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Found 164 results

  1. 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
  2. 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
  3. 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:
  4. 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
  5. IMPORTANT: This version is only a sample of the functional terrains only with the satellite, mask and normalmap, do not include objects yet, nor stringtable, in the future will be added the respective names of Cities according to the English or Spanish language. The next step is to correct clouds and dark coastline on the satellite, and adjust HD textures. The terrains, besides their extension, have real depths (the best satellite information I found), it is perfectly navigable, in fact the purpose of the terrains is to be able to recreate historical aeronautical and airborne missions. They are 2 Malvinas / Falklands terrains of 80km x 80km in real scale 1:1 WORKSHOP (SC Map): http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 [SC] WEST - Estrecho de San Carlos (Falkland Sound): includes Pradera del Ganso (Goose Green), Darwin, Cerro Alberdi (Mount Usbourne) and Isla Borbón (Pebble Island) [PA] EAST - Puerto Argentino (Stanley): includes Top Malo House, Monte Longdon, Dos Hermanas (Two Sisters), Tumbledown, Sapper Hill, Fitz Roy, Bahia Agradable (Bluff Cove) and Monte Agradable (Mount Pleasant). Objects: At this moment we have only modeled the building of the Puerto Argentino / Stanley Airport: DEVELOPMENT INFORMATION: # DEM: AlosPalsar (Surface) + Topo15 (Depth) GlobalMapper (Cut, Height Adjustment, and Layer Fusion / Export DEM 1x81920 in .TIF 16bits for TB and 4x4x20480 in .ASC for L3DT) L3DT (Generate Normal Map 4x4 / Merge in PS) ___________________________________________________ # Satelital Image: Bing - Zoom=18 (+ Google and Here to erase clouds) SASPlanet: Download to .ECW format Georeferenced (Projection: Geographic) Geomatica: To erase clouds (Coming soon) Photoshop: Mask (Image Mode: Indexed Color / Save .BMP) GlobalMapper: Cut Tiles (Export in 4x4 tiles .TIF format 32bits uncompressed) ___________________________________________________ # Terrain Builder Grid Size: 8192x8192 Cell Size: 10 Terrain Size: 81920 Satellite Size: 40960x40960px Resolution: 2m/px Tiles Size: 1024x1024px Desired Overlap: 16px Teture Layer 40.00x40.00m SC Map Objets: 0 PA Map Objets: 0 ___________________________________________________ # System: AMD FX 8150 + 10gb RAM DDR3 Windows 8.1 64bits ___________________________________________________ ___________________________________________________ THANKS: Instituto Geográfico Nacional de la República Argentina theSinGLoT: Tutorial (Youtube Channel) ___________________________________________________ MLV Map Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 MLV Mod Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 BIS Forum Post: Translated by Google
  6. 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
  7. 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
  8. Djalka Islands 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 Rhaonoa. 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! Latest update: June 2nd, 2019. Project start: March 2nd, 2017. Map 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, 5 days of object placement as of May 18th, 2019. -3x Military Bases -3x Factories -9x Cities -5x Farms -2x Ports -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: 86,000 -A lot more to come as I develop, many things planned for the future! 🙂 Summary: Terrain sculpting & additions: 80% Object placement: 9% Detail placement: 5% Satellite imagery textures: 95% Ground close-up textures: 95% Roads & paths: Yet to be decided Surface masking: 95% Current release status: In intensive development, not fully fleshed out nor fit for playing. Unreleased. Release date: SoonTM Future requirements upon release: CUP - Core, by the Community Upgrade Project development team Special thanks & credits: -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 and M1lkm8n for actively helping and answering questions I've had in the Discord #terrain_makers channel! -The ArmA III #terrain_makers Discord chat, and all the help and support from diverse community members -XCam for their amazing tool -Adanteh for ObjectPlacementTBH, awesome tool and really useful! -HorribleGoat, Mikero, Ice, & bludclot for being really helpful and giving me a lot of pointers to make this terrain possible! -M1lkm8n for very specific help and lending a hand into sorting things out and fixing issues, really awesome guy, owe one to him! -Bohemia Interactive for this opportunity to make our own content, and for such an amazing game! 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, -Rhaonoa, R.G., K9S.
