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Found 227 results

  1. Scottish Highlands 1.0 is now available! See bottom of this post for the link to the Steam workshop. Scottish Highlands takes you to North-West Scotland, focusing on the hills and valleys around Loch Eil, only a few miles from the Largest mountain in Scotland, Ben Nevis. This area has an interesting mix of topography. Coastal areas are flat and broken up by villages, tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads, intertwined by dense forests. Roadmap: Full release Scottish Highlands is now at a point where I'm happy to call it a full release. I will still be making small changes here and there, making improvements to the satmap and maybe adding or tweaking a few areas, but as the map stands it is in a fully playable state. SCREENSHOTS: DOWNLOAD: Scottish Highlands workshop page: click here
  2. ABOUT [RATS.ins] jujurat presents Orglandes, a 4km terrain that seeks to provide a playable, atmospheric, and engaging take on French countryside in WW2. Orglandes is a small town that was fought around during the allied assault on the way to Cherbourg. This terrain attempts to recreate Orglandes, and the areas around it in the approximate time period using references from old satellite images from the 1950s, and of course some fictional liberties taken to make the map playable for Arma. FEATURES 4km terrain that recreates northernish french countryside. Extensive bocage/foliage detail. Mostly accurate building placement (authentic as it can get with limited assets). Rolling hills, farms, and wheat fields. Footpaths that maneuver around the map and allow the player to explore multiple areas. Livonia lighting and foliage. (With some configuration edits to work well for this map too!) Fighting positions and ruins that accurately depict the events that unfolded in the areas around Orglandes. PLANNED FEATURES More trenches, defensive positions, etc. Custom soundscapes. Further detail on lackluster areas. Continued support and improvement based on community feedback. NOTES While I have released this map publically, it is still under development. Unlike most 'under development' maps on the workshop/release state, this one is very much playable and works fine without any issue. However, there are small (mostly cosmetic) issues that are going to be addressed and fixed with time. You may experience some trees on roads, roads not being aligned perfectly.. etc, all of which can be solved in your mission file, simply use the hide terrain objects module if you encounter any issues of this nature. CREDITS jujurat - Made the terrain. vuo - Help with some object placement when I ran out of ideas. scwheineyy - Helped me figure things out when I first started the map on 6/19/20. mo - """Historical""" advisor and general help. ADDITIONAL CREDITS simcardo - Being an inspiration for continuing to provide cool content for Arma. Ice - BIG HELP in the Arma Community Discord (particularly in the terrain channels). EO - Skies inspiration. All of the testers and people who previewed the map and helped find issues with it. Anyone who helped me in the Arma terrain chat that I'm forgetting. STATS FOR NERDS Terrain Size: 4096m Grid Size: 1024x1024 Cell Size: 4m TERRAIN IMAGES FULL IMGUR ALBUM: https://imgur.com/a/EzaI6PQ DOWNLOAD Current mirror: Steam Workshop. I don't intend on uploading it to Armaholic, but if someone would like to do so, that's fine. Just use all of the information posted here. 🙂 EDIT: Armaholic mirror available, however it is not maintained by me. Armaholic version may not always be up to do with newest versions. https://www.armaholic.com/page.php?id=36273
  3. Hey everyone, Does anyone know how to find the terrain cell size ingame? I didn't find any related value in the config. The only thing listed in the config is the mapSize, which is useless. This page lists the cell sizes for most A3 maps by Bohemia: https://pmc.editing.wiki/doku.php?id=arma3:terrain:grid-cell-size
  4. Hello, I'm a big fan of Project reality so I decided to make the Grozny map! I used the same characteristics of the terrain (with a few more hills). Terrrain size : 2048x2048 The terrain is small (this corresponds to the actual terrain) and during my previous map, I was reproached for having tethered 4 PR map at the same time. Here are some videos of progress, the map will be out soon Enjoy !
