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Found 197 results

  1. So, I'm officially reviving this project after about a years of work starting all the way from scratch! The plan now is to remake my old Arma 1 map Avgani, but renamed after it's arabic name "Al Ayadiya" all from scratch. This is a small map of 6.1x6.1 km size. This map will serve as a test base for my iraq assets. Once Al Ayadiah nears completion I will start working on the much more vast map of the city of Al Kut, this map is 24x24 km and features a much larger city and airforce base. For now, here's a few WIP pictures of some buildings I'm working on: https://imgur.com/a/10no8WR Much more to come and everything is subject to change. And here is satellite imagery of both maps: https://imgur.com/a/dod2tK4 Also, I've revived an old discord of mine where I intend to post more minor progress updates on these projects, anyone who's interested in iraq terrains is welcome to join: https://discord.gg/X7CeN9JnN3
  2. Hello I am new to map editing and have been following: "PMC ArmA 3 Ultimate Terrain Tutorial". https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial I'm trying to get Tanoa grass (greener than Stratis' too brownish for me). I replaced the textures in: "tut_grass_green.rvmat", gdt_grass_green_nopx.paa gdt_grass_green_co.paa with gdt_wild_grass_nopx.paa gdt_wild_grass_co.paa What should I do to get Tanoa 3D Grass?
  3. 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
  4. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  5. BASTEK Hi all. I'm Vectif, I've worked on a few terrains previously (namely Djalka, and Straya), and I'd just like to come here to announce the next project I've begun working on; Bastek. A proof-of-concept terrain of attempting to create middle-eastern themed terrain for Arma 3 using Arma 3 assets. The idea of avoiding the usage of the Arma 2 assets nearly every middle east terrain uses will hopefully make Bastek have it's own style, and a unique one at it. The Arma 2 assets are great and lovely, but too many middle-east terrains look just like Takistan and Zargabad. So this is welcome, and feel free to join me on my journey of creating this terrain; I'm very excited for this project, and middle-east is one of my favourite themes in maps and videogames. I've been taking the time to research real life imagery and also playing multiple games set in middle-east to try and get as close as I possibly can to something believable and immersive. Not to mention something light in size and also very versatile. This project is fictional, and it's fully made from scratch. I drew the heightmap in greyscale and curated vanilla A3 objects that would fit the theme, alongside researching real-life images and playing games set in the theme. CLICK FOR ZOOM OR OPEN SEPARATELY FOR MORE DETAIL. Story & Context Bastek is a fictional terrain, however, a lot of refferences and influences are taken from diverse areas of the world, such as; Iraq, Iran, Afghanistan, Syria, Egypt, and Istanbul. So you may see a lot of variety in this regard as you go from area to area. Bastek is also canonically set in a time of economic and political turmoil. There is a vast difference between the richer and poorer areas, which has caused many riots and fights in the region. There's a lot of ideals in conflict that range from religion to politics and how the wealth should be divided in such regions, however, all this is often overshadowed by the success and beauty of the more popular and developed parts of the region. A once succesful country, now heading towards war. Insurgencies arise, countries begin to show support... and interest... meanwhile private military companies are starting to exploit the grey areas of their contracts. Technical details 8km size 2m cell size Expected filesize: under 200MB (this is very subject to change!) Current object count: 21000 handplaced Goals First and foremost, I'd like to finish the terrain and get it out there, I hope this will provide the Arma community with a good and brand new middle eastern terrain, not to mention an unique one. I am putting my all into the design of the layouts and object placement of this terrain to try and make it the best I can both in terms of looks and gameplay. Everywhere I can I will try to place gaps, tactical vantage positions, ladders, stairs, connectors and much more to try and allow the players to be creative when traversing the terrain. I am also interested in adding a custom-lighting setup for Overcast, to tint the skies and overall mood of