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Found 164 results

  1. Creating different water colours. Youll find in the worlds config these params.All you need to change the water colour is to edit these lines,Hopefully explained well enough. class WaterExPars : WaterExPars { fogDensity = 0.75; //how clear/dense the fog/coloration under the water surface. fogColor[] = {0, 0.078431, 0.039216}; // the colour of the fog under water surface. surfaceOpacity = 0.75; // how clear the water is from above the surface. fogColorExtinctionSpeed[] = {0, 0.078431, 0.039216}; // not 100% sure this one.I added the same rgb values here as the water colour }; class CfgMaterials { class Water { ambient[] = {0, 0.078431, 0.039216, 0.1}; //deep water colour. }; class Shore { ambient[] = {0, 0.078431, 0.039216, 0.1}; //colour of the water near the shore line or in shallow rivers. }; class ShoreFoam { ambient[] = {0, 0.078431, 0.039216, 0.1}; // straight forward this one.the colour of the shore foam. }; }; Bis use different colours for the water,shore and shore foam.Above is a simple example using the same colours for all CfgMaterials water entries. Hope its helpfull. :)
  2. Hello !! First of all i read this topic: And i creat this topic in a french forum but nobody can help me after 3 days: https://altisdev.com/topic/13345/terrain-builder-s_000_000_lco-paa I write now in this forum because i think, you are more qualified :P So i have the same probleme and i can't solved :( I have some screen like: https://www.casimages.com/i/181021073223407977.png.html and https://www.casimages.com/i/181021073225241112.png.html Thank's for reading me :) I have a little gift for my hero ! Have Fun !!
  3. Enhanced Weather and Cloud Mod Version 2.1 For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------- - Clouds are at a higher altitude. - Bad weather has heavier and darker overcast. - Works for Altis ,Malden, Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Works with CUP and possibly other addon terrains based on these classes/islands. - Great for flying . - Based around code from "Take On Helicopters". - Signed and has server key. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/folder/iqf5ja1z6yvs1/ANZACSAS_Enhanced_Weather_Clouds_Mod_v2.1 https://steamcommunity.com/sharedfiles/filedetails/?id=1465275935
  4. African foliage for ArmA II Latest version: v1.23 This addon contains 34 usable models that can be used too create a vast desert, savanna or jungle. The addon was previously released for ArmA in a un-finished state but now I have ported it over to ArmA II and completed all models that were in prior releases. I want to thank Icebreakr for testing the foliage on his nice Isla Duala. But also check out these beautiful islands: Download v1.23 ---> Click me! Version 1.20 - outdated! mirrors: Mirror #1 @ ArmA.info Mirror #2 @ ArmA2Base.de Mirror # 3 @ ArmAholic.com Some more: http://i18.photobucket.com/albums/b120/Berghoff/Africa2/bush.jpg http://i18.photobucket.com/albums/b120/Berghoff/Africa2/datepalm.jpg Full list of models included: Since this will be my last foliage related add-on I want to thank all the users on this forum who supported me from the very beginning of my little adventure. Looking back I came a long way but now I must put the tree carving tools to rest finally. I just don't find the time nor motivation anymore these days and looking at the quality of the foliage these days It doesn't matter anymore. Now I can actually focus on playing games =). Have a nice safari and/or fun designing terrains! :D
  5. Helicopter Dust Efx Mod For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------- - Enhanced Helicopter Dust/Downwash Effects. - "Brown Out" dust effect when landing on dirt. - Works on all vanilla helicopters. - Works for all addons that use default Bis Dust Effects.(Probably 99.9% of addons) - Works with CUP. - Signed and has server key. - Thanks to bis and the community. - Enjoy. http://www.mediafire.com/file/vcswsapdsa0a6d5/ANZACSAS_Helicopter_Dust_Efx_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 http://www.armaholic.com/page.php?id=34523 Better pics - http://www.mediafire.com/file/t5ribmmm7u99r00/ANZACSAS_HeliDustModPic1Large.jpg/file http://www.mediafire.com/file/esmfoia9b6e2d9f/ANZACSAS_HeliDustModPic2Large.jpg/file