  5. After a lot of hard work, I feel comfortable sharing the progress of my terrain with the community. This terrain is set off the west coast of Scotland. The area is dominated by villages and small farms/industry, intertwined with dense forests. Coastal areas are flat and broken up by tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads. The terrain itself is 5KMx5KM, features two separate land masses (three including a small island) and is heavily based off the real world counterpart. So far all buildings are 100% enterable and I plan on keeping it that way This terrain is still very much a work in progress. In the near future I would like to release an Alpha build for people to try out and to give feedback on. I haven't decided how I will do this (either through steam or a private download). MORE INFO ON ALPHA RELEASE And the most important part... The image gallery
  6. Is it possible to merge two layers in TB? I've got about 4 different layers for my forests and shrubs 😄
  7. I'm having trouble getting two of my textures to spawn on my terrain, strconcrete and strseabed. Concrete was working previously but I must've done something to break it as it's not not showing up, and seems to be replaced by a grass texture. Here's a link to my cfgsurfaces, layers and config: https://pastebin.com/u/Morriski
  8. I've been teaching myself terrain building these past few days. So far I've only been using L3DT's generated terrain, but I want to create a map using a small island off the coast of Scotland. I was just wondering what software I need to use to do this - I tried a bit of googling but couldn't find much. If you have any good tutorial or know how to do it then please let me know! (also sorry if this is a stupid question i'm still new to all this).
  9. Djalka is a fictional 32.6km^2 ArmA 3 terrain version of the South Georgia Islands, located to the further east of Argentina past the Falklands / Islas Malvinas and were part of the conflict at the time. It is a snow-covered tundra-like terrain, with many mountain peaks, long roads and drives, many towns, military bases, factories, deep sea, and a lot of ocean and air environment for diverse encounters of all types. The map contains a lot of diverse areas ranging from populated cities to complete open terrain, alongside coasts and rocky mountains, vantage points on landmarks, and much more. There’s a few easter eggs and the maps is to be updated more in the future. https://en.wikipedia.org/wiki/South_Georgia_and_the_South_Sandwich_Islands Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1990519900 Launch trailer: Images: https://imgur.com/gallery/QtcMIGT Map: The goal was to make a fun, big, and distinct snow terrain that’d scratch the itch the ArmA 3 community had been having for a snow/winter-themed terrain. The map is also located in a location uncommon to videogames and ArmA 3, which is in South America, east of Argentina - the forgotten island that was part of the Falklands conflict. The map is by no means similar to the real-life location, other than the shape and structure of the terrain. All the cities, military bases, farms, landmarks, and so on are purely fictional for recreational purposes of the terrain. This was a personal project I embarked on when I was 16 in highschool. It was my 2nd map attempt and a more serious and big one at it. I ran into a lot of technical issues, a learning curve, and on and off work trying to juggle real life, my other hobbies, computer problems, high school, and college. Most of the work in this map was done around that time. This project first started in March 2017, and after lots of work, I am happy to release it for people to enjoy and have fun missions on. There is more to come, as I plan to upgrade and do more detail work on this map. I am open to suggestions, and if anyone wants to volunteer ideas or help with object placement, feel free to contact me. Requirements: CUP Terrains - Core Technical Details: -32km x 32km Size -Altitude range of 0 to 400 -Tundra/winter/snowy biome with falling snow (replacement of the Rain parameter) -Multiple settlements such as a large electrical plant, saw mills, farms, military bases, and many towns and cities made with vantage points in mind for missions. -Small deserted islands scattered around the island -Some open fields for mission makers & object placement License: CC BY-NC-SA 4.0: https://creativecommons.org/licenses/by-nc-sa/4.0/ Special Thanks & Credits: -M1lkm8n for very specific help fixing up errors and lending a hand into sorting things out and fixing issues, really awesome guy, I owe him one! -BPS and PTR for their permission to use their winter vegetations -ArmanIII for his permission to use his winter vegetation and his helpfulness -Community Upgrade Project team for their conversion of the ArmA I and II assets to ArmA III -Snake Man, Lappihuan, M1lkm8n HorribleGoat, Mikero, Ice, & bludclot for being really helpful and giving me a lot of pointers and help throughout the #terrain_makers Discord chat to make this terrain possible! -The ArmA III #terrain_makers Discord chat, and all the help and support from diverse community members -Adanteh for ObjectPlacementTBH, awesome tool and really useful! -Bohemia Interactive for this opportunity to make our own content and express our creativity, making a welcoming environment for users to create wonderful things on, and for such an amazing game! Thank you! ANY REUPLOADS (STANDALONE OR PART OF MODPACKS) TO THE STEAM WORKSHOP ARE PROHIBITED AND VIOLATING THE STEAM WORKSHOP EULA SECTION 6D, REUPLOADS WILL BE TAKEN DOWN VIA DMCA NOTICE WITHOUT WARNING!
