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Found 26 results

  1. Delta Hawk

    Nassau 1715

    "In an honest service there is thin commons, low wages, and hard labour. In this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst is only a sour look or two at [hanging]? No, a merry life and a short one shall be my motto." - Bartholomew Roberts A General History of the Robberies and Murders of the most notorious Pyrates (1724) "Fear not the sea, for those born to hang will never drown." - Ancient Proverb Intro Nassau 1715 is about the economic, social and power struggles that occurred in the West Indies during the early 18th century and the events leading to that, telling the true and brutal story behind some of history's most notorious criminals who plundered the seas and the bold and determined men who hunted them down. This is a proof of concept release. This is not meant to be a complete conversion for ArmA 3. Rather it's meant to show that this concept, 18th century naval warfare, is possible in ArmA. Another goal of the proof of concept is to attract more developers to help with the long term goal of creating a complete total modification for ArmA 3, DayZ or even ArmA 4. After the proof of concept release the project will be reevaluated for a viable total modification. In the long term, the mod is planned to encompass some of the most significant events in Europe and the West Indies that led to the Golden Age of Piracy, including parts of the War of Spanish Succession and the English privateer voyages in the West Indies against the Spanish and French. These events come together with the wrecking of the Spanish Plate Fleet of 1715 off the coast of Florida, leading to the rise of the Pirate Republic at Nassau, New Providence Island. From there, Nassau 1715 explores the world of pirates of the West Indies and the East Coast of America, and the steps taken by the English government and colonies to suppress them, using real life events as a story backdrop for multiplayer gameplay in an open world setting. The biggest feature of Nassau 1715 is being able to authentically sail large vessels, therefore sailing, while greatly simplified from real life, is difficult and challenging, requiring basic seamanship and knowledge. You must read the field manual in the game and review the Quick Sail Guide in order sail. Screenshots Features Included in this release are Several Sloops (including: Adventure, Albas, Royal James and Antelope) 1-Pounder Swivel Gun 6-Pounder Naval Cannon .62 Flintlock Pistol .69 Naval Pattern Carbine 17 Uniforms (not counting variants) 3 Vests (not counting variants) 4 Hats (not counting variants) Map of Gun & Cat Cay High Seas Map Ingame Documentation/Field Manual Some Basic Missions (SP & MP) More content will be added over time. Quick Sail Guide Quick Sail Guide Considerations while playing You must learn how to sail in order to sail. This is not an arcade game, it's an authentic simulation of sailing. It will be difficult. You should expect to be frustrated and confused at first. Only after studying the art of sailing you will be good at sailing. In order to become a better sailor you should listen and follow the instructions of more experienced players who know how to sail. Sailing is a crew effort based on skill and knowledge. If you are a beginner you should avoid shoals at all cost or you'll run aground. Because this is an early proof of concept release, features, classnames and assets may change and/or be removed. This mod brings gameplay features that have never been attempted before in ArmA, so there will glitches and other issues. Lastly this was develop with the idea of being used on a multiplayer server. Compatibility We did not specifically develop this mod with compatibility to other popular mods in mind, therefore you may encounter some issues if you choose to use this mod with another mod. Compatibility with other mods isn't a priority since every other mod is from a different century. End User License Agreement Do not reupload any 3d or 2d assets, original or derivatives, including, but not limited to, the Steam Workshop Do not retexture or remodel Do not port to other game engines Do not use on monetized servers Derivatives Some of our work has been kindly donated specifically for this project, therefore for development and copyright reasons we don't allow reuploads, derivatives or retextures of Nassau 1715. However, if you do want to create derivatives or retextures please consider actually becoming a part of the team to help create more content and/or modify existing content. Thanks and Credits Philipjn from the Pirates Ahoy! community for donating the base model of the sloop Major (Retd) Kelly, https://www.KellyBadges.co.uk Peter Davis - HMS Surprise Simulator Keith H. Burgess, Wychwood Forest, Armidale NSW, http://woodsrunnersdiary.blogspot.com/ Team Members Delta Hawk - Lead Artist, Shipwright Bloodwyn - Lead Scripter Luca - Lead Terrain Artist Bava - Historical advisor and Shipwright ppitm - Historical advisor, Research and Sailing Master Kola - Artist J0tA - Artist Noklaschmi - Artist LAxemann - Lead Sound Artist How to connect with us Discord Twitter BI Forums Pirates Ahoy! Steam Workshop Please do not reupload anywhere else, this modification will probably change often with updates https://steamcommunity.com/sharedfiles/filedetails/?id=1726376971
  2. WIP Release V0.3. Archipelago intends to be exactly what it says on the tin, a series of pacific style islands of varying shapes and sizes, with smaller breakoff land masses scattered around and in between. Hopefully to allow better use of both vanilla and modded boat content, and amphibious gameplay. At this time only two of the medium islands and some surrounding islands have objects on. Mainly infantry focused, tight jungles and narrow roadways. There is currently no schedule/roadmap for updates to come, all that i can confirm is that the largest islands will likely be done last, or possibly in stages. Beyond that, everything is subject to change. Any feedback or suggestions for what to do on the other islands is welcome. Do take into consideration that the current topology of the other islands is not final, it's very rough at the moment. Download from Steam Workshop Technicals: Grid: 4096 Cell: 2m 8192m x 8192m About 114,000 objects so far. (V0.3) Known Bugs: Some trees may be really close together or the occasional tree trunk inside another. Many, many small rock clusters that are floating to varying degrees above the floor. I'll probably fix them at some point. Some of the longer bridges, don't look right (have dips in them that make no sense) this is a necessary evil to have the AI reliably use them. Pics to follow. Full Album
  3. Well, since many things cleared up I'll be releasing some of my older work that I made with help of Mr. Paul aka Bushlurker (may he rest in peace). Map is released for testing to a close team and will be available publicly this week for Operation Chester that I'll be hosting around weekend. It is a 12,3 x12,3 km big map based on real location near Chongoroi, Angola. Map will of course be altered to improve the gameplay. Map features highly detailed satellite of 30720x30720px so you will enjoy some eye candy in between the fights ­čśë Created by: IceBreakr Runway textures: Bludclot Intro picture: Milsim Syhrus Testers & bugreports: SBP Team (Slovenian Black Panthers), Flynn375 Special thanks: Bludclot, Mikero & Uro for all the help and support, Bohemia Interactive for making great mil-sim games since 2001! Couple of shots: Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1446500688
  4. !!!!!Taken down!!!!!! !!Rights for use given to a new community. Others can not use this map or I will issue a DMCA!!