the terrain in a yellow-ish light, like this. Hopeful Dreams Among other things, I would love to release this terrain with things way beyond my current time schedule at the moment. I would love to release this terrain alongside a few missions or even a campaign, but I'm not an excellent writer, however, it's something I'd like to do to make this more special. On top of this, I am a musician, I would maybe like to write and compose an OST for said missions or the terrain if I manage to study the style of arabian / middle-eastern-ish music, and of course, 2000s alternative rock. All in all, I can not promise these things, but they are things I'd like to do. Arma is my favourite videogame and I love the work of both BI and modders, that thanks to their passion, I've had endless and countless hours of fun, enjoyment, and even making friends while playing the things they made, what inspired me into starting to make my own content for Arma 3 was this same notion, I felt it was time to give back to both the game and the community, I hope this passion will show in the end result. Looking for contributors! Would you like to help Bastek go the extra mile? These are openings available for that! Feel free to ask me if you'd like to help with something that isn't listed here. -3D Modellers: I could really use modellers who could help make a building or two for the terrain to help with variety and gameplay opportunities, as such, I'd most likely ask for mosque-like buildings, minarets, unfinished apartment complexes and such. I may even ask you to do a silly easter egg or two! I'd love to have winks and refferences to other things and people that have inspired, not to mention give people a smile here and there. -Designers: Bastek needs a flag after all! A logo or insignia could do too! -Writers/Mission makers: Are you interested in building up a possible campaign or mission set that could release with this terrain? I'm all ears! Support the creator If you like my work, please consider donating! My computer is very budget and electronics are very expensive where I live, I don't have all the means nor the money to afford better hardware, I would appreciate having a more powerful computer for making more complex terrains in the future, not to mention work in a plethora of other projects I'm passionate about, all the things I make are passion projects of mine that I work on during my free time. Any amount is greatly appreciated and helpful, even just a single dollar is a lot for me. If you like what I do, this would help me a lot. Ko-fi: https://ko-fi.com/vectif If you have any ideas, suggestions, refferences, or would like to offer help or support me with anything in specific let me know! Thanks! -Vectif. Below in my thread replies you will see the progress of this terrain, from day one to current time as you progress in the timeline.
  6. Chernarus Redux In the post-Soviet country of Chernarus. Several years has passed since the insurgency conflict and viral outbreak. The russian oriented country is now desolate and overgrown. The few that remain and inhabit the surrounding cities have chosen to bare arms and scavenge the land for supplies which is difficult to come by. Some may chose to believe Chernarus is hopeless, however there is a growing movement of survivors trying to take back the very cities they lost 26 years ago. What Is It? Chernarus Redux has been a on and off project for a few months now, The goal is to bring the Arma 2 Chernarus up to Arma 3 Standards, with the inclusion of making it a more of a apocalyptic feel. So it can be used in the way a lot of Arma 3 mods are trying to achieve. We are trying to strive towards adding that extra bit of detail that has always been missing from this beloved map. We also have a modeller which has made amazing progress on opening up a lot more buildings. Download from Steam Development Road Map Public Defect Tracker Social & Communications Discord Youtube Channel Twitter Requirements - CUP Core If you have any ideas or any suggestions please post them in any platform you like. Will like to say Thank You for Bohemia giving us the go ahead for the project. Where the data came from: Arma Licensed Data Pack Arma 2 Sample Models
  7. This thread will serve as WIP thread for #RHSKATYA, #RHSPKL and #RHSVIDDA. Yes. My projects have merged with RHS and the coming updates will be hosted in the RHS workshop in the future. Other people in the team will contribute various things and it is up to them if they want to show their work in various stages. More info shortly.
