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Found 226 results

  1. Trying to make some map trees and another map object not fall over due to artillery strikes in which the cover makes it unplayable so I was trying to find a way to make the map objects not take damage or at least increase their resistance.
  2. 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!
  3. 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
  4. Hello, Here is a request for more hints about work drive, very poorly documented. I didn't find a complete topic or tutorial about P drive, or more recently what BI call a work drive. I read a lot of posts about issues when trying to mount this drive, but, no line about the interest for that. As I'm not fond of unexplained tools, I never mounted this work drive til yet, and my addons were fine so far. But I recently discover ( @Larrow point me the right direction) that such (working) drive could avoid unwanted error, especially for path references like: #include "\a3\3DEN\UI\macros.inc" Such line works in due work environment (so P:), but there is no chance to pbo an addon, with such reference to absolute path, if you are working from some folders in one of your disks. In other words, such path must be consistent where you are working and P drive seems to be your friend... if correctly mounted! So, IMHO, there is a need for a tuto browsing these different points: - why mounting a work drive? (and what is it exactly?) - does it cost a large space on my disk? (does it duplicates numerous files?) - How to do that? Really, the Arma 3 tools is not fair with explanation! You can click on "Mount the project drive".. and you get an empty P drive... or click on "Project drive Management"... for roughly the same thing! And good luck - So what? I have an empty P drive (with more or less 80 Go used!, by what?) - I'm not on buldozer, just because I don't want to mod an object or a map, just an addon for example, So what is the next step with my empty drive?? (I placed my completed addon inside P: and there is no difference between P: and my former folder on E:) So, the consistency for pboing an addon, with absolute paths like I wrote, stays hypothetical at this stage. - and last question, btw, how to dismount a P drive? There are not so much explanation once again. The is no real "dismount" tool, just some hints about: WorkDrive.exe /Dismount ... Good luck if you don't have any clue for running that. If I'm right, you can run that on windows power shell or a "command line"... if you know how to reach this executable of course! (under program files (x86)\Steam\... did you succeed in pointing at such path?) Have fun with Arma (even wasting time with tools)
  5. 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.
  6. Scottish Highlands 1.0 is now available! See bottom of this post for the link to the Steam workshop. Scottish Highlands takes you to North-West Scotland, focusing on the hills and valleys around Loch Eil, only a few miles from the Largest mountain in Scotland, Ben Nevis. This area has an interesting mix of topography. Coastal areas are flat and broken up by villages, tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads, intertwined by dense forests. Roadmap: Full release Scottish Highlands is now at a point where I'm happy to call it a full release. I will still be making small changes here and there, making improvements to the satmap and maybe adding or tweaking a few areas, but as the map stands it is in a fully playable state. SCREENSHOTS: DOWNLOAD: Scottish Highlands workshop page: click here
  7. ========================= KASTELLORIZO - ISLAND ========================= I’m pleased to announce that the island of Kastellorizo has been released today in beta. Kastellorizo (Καστελλοριζο) is a beautiful island in Greece of 11.98 km2. It is the easternmost Greek island and is situated in the Eastern Mediterranean. This is a self-contained mod that has no dependencies, which can be downloaded from: the Steam Workshop SHOWREEL IMAGES GUILTY PARTIES 2RGT SCAR 2RGT EagleOne 2RGT Rigel 2RGT Tapparella Comments and feedback welcome. _SCAR
  8. 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.