  5. IMPORTANT: This version is only a sample of the functional terrains only with the satellite, mask and normalmap, do not include objects yet, nor stringtable, in the future will be added the respective names of Cities according to the English or Spanish language. The next step is to correct clouds and dark coastline on the satellite, and adjust HD textures. The terrains, besides their extension, have real depths (the best satellite information I found), it is perfectly navigable, in fact the purpose of the terrains is to be able to recreate historical aeronautical and airborne missions. They are 2 Malvinas / Falklands terrains of 80km x 80km in real scale 1:1 WORKSHOP (SC Map): http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 [SC] WEST - Estrecho de San Carlos (Falkland Sound): includes Pradera del Ganso (Goose Green), Darwin, Cerro Alberdi (Mount Usbourne) and Isla Borbón (Pebble Island) [PA] EAST - Puerto Argentino (Stanley): includes Top Malo House, Monte Longdon, Dos Hermanas (Two Sisters), Tumbledown, Sapper Hill, Fitz Roy, Bahia Agradable (Bluff Cove) and Monte Agradable (Mount Pleasant). Objects: At this moment we have only modeled the building of the Puerto Argentino / Stanley Airport: DEVELOPMENT INFORMATION: # DEM: AlosPalsar (Surface) + Topo15 (Depth) GlobalMapper (Cut, Height Adjustment, and Layer Fusion / Export DEM 1x81920 in .TIF 16bits for TB and 4x4x20480 in .ASC for L3DT) L3DT (Generate Normal Map 4x4 / Merge in PS) ___________________________________________________ # Satelital Image: Bing - Zoom=18 (+ Google and Here to erase clouds) SASPlanet: Download to .ECW format Georeferenced (Projection: Geographic) Geomatica: To erase clouds (Coming soon) Photoshop: Mask (Image Mode: Indexed Color / Save .BMP) GlobalMapper: Cut Tiles (Export in 4x4 tiles .TIF format 32bits uncompressed) ___________________________________________________ # Terrain Builder Grid Size: 8192x8192 Cell Size: 10 Terrain Size: 81920 Satellite Size: 40960x40960px Resolution: 2m/px Tiles Size: 1024x1024px Desired Overlap: 16px Teture Layer 40.00x40.00m SC Map Objets: 0 PA Map Objets: 0 ___________________________________________________ # System: AMD FX 8150 + 10gb RAM DDR3 Windows 8.1 64bits ___________________________________________________ ___________________________________________________ THANKS: Instituto Geográfico Nacional de la República Argentina theSinGLoT: Tutorial (Youtube Channel) ___________________________________________________ MLV Map Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 MLV Mod Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 BIS Forum Post: Translated by Google
  6. BARIGA EDIT: 1.4 out: - repacked content for better filesize - fixed objects not showing on ingame map - minor changes to placement of some trees (wich were ranging too far into roads) (older version also included:) - Replaced bulletproof bushes with custom made (non bulletproof) bushes. - Added signature and bikey steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=886316372&searchtext=bariga Armaholic download: withSIX download: ArmA3.de Mirror also avialable (still 1.2): DESCRIPTION: This terrain is completely fictional and not based on any realworld location. I tried to acchieve a look that differs from other terrains, as it is always nice to have some variation. Background: The area of Bariga had to be evacuated because of an incident in a research facility nearby. Nobody ever returned and the evidence of the escape in a hurry still can be found all arround the settlements. ----------------------------------------------------------------------------------------------------------- some specs: size: 25 km┬▓ about 300000 objects (mostly plants though ;-) ) custom terrain-textures ----------------------------------------------------------------------------------------------------------- This is my first terrain ever, so please be dulgent ;-) SCREENSHOTS: And as requested... SATELLITE IMAGE
  7. 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.
