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Found 227 results

  1. Hellanmaa / Hellanmaa winter Hellanmaa is simple terrain from Finlands country side. Area 8km x 8km. Required mods: None License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Pictures in steam link Steam download link and pictures Thanks to Furean, Tonto-, Armafinland
  2. Variable.A

    New Arctic Map

    First Arctic Map release. WIP http://steamcommunity.com/sharedfiles/filedetails/?id=1283141322
  3. Hello community. We create a new Arma III terrain . It´s a real area from north Germany, Schleswig Holstein. We do not rebuild the map. We make the map completely fictional. We build the terrain for our project, after the completion of the map, of course, everyone can use it for what they want. The exact name of the terrain has not been decided yet. More infromatinons are coming soon. Size 16km x 16km
  4. I recently downloaded arma 3 tools and when i go to open object/terrain builder it doesnt do anything, the tools just crashes. I'm running a 1060 gtx, and a AMD FX-4300 processor. Has anyone found a solution to this or is it just me?
  5. Well i did it. Finally. V1.0 Release of Tembelan Island. Island height data was taken from an Indonesian island of the same name, but was only a starting point and since then has gone under fairly heavy modification. Adding rivers and urban areas where there are none in it's real life counterpart. This map was developed with the primary focus of Co-op gameplay, though i am sure Life/Day Z players could if they really wanted to find ways to use it. Should also be noted that this map was started before the Apex expansion was even announced, and throughout the development process i was asked if i would change from vanilla to apex assets. At that point i was too far into object placement of this map to justify starting from scratch with Tanoa objects. Now the question of will there ever be a "Apex Tembelan", all i can say for sure is not anytime soon. Technical Specs Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Currently Available on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1252091296 Image album that was in the development thread: https://imgur.com/a/sFT62 please note that most of these screenshots were taken during development. I'm sure helpful users can post screenshots of the finished terrain below. Known Bugs: Resort Airfield Config - I don't know why the AI don't like it so i can't even begin to try and fix it. No ALiVE Indexing yet. Current Latest Version 1.2 - 25/03/2018 Legal Stuff: THIS ADDON IS RELEASED UNDER A CREATIVE COMMONS CC-AT-NC-ND 3.0 UNPORTED LICENSE. YOU MAY NOT USE THIS ON MONETIZED SERVERS! Please do not reupload to the steam workshop. Credit to Dmitry Yuri and StRiKeR for assistance during development. The Zeus Community for testing during development. ArmA 3 Terrain makers Skype/Discord group for many useful lessons taught.
  6. I want to make a mission where the player passes trough a city destroyed by artillery fire, of course I don't want to create a thousand mortars that need to shoot at different positions so I was wondering if there is a script that can break all buildings and trees in a given radius
  7. I'm happy to announce my new and upcoming Soviet Russian terrain called "Tsarvana". This terrain's atmosphere and palate for buildings will be heavily influenced by Arma 2's data and will pay a certain homage to the existing Arma 2 map "Taviana". Additionally there will be custom structures implemented on the map for everyone to enjoy. The map and it's new models will all together be released as one package with a APL-SA license. This thread will be a discussion for personal thoughts on the upcoming map and WIP pics. The lore below is a wall of text but a good read if you wish to get a visual of what the terrain is about and how it may look before I post WIP pics, map layout and size details within the following weeks of this initial post.
  8. I'm in a process of converting my "Podolsk city, district #4 (in Russian: Подольск, микрорайон 4)" template into terrain format. And making new models for some of the huge buildings which were previously made out of many separate objects. Never done 3D modeling or Arma terrain building before, so the process will take a lot of time. So far I've made a first version of one of the houses and also a model of an authentic fence: Before the release I plan to make 3 more houses and school. After that I want to try make them enterable. I'm also continuing to polish object placement, a lot of them were added to the scene after the template's release. It's nice to live in an area you're modeling lol. Current project version: 81 (private) Link to the template for EDEN editor, version 65: https://forums.bistudio.com/forums/topic/205089-template-big-podolsk-city-district-4 Older screenshots: Comparison with real life (olso old shots): Short video:
