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Found 157 results

  1. 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
  2. Vinjesvingen The map is made according to maps from 194x. Requiments: Cup terrains core 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
  3. acoustic

    Vacant

    Mod Version: 2.2 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
  4. 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
  5. 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
  6. 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
  7. WIP Release V0.1. 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 39,000 objects so far. 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. Pics to follow.
  8. 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 😉 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
  9. 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/
  10. Suursaari Real island with fictional layout. The map is made according to maps from 1940. Big island is Suursaari and three smaller islands: Iso sommeri, Ruuskeri and Säkkiluoto. Size 12km x 12km 220k objects Cell size 3 https://steamcommunity.com/sharedfiles/filedetails/?id=1680294609 No requirements, map use only vanilla objects. There are also ww2 versions of the map on the northern fronts terrains pack. Summer and winter versions.
  11. Version 1.03 Last Update and Release: 19.06.2019 Link to the SteamWorkshop: https://steamcommunity.com/sharedfiles/filedetails/?id=835257174 After nearly 2 years of creation, frustration internatl tests and changes i would like to present my little map to the public. ______________________ Update from 17.06.2019, Version 1.03: Update from 05.05.2019: Update from 21.05.2019: ______________________ The orginal location and inspiration for this mod: Rügen is Germany's largest island by area. It is located off the Pomeranian coast in the Baltic Sea and belongs to the state of Mecklenburg-Western Pomerania. It is a very popular tourist destination because of its resort architecture, the diverse landscape, its long sandy beaches and the famous chalk cliffs. The island has a long diverse history and was a point of interest during World War II and after for different military projects and camps like Prora or a planned seaport for submarines. The mod-version: As this mod-island is only about 1/15 of its orginal size it sees many differences and adaptions. The original map is only taken as inspiration regarding locations and shape. D41_Ruegen is placed in the near future and set up as a location for prissoners to resocialize them (thats the reason for the huge walls on the borders). The intention was to create a diverser european map that offers lots of choke points for conflicts, many cities and locations that might be interessted for mission making, life-projects or survival situations. And i tried to make this map also usable for boats by offering many passways and shortcuts. Many other maps where either too big, too empty or too easy to cross offroads. This is why i tried to create a new mixture with a focus on infantry combat and the intention to make a relatively small map, that still feels big as you cant cross it in a straight direction. The areas vary from more civilised and rural locations on the south western part, to tourist locations on the eastern side to destroyed and barren locations in the northern regions. Some fights have been going on there (its up to you if this was because of zombies, rebelling prissoners or whatever). For even more rubble and wrecks check out the "Scorched" Version, also included in this mod. Facts about the map: Mapsize: 16.384m x 16.384m Gridsize: 4096 cells Cellsize: 4m SatMask: 16.384x16.384 Object-Counter: 542.018 Original size: about 65km x 65km Creation time: nearly 2 years (first creations began in january 2017) Relevant classnames: Vanilla Map: d41_ruegen Scorched Version: d41_ruegen_scorched Special features of this map: 3 airports/fields many passways for boats between the islands (might be even faster then going by car) tide-system with changes of the waterlevel up to 3m (lowest water at noon, highest at midnight), offering and closing some passages for cars and boats depending on the time some hidden locations and caves some military and rebell outposts (Polizeikaserne Parow, military airport in the north) throughout the map 2 castle ruins 1 prisson island with underground levels (might be good for roleplay, but AI has problems with that part) 1 highway crossing nearly the whole island for a fast travel but with reduced possiblity to get offroad crowded forests filled with bushes etc. to improve life and hiding of infantry Second Version of the island "Scorched" included in these files containing lots of additional wrecks etc. mainly for survival missions like exile etc. Screenshots from the map (and all the progress from the beginning on...): till 27.04.18: https://imgur.com/a/nWqjt from 27.04.2018 on: https://imgur.com/a/B0Myw3i These preview videos were created by MultiSasch. Thanks for those nice videos! This is the link to his youtube-channel (german): MultiSasch - Arma 3 Gameplays & more Known Issues: REPORT ALL BUGS HERE: Dead Men Walking / D41-Discord Pond objects may have LOD issue at distance AI will have problems entering and crossing some bridges Some very small areas (like "Reinberg" in the south) are still WIP and will be finished or adjusted later Usefull stuff: Downloadable ingame map including relevant city names ______________________ LEGAL NOTICE! READ THIS! THIS ADDON IS RELEASED UNDER THE ARMA-LICENSE: APL-SA You should not upload and mirror this anywhere without permission (This is also relevant for you @armaholic and @moddb!). Additional Info: This item is not authorized for posting on Steam, except for the original IP-Owner Cosmo. This means: You are NOT allowed to upload, reupload or whatever it to the Steam-Workshop! (Just read the steam licenses 6D) Do yourself a favor and create a Steam Workshop Collection, it makes yours (and all other lives) much easier. Special Thanks: Silola - The X-CAM object placement tool. Without this tool, it would have taken more than "just" two years. Zgmrvn - Surface Painter A3-Terrain Builder Discord - Answering questions, providing knowledge and advice, without them this terrain would not have been completed. PMC Editing Wiki for all those great guides around terrain creation CUP-Team for its great core mod, that helped to bring back maps in european areas HAG Objects from WA Lancer for his open sourcefiles for plants and citysigns
  12. !!!!!Taken down!!!!!! !!Rights for use given to a new community. Others can not use this map or I will issue a DMCA!!