  8. Lake Chester was an attempt to get a map made for flying and carrier activity into Arma 3. It is a rather large map with 100 x 100 km, but it's mainly sea, some spread out islands and to the northwest a continental landmass. Unfortunately I do not have the time to push this any further and so it sat idle on my harddisk for the better part of 10 months. Which is a bit of a waste, as the map is functional for the purpose of placing a carrier and flying over large amount of empty space :) So it essentially is a test map for flying and not much more. I've had some fun on it with using a plane vs Pookie's SAM pack, though. There's also a small number of buildings that can be bombed... While it would be nice to continue to work on this project, I doubt that I'll have the time. If anyone is interested in pushing Lake Chester further, please let me know. Please do not send me bug reports or feature requests for the terrain, it will stay as is for the time being. Thanks. Armaholic: http://www.armaholic.com/page.php?id=31561 http://www.armaholic.com/page.php?id=31560 PWS: http://withsix.com/p/Arma-3/mods/aQ0jLBK_FkyohicsPj9UaQ/Lake-Chester Here some visuals from the terrain itself: TeTeT [EDIT1: Added PWS link]
  9. 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 ?
  10. Capt. Fantastic

    [WIP] UK Maps Pack

    Uk Maps Pack! Firstly welcome and thank you for taking the time to read my post. A few months ago I learnt to make maps for Arma 3. After reaching a stage I felt I would be able to give it a shot, I made several small test maps to have a look at the functionality of Terrain Builder. I have now begun making my first official map for Arma 3, it will be a UK based map, as stated in the topic title. It is based on a small Island called Fair Isle (See Here For Location) I will try to be recreating the Island as accurately as possible, this may be difficult due to the cliffs that surround its cost line & the angle at which the cost lines drastically changes but I will give it my best shot! I will be creating custom buildings for this Island as well, this will increase the immersion and benefit missions scenario. But this will be a secondary aim as I want to get the map created and A3 buildings in as place holders to start. Also every map will have a winter variant so there will be a large variety of maps and seasons. For Details about the map and its towns, airstrips and layout see the image below. Map Screenshots Below is an album I have created that will be continuously updated as I add more locations and features. It currently includes one map location in early development, general screenshots and some building models in early development. http://imgur.com/a/bCsRt The terrain will take priority over the models, the map will hopefully be released for Christmas in working order to allow people to give feed back, any issues found with the map will be fixed by next release in February next year. Please be aware that I am the sole developer on this pack so it will take time to finish but i will be working as fast as possible with the intention of the best quality possible. Please leave any comments that you have here I will try to respond as quickly as possible!
  11. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  12. Hi there im new around here but i think this is a great opportunity for a map creator. Were a new team creating a mod , we hope to be the next big mod in arma 3 we have no desire for this mod to be any sort of RP mod as we believe there are enough of those out there already (no disrespect to those who have made RP mods its just not our style) Were a good situated team we all get along and have a real passion for this idea, so far our in our team we have : designers, scripters and people who are great with server hosting. We are looking for a map creator /builder , the person needed should be experienced with terrain and building a map from scratch. Contact us if you're interested Steam ID: WaveyTots DonDamage
  13. Welcome to Alaska. It's 2035 and eastern aggression has brought war to the wild frontier of Alaska. Working within the constraints of Arma 3 vanilla content, I am working to bring a representation of a war time Alaska to life. The terrain is at a point where I can release the alpha version. Please feel free to post your comments, questions, and complaints about the terrain. Keep in mind that there is still A LOT of work to be done, and is by no means a finished project. However, the terrain does have some areas that could definitely be played on. Terrain Specs Grid Size: 2048 x 2048 Cell Size: 10 m Terrain Size: 20 km x 20 km Satellite/Mask Specs Size: 20480 x 20480 px Resolution: 1 m/px Tile Size: 512 x 512 Overlap: 16 px Texture Layer Size: 40 x 40 m Preview: http://imgur.com/a/Eli4k Revision Update 10/26/2015 8:18 PM - v0.7 DOWNLOAD HERE Google Drive