  8. Mega City 3* * All your frames are belong to me. After doing some faction mods I decided to learn how to make a terrain for the armaverse. But what kind of terrain to make? We've already got plenty of deserts, jungles, forests, etc... Hmmm what is something that that arma does not have much of...... 💡 Urban combat. Plenty of vast expanses out there, but not a lot of really big cities. So I decided to try for a big city... a... mega city 🌇 Therefore this project was started. Based off a certain comic you may have heard of, the goal of this terrain is to bring a focus on urban combat. Will the arma engine be able to handle a large urban terrain without chugging into a slideshow? Let's find out!! This project is in the early WIP stage. This thread will serve to show off it's features as they are added. Planned terrain features: * The Mega City (duh) A roughly 8x8km urban area. ... sooo your doing a 8x8 terrain that is one big city? Nope! Well yes, but no. The terrain is actually 20x20km and also will feature other urban combat areas: * A old destroyed city remnants * A large shanty town colony * A 3.1 km long runway. Now you'll be able to land even the largest bird with ease! * Various smaller points of interest around the map Terrain outside of the Mega City is still in flux. The terrain of the city itself is largely flat. In order to reinforce the planned nature of the city, it is divided into sectors that are split by a freeway grid system. What lurks inside the walls of the Mega City? Here's a sat capture of the Mega city area to show the freeway layout. Yes, those gridlines are in square kilometers. At the bottom of the above image is the airfield, showing the large runways. This is also a call to arms for any building makers out there. Anyone that would like to make some big blocky concrete structures, please hit me up. We'll see where this goes!
  9. Most community released terrains are tiny, bis made Stratis is tiny 8km where Altis is decent size 30km, so your Jets DLC options are very limited. There are no "flyboys" terrains as good old Bushlurker (RIP, brother) used to call them. But jet pilots don't need to worry because PMC comes to the rescue! Jets DLC PMC Real World Data Terrains for ArmA 3. Real world terrain data is: SRTM heightmap, maps.google.com satellite texture and OpenStreetMap.org roads. This is realistic 1:1 scale terrains for their real life locations, nothing has been scaled down or faked. If not stated otherwise all terrains are 143km x 143km in size with 71,680 x 71,680 resolution satellite texture which is 2 meters / pixel. There are no (or very few) objects placed! 2020-11-16 note; there are millions of objects in vegetation depending on specific terrain. Plan is to develop these terrains further, for example populate them with objects (trees, rocks, town/city buildings etc), but no promises. Iraq, Mosul (actual in-game satellite texture) Releases: PMC Iraq, Al Kut v0.1 PMC Iraq, Baghdad v0.1 PMC Iraq, Basrah v0.1 PMC Iraq, Erbil v0.1 (erbil currently conflicts with afghanistan ghazni and iraq baghdad, so you need to run them separately. this has been fixed for next update). PMC Iraq, Hillah (40km x 40km) v0.1 PMC Iraq, Karbala (40km x 40km) v0.1 PMC Iraq, Kirkuk v0.1 PMC Iraq, Mosul (81km x 81km) v0.1 PMC Iraq, Najaf (81km x 81km) v0.1 PMC Iraq, Nasiriyah v0.1 PMC Iraq, Ramadi (40km x 40km) v0.1 PMC Iraq, Rutba v0.1 PMC Iraq, Samawah (81km x 81km) v0.1 PMC Iraq, Sulaymaniyah v0.1 PMC Iraq, Tikrit v0.1 PMC Afghanistan, Ghazni v0.1 (ghazni requires CUP Terrains Core because it uses takistani village buildings and vegetation). PMC Afghanistan, Jalalabad (81km x 81km, 81920 resolution satellite) v0.2 PMC Afghanistan, Kabul v0.1 PMC Afghanistan, Kandahar v0.1 PMC Afghanistan, Kunduz v0.1 PMC Afghanistan, Lashkar Gah v0.1 PMC Afghanistan, Mazari Sharif v0.1 PMC Syria, Al Hasakhah v0.1 PMC Syria, Al Mayadin v0.1 PMC Syria, Aleppo v0.1 PMC Syria, Ar Raqqah v0.1 PMC Syria, Damascus v0.1 PMC Syria, Homs v0.1 PMC Somalia, Baidoa v0.1 PMC Somalia, Kismaayo v0.1 PMC Vietnam, Da