  10. Hello, this problem popped up recently, I don't really know what to do. https://prnt.sc/qgwlrb Edit: seems the map got extended or shifted https://prnt.sc/qgwyes
  11. After years of working on and off with this terrain, I'm pleased to finally be able to tell you: Welcome to Virolahti! This is a fictionalized version of the municipality of Virolahti; which is the southeastern-most municipality of Finland and thus right on the border with Russia. This project was started by Tonto and I to make a larger Valtatie 5, a 'spiritual successor' of sorts, for Tonto's VT5. You will find lots of forests, farmlands as well as plenty of villages dotting the terrain. At the moment there is not as much micro-terrain as in VT5, but I might improve upon this in future updates. Trivia: Size: 18km x 18km Settlements: 43 villages/towns Objects: 2.15 million Requirements: CUP Terrains - Core License: APL-SA Special thanks to: Tonto- - For helping me set up this project, object placement, etc. And of course; for inspiring me to make terrains for Arma 3. Temppa - For giving me tons of advice in making terrains - without which this terrain would never have been completed! Not to mention the help I got with configs, textures, and so on. Arma Finland - For playtesting a half-finished terrain throughout the years. Special mention to those who helped with object placement, gave advice/ideas, etc. Download Links: Steam Workshop Armaholic
  12. Current version: 1.9 (Nov 16, 2022) So, remember small isle of Fapovo from end of Arma 2 era? Never mind if you don't, it was a simple couple day project but some of guys loved it and did a roleplay of the original Red Dawn movie on it. I've invested couple of hours into it and present to you an Arma3 much expanded version 😉 enjoy! It is a 100 square kilometres map loosely based on Red Dawn classic 80s movie, but we have used various real and also totally made up locations 😉 be sure to inspect impressive Dongo the Dog statue situated on the South part of the island. Map features satellite of 20480x20480 px. Otherwise map has Slavic roots, hopefully people will get a chuckle here and there as we have hidden couple of "easter eggs". Fapovo is split into two countries that are on the brink of war - Botana on North under control of Sahrani Province Forces and Fapovo on the South under local government. In last decade fighting between these two one town got almost completely obliterated and it lies on Western border. Border is clearly marked with stones and sand and troops from both sides have regular incidents on their patrol duties. It is also believed both sides are rigging up local fresh water with explosives that can contaminate the water, Fapovo did an extensive underwater construction but keeps it a top secret. Mortar shellings are a regular occurence and then the opposing side usually sends in commandos to deal with the artillery piece that is causing the havoc. If troops are caught across the border they usually never return to home land. There are three airports - Ivanograd under Fapovo, Botana (RACS) and independent island serving as a NATO peacekeeping base. All bases have AI/ILS configs set. Presentation Video Map In-game Screenshots Open Issues: - airport textures need an overhaul Created by: [SBP]IceBreakr Bugtesting and Feedback: [SBP]Sahbazz Testers & bugreports: SBP Team (Slovenian Black Panthers), [SBP]Sahbazz Special thanks: Bludclot, HorribleGoat, Sahbazz, Mikero for his amazing tools, Bohemia Interactive for making great mil-sim games since 2001! Download: Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=1910457930