  14. WIP [sorry for my Inglish i use transladator] Cabrera Island is a small island in the Balearic Islands, Spain. I have tried to capture their profile and best field within the constraints that give me the objects. In some cases due to the limitations I have taken some license. This version is in Beta01. Missing many things yet to make and review. cheers [ESUS]SinGloT Some hi-res screens: http://imgur.com/a/lz9aw#0 http://imgur.com/a/8F9ng#0 Video InGame https://youtu.be/tqxUcyQ6fBA https://youtu.be/L1jDPPHaVM4 https://youtu.be/I1hrPd3LWtw ================================================================================ -------------------------------------------------------------------------------- Mapframes Definitions Name: "kab" [current] Easting (m)..............: 200000.000 Northing (m).............: 0.000 Size (m).................: 10240.000 x 10240.000 Terrain grid size (cells): 1024 x 1024 Terrain cell size (m)....: 10.000 Imagery size (px)........: 10240 x 10240 Imagery resolution (m/px): 1.000 Texture layer size (m)...: 20.00 x 20.00 ================================================================================ ================================================================================ Trabajando en el Isla de Cabrera es una pequeña isla situada en las Islas Baleares, España. He intentando plasmar su perfil y su terreno lo mejor posible dentro de las limitaciones que me dan los objetos ya creados. En algunos casos debido a esas limitaciones me he tomado alguna licencia. Esta version esta en Beta01. faltan bastantes cosas aún por colocar y repasar. ================================================================================ Salu2 [ESUS]SinGloT Some hi-res screens: http://imgur.com/a/lz9aw#0 http://imgur.com/a/8F9ng#0 Tutorial Crear Mapas en Arma3 - Español
  15. http://i.imgur.com/VRZ07q1.png?1 (183 kB) Gorgona v1.51 by Major Desync Description: Gorgona is a small island located in the Ligurian Sea, 37 km off the west coast of Italy and 35 km north of the island of Capraia. Inhabited and fortified since ancient times, it is now home to an agricultural penal colony, housing 50 prisoners, including those convicted of murder and other violent crimes, as well as Mafiosi. The prisoners work the island's farms, moving freely around the island by day tending crops and livestock, returning to the prison buildings before the evening curfew. In the history of the prison, only one prisoner has escaped, though it is not known if he survived the long swim to the mainland. (Source: Wikipedia) Though based on the real island of Gorgona, this terrain differs somewhat from the actual island. Firstly, the terrain is larger - measuring 3.7 km from north to south, and 2.6 km from east to west (compared to 2.1 km and 1.6 km respectively for the real island). Secondly, the terrain is a lot less steep than the real island. Finally, while the terrain's buildings and roads are based on the real thing, I've taken a lot of liberties to produce some interesting locations for Arma3. Gorgona's size, topography, ground cover, and locations make it perfect for small-unit infantry actions and stealth missions with an emphasis on close-quarter combat. Features: Terrain dimensions: 4.1 km x 4.1km Terrain area: 16.2 sq. km Island dimensions: approx 3.7 km x approx 2.6 km Land area: approx. 6.5 sq km. Heightmap resolution: 4 m/pixel Elevation range: -50 m to 230 m Approx 112,000 objects Hilly, heavily forested terrain, with large olive plantations, and rocky shorelines. 1 main village, with several surrounding farms and compounds. Locations: Prison, junk yard, port, helipad, cemetery, castle, radome installation, military camp, research station. Screengrabs. by 12reviewman. Changelog: Beta v1.0: Released. Beta v1.1: Released. Changelog: Fixed: Keypoint text colour more legible Added: Seabed texture, clutter, rock outcroppings (and a surprise or two). Added: Several small ruins and a small comm compound to wooded areas Added: Secondary entrance to Military camp, plus several new lights to camp and radome. Added: Security fence, gates, new lights to Helipad. Beta v1.2: Released Changelog: Fixed: Smoothed and widened several lethal gullies around the coastline (some are now good clandestine landing spots!). Fixed: Several misplaced objects (tree bin by prison wall, street lamp in town building and others) Fixed: Ground clipping through floor of several buildings. Added: Randomisation of orientation of most trees and bushes to give a more natural look (Thank you to Jakerod and his excellent Atlas terrain tutorial for the pro-tip!) Added: Box pier to harbour area. Added: Pier ladders to square water tanks to allow entry and escape. Added: Break in fence around Helipad. Thanks to Granis, Zonker3210, TokyoIndia, Gav and Jakerod for their feedback for improving the map in this version Beta v1.3 Released Changelog: FIXED: Buildings and markers not appearing on editor and in-game map. FIXED: Crash on exiting Arma 3 after previewing Gorgona in the editor. FIXED: Intermittent issue with activation of environmental lights on first load in to editor or missions. (It seems these issues were due to incompatibilities between new type 60 p3ds introduced in recent Arma 3 updates and BIS Binarize. Beta v1.3 uses type 58 p3ds, which apparently fixes these bugs, but may cause other unforeseen issues.) Thanks to Mikero for his latest Tools update for making this fix possible (and to Twelvecaliber for the tip). Beta v1.4 Released Changelog: ADDED: A few minor cosmetic tweaks to road paths (near Gorgona Scalo) and to the pier at the harbour in Gorgona Scalo. ADDED : Short road segments to gated compounds to allow AI to path through gates better (hopefully). ADDED: any changes to objects introduced in the latest (post-Nexus) version of Mikero's Arma3p. Beta v1.41 (Hotfix for 1.60) Released. Changelog: TWEAKED: Config and surface textures updated to 1.60 standards. This fixes the 1.60 Black Sky