Nang v0.1 PMC Vietnam, Dong Hoi v0.1 PMC Vietnam, Hanoi v0.1 PMC Vietnam, Pleiku v0.1 PMC Vietnam, Saigon v0.1 PMC Libya, Ajdabiya v0.1 PMC Libya, Bani Walid (81km x 81km) v0.1 PMC Libya, Bin Jawad v0.1 PMC Libya, Misrata v0.1 PMC Libya, Msallata v0.1 PMC Libya, Nafusa v0.1 PMC Libya, Ras Ajdir v0.1 PMC Libya, Sabha v0.1 PMC Vietnam, Vinh v0.1 PMC Libya, Sirte v0.1 PMC Libya, Tripoli v0.1 PMC Libya, Wazzin (81km x 81km, 81920 resolution satellite) v0.1 PMC Afghanistan, Asadabad (81km x 81km, 81920 resolution satellite) v0.1 PMC Libya, Benghazi (143,360 x 143,360 resolution satellite) v0.1 PMC Ukraine, Donetsk (81km x 81km, 40960 resolution satellite) v0.1 PMC Ukraine, Luhansk (81km x 81km, 40960 resolution satellite) v0.1 PMC Ukraine, Mariupol (81km x 81km, 40960 resolution satellite) v0.1 PMC Pakistan, Abbottabad (81km x 81km, 40960 resolution satellite) v0.1 PMC Balkans, Belgrade v0.1 PMC Balkans, Kosovo v0.1 PMC Balkans, Montenegro v0.1 PMC Balkans, Vojvodina v0.1 Satellite screenshots see PMC Tactical ArmA 3 Terrain page and download from PMC Tactical ArmA 3 Downloads.
  10. It's about time I officially unveil my work-in-progress terrain, Woe Betide! New Woe Betide Image album on Imgur Set in the UK, Woe Betide is a flat, coastal area east of London. The map is relatively small and very flat, but full of dense hedges and small spaces - making it most ideal for close-nit infantry and motorised operations, perhaps with close air support. Small hills and tall buildings can give sneaky snipers a massive advantage... Apologies in advance for the unnecessary detail here, I'm actually updating this for my own project management as much as anything else... Current progress: - Sat map: 30% - Heightmap: 85% - Ground textures: 50% - Object placement: 60% - Roads: 75% - Map config stuff (Locations, airports etc): 20% - Back story, accompanying materials: 25% I'm working towards an alpha release which will be a shared file, hopefully followed by a Steam beta and then full release. Will require CUP. You can expect: - High-detail terrain derived from open source UK government data (real data accurate to 1 metre per pixel, majority of manual terrain work is road smoothing) - Mostly flat and open terrain, but filled with intricate and claustrophobic spaces and tight roads - A wide choice of settings including a derelict petroleum plant, Victorian coastal defences, flood plains, a landfill site, police shooting range, boat yards, seaside resort, roman ruins and railway depots - all inspired by their real-life counterparts in East England - A solid rail network which will hopefully work well with Advanced Train Simulator one day - Designed with a Brexit-inspired fictional political situation in mind Key locations and features progress (pictures coming soon) - Coldshoulder Shoal Gasworks: A long-gone and overgrown gasworks hidden inside a brownfield site - 75% - Spanhare Refinery: A petroleum plant in the process of being decommissioned - 30% - Deadwaite Fort: A well-preserved Elizabethan coastal defence fortress complete with moat - 10% - Peter Plimsoll's Playground: A relatively well-kept mini seaside theme park resort with a number of rides and pleasure pier - 25% - Woe-on-Sea Shopping Quarter: The central, pedestrianised street leading through the main town - 75% - Woe Central Bus and Coach Station: The controversial new EU-funded transport hub - 75% - EuroTrade Port: The new container shipping port, still under construction - 50% - MOD Test Grounds: A rundown woodland army base - 25% - East London Constabulary Special Training Centre: This weapons and tactics training centre features a shooting range and urban-style shoothouse for police training - 50% - Woe4all Rail Depot: The train maintenance yard operated by the monopolist regional rail company - 50% Fellow modders needed! I want to recruit a couple of modders who have experience with custom objects! Get in touch if you're interested in helping me get some more British objects and signs made. Looking forward to hearing what you think. More details soon!
