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Found 199 results

  1. 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
  2. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U
  3. Ruha alpha 0.12 Size 8x8km Location Finland Based on real world place but its heavily modifield Need Cup core Thanks to Armafinland for testing License: APL-SA:https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download link and more pictures: Steam
  4. In last update we have ended with the rough prototype of the new location. We have shown how the Supertexture in Take on Mars are created and imported in to the game. Since the source data for this location didn't included any height data it was necessary to sculpt the terrain manually. For this we are using our proprietary tool set called Workbench, which contains standardized terrain displacement editing tools. The height map, created this way, will be utilized later, when creating the fake terrain. Rough sculpt of terrain with low resolution Supertexture The low-res Supertexture prototype has shown promising results so it is time proceed with the recoloring of hi-res version. For this we will be editing the gray scale original in the Photoshop. By adding several fill layers with appropriate masking and adjusting the contrast, we will add the desired color to the image. The final image will serve as source for both the Supertexture and material for the fake surround terrain. Colorizing the Supertexture in Photoshop The exported height map from game terrain covers only the playable area of location. For the surround terrain will be necessary extend the height map to full area in a way that will ensure seamless transition between game terrain and fake terrain model. The full Heightmap area, while b eing drawn. The white rectangle represents the original exported from Workbench. When the full height map is prepared it can be used to create a displacement mesh in the 3D Studio Max and after few adjustments can be exported back in to the game as a static model. Edit of fake surrounding terrain in 3DS Max, blue mesh represents the original terrain Finalized fake terrain in game with almost unnoticeable seam between real terrain and fake
  5. 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
  6. ARC TRIBUTE Hi all, I will present to you the Tribute map. Being a fan of Project reality, we wanted to pay tribute to them by mixing 4 map of this mod. Map added: - Beirut - Outpost - Al Bashra - Sbeneh Outskirt We use OpxMisc, OpxPlant and Jbad mods in our addon. Dependencies: -Cup Terrain -RSO Building Pack New: After testing last night, we noticed that the buildings were not finished (walls, invisible doors ...). I thank in advance @Opteryx for having given me the sources in order to try to remove the RSO building dependencies and de-bug the config of the addon OPX Building Advancement: The map is 98% complete, there are only a few buildings left to install. Info: Dev Team : Casseburne Rock Vinyl Soronelite Map Info: Grid size : 4096x4096 Cell size : 4096x4096 Satellite/Surface mask: 2048x2048 Texture layer : 32x32 Special thanks : [V]eteran team Michel and Xnam Opteryx Media: ] Mod use to take picture : RHS Mod / Project Opfor Links: https://arc-arma.fr https://www.facebook.com/AdvancedRealismClan/
  7. 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
  8. Is it possible to merge two layers in TB? I've got about 4 different layers for my forests and shrubs 😄
  9. 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
  10. 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!
  11. 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).
  12. Djalka WIP Thread In-game pictures, screenshots, wips, and demos will be posted down in the replies as I update the thread! Hello there! I'm Ramiro. Here I will present my personal and fictional representation of the South Georgia and Sandwich Islands, which is a snow/winter terrain based mainly on the South Georgia Island; with the slight modification of making it a habitated and populated place, to make things more interesting. Cities, military bases, villages, farms, factories, ports, and much more are going to be present in my rendition of this unique geographic area, hope you'll enjoy to join me in the journey of making it, and even more once it is released! Release date: February 7th, 2020. Latest update: February 3rd, 2020. Map Images https://imgur.com/gallery/QtcMIGT General Information and facts In this thread, I will try to keep a development diary and a place to know how the development of my project "Djalka Islands" is coming along. The island is based off of the South Georgia and Sandwich Islands, it is a fictional recreation set in an alternate reality, cause in real life these islands only have snow and mountains, no trees nor civilization. On the other hand, my version will contain flora and fauna, and also cities and military bases. The island size is of 1000km2, 32x32km. In real life, these islands are always under very cold and snowy conditions, there's only been civilization (a factory) for a very short period of time in reality but I believe that is no longer functional, currently in real life the place is completely empty, but that will not be the case for this fictional recreation! 😛 I decided to make this map as plenty of my friends and people I knew were telling me that ArmA needed more snow terrains, so here I will try to get it around and hope for the best! I decided to make the South Georgia islands is it was both something that could fill the gap for the lack of snowy terrains, and also cause it was a place I could feel identified with 🙂 I will also be accepting suggestions and ideas, or things people would like to see featured! For example, would you like to see a mine? Caves? Ditches and trenches? Just say so and if you want where would you like it aswell and it take a look at it and see what can I do! Project started: March 2nd, 2017 Current progress and features (currently Work In Progress) -3x Military Bases -6x Factories -10x Cities -5x Farms -Many mountanious peaks that go from sea level to 590m -Sea approximately as deep as 300m -Distance from one corner of the map to the other: 32.6km -Custom snow ground textures -Current object count: 103k -A lot more to come as I develop, many things planned for the future! 🙂 Current release status: Fully playable state, everything is ready for release, all that's left is details and embellishments. First release planned for Friday, February 7th. Future requirements upon release: CUP - Core, by the Community Upgrade Project development team 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! -And thanks YOU! So yeah, I'd be glad to hear what you guys think, what you guys suggest and your ideas, or anything, just discuss as you'd like, hope this interests some of you! Soon it will be a place for combat and many adventures! 😛 Thanks you for your time and for visiting my thread! 🙂 Kindest regards and best wishes, -R.G., K9S.