bug. ADDED: Some clutter objects around the helipad. REMOVED: Target range objects from the military base. Unfortunately these were crashing MakePbo for some reason. Thanks to james2464 and Makhno for the necessary know-how. v1.50 Released Changelog: Visual optimisation - Making Gorgona Splendid Again. ADDED: Green grass texture plus clutter. ADDED: Three large olive groves on the previously bare slopes on the east side of the island. ADDED: Miscellaneous trees and bushes to blend better with new, darker sat image. ADDED: Functioning or new lights to various locations, inc Gorgona Scalo, the prison and the military base. TWEAKED: Config lighting settings. TWEAKED: Sat image and mask image - there are some changes to the distribution and extent of the different surface textures. TWEAKED: Texture PAAs - to better match updated sat image. Stony PAA swapped for soil PAA. TWEAKED: Clutter on dry grass textures. TWEAKED: All non-concrete roads changed to dirt trails. Thanks to t800a and Cype_Revenge for visual optimisation hints and tips. v1.51 released Changelog: FIXED: Ingame map grid is no longer divided into two large-scale grid squares. Thanks to Makhno for the pro-tip. Known Issues: None currently. Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Credits & Thanks: CAPTNCAPS (teamproskill) and FSF for their incredibly helpful tutorials. Bushlurker, M!lkman, Jakerod and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero for his invaluable and amazing tools Gav, Sam, and Geks for alpha testing. Contributors to this thread for posting issues and feedback. BIS for making the Arma series in the first place Download: Armaholic Play with Six Steam Workshop
  16. kenoxite

    Kodiak (fixed)

    Hi, I've tweaked the Kodiak island (normal version) to lower the City Halls enough so that they are enterable now (as in the winter version). I've also lowered the piers in the small E/SE islands, which were originally positioned too high. All the City Halls should be fixed, but it's probable that there's one missing. If you're familiar with that island and remember their location, please, check that all of them are correctly positioned now and report any unfixed ones. Thanks. <- All fixed now. The intro animation included is the same as the one in the original Kodiak. If you have the original island installed just overwrite the folder in Addons by the one provided here. You'll see that now you'll have the old ones plus "intro.kodiak_fixed". Summary of fixes: All City Halls correctly positioned Piers in E/SE small islands are usable East area of big military base north of Sako elevated, so it doesn't sink under the tides Port of Sako also raised for the same reason ILS fixed. AI planes can now land and take off properly Download v1.1: - http://www.mediafire.com/download.php?kqw8rfeq8g1p120 - http://www.multiupload.nl/IS8MZ0PXIV (Test mission without BAS dependencies: http://www.mediafire.com/download.php?7j8cj79ajbuhxlr ) All the credits go to Instructor, the creator of the island. Also, thanks to Nikiller for helping in finding bugs and giving suggestions.
  17. Hello everyone! So, this is my first proper and serious mission. What is about? Simple (it's not very hard, but then again, it's only beta) shoot-out but with few suprises. First is the island - this is BAS Tonal, and your enemies are Tonal government forces, we have many beautiful islands (and Tonal is one of them) but most missions are made using standard BIS islands... Boring! :) Another suprise - wide use of helicopters (CSJ's Hueys), you will be deployed in the LZ, you will see the CAS by UH-1C and you'll be extracted from the hot zone. this mission is also 'demo' of my upcoming campaing that will took place on Tonal in year 1980. Of course there are still few things to do (it's only beta): - intro and outro (working on them) - voiced radio chatter (voice actors wanted!) - polishing my English :) - problems with scripts and objectives when RTO is dead (see Known bugs and Further informations captions in readme) - some other things (see readme). This mission requires few addons (I'll add links soon): - BAS Tonal (for link see below) - BAS Opfor (for link see below) - JAM 3 (for link see below) - Laser's R-109 radio (available in RHS Weapon Pack - link) - CSJ' UH-1 Pack (version from 16th September 2006 - link). CAUTION! ACHTUNG! PRIMANJE! This mission was designed using ORIGINAL BAS Tonal addons. It probably won't work with Tonal Redux, be sure to have the BAS version of Tonal and Opfor (the easiest way is to download full BAS pack from Comrades in Arms clan site including JAM). Thanks included in readme. Download from here. OK, that's all. Opinions, propositions etc. wanted. And remember, it's not an official addon! You're using it at your own risk!
  18. FDF Podagorsk v1.0 released 20.12.2009 As christmas approaches FDF mod team would like to give you this small present, so merry christmas to everyone and remember to behave. DOWNLOAD from Kegetys DOWNLOAD from Armed-Assault.de Thanks for the mirror Mr Burns DOWNLOAD from ArmA2Base.de Thanks Miller DOWNLOAD from Armaholic Thanks El nino Foxhound DOWNLOAD from assaultmissionstudio.de Thanks Imutep ---------------------------------------- DOWNLOAD FDF key file for server admins ---------------------------------------- Checksum for the FDF_Podagorsk_v10.rar = 468B7E4AFBAE96E14373597CD60B7838 ps. Mirrors are highly appreciated.