  11. Current version: 1.75 (Mar 10, 2021) 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: 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
  12. About [RATS.ins] jujurat presents Heilstein, a 2km terrain that seeks to provide a playable, atmospheric, and engaging take on German countryside in WW2. Heilstein is an area that is south of Simmerath, and was briefly occupied and fought in during the end of the Allied invasion of WW2. It is also south of the Hurtgen Forest. This terrain attempts to recreate Heilstein, and the areas around it in the approximate time period using geographical data, and of course some fictional liberties taken to make the map playable for Arma. Features 2km terrain that recreates winter German countryside in WW2. Serves as a winter alternative to my upcoming Hurtgen terrain. Extensive forest/atmosphere detail. Rolling hills, farms, villages, forests, and valleys. Custom lighting configuration. Ambient crows. Fighting positions and and trenches, as well as small terrain detail for fighting maneuvers. Breath fog; courtesy of haleks. Working snowflake precipitation, courtesy of CUP. Snow objects on the ground around forests to simulate build-up. Planned Features Continued support and improvement based on community feedback. Notes The breath fog script should be running clientside. You can remove it or disable it in the event of sudden performance drops or mod conflictions by simply dragging out the 'test' pbo from the addon's directory. It was created by Haleks, thank you very much! Stats for Nerds 2km Cell Size 2 Credits and Thanks For providing great information and help at times of need: Mondkalb Ice Adanteh Temppa Icebreakr EO haleks A3 Discord Terrain Channel HorribleGoat Bohemia Interactive DOWNLOAD
  13. Straya is a fictional modern terrain based loosely on the Australian Outback setting. About: Straya is a terrain inspired mainly by the Australian Outback regions, part of the inspiration also originally emerged from the Rainbow Six Siege "Outback" map. This map is by no means an exact representation of Australia, but I tried to replicate the vibes as closely as I could with what's available in the game and to the best of my efforts. I tried to keep an emphasis in both extremes of the spectrum, having very dense green forest areas, with very urban city areas, while also having some wilderness, deserts, and spacious towns. The outback was a theme that immediately captured me as it's a pretty unique sight, and to my knowledge, it has not been very explored in Arma terrains, so as I usually do, I wanted to make something unique and different. As always, it's another project I learned from to make and do better in the future. I hope you will enjoy! IMAGES Features: Dense urban CQB city areas mixed in with spacious towns. Vast outback deserts with a savannah-like setting. Cities, towns, farms, military bases and factories among other landmarks (and easter eggs too!). Custom billboards, signs, and cranes! Miscellaneous areas going from forests, to outback, to a mixture of the two. Support the creator If you like my work, please consider donating! My computer is very budget / entry level (GFX: Radeon RX560, and it was very expensive here!) and electronics are very expensive where I live, I don't have all the means nor the money to afford better hardware, I would appreciate having a more powerful computer for making more complex terrains in the future, not to mention work in a plethora of other projects I'm passionate about, all the things I make are passion projects of mine that I work on during my free time. Any amount is greatly appreciated and helpful. If you like what I do, this would help me a lot. Stats: 10km size 2.5m cell size License: APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Credits: The Majestic Seagull for making some awesome australian-themed road signs for the terrain! Rachid Hinton for making and designing plus object placement of the town of Allison & the farm settlement south of it. Bohemia Interactive for the Arma 2 Samples I retextured for the cranes and billboards. Special thanks: Jakerod, HorribleGoat, Ice, Adanteh, Arma 3's #terrain_makers Discord Channel, Bohemia Interactive DOWNLOAD STEAM Workshop
  14. john chaser

    [UMB] Colombia