  13. Hi all! I am trying to implement a sound on a specific building on my new map. (cf pmc wiki : https://pmc.editing.wiki/doku.php?id=arma3:terrain:environmental-sounds) But I do not understand the variables, I do not understand or the config will look for the object in question. Can you help me? Another question, is it possible to directly implement a smoke effect (cars exploded) directly on the map? Or do you have to do it via EDEN editor with the modules? Regards, Casseburne
  14. Mod version : 0.1 (2019.01.08) Derelict : Derelict modifies structures and vegetation of Arma 3 terrains to give Stratis and Altis an abandoned atmosphere. It retextures most buildings to look neglected, damaged or rusty - these changes apply to any terrain using those structures, so this mod should only be used when playing on vanilla islands. Features * Retextured buildings. * Vegetation modifications (WIP). * Disabled artificial light sources. * No performance impact. * No dependencies. License Derelict Mod by Haleks is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. Permissions beyond the scope of this license may be available on request. Using Derelict Mod on monetized servers is strictly forbidden. Download link Mod development support :
  15. Summa Fictional terrain located in the Summa region of Karelia. This mod included autumn and winter versions of summa. The map is made according to maps from 1944. This is a fictional post-war version. WW2 Winter and summer versions are in northern fronts terrain mod. Size 6x6km Cell 3 Requiments: Cup terrain core Download link and more pictures
  16. Is there a method for replacing JBAD buildings with CUP buildings on a terrain by making a terrain patch pbo with a config file?
  17. Larger pic - http://www.mediafire.com/view/8b7eb2a2n1ww6hq/ANZACSAS_SouthAsiaPic1Largeb.jpg/file Massive 122x122klm South Asia terrain from "Take On Helicopters" ported to Arma 3 version 1.3 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - Changed some textures to better suit the Satmap. - Enhanced clutter,Insects,Dust Efx,Haze efx. - Enhanced "Take on Helicopters" Weather. - Uses A3 lighting and sky. -SATMAP texture for in cockpit view. -Jove Chiere. - Now has call to prayer,Arabian radio music and Arabian market Sound SFX added from Takistan.They are found in the Sfx sounds in triggers. - There is quite a few objects added in the editor in the South Asia section that are in the data Pbo's from Take on Helicopters. - Vegetation objects have been added in the editor in the South Asia section for mission makers. - Objects in 3d editor are only partially supported.Feedback still welcome.:) - This terrain focuses on aircraft and large scale missions. - Roads are painted so AI dont follow them the same as in Arma terrains.Extra waypoints are required for ground vehicles. - Water areas are painted and are purely visual. - Custom Multiplayer and singleplayer missions to come!! - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia section. - Comes with an Airbase Template Mission that has concrete runways,taxiway,parking areas and lighting already laid out ready to use. Mission is unpbo'ed in the Missions folder in your South Asia v1.3 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 MP Mission's - Persistent Coop 1-30 Combat Air Assault (Ground forces mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129 Persistent Coop 1-10 Anti-Aircraft Tank Hunt (Simple SEAD /training mission) https://steamcommunity.com/sharedfiles/filedetails/?id=157597646 Persistent Coop 1-12 Air War Over South Asia (Air Strategy mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1597976809 Larger Pics of terrain - http://www.mediafire.com/file/7685a7ed120caaz/ANZACSASSouthAsiapic10.jpg/file http://www.mediafire.com/file/ctgqtwg2x8by1ds/ANZACSASSouthAsiapic11.jpg/file http://www.mediafire.com/file/cec8kvv22pg5i21/ANZACSASSouthAsiapic3Large.jpg/file http://www.mediafire.com/file/l3sl31klmr3y5lf/ANZACSASSouthAsiapic12.jpg/file http://www.mediafire.com/file/lcczm59qbrn2272/ANZACSASSouthAsiapic13.jpg/file http://www.mediafire.com/file/jahc5czide4bn0y/ANZACSASSouthAsiapic2Large.jpg/file http://www.mediafire.com/file/riuenk9vga1g1t9/ANZACSASSouthAsiapic6.jpg/file http://www.mediafire.com/file/su89q1na2yq41ct/ANZACSASSouthAsiapic7.jpg/file http://www.mediafire.com/file/r4bbolr8z14io0f/ANZACSASSouthAsiapic8.jpg/file http://www.mediafire.com/file/6tdfjtft12dxtd9/ANZACSASSouthAsiapic9.jpg/file - There are nine pictures inside the island Pbo so that they can be used for overview pictures on a Server in Multiplayer missions. they are - overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic1.paa"; (1 to 9) - Version 1.3 - Added extra level of zoom for map in config.Sorted the sometimes strange ai.Thanks to Jove Chiere.:) - reworked Haze. - ADDED!! SATMAP pic for onboard aircraft for in cockpit navigation.Compatable with many aircraft addons. Massive Thanks to Jove Chiere for his Great work making the SATMAP texture for in cockpit view and for explaining how to set them up.:) - Added extra dust to surfaces. - Server key change!! ANZ key replaces old. - re-introduced data texture for Seattle core. - re-introduced airport files/pieces for Seattle core.