  19. I can't get it too work. I shows up as controller, but there is no way to map it :confused:
  20. African foliage for ArmA II Latest version: v1.23 This addon contains 34 usable models that can be used too create a vast desert, savanna or jungle. The addon was previously released for ArmA in a un-finished state but now I have ported it over to ArmA II and completed all models that were in prior releases. I want to thank Icebreakr for testing the foliage on his nice Isla Duala. But also check out these beautiful islands: Download v1.23 ---> Click me! Version 1.20 - outdated! mirrors: Mirror #1 @ ArmA.info Mirror #2 @ ArmA2Base.de Mirror # 3 @ ArmAholic.com Some more: http://i18.photobucket.com/albums/b120/Berghoff/Africa2/bush.jpg http://i18.photobucket.com/albums/b120/Berghoff/Africa2/datepalm.jpg Full list of models included: Since this will be my last foliage related add-on I want to thank all the users on this forum who supported me from the very beginning of my little adventure. Looking back I came a long way but now I must put the tree carving tools to rest finally. I just don't find the time nor motivation anymore these days and looking at the quality of the foliage these days It doesn't matter anymore. Now I can actually focus on playing games =). Have a nice safari and/or fun designing terrains! :D
  21. Namalsk island A part of Nightstalkers: Shadow of Namalsk modification.. http://download.nightstalkers.cz/arma2/namalsk_v1.10.jpg (127 kB) What is Namalsk? Namalsk is a fictional island located in Bering Sea in Russian Federation. It is island with very complicated conditions for living. Island is covered mainly by coniferous forests and mountains on the south part are covered by permanent snow cover. Namalsk is hiding a lot of industrial objects., for example there is high transmitter Seraja in mountains, underground in object AII, big town Vorkuta and two harbors Tara and Lubjansk. You can read more about Namalsk history here and also here. What is Nightstalkers: Shadow of Namalsk? Namalsk is only the part of this modification, full modification, with campaign on Namalsk island and more features (more info here or here) will be released probably in Q1-Q2 2011. Namalsk is using models of buildings from this mod and probably these models will be in this period more tune-up (added for more objects paths for AI, etc.). I tried to minimize size of this release, so, don't await full versions of all pbo's, there are only things, which are needed for playing on Namalsk. Detailed description of Namalsk: Very detailed island Covered almost by new objects (buildings and smaller misc objects from Nightstalkers: Shadow of Namalsk modification) You can found on Namalsk big town Vorkuta, old hospital, small factories and villages, yard,2 harbors, mountains covered by snow, big agricultural object Jalovisko, UNDEGROUND object AII (since 1.10 patch new part!!), train tracks, deep forests and more and more .. SEE Screenshots below they tells more than words Since ArmA II, new island is near Namalsk, called Tara Since ArmA II, Completely NEW painted satellite mask with higher resolution. Since ArmA II, Enhaced quality of ground textures Since ArmA II, Enhaced performance on whole island Tweaked ArmA II trees for better performance on Namalsk You can see map here Here are screenshots from Namalsk in ArmA II Main menu with Namalsk Gray forest on north North army base In Jalovisko area, agricultural part In Jalovisko area #2, village part Swamp on north, near Vorkuta Afternoon sun in Vorkuta town Old yard on northen part Road from west point to Brensk, Seraja above West point From Nitija Mountains in clouds From Norinsk, Seraja (see container for NAC) View from Norinsk factory to Seraja and Ledjanajana Sun above Norinsk Namalsk mountains with Seraja peak and transmitter Sebjan coal mine with rail track Near Sebjan coal mine Sebjan factory Old hospital In object of old hospital NAC observation point on Tara island Underground of AII Underground of AII Underground of AII Underground of AII AI object Nitija AII object AII object AII object Details about 1.10 update.. New big patch for Namalsk island. Finally, after months of working on my mod (http://forums.bistudio.com/showthread.php?t=87625) i get some time also for island. Included couple of changes (particullary based on reports by community). For more details, please, see changelog below.. New patch also changing appearance of underground, which have now also next floor. Mission makers are able to use module, which can spawn approximately 100 misc objects into underground. New section on official website of the mod was also added - MODULES. Check http://www.nightstalkers.cz for more information about modules and their functions. What is AII Laboratory? AII object is a experimental object in ArmA II. It seems to be normal ground factory, but, under this factory is a 4 floor undeground. This object exist since ArmA 1, 0.45 version, but, in this patch (Namalsk ArmA II 1.10) is object upgraded and got his final apperance. Added new floor, which is also particullary flooded with water. (see screenshots) There are still problems, that underground isnt too dark in daylight, but, i tried to do with this something, so, underground is now darker and if you have turned shadows on, you get even better results. (Screenshots - at night with AII Module, underground lights turned on) AII Laboratory module Because was underground quite empty, i created module, which can spawn approximately 100 misc objects. With these objects are spawned lights also. (this is not a abandoned laboratory (according to Namalsk Crisis story)) Default state - lights off, but.. you can control lights with variables: * control variable ns_aii_l_status (0 = lights off, 1 = lights on) * lights