol Screenshots. Download from PMC Tactical ArmA 3 Downloads.
  20. I posted this in the wrong section apparently, so I'm posting here. I've always wanted to get into terrain making, but didn't make the leap, instead tediously making compositions in editor and using those for my own SP missions. I started making a series of compositions for an ersatz UAE. I then wondered if maybe this would be the first time I could make a map for others to enjoy as well. I wanted to check the pulse of the community and see if there was interest in such a map. I'm calling it "The Emirate" and it's very heavily influenced by the UAE, where I lived for a few years. It's going to be a large map (possibly 100+ x 100+), with two modern coastal Middle Eastern cities (modeled after Dubai and Abu Dhabi), two poorer Middle Eastern cities in other countries, a medium sized city in the interior, numerous villages, a mountain range, and large expanses of desert with borders, military installations, a uranium mining operation, and a refinement facility. I've considered putting a portion of "coastal Iran" to the north but not sure yet. I've drawn up some concepts for the coastal cities that are VERY dependency heavy at the moment. I have a composition for the Palace of the Emirate, a Mall of the Emirate (actually modeled a bit more on the Dubai Mall), several houses/compounds, and a stand in for the Burj Khalifa. Here are some of the pics. Front steps of The Palace (please excuse the weird garb...can't find traditional Arab clothes, so I will likely try to make them myself) Palace palisade Early version of The Palace concept with vehicles for scale Large house compound with view of "Burj Khalifa" House compound backyard with view of "Burj Khalifa" Freeway modeled after "Sheikh Zayed Road" "The Mall of the Emirate" frontage Looking toward the south from the airport The final project will likely have some significant changes because this is basically a series of compositions inside the Editor, but I wanted to see if this was something the community was interested in, and if so, I can start working responsibly on all this. This will take quite a while as I'm still pretty noobish on the terrain making (fortunately, the landscape isn't super complicated), and there will be a number of new objects I will have to make (clothes, possibly a proper Burj Khalifa model, etc) I'm also open to any thoughts or suggestions...especially ideas on multiplayer/server use, because I have no idea about any of that. In fact, I'm open to doing a lot of the legwork to get a SP version of the map off the ground, and then putting this out for others to alter for a multiplayer experience. Thank you!
  21. Saaret Release date : Estimated Q1 2023 / Q2 2023 Saaret is my first map for Arma 3. All structures placed on the map are from Arma 3 assets, no mods such as CUP - Core. It is a completely fictional terrain. Plopper is used for object placement. The islands are divided into 3 different zones namely, The Northern Islands : Consists of three islands which are connected via causeways and contains the capital of this archipelago. The Middle Islands : All three islands are controlled by the military and are used for bases as well as training purposes. The Southern Islands : Two islands, one natural and the other man made which is an airport. Description Terrain Size : 8192m x 8192m Map Size : 2048 x 2048 Cell Size : 4 Version : 0.6.4 Number of Objects : 91424 Features This map takes inspiration from the South Pacific, especially The Solomon Islands and The Marianas. The clutter is quite tall, such that even in third person you can barely see what is ahead of you, so be prepared for close quarter combat. Bunkers can be hidden in rocks and trees, airports are protected using rock formations, an underwater tunnel for moving undetected using a SDV across the middle islands. There is a high tree density on the islands, which combined with the tall clutter does not cause a major performance drop while moving or flying on the islands. The image album is available here. More images will be posted in this thread. Goals Initial goals are to populate all islands with man-made structures, roads and lights After that I will start to add trees to the islands. Dependent upon how Arma 3 handles the map, the clutter size will be reduced or the tree density will be reduced. Finally all the underwater stuff will be added. Links Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=2619970987 Youtube links : North Island Showcase - https://youtu.be/4NiBvRqHlyQ Causeway showcase - https://youtu.be/y-8q7hi9urg Saaret Night Flying - https://youtu.be/gKvpoaAwLZY Saaret Showcase - Any and all feedback is appreciated. Changelog:
  22. Atolls GDC Download on Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=2693734321 This is a fictional 5km x 5km pacific islands terrain composed of three main islands and few smaller ones. It is a tribute to Grèce De Canards community on Arma and it was made as a terrain building learning project. I used L3DT for the heightmap, Plopper for object placement and Gimp for image editing. I want to sincerely thanks the members of arma terrain making community for their friendly help and well made tutorials. As it was a learning process, some mistakes (or rather happy little accidents) were made along the way, so excuse me if you notice some imperfections within the terrain. Currently AI planes cannot take off from the airstrip, this might or might not be fixed in the future. If you use this terrain in a stream/video/screenshot/mission/etc, I would love to take a look at that content, please share it with me. You can follow my work on Twitter : https://twitter.com/Sparfell_19 Sources : https://github.com/GdC-Framework/atolls_GDC