    Current version: 0.9.1 2-3 years ago, I started looking deeper into modding and kicked things of with a Training Ground for the mil-sim unit, which I am part of. Over the time, I kept coming back to an idea of building a tropical map, which is based in South America. South America is not very prominent in the Terrain World, but has a lot of potential for different scenarios: Whether you want to take over the region by military force, fight as part of the drug war, hunt down the Syndicate in the vast river system or simply earn some money - this map should (TM) have you covered. Big shout out to all the helpers in the Arma 3 Terrain Discord Channel, who helped me through the years. Features: - Large river system - Huge jungle areas - Many military targets in all shapes and sizes - 3 large airfields - 2 small airfields carved out of the jungle - Indigenous Villages - Drug Labs/Farms - Huge Open-Pit Mines - Hidden Temples - much more... The map itself is mostly done and only a few smaller areas left to be build. Whilst there is always something to be addded, this map has been mission-ready for quite some time and finally deserves its' own forum post! Stats: 20x20km 5m Terrain Grid 1m SatMap/Mask Grid >2.000.000 objects Mod dependencies: None Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2266710560 Map: Pictures: Cheers for the great help in placing objects and testing the map - especially to: Spirit [77th JSOC] Hobbnob [77th JSOC] Daniel [77th JSOC] Cube [77th JSOC] Prawned [77th JSOC] Erson [77th JSOC]
  15. About [RATS.ins] jujurat presents 73 Easting, a 4km terrain that seeks to provide a playable, atmospheric, and engaging take on remote Iraq during the Gulf War. 73 Easting is the location of one of the largest tank battles in US history. This terrain attempts to recreate that isolate desert and the areas around it in the approximate time period using real world data, and of course some fictional liberties taken to make the map playable for Arma. The terrain includes small inlets of green areas and a few rural structures. Battle of 73 Easting The Battle of 73 Easting was fought on 26 February 1991, during the Gulf War, between the armoured forces of the United States (VII Corps) as well as the 1st Armoured Division of the United Kingdom and those of the Iraqi Republican Guard and its Tawakalna Division. It was named for a UTM north-south coordinate line (an "Easting", measured in kilometers and readable on GPS receivers) in the featureless desert that was used as a phase line to measure progress of the offensive as they were going through what the Iraqis thought was trackless desert. The battle was later described by Lt. John Mecca, who participated in the battle, as "the last great tank battle of the 20th century."[7] This battle took place several hours after another, smaller, tank battle known as the Battle of Al Busayyah. This terrain was created in about half of a day for the purposes of Gulf War missions, and for any general purpose use. Features Empty desert on the western portion of the terrain. Small green zones accompanied with palm trees. A few small buildings, by few, I mean few. General terrain area that is miscellaneous enough to be used for multiple purposes. Custom lighting config. Real geographical infromation such as heightmap and satmap, gathered from QGIS with the assistance of Adanteh's Game Terrain plugin. TERRAIN IMAGES Plans for the Future There is nothing majorly planned for this terrain. I will update it and polish it and maintain it as Arma continues to update. It is understood that this does not perfectly recreate 73 Easting. It is a small segment of 4km out of the 50+km of terrain that 73, 74.. etc Eastings were fought in. I made the map intentionally multi purposeful to support small infantry combat, mechanized warfare, and tank warfare. This map is most likely too small for planes (only 4km). I will most likely go in and make the tank positions actually above ground in Buldozer. Stats for Nerds 4km Cell Size 2 Credits and Thanks For providing great information and help at times of need: Mondkalb Ice Adanteh Temppa A3 Discord Terrain Channel HorribleGoat Bohemia Interactive 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. 🙂 Terrain images included on Steam Workshop page
  16. 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
  17. Hamworthy Barracks This is not an exact replica. This is a work of my own. Map size approx: 5km x 5km ~ Description : Royal Marines Base Poole (RM Poole) is a British naval base located in Hamworthy a suburb of Poole, Dorset, England on the Poole Harbour and is the centre for Special Boat Service activities. Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2419770771