  6. On the Pulau terrain, there are two large tropical islands and several smaller islands of the sort. All of them are fictional and not based on any real world location. Size 12x12km Cell size 3 400000 objects Uses apex objects (APEX DLC not needed) Small villages Two uncovered dirt airfields License: APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Pictures and download link
  7. crazy mike

    Winter 2035

    Winter 2035 What is this? Simply put, this modification is a re-texture mod, taking anything green, and making it white, as in snow! Roughly 12 hours ago from making this post I decided after I woke up to create something for the wintertime in Arma, thus here we are now with a new WIP mod, Winter 2035. The current progress and milestones are as follows: Retextured all plants Retextured all mask images Retextured Stratis satellite image Retextured Altis satellite image Integrated snowing based on overcast (its modified rain) Winter-esque ambient sounds Clutter models to create much more depth to the snow, these will also be large enough to overflow onto the sides of the roads Retexture all vanilla units, weapons, vehicles (this will happen depending on the popularity of the mod) Figure out a way to make roofs snowy (this is more then likely impossible, I dont touch the wrp or p3ds) Modified CfgWorlds with new cloud and lighting to compliment snow ArmA 1 Snowman Fixed rain sounds https://gyazo.com/5cc7cef13e84b6533557686d20feb537 https://imgur.com/R9ME8uh This mod will be overriding vanilla textures thus it will not be "compatible" with other modifications that wish to keep the arma flora OR mask images normal not-winter color, and is only meant to be used for terrains that are winter themed. The main reason that Stratis was done first and NOT Altis, simply put is that Stratis is a fraction the size and was much quicker to do. Altis will be done aswell however that will take atleast a few days of nonstop work, which doesnt help my add at all. I hope once released this mod will bring life back to splendid Altis & Stratis for other people as much as it has for me, with some winter gear mods I plan to have quite a few more missions on the islands! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1195447305 Thanks for checking this out, I hope to bust this out quick to get back to a new terrain project I've yet to announce. <3 Check out some videos in which this mod is being used! Here are some bonus things when I was making the mod on a weekend awhile back :P
  8. Is it possible to get anywhere real world height map with seaground height map in one piece ?
  9. Things are getting serious now! We are in the Obect-placement stage of our Netherlands terrain! 5 people are currently working to populate a (roughly) 40x40km area. Terrain information Size: 40,96 x 40,96 km Terrain cell size: 5m Satelite res: 1m/pixel Terrain mask: 1m/pixel The area we choose just contains several key places for a Milsim community to play on. As well as a WWII group would be able to recreate some WWII events. Some important area's are: ​- East Roosendaal with Engelbrecht van Nassau Barracks (SF Headquarters) - Rucphenseheide (Militairy training area) - Breda International Airport "Seppe" - Gilze-Rijen Airbase - Breda - Royal Military Academy - Efteling (theme park) - Maas-Waal Lowflying area - Fort Altena - Slot Loevenstein (Castle) - Biesbosch - Maritime school (SF) - Moerdijk - Dordrecht For the moment key locations like the Military training area and the two airfields, plus some small villages have the highest prio. So most of the map is not populated. The first release will therefore also just have some area's populated with objects. The main roads between those area's (highways most likely) are the first to have objects closely around them. I expect (hope) to be able to release an early Alpha version in 3 to 4 weeks. Inhouse gaming-units from Lowlands Warrior will be the only ones to get the latest version for the time being. Want to be part of them? Contact me
  10. I believe there's no prohibition regarding the patching of terrains since this doesn't alter the original files themselves. Is that true for all terrains including BI's or is there some limitation? I know it is possible to adjust sky values in a cfgworlds patch like Jack Ost has done for fixing old community maps. Does anybody has had experience with patching other items like ground textures, replacing plants or any other thing and can show me an example? Also is there a possibility of making these kind of changes on a mission basis, that is, different configs for different missions?