  9. 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
  10. 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
  11. Is there a method for replacing JBAD buildings with CUP buildings on a terrain by making a terrain patch pbo with a config file?
  12. 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
  13. 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/
  14. 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
  15. 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.
  16. Map description Sagarmāthā is one of the fourteen zones located in eastern Nepal. It includes mountain districts of the Himalayas (including Mount Everest) in the north, hill districts in the center, and valley districts of the Terai in the south. It is bordered by China to the north, India to the south, the Kosi Zone to the east and the Janakpur Zone to the west. Map will cover Solukhumbu District located in the north of Sagarmāthā. Map info Terrain size: 40960 x 40960 meters Terrain grid size: 4096 x 4096 cells Terrain cell size: 10 meters Imagery size: 40960 x 40960 pixels Imagery resolution: 1 m/px Texture layer size: 40 x 40 meters More info and pictures at mod's website [please, be forgiving if found error, website was created whole (including code) by me] Real map location Pictures (some models may be different, because pictures are older than current map) More pictures Map is based on real world place. Please consider that some places in map may be different from their real places. Some buildings may be misplaced or may have wrong model, etc...
  17. 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
  18. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  19. !!!!!Taken down!!!!!! !!Rights for use given to a new community. Others can not use this map or I will issue a DMCA!!
  20. 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 :
  21. 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
  22. It's about time I officially unveil my work-in-progress terrain, Woe Betide! Images: Woe Betide WIP Imgur Album 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 (updated Dec18): - Sat map: 30% - Heightmap: 85% - Ground textures: 50% - Object placement: 60% - Roads: 60% - 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 Tanoa assets and 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 - 25% - Spanhare Refinery: A petroleum plant in the process of being decommissioned - 25% - 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, but with heavy security due to Brexit-related sentiments... - 50% - MOD Test Grounds: An army base representing the largest military installation in the region seems quiet and rundown, but is that just what they want you to think? - 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!
  23. Fort Jackson, South Carolina I have finally got my terrain builder working! I can finally continue my progress on my terrains! About this project: This terrain is based on Fort Jackson training grounds. This terrain will be a bit off from real world as it is intended and built for ArmA units and people looking for a training ground with ranges that are built according to real satellite imagery. The buildings and compounds will be different and changed, roads, foliage and geographical features will be as accurate as I can get them. There are a LOT of empty areas and ranges as you may notice when exploring, this is done on purpose for individuals and units to build their own training areas. This terrain will be modified and not resemble the real world terrain 100% and is not meant to look pretty, it is purely made for the unit I am currently in! This terrain is intended for individuals or groups to use as a training ground. Required Addons: None Release State: v1.1 Features: Main spawn area. Accurate tree lines. Multiple ranges (Both built and empty for custom ranges). Partially built MOUT area (Partially built on purpose for custom MOUT layouts). Airport. EOD area. Ordnance and Heavy Weapons range (Mortars, vehicles, static weapons, etc). Fort Jackson Photo Gallery (NOTE: The images in the gallery are from when this terrain was Work in Progress): Download V1.1: https://drive.google.com/file/d/0BwO9rIv0F5O4clRjQUxzVUpJamM/view?usp=sharing Please report back any issues about this terrain, thank you.