  9. Projets Edaly

    Libertad

    NTRODUCING LIBERTAD An ArmA III Modification Libertad is a large-scale mod made to benefit both the players and modders. Including hundreds of assets, a unique map as well as a campaign, we believe it will bring some fresh air to your gaming and creation sessions. While we are very excited to tell you more about the project, we are not yet ready to tell you more about the campaign. This mod will take you to the Caribbean and introduce you to a new island full of life but also torn by the emerging revolution. This is Libertad. A brand new map Isla Nueva is a tropical island of 80km² next to Cuba and located in the Caribbean. Both sumptuous and dangerous, it is a small island often considered as Cuba's little sister. Isla Nueva was discovered in the 16th century by a group of pirates. It quickly became known as a safe haven for ships seeking to avoid the law. Discover this unique environment composed of 3 cities, several villages, a jungle and secret places. Predators/Prey Guerrillas, soldiers and other civilians are not the only inhabitants of Isla Nueva. Pigs, horses, cows, crocodiles, birds and crabs coexist in the different biomes of the island. While some are peaceful, others are aggressive and will not hesitate to attack you if you venture too far into their territory. = Horse Explore the island of on foot, by car or... on horseback! It will allow you to move quickly even in the most difficult places of access. Walking, trotting, galloping, jumping or swimming allow the animal to move as naturally as any character. Over 500 unique objects Libertad contains hundreds of assets including 30 enterable buildings, more than 100 items and furnitures such as: phones, radios, tables, chairs, sofa, various consumables but also weapons, vehicles, clothes, accessories and unique faces. But also… - Placable modules via ED3N - Scripting functions - New character animations. The release of the mod as an All-In-One pack is planned for early 2022. We will provide modders, mission creators and servers with small themed mods that will allow you to take full advantage of the features presented. We are very happy to finally share these details with you and hope you like what we have in store for you. Feel free to chat with us on Discord. See you soon! - Projets Edaly Discord: https://discord.com/invite/SUCBQk3 Twitter: https://twitter.com/edalyfr
  10. Niakala 10km African terrain featuring savannas, woodlands, jungles, and more. About A 10km terrain featuring savanna, woodland, jungle, and a river; along with 12+ villages/towns. Released slightly early due to high demand, but is fully playable. This terrain was designed with cooperation and the idea to easily flow and assimilate with Temppa's Kujari and IceBreakr's Chongo terrains. I saw a lacking of African oriented terrains that were new so I thought I'd contribute. Features Villages. Large Towns. Savannas. Woodland. Jungles. 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. Terrain not fully done yet. May be a few bugs or missing areas, but it's 99% there. Known issues are on the workshop page. DOWNLOAD
  11. 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. Releases (not up to date as of 2022-04-27T08:39:00Z, see PMC Tactical Terrains page for latest updates): 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.
  12. PMC Ukraine Mariupol v0.3 for ArmA 3. A very large realistic real world data terrain. Official PMC Ukraine Mariupol Homepage. Changelog PMC Ukraine Mariupol Changelog. Dev Diary PMC Ukraine Mariupol Dev Diary. Screenshots PMC Ukraine Mariupol Screenshots. Download from PMC Tactical ArmA 3 Downloads.
  13. Hi all, I'm pleased to present Armageddon 1914-1918, a mod intended to complement the pre-existing "WW1 remembrance mod" and expand playability of Arma 3 into various early 20th century conflicts. Many thanks to kju from IFA3 and Felix and Eaglke from the WW1 mod for allowing me to make re-textures of some of their assets, which make a large part of this mod. Included in this mod: 5 New factions - British Expeditionary Force (France/Flanders), Indian Expeditionary Force, ANZACs, British Mediterranean Expeditionary Force, Ottoman Army. British Expeditionary Force (France/Flanders) and Indian Expeditionary Force - New re-textures to recreate the British Army of 1914 featuring several different regiments (Royal Fusiliers, Grenadier Guards, King's Own Scottish Borderers, Royal Field Artillery, 18th Hussars) Classes include - Officers, Riflemen, Marksmen, Grenadiers and Vickers Machine gun crew. Australian and New Zealand Expeditionary Force and British Mediterranean Expeditionary Force - Faction including grenadiers and various riflemen, with ANZACs in Gallipoli-style uniforms and British units in Gallipoli and Middle Eastern theatre uniforms. WIP as ANZAC hat will likely be re-modelled. Ottoman Army 1914-1918 - Ottoman Army faction featuring Marksmen, Riflemen, Grenadiers, Officers, Cavalrymen and Machine gun crew. 5 New terrains 5 compact terrains which aim to include as many theatres of war as possible. All terrains were made using realistic satellite imagery and heightmap data from the locations of several battles. Cape Helles, Gallipoli 1915. 