  11. Brown Water Colour Mod For Arma 3 by ANZACSAS Steve. ----------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------- - Changes the water color to brown. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class terrain). - Works for some CUP terrains. - May work for maps based off these maps/classes, - Thanks to bis and the community.. - Enjoy :) https://steamcommunity.com/sharedfiles/filedetails/?id=1499973385 http://www.mediafire.com/file/grj77esluqj5xbt/ANZACSAS_Brown_Water_Colour_Mod.7z/file Larger nicer Pic - http://www.mediafire.com/view/bv1163seu3h5dz9/ANZ_BrownWaterModLargePic.jpg/file
  12. ANZACSAS Steven

    Insects and Bugs Mod

    Insects and Bugs Mod For Arma3 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------ --------------------------------------------------------------------------------------------------------------------------------------------- - Insects and bugs are more noticable to player. - Decreases the distance Flying insects and bugs are rendered around the player. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - May work for addon island/terrains based off these islands/classes. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/file/ye9c8kykid1owan/ANZACSAS_Insects_and_Bugs_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1493616228
  13. ANZACSAS Steven

    No Grass Mod

    No Grass Mod For Arma 3 by ANZACSAS Steve. ---------------------------------------------------------------------------------------- - Removes grass/clutter so that players can use Full terrain detail whilst having no grass. - Works for Altis,Malden,Stratis,Tanoa. - Usefull for Pilots. - Thanks to bis and the community. - Enjoy :) https://steamcommunity.com/sharedfiles/filedetails/?id=1482600949 http://www.mediafire.com/file/nasgk8cac4zu8le/ANZACSAS_No_Grass_Mod.7z/file
  14. All, I’m pleased to announce that we’re currently working on a new island for Arma 3, Kastellorizo. 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. If you have seen the movie Mediterraneo of G. Salvatores you might already be in love with it. Here is the in-game satellite view: [Link to Google Maps] We have chosen it for its relatively small size, for its beauty, and because there are interesting panoramas, especially from the top view points (250 meters ~270 yards above the sea level). Its main and only city has beautiful and typical colored houses, and 2 sea ports. The terrain also has 1 airport, 2 military bases, 2 main archeological sites, 3 mountain steps (we think that we have built something very unique in Arma, check the video below!), 1 power plant, 1 gas station, 1 bridge radio, 1 cemetery, 1 mosque with a minaret, 1 private villa on a small island, many farms, churches, and a variety of ruins all around the place. We’ve tried to keep the island spirit intact, by immersing ourselves in all the videos, photos and tourist maps we have been able to find online and reproducing as much as we could. Don’t expect a 100% faithful representation though, as we have taken some liberties partly due to limitations from the Arma engine, but also to improve terrain playability. We think that this terrain will be mainly interesting for infiltration, VIP exfils, sabotage, and CQB scenarios. That being said, we are looking forward to see what scenarios makers will do with it :) Kastellorizo will be a standalone terrain (no external dependencies such as CUP or DLC content). Some helper functions will be there, for instance to turn on/off lights in the military bases, or open the gates that are already included in the map. This is a joint effort done in collaboration with members of the 2RGT clan: _SCAR EagleOne Mister-Pizza Tapparella BTW check us here if you are looking for an Italian clan: http://www.secondoreggimento.it/ Enough with the talk :) Here are some videos for you. A quick tour of the main port by boat: Walking the panoramic stairs up to St. George Of The Mountain: St. George Of The Mountain: Paleokastro by dawn(archeological site): Cruising around: A landing at the airport: Comments and feedback always welcome! _SCAR