  9. About a year ago (and a few months) I started working on a terrain that was supposed to be an african terrain with a somewhat mixed geography (savannas, swamps, some mountains etc.). Unfortunately, due to a lack of time and energy (lots of other things going on and terrain-making is very time consuming) I've been forced to realize I won't finish the project (after not working on it since sometime this spring if I remember correctly), now, I don't want all the work I did to go to waste, and I'd love to see the map finished, so I figured I'd put the word out there if anyone wants to continue the work. So far I set up a basic satmap and heightmap and had started to add more detail to the terrain in some areas using L3DT (mostly around a long ridgeline in the center of the map and some areas way down south), but more work on the heightmap is required if the map is going to look good/be interesting to play on (it's far too smooth in most areas now, and a lot of the dry riverbeds don't look too good). I was also planning a very large swamp in an area along the river which looks ugly right now but with some more work on both heightmap and satmap could probably look good. Anyway, the folder with all the source-files and the work so far is around 8gb so I'd probably need to set up a torrent for anyone who wants to continue the work, if anyone is interested let me know. You can either just use the existing work to create a map of your own ideas (the terrain is very versatile and could probably be used for various settings as long as it's somewhere with a few deserts), I can also share some of my ideas about how certain areas would look like etc. For anyone who wants to take a look I uploaded a working version of the map, of course it's far from finished but at least you can fly around and have a look of the general feel and satmap etc. https://drive.google.com/file/d/15AQM01pZ9ZUKFpBPgdEqXqavt6vzoWkT/view (download in the top right corner). Anyway, here are some screenshots of the terrain: https://imgur.com/a/mP6M4
  10. Hello all i have been following a tutorial on getting started with terrain builder, however i have got to the point where you load buldozer and i get this error. my layers cfg is this. My MapFrame settings are these. however the files its looking for do exist any help would be apreciated.
  11. Map description Sagarmāthā is one of the fourteen zones located in eastern Nepal. It includes mountain districts of the Himalayas (including Mount Everest) in the north, hill districts in the center, and valley districts of the Terai in the south. It is bordered by China to the north, India to the south, the Kosi Zone to the east and the Janakpur Zone to the west. Map will cover Solukhumbu District located in the north of Sagarmāthā. Map info Terrain size: 40960 x 40960 meters Terrain grid size: 4096 x 4096 cells Terrain cell size: 10 meters Imagery size: 40960 x 40960 pixels Imagery resolution: 1 m/px Texture layer size: 40 x 40 meters More info and pictures at mod's website [please, be forgiving if found error, website was created whole (including code) by me] Real map location Pictures (some models may be different, because pictures are older than current map) More pictures Map is based on real world place. Please consider that some places in map may be different from their real places. Some buildings may be misplaced or may have wrong model, etc...
  12. Hi there, I feel there is currently a lack of maps in Arma 3 for Exile. The best zombie survival map was Esseker but most people are done with this map. We did got chernaraus redux but this really wasn't a new map but just a remake. Anyway I was wondering if anyone is working on a map zombie survival/normal map. - Thomas
  13. Hi there, I feel there is currently a lack of maps in Arma 3 for Exile. The best zombie survival map was Esseker but most people are done with this map. We did got chernaraus redux but this really wasn't a new map but just a remake. Anyway I was wondering if anyone is working on a map zombie survival/normal map. - Thomas
  14. crazy mike