  13. Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3. This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). @ToH Dummy CUP https://steamcommunity.com/sharedfiles/filedetails/?id=2423420392 (Available via WorkShop). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 7.5; setPiPViewDistance 4000; setDetailMapBlendPars [5,50]; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -It is compatible with @CUP Terrain - Core, but it must be loaded before @ToH Core in the mod list. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  14. So, im trying to do my thing making a map and everything, then when i go to generate layers it throws me up this error https://gyazo.com/7e6be1efbd9454e8d22ff9f7c2f1f97f It used to say about not finding "P:/" at all but now it changed to the one mentioned up above. Yet when i load the layers.cfg file in it shows me a green check mark but then throws an error up. Shown in video here https://gyazo.com/aa0ad9a10ef6e64d4ed48da6fb5c8001 I will provide the script from the layers.cfg file below class Layers { class gdt_rock { texture = "Dave_First_Island\data\al_rock_co.paa"; material = "Dave_First_Island\data\al_rock.rvmat"; }; class gdt_gras { texture = "Dave_First_Island\data\al_gras.paa"; material = "Dave_First_Island\data\al_gras.rvmat"; }; class gdt_strbeach { texture = "Dave_First_Island\data\strbeach_co.paa"; material = "Dave_First_Island\data\strbeach_co.rvmat"; }; class Legend { picture = "Dave_First_Island\source\mapLegend.png"; ); ); class Colors { gdt_rock[] = {{255, 0, 0}}; gdt_gras[] = {{0, 0, 255}}; gdt_strbeach[] = {{0, 255, 0}}; }; }; Forgive me if there are any mistakes its just im not the best with this type of language in specific. But any questions or help would be sincerely appreciated, Thanks!
  15. Hello all, I am glad to show some screenshots of my first attempt at making a WW2-themed terrain, Dunkirk 1940, made using assets and textures from CUP and the IFA3 mod. Features The map is 8x8km, and uses real satellite imagery (heavily photoshopped to recreate the town in its 1940 size) and heightmap data from the city of Dunkirk and area surrounding it. The map is set during the Dunkirk evacuation in the Battle of France, and covers the evacuation of the city but also the rearguard fighting that took place during the defence of the perimeter by French and British units . The city itself is a very large urban area, about 1.2km long and 0.8km deep, with a 1.6km long seafront with recreation of the pier used to load troops onto ships. Sabres Secret Weapons is highly recommended for its excellent ship assets (seen in the screenshots). Outside of the city itself is the Dunkirk port and industrial area, about 2.2km x 1.2km, on the western side of the map. 5 smaller towns and villages outside of the main city and an old stone fort. The rest of the map consists of forests, sand dunes, or open country suitable for armoured gameplay. Several canals and rivers with bridges, which made up the Dunkirk perimeter, most of which are crossable by infantry, vehicles and armour, making them tactically useful. Over 25,000 objects in total. A small fictional section of the coast of southern England with an airfield. Several lines of trenches and fortifications/bunkers outside of the city, with only a few barricades within the city. Bugs/To-do Because Dunkirk itself is allot bigger than it was in 1940, and for the sake of getting reasonable fps, the satellite image had to be edited allot and the town cut to size, meaning there are a couple of rough edges in places, although this is only really noticeable when in the air. Arma AI does not function as you would expect sometimes in dense, urban areas, and may glide through buildings although this is quite rare. AI can have difficulty taking sharp corners when driving around urban areas, although for the most part AI driving on the map is better than I expected. AI planes are currently unable to take-off/land at the airfields. Release Hopefully the map should be released fairly soon, most likely as a beta on armaholic before it will then be published on the steam workshop. Screenshots If anyone wants the terrain for testing then I would be very happy to send it, and any feedback is appreciated!