  15. Surface Painter a simple toolbox for map makers by [CORP] zgmrvn & [CORP] Hashlych Current version : 1.1.2 Date : 10/19/2017 Surface Painter is a simple toolbox to help map makers in specific tasks. It's not meant to cover all your needs, the mod currently has very few features but it's open source and meant to be modular, allowing you to create your own modules using the interface, controls and other features like the Object Pool. GitHub : https://github.com/zgmrvn/surface-painter-mod thanks to : @cptnnick an @commy2 for their maths knowledge @lappihuan and @NeoArmageddon for helping me with model configuration and optimisation @_SCAR and its E2TB for your feedbacks features Surface Painter This tool lets you tweak the surface map directly in Arma using a dll that replicates your actions in an image file. instructions here : https://github.com/zgmrvn/surface-painter-mod/blob/master/readme.md Run Arma with Battleye disabled. Take manual backups of your surface map. Object Pool It lets you define objects that will be used by modules. You can search objects by name and set the spawn probability for each one. Brush A simple brush tool for random object placement. Edge Draw lines and create objects along them, can be set to detect terrain and follow it. Export Allows you to export created objects in your clipboard in a Terrain Builder format. Download https://github.com/zgmrvn/surface-painter-mod/releases
  16. The fences that surround the Tanoa International Airport; I am able to edit them the way I see fit. The problem I am having is making them have no damage. I have put in the init; this addeventhandler [this allowdamage false]; this allowdamage false; this enableSimulation false; etc. I have put it in the Init ;|; Init+Object Init ;|; Init+Global Object Init ;|; Init+Object Init+Global Object Init ;|; Object Init ;|; Global Object Init ;|; Object Init+Global Object Init. I have tried the Enable Damage tab/checkbox and it seems to only work for doors. If you guys have anything for me on how to make the Terrain Objects not have any damage through the "EDIT TERRAIN OBJECTS," I would be grateful!
  17. Tropical Aqua Water Colour Mod For Arma3 by ANZACSAS Steve. --------------------------------------------------------------------- ---------------------------------------------------------------------------- - Changes the water color to Aqua. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Signed and has server key. - Thanks to bis and the community.. - Enjoy :) http://www.mediafire.com/file/flvbd3557bedwbl/ANZACSAS_Aqua_Water_Colour_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1474820708
  18. Extended Grass Mod For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------- - Increases the distance grass/clutter is rendered by 100%. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Signed and has server key. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/file/0g2ub28f8x06br2/ANZACSAS_Extended_Grass_Mod%282%29.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1474670788
  19. Hey when ever i try to open bulldozer in terrain builder with the kelleys island source files it says cannot load texture andino/kelleysisland/data/layers/s_000_000-lco.paa ive been looking in to where it says and i found the file and then i deleted it and still isnt fixed
  20. Hey Guys! I would like to introduce you to the project me and my girlfriend are working on right now. Since the A3 Tanks DLC ist on final, we thougt it would be cool to have some kind of training area for AAF/Nato infantry, armored and mechanized units. This is why we decided to create the Island of Hebontes. The terrain is approx 18x18 kilometers with propably 15x15 kilometers of actual land mass. It consists of 18 shooting ranges, 4 infantry ranges, 12 shooting ranges for armored troops, a hand grenade range and a range for anti-tank weapons. Between all of these ranges is the actual proving ground. Sattelite Map and Hightmap are all made from scratch and completely fictional. We are working with XCam from Silola to place the objects. Additional Objects to fit the scenery are made by ourselves, like range control towers, signs, shooting range fictional houses and wrecks. Map Status right now. UPDATED 03.06.2018 SatMap: 100% Layermask: 100% Heightmap: 100% Configs: 100% Object placement: 99,5% Additional content: 98% Screenshots: Training Camp Asteria, located at the very south of the map, vehicle parking and technical area Camp Asteria, troop barracks and military harbor in the background Camp Asteria, main gate Camp Asteria, Helipads Radiostation to the north-east of Asteria East coast tank ring road East coast of hebontes Hand grenade Ranges A & B Anti-tank training range I will keep you posted in this thread, Horridoh, Hunger We've spent closed to four months of work every day to create this island. If you want to, you can donate a dollar, thank you very very much! You can donate via PayPal here: DONATE! We also have a patreon side: https://www.patreon.com/andresA3terrains
