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Found 228 results

  1. Hanter's Gorge By Bushlurker As most of you will be aware Bushlurker, a well respected member of this community, sadly passed away in January. During the development of the Imperial Assault mod I approached Bush to ask for his assistance in creating a terrain for the mod. Despite the fact that he already had a lot on his plate he very generously agreed. He chose to do Tatooine and specifically a region called Hanter's Gorge. What is Hanter's Gorge I hear you ask? Fair question and when he told me I had never heard of it. In fact you wont actually find it listed on most maps, but you can see it listed on this picture here (no. 6): For those that saw our first live stream, this was the terrain we used. Unfortunately for a combination of reasons we were unable to get the terrain to a state in which it could be released. With the news of his passing I have been asked to consider releasing the map as a tribute to his fine work and honour the many contributions he made to the community. I'm more than happy to do this however I have never had the time to learn the terrain tools so I will need some help. Status of the map The terrain itself is done but is completely barren of any objects, this includes the basics for any map e.g. rocks. The map has no in game map picture The map title has a typo "Tattoine" instead of "Tatooine" The map has hard cut off of hills on all sides. I understand it may be possible to give the map endless mountains I've made a little video with a fly through of the map in an unfinished X-Wing from the cancelled mod. So where to from here? As I see it, there's a few options: Release it "as-is" with all its outstanding (minor) issues and lack of terrain objects. I have a packed version Bush sent me which can be released immediately. This will be the default option if I dont receive any offers of help Fix all the outstanding issues and add some appropriate nature objects. Bush was kind enough to send me the source files so this is definitely possible. Go all out and make a proper Tatooine map complete with buildings and towns. This is going to require a lot of help and would take time Please share your thoughts and if you would like to help out please send me a PM. Cheers Pomi
  2. This is a new version of the terrain with APEX vegetation and modified ground textures. You should not run the older version and this one at the same time as they share some configuration parameters. I had to use proxies during terrain creation and as a result some objects might be misplaced (on roads, coliding with buildings or too high/low) it's difficult to do better until BIS releases the ressources for terrain building. The map is 15 x 15 km of dense jungle with many major and smaller rivers. I made this map to do recon/sabotage/COIN missions, like SOG or LRRP did in vietnam. also like the SAS intervention in Borneo. https://en.wikipedia.org/wiki/Indonesia%E2%80%93Malaysia_confrontation https://en.wikipedia.org/wiki/Long-range_reconnaissance_patrol Throw away your GPS, and enjoy good old map and compass navigation. Presentation Video : Images : Download : http://www.mediafire.com/file/kezzeixnsb9n60t/%40SongBinTahnV2.0.rar Dependencies : APEX, As well as CUP terrains (Separate Download). Known errors : There's no rain sound. You may choose to not use pja312_sounds.pbo if it's raining. Credits & Thanks: Shezan74 for worldTools. "Le GOS, faire autrement" Clan réaliste français http://www.clan-gos.fr
  3. Hello! I'm currently making a map without an airport, is there any possible way we can do this? I've had two results so far, one of them being with no input in the ILS arrays: it would end up in an airport being placed in a random location (same happens if you have no roads but just that there'll be random roads!), or in a error message of "No ILS assigned" _(if I input one empty value of like, zero) on start-up of the map. I'm gonna add one to my other map, but the one I'm currently making is an unhabitated island and there isn't much of a point for it to have one as it is sort of a small terrain of 2048x4 and the island is very narrow. Anyone have any clue what I could do? Thanks you!