2x2km recreation of the Cape Helles landing at the start of the Gallipoli campaign in April 1915. Features X Beach, V Beach and W Beach as well as Sedd El Bahr fort and Hill 114. Marne, 1914 8x8km Terrain set during the First Battle of the Marne. 4 villages as well as the river Marne itself and several crossing points. Etreux, 1914 Similar to the Marne terrain, 4x4km terrain set during the Battle of Etreux in Northern France in August 1914. Tannenberg, 1914 4x4km terrain set during the Battle of Tannenberg on the Eastern Front in August 1914. Features some entrenched positions as well the village of Tannenberg itself. Dublin, 1916 1x1km terrain for urban warfare, a loose recreation of central Dublin set during the Easter Rising of 1916 Features several enterable locations and buildings (General Post Office, Custom House, TCD) Several bridges and various barricades although most streets are left empty to allow for user-placed barricades to customise any scenario. Proper factions have not been added for this map yet, although may be released at a later date, possibly as a separate mod altogether. Planned Features Factions: Canadian, Australian, New Zealander and South African units for the Western Front. American Expeditionary Force 1917-1918. Ghurka regiments. Terrains: Trench warfare style terrain (Vimy ridge or Loos). Open to any suggestions. Ireland 1916-1923: Factions will be added for the Easter Rising in 1916 as well as for the Irish War of independence and Irish Civil War although this may develop into a separate mod altogether with new terrains. Second Boer War 1899-1902: Some slight to adjustment to the pre-existing British units and addition of a Boer faction. A terrain for this setting has already be completed although may also be released as a separate mod altogether. Feedback Any feedback or suggestions would be much appreciated. Little play-testing has been done with the mod yet so I would be welcome to send the mod in its current state to anyone willing to play-test and provide feedback.
  14. DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2684046473 About Bastek is a 8x8km fictional terrain based on the middle-east setting while making usage of the Arma 3 Assets. No addons required! The terrain was made from researching different regions in the middle east (such as Dubai, Syria, Qatar, Iran, Afghanistan, etc) alongside investigating other games set in such regions. As such, Bastek is no exact representation of any of these locations, but more so a mixture of all of them. It is fictionally located north of the United Arab Emirates and south of Iran. Bastek features landmarks such as major cities, slums, historical sites, airports, artificial islands, insurgent outposts, and more. The goal was to bring a unique setting that has not been explored much in Arma in terms of it's vibe. Fit for close quarters urban combat and for large scale operations. Setting Bastek is 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 country. 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. Credits Special thanks to Thoreaufare for testing the terrain with me throughout it's development and inspiring me to keep working on it. Not to mention provide great suggestions; such as the solar farm, the civilian airport, the port, the wind turbines out by sea, and for making the jackup oil rig among other things, such as helping configure stuff. Thanks to The Majestic Seagull for modelling the custom signs for the town names. The Jackup Oilrig made by Thoreaufare is now available as it's own standalone composition in the Workshop, you can find it for use in your missions here: https://steamcommunity.com/sharedfiles/filedetails/?id=2743023487 Thanks For providing information and helping me figure things out: HorribleGoat, Jakerod, Thoreaufare, Opteryx, Adanteh, Ice, Snake Man, Temppa, jujurat, Lexx, Arma 3's #terrain_makers Discord channel, the PMC wiki, Bohemia Interactive. License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Disclaimer ANY REUPLOADS (STANDALONE OR PART OF MODPACKS) TO THE STEAM WORKSHOP ARE PROHIBITED AND VIOLATING THE STEAM WORKSHOP EULA SECTION 6D, REUPLOADS WILL BE TAKEN DOWN VIA DMCA NOTICE WITHOUT WARNING! DO NOT REUPLOAD. Support the creator If every single person who downloaded this terrain donated a single dollar, that would seriously change my life. If you have the spare cash and want to see more creations from me, please consider donating. It is needed and appreciated. Thank you.