  13. crazy mike

    Winter 2035

    Winter 2035 What is this? Simply put, this modification is a re-texture mod, taking anything green, and making it white, as in snow! Roughly 12 hours ago from making this post I decided after I woke up to create something for the wintertime in Arma, thus here we are now with a new WIP mod, Winter 2035. The current progress and milestones are as follows: Retextured all plants Retextured all mask images Retextured Stratis satellite image Retextured Altis satellite image Integrated snowing based on overcast (its modified rain) Winter-esque ambient sounds Clutter models to create much more depth to the snow, these will also be large enough to overflow onto the sides of the roads Retexture all vanilla units, weapons, vehicles (this will happen depending on the popularity of the mod) Figure out a way to make roofs snowy (this is more then likely impossible, I dont touch the wrp or p3ds) Modified CfgWorlds with new cloud and lighting to compliment snow ArmA 1 Snowman Fixed rain sounds https://gyazo.com/5cc7cef13e84b6533557686d20feb537 https://imgur.com/R9ME8uh This mod will be overriding vanilla textures thus it will not be "compatible" with other modifications that wish to keep the arma flora OR mask images normal not-winter color, and is only meant to be used for terrains that are winter themed. The main reason that Stratis was done first and NOT Altis, simply put is that Stratis is a fraction the size and was much quicker to do. Altis will be done aswell however that will take atleast a few days of nonstop work, which doesnt help my add at all. I hope once released this mod will bring life back to splendid Altis & Stratis for other people as much as it has for me, with some winter gear mods I plan to have quite a few more missions on the islands! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1195447305 Thanks for checking this out, I hope to bust this out quick to get back to a new terrain project I've yet to announce. <3 Check out some videos in which this mod is being used! Here are some bonus things when I was making the mod on a weekend awhile back :P
  14. Well i did it. Finally. V1.0 Release of Tembelan Island. Island height data was taken from an Indonesian island of the same name, but was only a starting point and since then has gone under fairly heavy modification. Adding rivers and urban areas where there are none in it's real life counterpart. This map was developed with the primary focus of Co-op gameplay, though i am sure Life/Day Z players could if they really wanted to find ways to use it. Should also be noted that this map was started before the Apex expansion was even announced, and throughout the development process i was asked if i would change from vanilla to apex assets. At that point i was too far into object placement of this map to justify starting from scratch with Tanoa objects. Now the question of will there ever be a "Apex Tembelan", all i can say for sure is not anytime soon. Technical Specs Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Currently Available on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1252091296 Image album that was in the development thread: https://imgur.com/a/sFT62 please note that most of these screenshots were taken during development. I'm sure helpful users can post screenshots of the finished terrain below. Known Bugs: Resort Airfield Config - I don't know why the AI don't like it so i can't even begin to try and fix it. No ALiVE Indexing yet. Current Latest Version 1.2 - 25/03/2018 Legal Stuff: THIS ADDON IS RELEASED UNDER A CREATIVE COMMONS CC-AT-NC-ND 3.0 UNPORTED LICENSE. YOU MAY NOT USE THIS ON MONETIZED SERVERS! Please do not reupload to the steam workshop. Credit to Dmitry Yuri and StRiKeR for assistance during development. The Zeus Community for testing during development. ArmA 3 Terrain makers Skype/Discord group for many useful lessons taught.