  4. Hello there! I've been looking into trying to tinker around and learn how to make snow maps for ArmA. Although the satellite image and other settings are very simple to do, I was wondering - but what about the trees, the clutter, and the houses? They'd all look as if they were normal, green trees, green grass/bushes, instead of white or houses sort of covered in Snow. So here I ask, does anyone know anywhere we can get assets (Mods or alike) for a winter map? Or reskins of current in-game things to make them fit in a snowy environment? Also, it'd be really nice if it comes from an accessible author or if they're allowed to be publicly used! Thanks you!!! Kindest regards
  5. Hello everyone! Here I am pleased to announce, that myself, alongside all the help of fellow ArmA 3 content creator and players, I've finally finished my first ArmA 3 map that I had wished to do for so long! Teumess! http://steamcommunity.com/sharedfiles/filedetails/?id=870872623 Teumess Teumess is a fictional island, loosely based off of Mykonos, Greece. It is one of the Greek islands along Lemnos and Agios Efstratios (Altis and Stratis). It is a 10KmX10Km map (with 65.071 objects), split onto one main island and six smaller islands, the main island being of approximately five kilometers in length, with mountain peaks of up to two hundred and thirty meters, also along deep seas that go as deep as three hundred fifty meters depth. This is the first map I ever made, it's made with lots of learning, effort, and love. I take it as my start onto the more advanced modding aspect of the community, this game has given me many years of entertainment, fun, and enjoyment; and I've decided to start giving back to both the game and the community. Requirements Subscribe, play, and enjoy! 🙂 Map The map is focused mainly on close-quarter encounters and infantry movement, although other things can also still be used. There are ten cities in total, some of them being urban and some rural. There's also two military bases and few landmarks scattered around the map. If you find any issues or have any suggestions, feel free to tell me. This map is still up to have revamps and updates in the future once I get around to doing them or if there's some cool suggestions people would like to see. Anyways, thanks you very much for taking a look, and I hope you will have joyful journeys, adventures and battles on this map! License CC BY-NC-SA 4.0: https://creativecommons.org/licenses/by-nc-sa/4.0/ Credit for the fox screenshot in the preview image: © Donald Macauley SPECIAL THANKS: sleepydragon4888 - Snake Man - KnowIton - MikeRo - Jakerod - D3F3CT3D - SAUL - M1lkm8n - Jake Pauling - Pennyworth - RaveTheWolf Why the name Teumess and the fox in the picture? https://en.wikipedia.org/wiki/Teumessian_fox Thanks everyone from the ArmA community and Bohemia Interactive itself for allowing for this opportunity to create our content and to have such a beautiful playground to play in! I wanna thanks everyone in the Terrain Makers skype and discord chats for all the help and support, same to all my friends and fellow ArmA players. I would've put pictures in here and etc but I don't know much of the formatting, so yeah, this is as good as I can do for the forum post! If you have any inquiries, suggestions, or etc, feel free to post here or in the STEAM link! Be advised it is my first map ever and I still have a lot to learn, thanks for the space and the time! 🙂 With no further ado, I wish everyone the best of luck, hope you enjoy!
  6. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  7. G.O.S Leskovets is a 400 km² map of rural farmland featuring 40 villages. It's mostly inspired from the landscape of Southern Burgundy's "bocage" with hedgerows enclosed fields, many wooded areas and some open fields, but with eastern european/baklanic names as I feel it's better scenario wise. This of course is an early version and there are many small defects, be wary of trees too close or on the roads. Planned developments : Secondary roads network (earthen trails). Isolated hamlets, farms and other structures outside the villages. Download : http://www.mediafire.com/file/o32491v9zitnp3o/%40LeskovetsV004.rar Video: Required addons : CUP Terrains « Le GOS, faire autrement » Clan réaliste français http://www.clan-gos.fr
  8. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  9. Hello All! It has been a while since I have posted on the forums! (Personal Life and all that jazz) I have been a member of the community since OFP however, I didn't migrate my usernames and it seems it has all been lost in translation. My original usernames probably included something similar to OChristie etc! ;) Quick Background: OFP, ArmA 1/2/3, VBS 1/2/3. I make terrains and love it! Lampedusa Challenge The best terrain, mission and unit content pack wins! Summary The community that exists for any large game title always manages to bring a new dynamic to its respective platform. With the ease of modification to the ArmA platform since its conception, the possibilities have truly been endless. Because of all of this, I am very interested to see just how far we can take this little project. Lampedusa Island is here. I would do this myself however I don't feel that I have the skill in A3 terrain development and I love the power that the community have! Structure This challenge can be completed as an individual or as a team. The Challenge To create the best or most interesting terrain of Lampedusa, Italy combined with an in depth, diverse and fun mission to explore it. (Think CTI, COOP, Domination). If you want to create a content pack then feel free! Competition Rules You will have no more than 3 months to complete the challenge and all entries MUST be submitted as a reply to the main BI Forums thread by the 1st April 2017. Most importantly have fun! Tools You are able to use any GIS / Terrain / Mission tools that BI authorise the community to use. Data The starter pack contains Imagery, Elevation and Vector data which should point you in the right direction. You can download the data here: LampedusaChallenge.rar (via Google Drive ~275mb) Testing You are welcome to publicly test your Terrains / Missions on the A3 servers. Good luck. P.S. This thread will grow, please feel free to ask questions and I will add any key information to the thread.