intensity variable ns_aii_l_intensity (i recommend very small values = 0.01 - 0.05, 0 = off (dark), 1 = fully on (not recommended)) You don't have to put init of these variables into some inicialization. You can control them during mission. Maybe you will have problems with very strength glow, if you have postprocess details on maximum, try to set lower setting for postprocess. Small example, how to try this module: 1 2 3 Color schemes modules You can use them for changing color scheme in your mission. The only thing, which you need to get these modules working, is inserting module into your mission. From the last version, modules was improved and they are now with priority (def, defgray, cold <=> 1501, 1502, 1503) This release contains: Namalsk island, v1.10 Updated Nightstalkers data files (ns.pbo, ns2.pbo, ns_plants.pbo, ns_rocks.pbo,..) Part of ns_modules addon, improved color schemes and module for controlling uderground. All pbos signed with NST.bikey for safety use in MP This release needs: ArmA II (patches are optional, i think, it must work with all versions) (But, i recommend to you newest patch or beta patch.) Changelog: *Added: AII underground spawn module (spawns misc objects into undeground, you are also able to control lights there) *Added: Extended underground of AII object, now with other floors (see details with release) *Added: Added some objects to some locations, entrance to the AI and vehicle entrance to the AII object,.. *Added: New entrace in AII object into underground *Added: Destruction animation for railroad bridge *Added: Ambient sounds for Namalsk *Added: More penetration materials added onto parts of objects (glass, wood, iron..) *Changed: Changed to a better structure of Nightstalkers: Shadow of Namalsk mod, which is used by Namalsk *Changed: Walking on objects have now a proper sound based on type of material (wood, plates, etc..) *Changed: Namalsk is no longer default island *Changed: Namalsk config adapted for further ArmA II patches (new cloads parametres) *Changed: Rail-tunnels models reworked *Changed: AI object have now geometry and better roadway lod *Changed: Changed color of snow on satellite map (little) *Changed: Improved color filters for Namalsk, now also with priority (def, defgray, cold <=> 1501, 1502, 1503) *Fixed: Better bump maps for ground textures (particullary removes strange effect with old textures) *Fixed: Issues with not working property "damage = no" in models, fixed by destrType="DestructNo"; in cfg *Fixed: Tall grass model issue *Fixed: Strange white artifact in lowres lod in small spruce model *Fixed: AII underground is now darker and with shadows you get even better result *Fixed: Improved configs (Thanks to Kju) *Fixed: ArmA2.rpt related warnings to the Strange convex component *Fixed: ArmA2.rpt related warnings to (class=house) missing object class *Fixed: ArmA2.rpt related warnings to the updating base class *Fixed: ArmA2.rpt should be now without any other warnings *Fixed: Some object positions related issues (barrels in AII object, etc..) *Fixed: Some issues related to the roadways on some objects *Fixed: A lot of another tweaks in models (based on reports, thanks to reporters) *Issue: There is unfor. still triangular poly bug on low terrain detail, only solution is set to bigger terrain detail (normal settings is enough) Bugs: If you found bug (except triangular poly bug), please, PM me or contact me via email (sumrak@nightstalkers.cz)! Thanks. Thanks to: GSC Gameworld - some sounds, textures and objects (like Sebjan factory and mine) from S.T.A.L.K.E.R. game mikebart - texture for grass SenChi - Skybox textures and edited grass texture by mikebart Pikus - author of Chemical plant objects and wind powerplant Saigos - for making a photos as data for Jalovisko buildings models Apo - for testing Namalsk v1.0 Dokix2 - for testing version 1.10 ..and Bohemia Interactive for great game List of files included in namalsk_v1.10.7z @Namalsk.bat Keys\NST.bikey Nightstalkers\Addons\namalsk.pbo Nightstalkers\Addons\namalsk.pbo.NST.bisign Nightstalkers\Addons\ns.pbo Nightstalkers\Addons\ns.pbo.NST.bisign Nightstalkers\Addons\ns2.pbo Nightstalkers\Addons\ns2.pbo.NST.bisign Nightstalkers\Addons\ns_modules.pbo Nightstalkers\Addons\ns_modules.pbo.NST.bisign Nightstalkers\Addons\ns_music.pbo Nightstalkers\Addons\ns_music.pbo.NST.bisign Nightstalkers\Addons\ns_plants.pbo Nightstalkers\Addons\ns_plants.pbo.NST.bisign Nightstalkers\Addons\ns_rocks.pbo Nightstalkers\Addons\ns_rocks.pbo.NST.bisign Nightstalkers\Addons\ns_sounds.pbo Nightstalkers\Addons\ns_sounds.pbo.NST.bisign Installation: YOU DON'T NEED ANY PREVIOUS VERSION, PLEASE, DO CLEAN INSTALL (DELETE OLD INSTALLATION AND THEN EXTRACT THIS NEW VERSON) You can run ArmA II with Namalsk using @Namalsk.bat. Pbo's are located in Nightstalkers folder. Download: The current version of Namalsk is 1.55, released for Arma II: Combined Operations and it is available to download with Namalsk Crisis Update 2 aka "Pathfinder", please check this topic: http://forums.bistudio.com/showthread.php?t=118731! Hotfix for 1.10 version, 10MB, 7z *Fixed: Namalsk ambients sounds are now played only on Namalsk (local settings) http://www.nightstalkers.cz/down/index.php?soubor=namalsk_hotfix 1.10 version, 304MB, 7z (links for 1.10 & hotfix) Armaholic.com Namalsk v1.10 Armaholic.com hotfix Thanks to Foxhound (links for 1.10 & hotfix) Armedassault.info Thanks to Old Bear (links for 1.10 & hotfix) ePrison.de Namalsk v1.10 Thanks to Stavanger (links for 1.10 & hotfix) arma2base.de Namalsk v1.10 arma2base.de hotfix Thanks to Miller (hotfix included) Six Updater Network Thanks to Sickboy (hotfix included) nightstalkers.cz I hope, that you will enjoy Namalsk ;) Sumrak, mod leader and creator of Nightstalkers: Shadow of Namalsk mod sumrak@nightstalkers.cz http://www.nightstalkers.cz http://www.xfire.com/profile/sumr4k/