  15. I posted this in the wrong section apparently, so I'm posting here. I've always wanted to get into terrain making, but didn't make the leap, instead tediously making compositions in editor and using those for my own SP missions. I started making a series of compositions for an ersatz UAE. I then wondered if maybe this would be the first time I could make a map for others to enjoy as well. I wanted to check the pulse of the community and see if there was interest in such a map. I'm calling it "The Emirate" and it's very heavily influenced by the UAE, where I lived for a few years. It's going to be a large map (possibly 100+ x 100+), with two modern coastal Middle Eastern cities (modeled after Dubai and Abu Dhabi), two poorer Middle Eastern cities in other countries, a medium sized city in the interior, numerous villages, a mountain range, and large expanses of desert with borders, military installations, a uranium mining operation, and a refinement facility. I've considered putting a portion of "coastal Iran" to the north but not sure yet. I've drawn up some concepts for the coastal cities that are VERY dependency heavy at the moment. I have a composition for the Palace of the Emirate, a Mall of the Emirate (actually modeled a bit more on the Dubai Mall), several houses/compounds, and a stand in for the Burj Khalifa. Here are some of the pics. Front steps of The Palace (please excuse the weird garb...can't find traditional Arab clothes, so I will likely try to make them myself) Palace palisade Early version of The Palace concept with vehicles for scale Large house compound with view of "Burj Khalifa" House compound backyard with view of "Burj Khalifa" Freeway modeled after "Sheikh Zayed Road" "The Mall of the Emirate" frontage Looking toward the south from the airport The final project will likely have some significant changes because this is basically a series of compositions inside the Editor, but I wanted to see if this was something the community was interested in, and if so, I can start working responsibly on all this. This will take quite a while as I'm still pretty noobish on the terrain making (fortunately, the landscape isn't super complicated), and there will be a number of new objects I will have to make (clothes, possibly a proper Burj Khalifa model, etc) I'm also open to any thoughts or suggestions...especially ideas on multiplayer/server use, because I have no idea about any of that. In fact, I'm open to doing a lot of the legwork to get a SP version of the map off the ground, and then putting this out for others to alter for a multiplayer experience. Thank you!
  16. Hi guys, I'm a new guy to Arma3 terrain building.I followed pmc terrain edit tutorial.Everything went fine until I tried to binarize my terrain folder with pboProject.It seems that some GDT files are missing(maybe other files are missing too).But I don't know how to solve it.I did exactly what tutorial tell me to do. Do you have any idea on this problem? Here's what "Dos window" said: scanning for pbos to make.... Processing \tut\tut_tutorial_terrain... <scanning files to pack> validating \tut\tut_tutorial_terrain\source\layers.cfg ok . <building a land class list from unbinarised wrp contents> </land_class> .......................... </endscan> Warning, a source\ folder has been moved, do not stop this process till finished using bis "binarize_x64.exe" for wrp, p3d or rtms removing stale files in temp (if any) <copying/crunching to temp> .......................... <rebuilding cfgworlds> . </end copy/crunch> <searching for cfgWorlds.tut_tutorial_terrain> <Bis Binarising...> </Bis binarise> stripping "P:\temp\tut_tutorial_terrain.bin.log" /endstrip Binarise found 'warnings'. View the binlog The source\ folder has been restored. It is now 'ok' to exit if you need to. <updating temp with prebinarised files (if any)> </prebinarised> <MakePbo...> ***warning***:PboPrefix.txt and $PBOPREFIX$ (no ext) have been deprecated Use $PBOPREFIX$.txt instead rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-000_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-000_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-001_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_000-001_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-000_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-000_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-001_L00.rvmat circa Line 81: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\layers\P_001-001_L00.rvmat circa Line 86: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** P:\temp\tut\tut_tutorial_terrain\data\tut_grass_green.rvmat circa Line 13: a3\map_data\gdt_grass_green_nopx.paa P:\temp\tut\tut_tutorial_terrain\data\tut_grass_green.rvmat circa Line 26: a3\map_data\gdt_grass_green_co.paa rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)*************** Missing File Summary P_000-000_L00.rvmat : a3\map_data\gdt_grass_green_nopx.paa P_000-000_L00.rvmat : a3\map_data\gdt_grass_green_co.paa missing file(s) </MakePbo> makepbo failed: missing file(s) tut_tutorial_terrain.pbo not produced due to error(s) Job(s) completed in 1secs on Wed Dec 22 01:54:09 2021