  10. Introducing my first terrain: Benzopila (current working name) is based on real terrain from an area in the east of Ukraine. It is largely a forested area to the west and an open farm land to the east with a relatively low change in terrain height. This is my first terrain. I've learnt a lot in the process and will continue to adjust things throughout the project. There are a tonne of fantastic terrains out there already so I'm trying to create something a little unique with micro terrain and high detail in a smaller area. I hope there will be some value in my project. Features: 5km X 5km Terrain making it 1:1 scale with the real world Two towns/villages built faithfully to scale Hand buldozed terrain using a 2m cell size Realistic forests representing that found in the area Complex system of both sealed and unsealed roads Large open areas between key terrain Agricultural farm lands Swamped areas Possible features: Small airfield that currently is not present in the area Custom enter-able buildings for greater CQB qualities Forest fortifications including trench-lines and emplacements cut into the terrain. Looking for help with: Custom vegetation and buildings should anyone be interested. Screenshots: (About to upgrade my PC so apologies for potato photos) Dense vegetation example: Town outskirts: Town outskirts: Town outskirts: Town outskirts: Small bridge in the town: Forestry areas: I'll keep the posts coming as I progress. 4Chains Out.
  11. Sorry if it's mentioned elswhere, I don't read the forums as often as I used to. Anyway, I appears that during this year's Blender Conference Miroslav Horvath from BIS (Bohemia Interactive Simulations) again had a talk about the tools he's continuously developing for 8 years. I think it's a good place to post it, since the tools are a Blender addon for improvements of terrain editing workflow for Real Virtuality engine (Arma, VBS, ToH, DayZ...). There are some interesting insights on how Take on Helicopters terrain was created, or what does VBS streams simulation that could be seen some time ago in some trailers looks like from behind the scenes. My original topic from several years ago concerning the same tools but in Arma 2 version: Well, "eight years in development, and still not released" :)
  12. This terrain has ceased developement and will NOT be developed any further, Thank you for understanding. Hey ya'll.. So i dont really know how these forums work and all because i'm kinda new here. But anyway.. I'm here to present an addon wich is currently in the making named the "Lowlandz Project". Currently it's not much. Just a small developement team with some good ideas. We're currently a team of four but most of us are working on sideprojects. We kinda want to focus on this being our main project again so we decided to just announce our work so far. -Current Team- [LL] JMR - Map Design & Terrain Builder [LL] The_Fake_German - Map Design [LL] Siem - Map Design & Regional Information [LL] Justin - Configuration & Blender works Here's an older video of a flyby. It doesn't show much. Just some northern islands we call "The Waddenzee" (The plane is a P-3C Orion ported over from the Dutch Armed Forces mod for Arma2 and it won't be included) And here's an older screenshot of the southern region of the map. http://images.akamai.steamusercontent.com/ugc/477771277028294778/38ACBC77F854CA1E9E05688186FCB7E95A82ED7C/ Well that's about it. Just wanted to let you guy's know what we're working on. P.S. I really dont know how the Bohemia forum's work. So if i messed up im sorry
  13. This terrain (as some will know) comes from the world of A Song of Ice & Fire or more commonly known as Game of Thrones. It is the entire continent of Westeros (plus the Stepstones). I have been wanting to start a new terrain project and decided on going with this. I think it will be a great terrain for Arma 3 because besides its GoT connection, it offers various biomes and topography. It will also give me a reason to build a bunch of castles on the map :P. I am working out the total size of the map still, but it is looking like it is going to be at least 30km x 30km. Any and all updates I have on the terrain will make their way here.