    Winter 2035

    Winter 2035 What is this? Simply put, this modification is a re-texture mod, taking anything green, and making it white, as in snow! Roughly 12 hours ago from making this post I decided after I woke up to create something for the wintertime in Arma, thus here we are now with a new WIP mod, Winter 2035. The current progress and milestones are as follows: Retextured all plants Retextured all mask images Retextured Stratis satellite image Retextured Altis satellite image Integrated snowing based on overcast (its modified rain) Winter-esque ambient sounds Clutter models to create much more depth to the snow, these will also be large enough to overflow onto the sides of the roads Retexture all vanilla units, weapons, vehicles (this will happen depending on the popularity of the mod) Figure out a way to make roofs snowy (this is more then likely impossible, I dont touch the wrp or p3ds) Modified CfgWorlds with new cloud and lighting to compliment snow ArmA 1 Snowman Fixed rain sounds https://gyazo.com/5cc7cef13e84b6533557686d20feb537 https://imgur.com/R9ME8uh This mod will be overriding vanilla textures thus it will not be "compatible" with other modifications that wish to keep the arma flora OR mask images normal not-winter color, and is only meant to be used for terrains that are winter themed. The main reason that Stratis was done first and NOT Altis, simply put is that Stratis is a fraction the size and was much quicker to do. Altis will be done aswell however that will take atleast a few days of nonstop work, which doesnt help my add at all. I hope once released this mod will bring life back to splendid Altis & Stratis for other people as much as it has for me, with some winter gear mods I plan to have quite a few more missions on the islands! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1195447305 Thanks for checking this out, I hope to bust this out quick to get back to a new terrain project I've yet to announce. <3 Check out some videos in which this mod is being used! Here are some bonus things when I was making the mod on a weekend awhile back :P
  15. hi all, i'm actually develloping a terrain for arma 3 and my ground textures are like this: https://prnt.sc/h3vqcq , how to fix this please ? thanks all :)
  16. Swedish Pyromaniac