  17. 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
  18. Mandol, Afghanistan Description A terrain of eastern Afghanistan intended to show the major differences in the biomes of Afghanistan and the immense size of the mountain ranges, and the difficulties they provide. This is not a one-to-one representation of Mandol, I have defiantly taken creative freedom. I have released my terrain on the steam workshop so that the community can offer feedback on what they like and don't like, also, almost half of the map has been placed and is fully playable for the community. I'm doing what I did on the workshop here, making a thread so that more members of the community can have the chance to view the terrain and offer their input. 32768x32768 cell: 8 45-50% complete Goals The end goal is to offer a terrain that folds in much of the more diverse and uncovered areas of Afghanistan into one area, everything from the vast pine forest of Nuristan, the neverending farmland of Jalalabad and Bagram, to the dense urban areas of Kubal and Kandahar. My ambition has definitely revealed itself in the size of this terrain and the goals that it is set to accomplish. Along with what was mentioned above more goals include: Show the intensity and difficulty of the Afghanistan mountains, displaying the isolation that some of the populations have. Utilize JBAD structures to offer dense urban areas. Offer a very large terrain to the various pilots of the community to soar, mixed with the intense terrain variation, it should offer a unique problem for supporting assets. Create accurate military installations of varying sizes. Will have 2 airports, one will be helicopter-based like Jalalabad Airport in the central part of the valley, with the other being more similar to Bagram Airbase in the SW corner of the terrain. In all, there are about 5 cities planned, not including the one in the north. Links Steam Workshop Youtube JBAD big thanks to them P.S. My name is from Arma milsim, not any military affiliation. I have not found a way to change it
  19. BASTEK released December 16th, 2021 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. Newer screenshots on newer replies to the thread. 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: 50k 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. 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.
  20. I've been working on a special terrain based on Dolomiti region of Italy. We are currently alpha testing with internal team how the map performs with its 30K map and millions of vegetation objects. Size: 151km2
  21. 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
  22. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1113631358&tscn=1503026494 Chernarus 2035 is the Eastern area of the fictional country of Chernarus, known by most to just simply be Chernarus. This mod aims to be a slight re-master and overhaul to some locations of Chernarus in line with the original terrain. The terrain size has been increased from 225km2 to 419km2, a number of new islands large and small have been created off the coast of Chernarus, ranging from a Nuclear Power Plant to a large island with an airfield a some small settlements, to nearly a dozen smaller islands to fill in the gaps. More inland enhancements to locations are also underway, currently the only location which has had any noteworthy changes is Elektro with a large upper town area being added. Utes island has been added to the map aswell, bringing the total playable space up significantly, and even more locations previously barren may also be updated in the future. Thank you! Other notable features: -Overhauled Grass Configs & Textures -Beautiful Lighting, Sky, and Cloud Configs -Many structures have added interiors by Argument and myself -Utes Island + Chernarus merged -Post-Catastrophe Setting (Garbage and abandoned vehicles) -Many new additions planned for the future
  23. 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
  24. Hi!! Mods: NO MODS REQUIRED Thanks to: -Silola for XCAM. -[CORP] zgmrvn & [CORP] Hashlych for Surface Painter. -Snake man for guides on PMC Tactical. -Adanteh for QGIS Game Terrain Tools, making get map resources very easy. Description: Bozoum is a population of the Central African Republic (RCA). It is a town with scattered houses and small suburban complexes. In the northwest there is a stretch of river that can be waded by vehicle. In the central part of the town it has a small favela, a school, garage and gas station, among others. It has a network of mainly dirt roads. I have tried to be true to the real terrain, but it is difficult because of the type of buildings in Tanoa, which look like but do not quite give the exact appearance of those that may be in RCA. I have added the favela to increase the playability of the map. PATREON Screenshots: https://imgur.com/a/DOCjH51 Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2618329388&amp;searchtext=bozoum Enjoy!!!
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