  14. There are too many things going on with the realism in A3 with regard to the AI's ability to know someone is there even when they have cover. The 3den Enhanced helps control the spot distance, but I don't think the mountains, and terrain is actually blocking the radial spot awareness of the AI. Here are a few examples: A tank comes over a hillside and wipes me out every time I hit replay, even though I'm hidden further into the woods while my 12 guys are out in the open. even if I move to new positions before the tanks gets over the hill on my side, It's as though the AI is programmed to target the player more often then the enemy, ...while my guys were out in the open.A tank comes over the hill and wipes out about 10 guys in a matter of 3 seconds, even though the guys are all spaced out at distances from each other of about 30 to 50 feet, and they were commanded to take cover before hand. How in the world would a tank know where everyone is that quick? My friend is an Captain officer in the Army, He's says it's BS. It would take the tank some time to aim at everyone. I can change this behavior with the 3den Enhanced AI settings, but why is the setting so jacked up by default.I'm in prone position sneaking up on some guys in front of me who are about 100ft behind the hill I'm crawling up: about a second before I can see them through the weeds I'm already being shot at and killed by the infantry on foot. It's as though the radial awareness of the AI is NOT being blocked by terrain or even trees. Last point. I realize that the "tanks" and even the infantry have heat sensor abilities, but then wouldn't the other army have heat deflector outfits to help a little? And how can they detect heat when your behind a hill? And it's not like every squad or platoon has that ability at all times. Either way, even if they knew I was there as soon as my head peaked over the hill, there is no way someone can aim and kill me every time on their first shot from 100 feet away while I'm laying down. Unless it's just luck. And the AI seems to have a LOT of luck in A3. The question here is: is the spot distance blocked by terrain? Hills, Mountains? ... Or is it NOT?
  15. Welcome to No Cure A Single player Arma 3, Open world action RPG.. In 2017 the asteroid named Mortifera 71 began its collision course with earth. As Mortifera 71 drew closer to earth Governments around the world decided to nuke it in an attempt to destroy it or reduce its size. This resulted in a cataclysmic disaster breaking Mortifera 71 into thousands of smaller meteorites that showered the earth causing utter destruction to most major cities and our planet’s surface. In the wake of the disaster the climate effects where detrimental Earth was shrouded in a dust layer plunging the planet into complete darkness. Communications across the planet failed and governments lost control as humanity fell into panic mass killings /starvation /and a breakdown of medical systems left behind a broken world. Several years on as the dust began to lift a dark and daunting horror began to manifest. The asteroid contained water within its core, the water was host to a bacteria unlike anything we have ever seen. When Mortifera 71 was split by the nukes the bacteria thriving water was spread into the earth’s ozone and all across the planet’s surface. The effects are devastating, mutating most living things only the stronger immune systems manage to scrape through. 2047 The shattered world now consists of factions and colts banded together from survivors of all kinds desperately trying to cling on to existence at whatever cost…. And on top of everything…. Something dark and sinister is rising from the old world…Pure evil is coming. Let chaos take its place. Features Large progressive quest system Full survival system Loot system Building system camps and barricading, full blown settlement building. Ui overhaul / interaction dialog / new inventory Crafting and farming system Hunting system Ulak a fictional 40K terrain set just north of Alaska Melee combat system New weapons / clothing and vehicles multiple new factions An abundance of new inventory items / Terrain assets Lighting overhaul and ambient weather effects Explore the ruined past of the former world. No Cure has its own web site Interaction System: Inventory system overhaul TERRAIN DEVELOPMENT: You can follow the development of No Cure here and No Cure website Facebook Twitter Discord ModDB Armaholic
  16. Things are getting serious now! We are in the Obect-placement stage of our Netherlands terrain! 5 people are currently working to populate a (roughly) 40x40km area. Terrain information Size: 40,96 x 40,96 km Terrain cell size: 5m Satelite res: 1m/pixel Terrain mask: 1m/pixel The area we choose just contains several key places for a Milsim community to play on. As well as a WWII group would be able to recreate some WWII events. Some important area's are: ​- East Roosendaal with Engelbrecht van Nassau Barracks (SF Headquarters) - Rucphenseheide (Militairy training area) - Breda International Airport "Seppe" - Gilze-Rijen Airbase - Breda - Royal Military Academy - Efteling (theme park) - Maas-Waal Lowflying area - Fort Altena - Slot Loevenstein (Castle) - Biesbosch - Maritime school (SF) - Moerdijk - Dordrecht For the moment key locations like the Military training area and the two airfields, plus some small villages have the highest prio. So most of the map is not populated. The first release will therefore also just have some area's populated with objects. The main roads between those area's (highways most likely) are the first to have objects closely around them. I expect (hope) to be able to release an early Alpha version in 3 to 4 weeks. Inhouse gaming-units from Lowlands Warrior will be the only ones to get the latest version for the time being. Want to be part of them? Contact me