  18. About [RATS.ins] jujurat presents Port Lyautey, a 4km terrain that seeks to provide a playable, atmospheric, and engaging take on Port Lyautey, French Morocco during Operation Torch. Port Lyautey was one of the first territories of battle during the US' entrance to WW2. This terrain attempts to recreate that location and the areas around it in the approximate time period using real world data, and of course some fictional liberties taken to make the map playable for Arma. The terrain includes notorious locations such as the Kasba and the fated lighthouse, which held up the 9th Infantry Division during the storming of the beaches and subsequent control of the port. Battle of Port Lyautey The Battle of Port Lyautey began on 8 November 1942 for the city of Port Lyautey, today known as Kenitra, in French Morocco. The battle ended with its capture and occupation by American troops, overrunning French forces after more than two days of fierce fighting. Features Beaches that were used in US landings. Jungles and dry plains. A few villages, the castle, light house. A few trenches and defensive positions. General terrain area that is miscellaneous enough to be used for multiple purposes. Custom lighting config. Real geographical infromation such as the heightmap, gathered from QGIS with the assistance of Adanteh's Game Terrain plugin. Plans for the Future I will likely polish this a tad more in the future. Known Issues The mask is not correct in some areas. This is due to more than five materials being used in a cell. Trees/foliage on some roads. These will be fixed in due time. Foliage can be easily hidden via the Hide Terrain Objects module in 3DEN. Stats for Nerds 4km Cell Size 2 Credits and Thanks For providing great information and help at times of need: Mondkalb Ice Adanteh Temppa Icebreakr brg_africa/mbg A3 Discord Terrain Channel HorribleGoat Bohemia Interactive 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. 🙂
  19. Hello! I'm Vectif, and I'm the developer of an upcoming unreleased Arma 3 Terrain called 'Straya', based loosely on the australian outback vibe. You can find some WIP pictures here: https://imgur.com/a/aA5AWyd I am looking for any graphic designers that would interested in a project solely for fun. I am soon to release an Arma 3 terrain and I'm looking for designers interested in making textures (fictional ads!) for billboards. You do not have to do anything other than the image, I will handle the .p3ds/models myself. You will be fully credited for your work, and are allowed to sign your own creations visually. Images must be of your own intellectual work, and shall not contain anything other than in-game screenshots (unmodded unless you made the mods or contributed with explicit permission!) and/or any art/design you might do upon it or standalone. Images are to be done in 2048x1024px. If you are interested please contact me over at Discord: Vectif#6895. Consider this the same idea that BI had for the Malden billboard contest some years ago! You can also find some inspirations and refference on their winners post or just look at some billboards in real life or throughout the Arma series! Cheers and looking forward to any designers interested!
  20. 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
  21. Jasło is located in south - eastern Poland, in Carpathian mountains. It is modelled after the real place, although it will be modified for gameplay sake :) The terrain is being created as an addition to PSZ: Polish Armed Forces modification The map itself is 64 square kilometers (8,192 m x 8,192 m), with 4 m cell. It includes one big city, Jasło (already done!), located in a valley where three rivers flow. Yup, three rivers - better storm those bridges or prepare your fording equipment if you want to get anywhere. It is currently in early alpha stage and undergoes closed tests :) There are also several smaller villages (TBD), and wide forest areas (more or less done). The map will offer varied enivronment for different missions. It currently utilizes CUP objects, but we intend to prepare our own building pack, to make it more varied and to add this central Europe atmosphere instead of generic CUP-city :) DOWNLOAD: Steam Download Less talking, more screens:
  22. Hello! I'm Vectif (Rhaonoa on BI forums cuz no name change!), and I'm the developer of an upcoming unreleased Arma 3 Terrain called 'Straya', based loosely on the australian outback vibe. You can find some WIP pictures here: https://imgur.com/a/CrLMXss I am looking for any graphic designers that would interested in a project solely for fun. I am soon to release an Arma 3 terrain and I'm looking for designers interested in making textures (fictional ads!) for billboards. You do not have to do anything other than the image, I will handle the .p3ds/models myself. You will be fully credited for your work, and are allowed to sign your own creations visually. Images must be of your own intellectual work, and shall not contain anything other than in-game screenshots (unmodded unless you made the mods or contributed with explicit permission!) and any art/design you might do upon it or standalone. Images are to be done in 2048x1024px. If you are interested please contact me over at Discord: Vectif#6895. Consider this the same idea that BI had for the Malden billboard contest some years ago! You can also find some inspirations and refference on their winners post or just look at some billboards in real life! Cheers and looking forward to any designers interested!