  15. 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
  16. 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
  17. Hellanmaa / Hellanmaa winter Hellanmaa is simple terrain from Finlands country side. Area 8km x 8km. Required mods: None License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Pictures in steam link Steam download link and pictures Thanks to Furean, Tonto-, Armafinland
  18. 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
  19. IceBreakr presents: Southeast Angola 1974 Latest version: v1.3 (Apr 28, 2019) Previous release: v1.1 Aug 15, 2018 Terrain: 10240x10240 meters / HD Island has been created in honor of Recce 1 Commando Lt. Freddie Zeelie that died in combat operation in 1974. Island is set to year 1974 when South Africa's 1 Recce Commando Unit operated from FOBs in the North Namibia. The South African "Recces" were deployed to many local hot spots during the late 1970s and early 1980s, particularly Angola. Namibia-Angola border had no fence at that time, only visible cutout grass (line) about 1/4 down from the North tip of the map. There is only one FOB in central South region with an operational airstrip. Back in 1974 most of the land has been without any roads and permanent settlements, so we try to simulate that harsh environment in this map. But I've added some roads for AI to somehow cope with the harsh terrain. Map is dedicated to heroes of the war and used by South African SF soldiers that also enjoy Arma 3. And hopefully rest of you, too 😉 Screenshots: Media: 1. Article in Spanish: https://arma3milsim.wordpress.com/2018/07/21/nuevo-mapa-southeast-angola-1974/ Download: STEAM https://steamcommunity.com/workshop/filedetails/?id=1446500688
  20. Ihantala terrain is based on the real world area but has been edited quite a lot, Summer and Winter version Cell size 2 4x4km Winter version https://steamcommunity.com/sharedfiles/filedetails/?id=1494127420 Summer version https://steamcommunity.com/sharedfiles/filedetails/?id=1494115712 Pictures https://imgur.com/a/NpOwBj6
  21. Welcome to Trava! Trava is a 4x4km terrain which features large forests mixed with small villages and military installations. It feels a bit like Charnarus, yet is way smaller and has denser forests. To have the best expirence you should go out on foot or light ground vehicles. The villages offer plenty of opperunities for close quatrer combat. The terrain is desigend for ground to ground combat with light vehicles and infantry combat. There are mainly mud "roads", so don`t even try using tanks, you will be slow and in the woods you will only be an easy target for infantry based anti-tank weapons! Check out Janovice the capital of Trava! Trava is based on reallife terrain data out of the czech republic, all villages are hand made and edited in. The real data only offers a large forest. Creation of this terrain took around 3 months, yet we took longer breaks inbetween. The terrain is only a test for us at ATMT, we tested our skills, worked on our workflow and prepared ourselfs for our main project which will remain hidden for now. This terrain will be updated soon and a further couple times, it is not perfect and never will be, as it only serves as a test ground for our skills. There are no custom buildings to come as we do not have a 3D Modeller, our terrains will depend on other mods such as CUP or JBAD. Feel free to send me anything you notice, any bugs and we wish to be criticised. This is our very first terrain. What is ATMT`? ATMT - Another Terrain Makers Team - is a small team consisting of three terrain developers who strive to bring terrains to arma which build upon real data but are heavily fictional for the sake of gameplay. Our goal is to learn how to make good playable terrains and to provide terrains for ArmA 3 and hopefully ArmA 4 as soon as it drops. We do not focus on a specific type of map, we are currently also working on a desert map. And now, enjoy the terrain! Please give us feedback! For feedback and wip updates make sure to join our Discord This addon is released under APL-SA lisence, do not upload any copies of this addon to steam workshop or anywhere else without permission. You are not allowed to use this terrain in "mod packs" for clans or life servers. You can always use a workshop collection, we just dont want not-up-to-date addon versions floating around the internet. You may not use this addon on monetized servers. Checkout actual ingame screenshots! Credits: Thank you, -Sonic- for helping me placing down the thousands of objects and providing me with ideas! Thank you, Dragon for continued support throughout the process of creating this terrain and sharing ideas and workflows. Thank you, Task Force Dagger Clan for support and feedback. Thank you, creators of the Community Upgrade Project, without the Terrains Core package this map would be really empty. DOWNLOAD HERE DOWNLOAD MIRROR (We will be hosting a server with the terrain soon on which insurgency with ace and rhs can be played. Check discord for Infos!)
  22. 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
  23. 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
  24. 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!
  25. 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.
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