  17. lappihuan

    Buldozer Tools

    Buldozer Tools by Lappihuan This is a successor to the Improved editor.sqs I’m pretty sure most of you know the following scenarios: “You work for several hours in Buldozer, the rain that is dropping since the last 20 mins is already annoying but the productivity and creativity is on fire. It keeps getting darker and darker and you think that it’s time to restart buldozer but you quickly want to finish the composition you are working on. BOOM! Out of nowhere TB crashes and your adrenalin rushes through the whole body, you didn’t save the project for the last 4 hours!!!†Result: things like this can throw your motivation off for several weeks. “While working on a town, you feel like there is a road missing or would like to move an existing one to fit your object placement better.†Result: you need to restart Buldozer every time you change your roads.shp which is a waste of time! “Players report that AI can’t properly use the awesome bridge you placed on the map, and you can’t figure out why they won’t use it.†Result: you spent many hours to tweak the road and bridge model with a eventual success or use a hacky solution like place an invisible road below the bridge. I hope to eliminate or at least reduce most of the above issues with the Buldozer Tools. Features: Reload roadsDefault key “1†Reset weather and timeDefault key “2†Toggle road diagnosticDefault key “3†Be aware, it can cause Buldozer to crash! DebugDefault key “4†execute the debug.sqf while buldozer is running (helps R&D) NVG and IR modeDefault key “N†Help DialogDefault key “0†Save notificationCustomaisable time in userconfig.sqf While the list is still quite small, I feel like it already has a big impact on the workflow in Buldozer. Installation For the sake of easiness I provide a scripts folder with everything needed in there. Drop the script folder into your P drive so it has the structure: P:\scripts\initBuldozer.sqf You can customize everything in there, but the config.sqf is the most important part for you. If something is unclear / could be made easier, let me know. IMPORTANT: delete or rename your current editor.sqs, so it won't conflict with this. Download Link Feel free to contact me on Skype/discord or here about suggestions, bugs or whatever. I hope you guys enjoy! Thanks to Pennyworth for the help!
  18. While I've kept the IRL island name, this terrain has been largely altered from the real island for various reasons. Besides the buildings and vegetation, I've chopped the top of the mountain off, altered a lot of roads, etc. However, it does still resemble the real place in some ways. Iwagi is a small island located in the Ehime prefecture, kinda in between Okoyama and Hiroshima. I'm planning on using assets from the Apex expansion, and so it will require having the expansion to play. Right now, it's a total of 6x6km(I guess that could possibly change if it's too small). The island itself is roughly 4x5km. I'm using a cell space(hoizontal scale) of 3m, which is slightly less than what is suggested by all the Arma terrain gurus, but I'm hoping with it being a pretty small terrain it will work out alright. While I tried to keep a lot of places true to it's IRL form, I'm mostly limited to Google streets and as such I'm completely winging most of the island. Besides that, it needs to be military friendly.. so I completely chopped the top of the mountain and I'm going to put a military base there. =] I think I started working on Iwagi in February of this year. Originally, I had started with a completely custom terrain taking bits and pieces from all over the world in Google Earth Pro and piecing them together like a Frenkenstein. After a year of killing myself I decided to jump into a smaller terrain and use a real world place. This will be my first terrain for anything. Being as small as it is, I'm not sure it will be suitable for anything milsim related(hopefully I'm wrong), I'm hoping to be able to use it for Battle Royale and/or maybe some survival mods. GOALS: - I want to keep the mod filesize as small as possible. Thus, a smaller terrain with very limited user made content/models. - I don't want to require the user to have any other community made mods loaded to play on the terrain. TO DO LIST (as of 14 Sep 2016) Finish surface mask. Finish sat map. Finish watershed erosion and reservoir objects. Place random rocks. Finish rock outcrops. Fix mixture of vegetation in forests, add rocks and fallen trees. Finish military housing area. Finish military base layout and objects. Finish airport runway, objects, and buildings. Remove all vegetation from roadways and under buildings and other objects where it's noticeable. Set water level. Check AI movements along roadways and bridges. Have all bridges placed and remove road textures from underneath. Place road intersections and transitions. Finalize clutter mixture for all surfaces, no texture issues, set color and wind variation. Fix all road gradients, remove protrusions, smooth. Place polygons for vegetation. Place back roads and trails polylines. Place secondary roads polylines. Place main highway polylines. Put together a rough sat mask for ground textures. Make a place for a large military base and housing. Sculpt a rough height map with L3DT. Put together a rough sat map to use as a guide. MEDIA IRL Location: https://goo.gl/maps/YMEwqNyjmD32 Wikipedia: https://en.wikipedia.org/wiki/Iwagi,_Ehime Photo album: http://imgur.com/a/hqQSr I don't really have many pictures or videos yet, but I'm usually streaming on Twitch when I'm working on it. Once I can get it working in Arma I'll take some snapshots and make a video. https://www.twitch.tv/cring0 https://www.youtube.com/user/cringocringo I'll be back once I have more. If you have any questions or suggestions please let me know.