  23. Hi guys, I'm a new guy to Arma3 terrain building.I followed pmc terrain edit tutorial.Everything went fine until I tried to binarize my terrain folder with pboProject.It seems that some GDT files are missing(maybe other files are missing too).But I don't know how to solve it.I did exactly what tutorial tell me to do. Do you have any idea on this problem? Here's what "Dos window" said: scanning for pbos to make.... Processing \tut\tut_tutorial_terrain... <scanning files to pack> validating \tut\tut_tutorial_terrain\source\layers.cfg ok . <building a land class list from unbinarised wrp contents> </land_class> .......................... </endscan> Warning, a source\ folder has been moved, do not stop this process till finished using bis "binarize_x64.exe" for wrp, p3d or rtms removing stale files in temp (if any) <copying/crunching to temp> .......................... <rebuilding cfgworlds> . </end copy/crunch> <searching for cfgWorlds.tut_tutorial_terrain> <Bis Binarising...> </Bis binarise> stripping "P:\temp\tut_tutorial_terrain.bin.log" /endstrip Binarise found 'warnings'. View the binlog The source\ folder has been restored. It is now 'ok' to exit if you need to. <updating temp with prebinarised files (if any)> </prebinarised> <MakePbo...> ***warning***:PboPrefix.txt and $PBOPREFIX$ (no ext) have been deprecated Use $PBOPREFIX$.txt instead rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-000_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-000_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-001_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-001_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-000_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-000_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-001_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-001_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\tut_grass_green.rvmat circa Line 13: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\tut_grass_green.rvmat circa Line 26: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** Missing File Summary P_000-000_L00.rvmat : a3\map_data\gdt_grass_green_nopx.paa P_000-000_L00.rvmat : a3\map_data\gdt_grass_green_co.paa missing file(s) </MakePbo> makepbo failed: missing file(s) tut_tutorial_terrain.pbo not produced due to error(s) Job(s) completed in 1secs on Wed Dec 22 01:54:09 2021
  24. DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2684046473 About Bastek is a 8x8km fictional terrain based on the middle-east setting while making usage of the Arma 3 Assets. No addons required! The terrain was made from researching different regions in the middle east (such as Dubai, Syria, Qatar, Iran, Afghanistan, etc) alongside investigating other games set in such regions. As such, Bastek is no exact representation of any of these locations, but more so a mixture of all of them. It is fictionally located north of the United Arab Emirates and south of Iran. Bastek features landmarks such as major cities, slums, historical sites, airports, artificial islands, insurgent outposts, and more. The goal was to bring a unique setting that has not been explored much in Arma in terms of it's vibe. Fit for close quarters urban combat and for large scale operations. Setting Bastek is canonically set in a time of economic and political turmoil. There is a vast difference between the richer and poorer areas, which has caused many riots and fights in the region. There's a lot of ideals in conflict that range from religion to politics and how the wealth should be divided in such regions, however, all this is often overshadowed by the success and beauty of the more popular and developed parts of the country. A once succesful country, now heading towards war. Insurgencies arise, countries begin to show support... and interest... meanwhile private military companies are starting to exploit the grey areas of their contracts. Credits Special thanks to Thoreaufare for testing the terrain with me throughout it's development and inspiring me to keep working on it. Not to mention provide great suggestions; such as the solar farm, the civilian airport, the port, the wind turbines out by sea, and for making the jackup oil rig among other things, such as helping configure stuff. Thanks to The Majestic Seagull for modelling the custom signs for the town names. The Jackup Oilrig made by Thoreaufare is now available as it's own standalone composition in the Workshop, you can find it for use in your missions here: https://steamcommunity.com/sharedfiles/filedetails/?id=2743023487 Thanks For providing information and helping me figure things out: HorribleGoat, Jakerod, Thoreaufare, Opteryx, Adanteh, Ice, Snake Man, Temppa, jujurat, Lexx, Arma 3's #terrain_makers Discord channel, the PMC wiki, Bohemia Interactive. License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Disclaimer ANY REUPLOADS (STANDALONE OR PART OF MODPACKS) TO THE STEAM WORKSHOP ARE PROHIBITED AND VIOLATING THE STEAM WORKSHOP EULA SECTION 6D, REUPLOADS WILL BE TAKEN DOWN VIA DMCA NOTICE WITHOUT WARNING! DO NOT REUPLOAD. Support the creator If every single person who downloaded this terrain donated a single dollar, that would seriously change my life. If you have the spare cash and want to see more creations from me, please consider donating. It is needed and appreciated. Thank you.
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