  23. 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 8; 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
  24. GERESHK OUTSKIRTS Authors: Me, Myself and I About Gereshk: Gereshk, is a town in Grishk District in Helmand province on the Helmand River in Afghanistan, some 120 km (75 mi) northwest of Kandahar, at 817 metres (2,680 ft) altitude. Upstream lies the Kajaki Dam which diverts water to the Boghra Irrigation Canal, an essential infrastructure for the region's crops. Gereshk Dam is also nearby. Gereshk was originally built around a fort on the east bank of the river but was later rebuilt on the west. Gereshk has a population of about 48,546 and has a hospital and a school of engineering which was built back in 1957. Grishk is located on the important transport route known as Highway 1, which was built during the time of the Soviet–Afghan War. This route links Farah Province in the west and to Kandahar Province in the east. As part of Operation Moshtarak the British Army and Afghan workers are constructing Route Trident, a road that will eventually connect Gereshk with the provincial capital of Lashkar Gah. Gereshk is also the southern terminus of Route 611. The area is irrigated by the Helmand and Arghandab Valley Authority. Why Gereshk? I chose Gereshk because i have plenty of photos from there in 2008/2009, also because my father was there together with the Czech, Danish, American and British contingent. All were dislocated in FOB PRICE. Over time, the base grew to MOB PRICE (Main Operating Base), and with the withdrawal of most of the contingents, the base was transferred to the hands of the Afghan National Army. The town of Gereshk is close to the Camp Bastion/Camp Shorabak (that time the biggest UK's base in the overseas), so the base that was near the town served as temporary stop for convoys and patrols heading through the Helmand valley/Green zone to Kandahar or other nearby bases and outposts. What you can look forward to? I hope that my skills are enough on the high level that i will be able to present you and give you another of a lot of great maps. BUT what will be different? The main difference between other terrains and maps and Gereshk will be sense for detail and real-looking bases as like as it is in real life. There will be some more outposts/checkpoints near the Highway 1. The infrastucture in the town like hospital, school, market, provincial authorities offices, police station, streets with houses, streetlamps, voltage poles etc. and fields with farms and villages. Imagine everything what belongs to this part of the world. Btw I already made a FOB Price base template and its already in the Armaverse, but the new base will be partly different because in recent time i know how to do a few things better and smarter then in the past. Estimate time of release? Who knows...maybe in half a year, maybe in one year, maybe in two years. We will see how the work on this project will go and if there will be any major problems. Thank you guys for patience and your trust!
  25. Size: 5120x5120 Hello everyone, I'm currently working on a "small" terrain based on the city of Haditha (Al-Anbar Governorate, Iraq), which is situated next to the Euphrates river. It features real (?) elevation data and satellite imagery, a little portion of the Euphrates river, various small villages and the city centre. Haditha is currently very wip and I don't know when it'll be finished, but I surely know that it will, somehow. I'm trying to make this terrain as realistic as possible and, possibly, decent enough to be hosted on the holy site of Armaholic so... feel free to criticize my work, suggestions are always welcomed. Thanks: - I would like to thank mr. Delta Hawk for his magnificent, classic units that inspire me a lot and keep me constantly focused on Iraq related stuff. P.S. This discussion is wip too so better pics and information will be posted in the future... stay focused. These were the only pictures available.
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