  19. 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?
  20. Hi all i was just wondering if it would be possible for someone to help me with my terrain. First off i used Stratis's config.cpp as a template and changed it suitable to my needs for my island. This means i used Stratis's lighting and my terrain is supposed to be dark and somewhat gloomy, but it is bright like a Greek island, would it be possible to ask someones advice and what lines of code in the config i could change to achieve this effect ?
  21. Hello, You know that I have not finished the map "deadcity" in 2013, because that map had a lot of bugs, also if there was a problem with the time. Now I started a new map, it will be similar to last map. *Map is based on terrain Zagrabad sample map with rivers. *The map will have a town called "Pecher". *The city will be a bit more than Zagrabad. *The leaves of the trees were removed o2. *Created several wrecks cars from arma2 models. *Fixed lods firegeometry of ruined buildings. I hope , i will be have time for finish that map. :o :ph34r: https://imgur.com/a/GDPNS
  22. Khogyani, Ghazni Province, Afghanistan ALPHA Version Notes: This is an ALPHA version of this terrain, I still have lots of work to for the best looks of this terrain. For now most of the terrain is flat, in future updates I will be adding more ditches and bumps in the ground to add a more realistic feel to the terrain. Don't expect too much from this release, as I just want feedback about the terrain and some suggestions about the ALPHA version. There are a few issues with this terrain, biggest issue is the 2d editor and navigation map not showing the gray outlines of objects and houses, along with green shapes and circles marking tree lines and bushes. About this project: This terrain is based in the Ghazni Province of Afghanistan. For a google maps location click here. This terrain will be as close to the real life satellite images. The structures will be different, but the compounds layouts, roads, foliage and geographical features will be as accurate as I can get them. This terrain is intended for missions like foot patrols. For those realism units or groups that like to do some foot patrol missions, this might be a terrain to try out. Required Addons: JBAD_Buildings Release State: v0.1-Alpha v1.1-Beta v2.1-Final Release Stages: Features: Multiple towns and villages. Accurate tree lines and farms. One small outpost. Rivers and Creeks. Complete road systems and foot paths. To do for v0.2-Alpha: Rocks. Foliage and Farms. Terraforming. Some buildings and compounds. Pictures: Download: Mediafire - http://www.mediafire.com/download/og0s8od1dfw2g2w/Khogyani+v0.1-Alpha.zip Thanks to: MilkM8n and smokedog for Jbad Buildings ArmA 3 community
  23. SOLVED: I didn't think to load the template libraries from the old project before attempting to import the objects via exported .txt file. I got sloppy and disorganized across a bunch of folders and decided to start a fresh, consolidated project in terrain builder for my island and I successfully imported the old terrain, satmap, mask and all that. Everything is there, including the roads. However, I cannot for the life of me figure out how to export and import all the objects. I've tried exporting them but they just go into a "file" file and do not show up as a choice when I go to import them. Anyone know the trick for this one? The terrain is identical, I just need the objects copied over in their correct locations. Thanks for any help on this one!
  24. Your New Map Looks Great! However, the well known terrain problems are so disheartening. Every player here has seen, and has had to deal with floating rocks, trees, bushes, AI, and Players due to terrain not displaying properly. No setting tweaks fixes this %100. The closest thing we can do is SEVERELY limit our view distance to the point where it is a handicap. Seeing players, objects, or AI through mountains and hills takes away from the game, and is borderline infuriating when you are shooting at something that is really on the other side of the mountain, but you can't tell until you shoot and watch dirt exploding where their body is. Terrain is crucial to a MilSim and just gameplay in general. Can you tell us that you have addressed this!! The screenshots I provided are nowhere close to the worst examples of this problem that EVERY player deals with. If you have better examples guys, post your pics!!!! (In my first picture...these AI were actually on the opposite side of the mountain...)
  25. Hi. I'd like to ask you where you want that i have to started making/ expanding bases. You can choose from three options and if you choose "Another" please write which terrain you want. Best provided terrain that is already released and not in the WIP. Thanks EDIT: If you choose one of these three options please write terrain which you want for example European terrain - Chernarus etc. or ME - Zargabad etc. i hope that its clear. Thanks Greets DonbassCZ
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