  22. How do I resolve this as the dedicated server is failing, I have searched the CAUI addon with no success. End Result server will not spin up. Warning Message: Addon 'CAAir2_MQ9PredatorB' requires addon 'CAUI'
  23. ISLA PANTHERA FOR ARMA 2 Version: v2.9 Release date: Dec 27 2012 Previous release: 2.61 (May 9th, 2010) Complete readme file can be found here: http://www.icebreakr.info/islands/readme_panthera.txt Change log =========== v2.9 - fixed mountain heights, smoothened out terrain - added Maleficio island on NW - new town of Arnoldstein (based on another RL town from Cyprus, but it has nothing to do with Austrian Arnoldstein btw) - Drulovka Army depot based on 1:1 size located in RL Slovenia, near Kranj - tweaked satellite map data - added roads and airports to the satellite map - updated Soca River banks - added rock formations to major mountains and hills - fixes some trees to be more summer-like - new bridges - added a developer place (small island) on SW - new forest optimizations, bushes and rocks offer more cover now - various bugfixes v2.61 - fixed and now working: ladders, doors and other active stuff - lighting optimizations - clutter optimization v2.6 - removed dependency to Isla Duala - added new sector: Asabana Desert (South of Fishers Corner) - 5 new desert towns (Zappada, Cato, Foxhill, Belley and Rockburn) - added road Koritnica-Fishers Corner - texture and clutter optimizations - added civilian spawn markers for Silvie/Alice modules - couple of new FOBs (bases) - smoother roads v2.5 - major optimizations and increased framerates (trees) - new improved satellite image and ground textures - improved ground clutter (grass, ferns, mushrooms) - redefined sounds and physics for all ground types - towns and villages feature beaten path instead of grass - fixed entrances of Boh. Bistrica Factory (zombie addon request) - upgraded ibr_plants.pbo to latest Isla Duala version, cut down RPT errors - upgraded Boryana Airport with new hangar, taxi path and ILS system (AI can only land) - couple of minor road and height fixes Note: if you experience any problems with missions, unpack/depbo them, load them into ingame editor and save as a new .pbo (multiplayer map). That should fix any height problems. v2.4 (March 18th, 2010) - SBP Team internal testing version v2.31 (October 29th, 2009) - Skooma rebuilt as New Skooma, increased 300% for CQB fans, more realistic urban design. - fixed floating buildings (Tarvisio, Radovljica) - fixed urban layout of Zelezniki, Radovljica and Boh.Bistrica according to RL - improved Jesenice Hospital - smoothed out bunch of terrain slopes and roads - fixed Island Church, Bled - replaced BIS hangars from A2 to A1, working perfectly now - improved transformation from desert (vegetation/rocks) - added village of Nomenj - added new road from Dreznica to Tolmin with new settlements in between - added steel bridge across Soca at Kobarid - improved highest mountain Triglav with new rock formations - improved Lesce Airport (flat asphalt) - fixed palm trunks on steep slopes - further improvement of satellite texture, removed dark violet places v2.3 - improved terrain texture quality - new ibr_rn.pbo instead of old BIS roads.pbo, no more CAA1 interference - new "ILuvGreen" trees/bushes (to achieve summer look) - added missing paa files & fixed config errors - new villages of Livek and Radovna added - new island added on SW, property of Druglord Ramon Vidal (Taff Grove Town & Pikia Village) - added Northern Tropical Sector, river, villages, forests and lakes - added a racing park Pantherion for fun with cars and bikes - updated heightmap of fictional desert area, now more realistic terrain layout - improved "Cliffhanger" areas with rock formations and added several lakes (as in real-life) - added ILS/AI landing + takeoff points for Arnoldstein - upgraded airport Arnoldstein - improved make-shift runway in Bovec - several terrain height fixes and roads smoothed out - gas station Schnell and army fuel stations can now explode - resolved bumpmapping issue with pebble texture - removed palm tree from the middle of desert road - added server keys for admins v2.1-v2.2 - internal testings only v2.0: - major overhaul for ArmA 2 engine - added growth, replaced all objects - added roads - added new fictional jungle section (SW part of map) with fishing villages - added new fictional desert town of Skooma (SE part of map) - added military ammo depots - improved water color - replaced all trees with A2, added palms from A1 - recolorization of plants - new improved sat image - replaced ground textures with hi-res v1.1: - final release for ArmA 1 - fixed satellite image - added airport runways to sat.image - removed trees off the roads, altered two bridge heights - smoothened out a couple of bumpy roads - added couple more villages (real world positions) - tweaked vegetation Please report bugs to: http://dev-heaven.net/projects/ibr-panthera Download: Official Site Screenshots: http://www.icebreakr.info/panthera/media/ Install: Unpack with free 7-zip and check out readme.txt. Install is easy, unpack @Panthera to your Arma2 Root folder and run game with -mod=@Panthera parameter. Be sure to unpack all files, not just .pbos! Serverkey folder is only for dedicated server admins. Please post mirrors and feedback on the map! Have fun! If you have a mission for it, let us know too!
  24. suhsjake


    So, I'm trying to get mecha stalins BTR-70 somewhat functional with bridges. I know its a damper issue, I just don't know what I am doing. Anybody have a good tutorial link somewhere? So far, I have managed to add a green skin to it and bring the destruct textures to life. Its just the dampers now.