  24. Hi map/terrain/environment/world… makers, this is, after working at BI/BISim for almost 10 years, my first topic created here at BI forums. In my defense, I’m mostly active in Arma 3 Maps Terrains Skype’s group, but the topic I want to share with you deserves to be discuss here(skype has short memory and is not as comfortable as forums, for such kind of discussion). The Topic? It’s of course the bLandscapeTools(bLT), an addon for Blender I’ve been already working on for the last 8 years. The main reason I started this addon was: already knew Blender wanted to improve my python scripting skills, as I like to automate or at least speed up processes many handy world creation features were not available back then, are not available now and will never be implemented in BI/BISim world creation tools Necessary to note that I never intended to write a tool which would take over the world BI/BISim tools, but rather try to fill gaps(small/large) in terrain development. Blender is a 3D modeling tool(and much more), but you can’t expect fancy features which can handle big chunks of terrains with millions of objects on it, it has its own bottlenecks and limits, but even back then I could see, that the advantage of having possibility to import terrain mesh and its textures to Blender and start placing environment content much more easier way(comparing to Buldozer) or even modeling content over a terrain is a feature that will never come into Terrain Builder/Buldozer. By sticking together Blender’s default features like sculpting, painting + powerfull API I was basically able to add many time consuming and “Visitor4/TerrainBuilder hard to get implemented” features into Blender. Let’s stop talking for now… check out my talk at BlenderConference2016 about the Blender Terrain Tools(Edit: just currently I changed the name to bLandscapeTools) so you guys can make an image of what I’ve been working on. There are some features which will be really hard(almost impossible) to release because they are closely bound to BI dev content like raw(non-binarized) P3Ds, but on the positive note bLT has some handy features not even mentioned in the video(like quality assurance tools) Why now? After the conference I got contacted by individuals and even teams, asking me where they can download the addon as they would like to have their hands on it and give it a try. So I decided to start releasing the tool bits by bits to people so they, hopefully, can have a fun time play around with bLT. Also, the fact that this year(2017) it's going to be 10 years at BI/BISim or in other words working with the RVengine, as well as, Paul Pelosi(bushlurker) suddenly passing away, made me to do this decision and release the tool. It’s also going to be a challenge and something new to me, releasing my tool to other people, it needs a change of thinking about the tool, fix some parts of the pipeline..etc. and that may take some time. How? There’s plenty of how in the front of me. I need to figure out a way how to share the tool with you guys. Github, Blender market I have in my mind right now. As mentioned already, there are features hard to release(raw P3Ds). In this case I’ll have to ask someone here in BI, if company would be willing to release let’s say at least last LODs of assets so they could be imported into Blender and used within bLT. I use Blender for over 10 years, so I’m pretty comfortable with its workflow, but this doesn’t have to apply to a newcomer. Therefore, I’ll have to take some steps to make bLT even more user friendly than it is right now. I plan to make quite some tutorials how to use Blender and bLT to user’s satisfaction. Currently, Blender development is at the stage where quite a big major changes are being implemented and to be released with Blender 2.8. There’s going to be plenty of great new features such Viewport update(supporting PBR shaders), new Layers, Workflow system and much more. This means that I’ll have to re-think some of the bLT features to support all these new improvements once they’re released. Therefore I don’t want to do any major touches into what exists in bLT now. I hope that the improvements done for 2.8 will take bLT a few steps further again, as it already happened with the transition from Blender 2.4 to 2.5+. So once again, I’d like to ask you to have a look at my talk, if you have any questions please don’t hesitate to ask. It will help me to move on with releasing the tool as well as to know how the features should be done to help you create a map for any RV engine related project. When? Release of the '0-th' or 'Introduction' version is planned on the end of summer holidays. Progress will be tracked here. Subscribe to bLT youtube's channel here. Tools Github's here. Cheers, Miro
  25. Chernarus Winter A3 by ArmanIII (port by Arthyc) Description: This terrain is the winter version of Chernarus for A3. Prepare to fight in the snow. An advice, don't forget your warmest uniform! Original A2 version by ArmanIII: here Screenshots: Change log: v1.11 - fixed: missing server key files v1.1 - fixed: Objects altitudes issues - fixed: missing sound files v1.0 - added: Custom Satellite Map - fixed: Artefacts issues - fixed: Crash and stability issues Known Issues: / Credits & Thanks: -ArmanIII for A2 version -Mikero for his tools -Bohemia Interactive Studio Requirement: - All In Arma Terrain Pack or @CUP_Terrains Download link: (595.3 Mo) - Mega (Mirror 1) v1.11 - Armaholic (Mirror 2) v1.11 - withSIX (Mirror 3) v1.11
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