  18. 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
  19. Creating different water colours. Youll find in the worlds config these params.All you need to change the water colour is to edit these lines,Hopefully explained well enough. class WaterExPars : WaterExPars { fogDensity = 0.75; //how clear/dense the fog/coloration under the water surface. fogColor[] = {0, 0.078431, 0.039216}; // the colour of the fog under water surface. surfaceOpacity = 0.75; // how clear the water is from above the surface. fogColorExtinctionSpeed[] = {0, 0.078431, 0.039216}; // not 100% sure this one.I added the same rgb values here as the water colour }; class CfgMaterials { class Water { ambient[] = {0, 0.078431, 0.039216, 0.1}; //deep water colour. }; class Shore { ambient[] = {0, 0.078431, 0.039216, 0.1}; //colour of the water near the shore line or in shallow rivers. }; class ShoreFoam { ambient[] = {0, 0.078431, 0.039216, 0.1}; // straight forward this one.the colour of the shore foam. }; }; Bis use different colours for the water,shore and shore foam.Above is a simple example using the same colours for all CfgMaterials water entries. Hope its helpfull. :)
  20. Hello !! First of all i read this topic: And i creat this topic in a french forum but nobody can help me after 3 days: https://altisdev.com/topic/13345/terrain-builder-s_000_000_lco-paa I write now in this forum because i think, you are more qualified :P So i have the same probleme and i can't solved :( I have some screen like: https://www.casimages.com/i/181021073223407977.png.html and https://www.casimages.com/i/181021073225241112.png.html Thank's for reading me :) I have a little gift for my hero ! Have Fun !!
  21. INFORMATION The terrain is 400km^2 (20kmx20km) big and is a true to scale recreation of the Senkaku Islands. Mask/Sat: 16384x16384 Height: 4096x4096px (5px/m) In my mind, the map is best suited for small carrier operations in cooperation with amphibious warfare. It might also be interesting to people that are playing with the HAFM Navy mod, I will try to improve the underwater terrain in the future. Most people should be able to play on this map with full view distance without any performance problems. REAL LOCATION This map is a recreation of the Senkaku Islands in the East China Sea. I tried to get as close to the real location as possible, but did take minor artistic liberties to make the map just a little bit more interesting (Added a radar station; moved Kuba Jima a little south to make it fit on the map) https://www.google.com/maps/@25.7558356,123.531659,11812m/data=!3m1!1e3?hl=de Information on the dispute from Japan´s perspective: https://www.mofa.go.jp/region/asia-paci/senkaku/qa_1010.html CREDITS Fromz with his Diaoyu Islands terrain that gave me the inspiration to give the area a workover. DOWNLOAD Workshop IMAGES
  22. Anizay Size: 10km x 10km Cell size: 5 510k objects Fictional desert terrain Need Cup terrain core Thanks Jonekone, Blahh and armafinland.fi Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1537973181
  23. Helicopter Dust Efx Mod For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------- - Enhanced Helicopter Dust/Downwash Effects. - "Brown Out" dust effect when landing on dirt. - Works on all vanilla helicopters. - Works for all addons that use default Bis Dust Effects.(Probably 99.9% of addons) - Works with CUP. - Signed and has server key. - Thanks to bis and the community. - Enjoy. http://www.mediafire.com/file/vcswsapdsa0a6d5/ANZACSAS_Helicopter_Dust_Efx_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 http://www.armaholic.com/page.php?id=34523 Better pics - http://www.mediafire.com/file/t5ribmmm7u99r00/ANZACSAS_HeliDustModPic1Large.jpg/file http://www.mediafire.com/file/esmfoia9b6e2d9f/ANZACSAS_HeliDustModPic2Large.jpg/file
  24. Light Blue Water Colour Mod For Arma 3 by ANZACSAS Steve. ----------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------- - Changes the water color to Light Blue. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - May work for addon terrains based off these islands/classes. - Thanks to bis and the community.. - Enjoy 🙂 https://steamcommunity.com/sharedfiles/filedetails/?id=1520786131 - Updated to version 1.1
  25. Is it possible to get anywhere real world height map with seaground height map in one piece ?
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