  16. acoustic

    Gila

    TERRAIN HANDED OVER TO @Igor Nikolaev , PLEASE REFERENCE HIM FOR ALL FUTURE WORK. BEEN A FUN RIDE WITH ARMA FOR ME, SEE Y'ALL LATER! Gila is a re-imagining of my first terrain, Vacant. I learned a tremendous amount in my first year of terrain creation, and decided to apply that new knowledge to an already existing terrain location, rather then move onto a completely new project. Just to clarify, although it shares a similar setting, this is in fact a completely new terrain. Much improved in every regard. I hope you enjoy this creation of mine, as much as I have enjoyed making it. Good luck on surviving the harsh environment of Gila! Map Size: 10km by 10km Cell Size: 2m Required Addons: None Recommended Addons/Tips: Ravage EO's Addons Enhanced Movement For best visuals, I recommend using 105 Saturation, 105 Brightness, and 105 Contrast from the in game color settings (settings were used for all the screenshots). These are also my settings I use for any other terrain, for what its worth. Special Thanks: Everyone over at the A3 Terrain-Dev Discord (without them, none of this would have been possible @haleks and the Ravage community (for creating a mod that inspired a simple mission maker to venture into the world of terrain building) Everyone in my gaming community that put up with me bouncing countless ideas off them (-WWF-) The team over at Chernarus Redux for a lot of inspiration Any questions, criticism, comments, or pictures are welcome here. Download Link/Photo Gallery: (Steam Workshop) https://steamcommunity.com/sharedfiles/filedetails/?id=1817171402
  17. Sanchez Milsim

    MAJAN

    Size: 4096x4096 Mods: -LYTHIUM (requires JBAD but MAJAN not) -CUP Terrains Core Thanks to: -Silola for XCAM. -[CORP] zgmrvn & [CORP] Hashlych for Surface Painter. -Snake man for guides on PMC Tactical. -Temppa for answer my questions and usefull help. Download: - Steam Workshop - Armaholic Description: Majan is a new terrain inspired by the usual desert lost cities in the Middle East, with hundreds of tracks coming from all directions and remote wall-mounted complexes around it, as well as business centers and industrial complexes related to oil. The real location is Bir Moghrein in Mauritania, but map is not inspired by the actual location. It is the perfect scenario to put into practice the knowledge of MOUT and CQB, due to its narrow streets and its 100% practicable buildings inside the big city. Driving will also be a skill that must be kept in mind when driving on dirt and sand tracks, it is sliding terrain and it is easy to lose control. I have used the buildings of CUP, Arma 3, some of Tanoa, but above all the excellent pack of houses that includes the LYTHIUM map of the FFAA team. Those of us who have been playing the saga for years believe that we value a lot when we enter new buildings and do not know its interior, this is what has been sought using this type of buildings. Another detail that I think was not included in any map of the ARMA saga are the signs and street names. In urban surroundings it is difficult to transfer coordinates and a good way can be to see the signs and transmit by radio: "I am at the crossroads of MINHA and ALAISHAB streets", and then you look into your map and find this crossroads. Custom advertising has also been included. Full gallery here.