    Terrain won't show up in Arma

    I am following a tutorial to help me with my first terrain. Tutorial: https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial I wanted to test the terrain in the Eden editor, but my terrain did not show up on the list. I used pboProject to binarize it, then I mounted the pbo to Arma. This is my config.cpp: class CfgPatches { class swp_Ukanta_terrain { units[] = { "swp_Ukanta_terrain" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class swp_Ukanta_terrain{}; }; class CfgWorlds { class Stratis; class swp_Ukanta_terrain: Stratis { cutscenes[] = {}; description = "My First Terrain"; worldName = "\swp\swp_Ukanta_terrain\swp_Ukanta_terrain.wrp"; author = "Swedish Pyromaniac"; icon = ""; previewVideo = ""; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = false; class SecondaryAirports{}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Subdivision{}; class Names{}; }; }; If you need me to show any other files from this map, please ask.
  17. So I've been struggling for a long time with this problem mentioned in the title. I have made several maps in the past year and followed the same Atlas guide throughout all of them. Not once has the clutter shown up. I'm getting really frustrated because there doesn't seem to be a universal fix for this problem, and it seems like everybody's error is unique. This my first time posting and have no idea how things work around here so please be gentle. Please excuse my English, it's my second language. cfgSurfaces class CfgSurfaces { class Default {}; class del_deathland_dry_grass_Surface : Default { files = "del_deathland_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "del_deathland_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.99; }; class del_deathland_soil_Surface : Default { files = "del_deathland_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class del_deathland_Concrete_Surface : Default { files = "del_deathland_Concrete_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.1; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class del_deathland_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"del_deathland_GrassDryGroup","del_deathland_GrassDryMediumgroup","del_deathland_WeedBrownTallGroup","del_deathland_WeedGreenTall","del_deathland_ThistleYellowShrub","del_deathland_PlantMullein"}; }; class del_deathland_Soil_Character { probability[] = {0.0,0.0,0.0,0.0,0.0}; names[] = {"del_deathland_BigFallenBranches_pine","del_deathland_BigFallenBranches_pine02","del_deathland_BigFallenBranches_pine03","del_deathland_GrassDryGroup","del_deathland_GrassGreenGroup"}; }; class del_deathland_Concrete_Character { probability[] = {0.0,0.00}; names[] = {"del_deathland_GrassGreenGroup","del_deathland_FlowerLowYellow2"}; }; }; cfgClutter class Clutter { class del_deathland_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class del_deathland_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class del_deathland_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class del_deathland_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class del_deathland_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class del_deathland_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class del_deathland_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class del_deathland_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class del_deathland_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class del_deathland_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class del_deathland_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class del_deathland_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class del_deathland_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class del_deathland_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; Layers class Layers { class del_deathland_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DEL\del_deathland\data\del_deathland_dry_grass.rvmat"; }; class del_deathland_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DEL\del_deathland\data\del_deathland_soil.rvmat"; }; class del_deathland_Concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DEL\del_deathland\data\del_deathland_Concrete.rvmat"; }; }; class Legend { picture="DEL\del_deathland\source\mapLegend.png"; class Colors { del_deathland_dry_grass[]={{255,255,0}}; del_deathland_soil[]={{0,0,255}}; del_deathland_Concrete[]={{0,255,0}}; }; };
  18. Nuevas versiones de desarrollo de terrenos de Malvinas / Malvinas West Sector: Isla Borbon / Pebble Island (32km) * Estrecho de San Carlos / Falkland Sound (40km) * Pradera del Ganso / Goose Green (24km) East Sector: Top Malo House (24 km) Montes Isla Soledad / East Falkland Mounts (20 km) Fitz Roy (24 km) Puerto Argentino / Stanley Port (24 km) *Próximamente Incluyen caminos y ríos de piedras. Descargar: https://steamcommunity.com/sharedfiles/filedetails/?id=2041997442 Capturas de pantalla IMPORTANTE: Esta versión es solo una muestra de los terrenos funcionales solo con el satélite, la máscara y el mapa normal, no incluye objetos todavía, ni tabla de cadenas, en el futuro se agregarán los nombres de las ciudades de acuerdo con el idioma inglés o español. El siguiente paso es corregir las nubes y la costa oscura en el satélite, y ajustar las texturas HD. Los terrenos, además de su extensión, tienen profundidades reales (la mejor información satelital que encontré), es perfectamente navegable, hecho, el propósito de los terrenos es el poder de las misiones aeronáuticas y aerotransportadas históricas. Son 2 terrenos de Malvinas / Malvinas de 80 km x 80 km en escala real 1: 1 TALLER (Mapa SC): http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 [SC] OESTE - Estrecho de San Carlos (Falkland Sound) : incluye Pradera del Ganso (Goose Green), Darwin, Cerro Alberdi (Mount Usbourne) e Isla Borbón (Pebble Island) [PA] ESTE - Puerto Argentino (Stanley): incluye Top Malo House, Monte Longdon, Dos Hermanas (Two Sisters), Tumbledown, Sapper Hill, Fitz Roy, Bahia Agradable (Bluff Cove) y Monte Agradable (Mount Pleasant). Objetos: En este momento solo hemos modelado el edificio del aeropuerto de Puerto Argentino / Stanley : INFORMACIÓN DE DESARROLLO: # DEM: AlosPalsar ( Superficie ) + Topo15 ( Profundidad ) GlobalMapper (Corte, Ajuste de altura y Capa Fusion / Export DEM 1x81920 en .TIF 16bits para TB y 4x4x20480 en .ASC para L3DT) L3DT (Generar mapa normal 4x4 / Fusionar en PS ) ___________________________________________________ # Imagen satelital : Bing - Zoom = 18 (+ Google y Aquí para borrar nubes ) SASPlanet: Descargar a formato .ECW Georreferenciado (Proyección : Geográfica) Geomática: Para borrar nubes ( Próximamente) Photoshop: Máscara (Modo de imagen: indexado Color / Guardar .BMP) GlobalMapper: Cortar Mosaicos (Exportar en 4x4 mosaicos .TIF formato 32bits sin comprimir ) ___________________________________________________ # Terrain Builder Tamaño de cuadrícula: 8192x8192 Tamaño de celda: 10 Tamaño de terreno: 81920 Tamaño de satélite: 40960x40960px Resolución: 2m / px Tamaño de mosaico: 1024x1024px Superposición deseada: 16px Teture Layer 40.00x40.00m Objetos de mapa SC : 0 Objetos de mapa de PA : 0 ___________________________________________________ # Sistema: AMD FX 8150 + 10gb RAM DDR3 Windows 8.1 64bits ___________________________________________________ ___________________________________________________ GRACIAS : Instituto Geográfico Nacional de la República Argentina theSinGLoT: Tutorial (Canal de Youtube) ___________________________________________________ Mapa MLV Taller: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 Taller de Modificación de MLV : http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Publicación en el foro del BIS: Traducido por Google
  19. It's about time I officially unveil my work-in-progress terrain, Woe Betide! New Woe Betide Image album on Imgur Set in the UK, Woe Betide is a flat, coastal area east of London. The map is relatively small and very flat, but full of dense hedges and small spaces - making it most ideal for close-nit infantry and motorised operations, perhaps with close air support. Small hills and tall buildings can give sneaky snipers a massive advantage... Apologies in advance for the unnecessary detail here, I'm actually updating this for my own project management as much as anything else... Current progress: - Sat map: 30% - Heightmap: 85% - Ground textures: 50% - Object placement: 60% - Roads: 75% - Map config stuff (Locations, airports etc): 20% - Back story, accompanying materials: 25% I'm working towards an alpha release which will be a shared file, hopefully followed by a Steam beta and then full release. Will require CUP. You can expect: - High-detail terrain derived from open source UK government data (real data accurate to 1 metre per pixel, majority of manual terrain work is road smoothing) - Mostly flat and open terrain, but filled with intricate and claustrophobic spaces and tight roads - A wide choice of settings including a derelict petroleum plant, Victorian coastal defences, flood plains, a landfill site, police shooting range, boat yards, seaside resort, roman ruins and railway depots - all inspired by their real-life counterparts in East England - A solid rail network which will hopefully work well with Advanced Train Simulator one day - Designed with a Brexit-inspired fictional political situation in mind Key locations and features progress (pictures coming soon) - Coldshoulder Shoal Gasworks: A long-gone and overgrown gasworks hidden inside a brownfield site - 75% - Spanhare Refinery: A petroleum plant in the process of being decommissioned - 30% - Deadwaite Fort: A well-preserved Elizabethan coastal defence fortress complete with moat - 10% - Peter Plimsoll's Playground: A relatively well-kept mini seaside theme park resort with a number of rides and pleasure pier - 25% - Woe-on-Sea Shopping Quarter: The central, pedestrianised street leading through the main town - 75% - Woe Central Bus and Coach Station: The controversial new EU-funded transport hub - 75% - EuroTrade Port: The new container shipping port, still under construction - 50% - MOD Test Grounds: A rundown woodland army base - 25% - East London Constabulary Special Training Centre: This weapons and tactics training centre features a shooting range and urban-style shoothouse for police training - 50% - Woe4all Rail Depot: The train maintenance yard operated by the monopolist regional rail company - 50% Fellow modders needed! I want to recruit a couple of modders who have experience with custom objects! Get in touch if you're interested in helping me get some more British objects and signs made. Looking forward to hearing what you think. More details soon!
  20. hey guys ive just generated my layers in Map frames, after I click okay I get a error file popping up saying "11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dirt.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dry_grass.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_forest_pine.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_grass_green.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_soil.rvmat" ) Source file cannot be opened..." what do I have to do over come this ?
  21. Ginger_jihadi