  21. Downloaded a Map 40x40km from Terra Incognita.... My Question is How to import this .Map ( Saved As OziExplorer from Terra Incognita) into Qgis. Thank you. - I followed this tutorial > https://pmc.editing.wiki/doku.php?id=arma3:terrain:satellite-texture-terra-incognita
  22. Vortorsk Rebuild https://imgur.com/a/ZG9KTkx Welcome and thank you for reading my topic. I am presenting here an early look / development updates of my upcoming terrain, Vortorsk. This is my first terrain project and hope to hone my skills as I develop the terrain further. This terrain is a multi-island eastern European theme post-apocalypse map, the nature of the apocalypse is up to mission makers, although the map WILL have a subtle storyline coming with it. This map is fictional and loosely based off the shape of my home state in the U.S. The island is located in the Sea of Okhotsk, and has been abandoned for many years since the fall of the Soviet Union, after losing the support of the USSR the micro-nation Vortorsk fell into disarray, it began slowly bleeding its population. 6 months later in June 1992, an event occurred crippling the nation and killing off a majority of the remaining population. Many attempted to flee the island by boat or plane, but most civilians were forced to stay on the island, eventually succumbing to something or another... The major cities on the island have since fallen into decay and have begun to fall apart, nature is slowly taking back the cities but due to the harsh climate in the Sea of Okhotsk, it has been a slow process. Many civilians had fled underground in one of the many locations below ground level on the island, making for good hiding spots and terrible dead ends. The military of Vortorsk was not prepared for the events of 1992 and fell apart within months, leaving scattered supplies across the island from lost patrols, deserters, and worse. With the current state of the island, not much is stopping anybody from getting to the island, but it has been all but erased from maps and made difficult to find, be warned however as only rumors circulate as to what really happened, seeing it firsthand may give you a clear picture of what happened, but it may also give you a very clear fate. Paramilitary forces have also been said to operate off the island as it is essentially lawless there and there are almost no living inhabitants on the island, or atleast, normal inhabitants. There have been some incursions onto the island ordered by the Russian Military but all of the expeditions ended horribly, thus the island was quarantined and forgotten. Some however remember, some attempt to find the island, fewer actually do, and so far, none have returned. Island Specs: Size: 20480x20480 or 419km2 Layout: 3 Major Islands, 10 Minor Islands (POI count TBA) Location: Eastern European Island Nation Season: Fall (Possible seasonal versions in the far future) Setting: Post-Apocalypse abandoned island Current Object Count: 381462
  23. 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
  24. Whenever I try to generate layers in terrain builder, I get this error: 23:57:44: Can't load image from file 'P:\': file does not exist. 23:57:44: Layers generation - PNGOVerlapV3Style.cpp bool V3PictureDataMod::LoadFromFile( const char* filename = "P:\" ) Unable to open the image file. 23:57:44: Layers generation - Unable to load the file "P:\". Here is my layers.cfg: class Layers { class swp_samavia_sand { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_sand.rvmat"; }; class swp_samavia_grass1 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass1.rvmat"; }; class swp_samavia_grass2 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass2.rvmat"; }; class swp_samavia_grass3 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass3.rvmat"; }; class swp_samavia_grass4 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass4.rvmat"; }; class swp_samavia_grass5 