  18. https://github.com/jakehekesfists/DMD_BuildingReplace
  19. Cham Size 8x8km Location Germany Based on real world place but its heavily modified, all villages have fictional layout. Cell size 4 750k objects Requiments: Global Mobilization https://store.steampowered.com/app/1042220/Arma_3_Creator_DLC_Global_Mobilization__Cold_War_Germany/ or Global Mobilization DLC Compatibility Data for Non-Owners (Not tested yet) https://steamcommunity.com/sharedfiles/filedetails/?id=1776428269 Thanks to Furean, tpw and Mondkalb for help More pictures and Steam download link
  20. Hello everyone, Its been about 3 years since I last made a map for Arma 3 and I am back working on a small project that I hope to release a working version on soon. The island information is below and I will upload a high-resolution satellite image later today for people to see the real world location. Here are the map details; Predicted Release: v1.0.0 - 1st July 2019 Map Name: Donousa Location: South Aegean Sea Size: 8km x 8km Highest point: 385m (1263ft) Climate: Hot, Dry and Generally Arid Population: 167 Civilian Locations: Capitol: Donousa Villages: Mersini (South East), Kalotaritissa (North) and Charavgi (South) Military Locations: Small checkpoints, one central base for a small garrison Road Types: Single Main Highway, Dirt Roads, Dirt Tracks, Footpaths Vegetation Types: Bushes, Trees, Low & Overgrown Grass Satellite Image: Link To Imgur
  21. Vinjesvingen Fictional Norway terrain Requirements: None There are also ww2 version of the map on the northern fronts terrains pack. https://en.wikipedia.org/wiki/Vinjesvingen Size 6km x 6km 400k objects Cell size 3 License: APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download link and pictures
  22. acoustic

    Vacant

    TERRAIN NOT SUPPORTED ANYMORE, FUTURE WORK HANDED OVER TO @Igor Nikolaev Vacant is a post-apocalyptic terrain located in the South-West region of the United States. It is a very arid-desert climate that is home to small highway towns, rough mountains, and even some surprising hidden locations. Try not to get lost, and watch out for snakes. Map Size: 8km by 8km Cell Size: 2m Required Addons: None Project has been my baby for the last 5 months. Certainly a pleasure to finally release it, and I hope everyone enjoys it as much as I will! Special Thanks: Everyone over at the A3 Terrain-Dev Discord (without them, none of this would have been possible @haleks (for creating a mod that inspired a simple mission maker to venture into the world of terrain building) OlaHaldor (for his amazing color map basis that he designed specifically for this terrain) Everyone in my gaming community that put up with me bouncing countless ideas off them (-WWF-) Any questions, criticism, comments, or pictures are welcome here. Download Link: (Steam Workshop) https://steamcommunity.com/sharedfiles/filedetails/?id=1754027265
  23. hi guys! Sorry, if I'm wrong, but it seems to me very time consuming to develop an island or territory (NOT from real world map) in TerraBuilder! Me and my team works in game dev. in Unity 3d and we have lot of tools like Gaia with we can generate a lot of assets into the surface, so that would be awesome to know, how to convert (if it is neccessary) to create a workable map into ARMA 3. If everything is ok, we can upload the ready made Terrains into the Armaholic, so everybody can benefits it. Any idea is welcomed 🙂 Thanks, David
  24. lexx

    ArmA 3: Dunes

    It is about 2 years since the release of Callsign Minotaur. I'm still hard at work on my follow-up project, but after such a long time, I really needed time off of it. I had a bit of vacation as well, so I used this to do something radically different: Create something, anything in one week. And thus, this is what I did. Years before the "East Wind" crisis, a small group of CTRG operators make their way through the dunes of North Africa to collect tangible information on CSAT's secret weapons project. Overview Dunes is a (very) short, story driven campaign scenario that comes with a desert themed map. This project has been made within the scope of 7 days. (Well, almost. Issues with the voice over production sadly resulted in a delayed release.) Dunes is also my very first terrain in this engine. I've started experimenting with map creation about one or so weeks prior, to learn more about its creation process. After a couple initial hiccups, it started to shape up quite nice, though, which then sparked the plan to not just throw it on the workshop and be done with it, but to turn it into something better... and bigger. Keep in mind that at the end of the day, this is still nothing but a small project which I have used to test heightmaps, textures, clutter, and everything else related to map making. Download > Steam Workshop Mods Dunes doesn’t require any mods to run. Any gameplay changing mods should be disabled while playing the campaign, as these can cause negative side effects. Supported languages
  25. Kujari Fictional africa/middle east themed terrain. 50 villages Two uncovered sand airfields Size: 16km x 16km Cell size: 4 2 million objects Need Cup terrain core License: APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download link and pictures
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