    Cant generate layers

    Heya guys whenever I try to generate the terrain this error keeps popping up, and I have no idea what to do ? my Map legend is in the same file as my layers.cfg http://prntscr.com/gnuyr0
  22. cookies2432

    Ergon County

    Ergon County Ergon County is a fictional terrain based off of the rocky mountains in Canada and the USA. Dense forests with tall trees covered in snow litter the landscape of Ergon County with its vastness. It has recently seen increased military presence with new bases being built and an airfield where trespassing is punished by death. However it still remains a place of civillian life, even with the increased presence of military personell. You can find several villages / towns scattered around the landscape whom with their presence, represent a peacefull and quiet region. What is Ergon County? Ergon county is a map that aims to bring more of the winter aspects into ArmA 3 and to provide a new fun and greatly detailed map for people to play on and enjoy. Note: Ergon County is still in heavy development and such, bugs are to be expected and if you do encounter them, please send information about them to me as it will help me get it out of pre-alpha sooner. If you have any feedback or suggestions to the map then feel free to leave a comment on the workshop page or contact me directly through steam. Terrain Features: Size: 4.10 x 4.10 km (16.81 square kilometers). Winter: Ergon County is a land filled with snow and dense winter forests which brings you a not as often seen aspect of ArmA 3 Variety: Scattered villages / towns whom are greatly detailed as well as several military installations scattered around the region with a personal military airfield. Dense forests: Instead of the usual style of forests which are a bit open, the forests in Ergon County are truly dense and give you the feeling of deep and vast forests. Open areas and accessable buildings: Ergon County offers a lot of open areas and locations which are perfectly suited for player-made areas such as camps or bases. Almost all of the buildings are enterable as well and the aim is to replace non-enterable buildings with enterble buildings. Planned features Atleast one more airfield (civillian most likely) as well as more military installations. Additional settlements such as villages and town but also possibly camps / smaller wilderness settlements. Added detail to the whole of the map, including the areas which are not "inhabiteted". Known issues: Airfield not completed in regards of ai being able to land there (planes). Changelog: Licensing and usage: You are free to use this map on any server you'd like. If you're however planning to edit it, please contact me first (via steam or the forums), I will most likely say yes as the primary purpose of asking is for me to have an idea of how many people are editing and their reason for it. Download: NOW OUT ON ARMA 3 LAUNCHER UNDER THE MODS TAB! http://steamcommunity.com/sharedfiles/filedetails/?id=1125425768 http://www.armaholic.com/page.php?id=33198 Screenshots (more available on the download page down under the update replies on this topic).
  23. Surface Painter a simple toolbox for map makers by [CORP] zgmrvn & [CORP] Hashlych Current version : 1.1.2 Date : 10/19/2017 Surface Painter is a simple toolbox to help map makers in specific tasks. It's not meant to cover all your needs, the mod currently has very few features but it's open source and meant to be modular, allowing you to create your own modules using the interface, controls and other features like the Object Pool. GitHub : https://github.com/zgmrvn/surface-painter-mod thanks to : @cptnnick an @commy2 for their maths knowledge @lappihuan and @NeoArmageddon for helping me with model configuration and optimisation @_SCAR and its E2TB for your feedbacks features Surface Painter This tool lets you tweak the surface map directly in Arma using a dll that replicates your actions in an image file. instructions here : https://github.com/zgmrvn/surface-painter-mod/blob/master/readme.md Run Arma with Battleye disabled. Take manual backups of your surface map. Object Pool It lets you define objects that will be used by modules. You can search objects by name and set the spawn probability for each one. Brush A simple brush tool for random object placement. Edge Draw lines and create objects along them, can be set to detect terrain and follow it. Export Allows you to export created objects in your clipboard in a Terrain Builder format. Download https://github.com/zgmrvn/surface-painter-mod/releases
  24. Hi, I make a terrain on arma 3 (Farkhar valley ) When i make pbo with pbo project, there is troobleshoot and error log " checking config.cpp's for land_xx..." and there are many objects error " error P3D: unknown odol format". An idea? Can you help me? Thank you Best regards
  25. This started out as a test, begun around late July 2017. I wanted to see if the game engine could handle a 1.5m cell size. I decided to see it through and continue developing it. There should be several small villages once I'm finished. https://steamcommunity.com/sharedfiles/filedetails/?id=1060191411 Terrain size: 1.5km
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