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass5.rvmat"; }; class swp_samavia_grass6 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass6.rvmat"; }; class swp_samavia_grass7 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass7.rvmat"; }; class swp_samavia_grass8 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass8.rvmat"; }; class swp_samavia_grass9 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass9.rvmat"; }; class swp_samavia_grass10 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass10.rvmat"; }; class swp_samavia_grass11 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass11.rvmat"; }; class swp_samavia_grass12 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass12.rvmat"; }; class swp_samavia_grass13 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass13.rvmat"; }; class swp_samavia_grass14 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass14.rvmat"; }; class swp_samavia_grass15 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass15.rvmat"; }; class swp_samavia_grass16 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_grass16.rvmat"; class swp_samavia_gravel1 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_gravel1.rvmat"; }; class swp_samavia_gravel2 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_gravel2.rvmat"; }; class swp_samavia_gravel3 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_gravel3.rvmat"; }; class swp_samavia_mud { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_mud.rvmat"; }; class swp_samavia_stone1 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_stone1.rvmat"; }; class swp_samavia_stone2 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_stone2.rvmat"; }; class swp_samavia_stone3 { texture = ""; material = "swp\swp_samavia_terrain\data\swp_samavia_stone3.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { swp_samavia_sand[] = {{ 230, 230, 120 }}; swp_samavia_gravel1[] = {{ 175, 160, 130 }}; swp_samavia_gravel2[] = {{ 175, 160, 131 }}; swp_samavia_gravel3[] = {{ 175, 161, 131 }}; swp_samavia_grass1[] = {{ 156, 194, 75 }}; swp_samavia_grass2[] = {{ 158, 198, 90 }}; swp_samavia_grass3[] = {{ 155, 195, 90 }}; swp_samavia_grass4[] = {{ 160, 200, 90 }}; swp_samavia_grass5[] = {{ 140, 185, 70 }}; swp_samavia_grass6[] = {{ 140, 185, 72 }}; swp_samavia_grass7[] = {{ 110, 190, 80 }}; swp_samavia_grass8[] = {{ 140, 195, 80 }}; swp_samavia_grass9[] = {{ 150, 180, 80 }}; swp_samavia_grass10[] = {{ 150, 195, 80 }}; swp_samavia_grass11[] = {{ 160, 195, 80 }}; swp_samavia_grass12[] = {{ 170, 180, 70 }}; swp_samavia_grass13[] = {{ 170, 190, 80 }}; swp_samavia_grass14[] = {{ 130, 192, 80 }}; swp_samavia_grass15[] = {{ 120, 190, 80 }}; swp_samavia_grass16[] = {{ 110, 180, 80 }}; swp_samavia_mud[] = {{ 200, 170, 100 }}; swp_samavia_stone1[] = {{ 120, 121, 120 }}; swp_samavia_stone2[] = {{ 120, 120, 120 }}; swp_samavia_stone3[] = {{ 80, 80, 80 }}; }; };
  25. Introducing my first terrain: Benzopila (current working name) is based on real terrain from an area in the east of Ukraine. It is largely a forested area to the west and an open farm land to the east with a relatively low change in terrain height. This is my first terrain. I've learnt a lot in the process and will continue to adjust things throughout the project. There are a tonne of fantastic terrains out there already so I'm trying to create something a little unique with micro terrain and high detail in a smaller area. I hope there will be some value in my project. Features: 5km X 5km Terrain making it 1:1 scale with the real world Two towns/villages built faithfully to scale Hand buldozed terrain using a 2m cell size Realistic forests representing that found in the area Complex system of both sealed and unsealed roads Large open areas between key terrain Agricultural farm lands Swamped areas Possible features: Small airfield that currently is not present in the area Custom enter-able buildings for greater CQB qualities Forest fortifications including trench-lines and emplacements cut into the terrain. Looking for help with: Custom vegetation and buildings should anyone be interested. Screenshots: (About to upgrade my PC so apologies for potato photos) Dense vegetation example: Town outskirts: Town outskirts: Town outskirts: Town outskirts: Small bridge in the town: Forestry areas: I'll keep the posts coming as I progress. 4Chains Out.