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Found 157 results

  1. (WIP) Hellanmaa Version Alpha 0.26 Hellanmaa is simple terrain from Finlands country side. This is my first map Area 8km x 8km. Required mods: @Cup_terrains_core License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Pictures in steam link Steam link Dropbox Thanks to Furean, Tonto-, Armafinland
  2. Hello there, I'm running a Public Server, one thats generally more fun oriented than milsim . With that said I'm open to ideas for things people would like to play. Me and my old timer buddies prefer more of a PvP element, although Coops are also a nice change in pace. So for example, if I put up a series of Star Wars PvP maps where teams take areas to bleed the other teams respawns, would anyone be interested in that? Or a full time PvP with Iron Front server with Coop Mission Nights ? Lampreys and Zombies? Even a Submarine naval themed server could be possible. Anything that could be outside the norm but is still wanted by the community. I would like to gauge the current state of the playerbase before I begin making more maps. If people would prefer just CUP I have some TDMs all ready to go. I'm just not sure i I want to go in the direction of Arma Life or Exile; although it seems those are the most demanded/ populated servers. Any other ideas are welcome. (don't say Armstalker.....I wish..)
  3. hey guys ive just generated my layers in Map frames, after I click okay I get a error file popping up saying "11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dirt.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_dry_grass.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_forest_pine.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_grass_green.rvmat" ) Source file cannot be opened... 11:47:21: Rvmat conf - LayerRvmatCFG.cpp bool CLayerRvmatCFG::Open( const char* filename = "p:\jkm\jkm_island\data\jkm_island_soil.rvmat" ) Source file cannot be opened..." what do I have to do over come this ?
  4. This started out as a test, begun around late July 2017. I wanted to see if the game engine could handle a 1.5m cell size. I decided to see it through and continue developing it. There should be several small villages once I'm finished. https://steamcommunity.com/sharedfiles/filedetails/?id=1060191411 Terrain size: 1.5km
  5. Altiplano by Major Desync Background: Altiplano is situated in the Andes along the borders of several South American nations. It is a high plateau, only sparsely populated due to its aridity and extreme altitude (at least 3,700 m above sea level). Once the almost exclusive province of mining companies, the great open-cast pits became econonomically inviable. Their closure left abandoned mining camps and other infrastructure strewn across the high desert. These bases were soon repurposed to support the construction of solar energy plants by the Agola Corporation in an attempt to revitalise the region. Later, Altiplano came to be used for other more clandestine purposes. Regional governments constructed clandestine research installations far from the prying eyes of oversight committees or the media. Drug cartels, meanwhile, also appreciated the border region’s isolation. Their smuggling camps dot the rugged mountains and dry canyons, moving constantly in an unending game of cat and mouse with national and international drug enforcement agencies. Recently, tensions between NATO and CSAT have led to new frontlines being drawn in the plateaus of the Andes, as each bloc backed its own proxies among the nations of South America. The old mining camps and aerodromes are now occupied by international “stabilisation forces”. Ostensibly deployed to prevent long-smouldering border disputes igniting into brush fire wars, this military build-up has only added more fuel to the pyre. As NATO and CSAT face off around the world, it takes only a single spark to set Altiplano ablaze. Features: Terrain dimensions: 20.5 km x 20.5 km Terrain area: 420 sq. km Height map resolution: 5 m/pixel Elevation range: 3727 m to 4495 m Approx 400,000 objects - all A3 only; no map addons required. Vast majority of buildings enterable. High-altitude desert terrain, with salt flats, dry riverbeds, rocky canyons and mountain ridges. 1 large military base with extensive fortifications, barracks, offices, hospital and airmobile facilities. 1 large biosciences facility, with research domes, offices, fortifications, and a construction site. 1 air-base, with associated navigation and early warning radome installations. A range of industrial facilities including 6 solar energy plants, 2 factory compounds, junk and container yards, and several isolated outlying installations. Note: Altiplano’s high altitude affects the aerodynamic performance of helicopters and planes. The following aircraft cannot take off in Altiplano: NATO: AL-6 Pelican; AR-2 Darter; UH-80 Ghosthawk; AH-99 Blackfoot. CSAT: Jinaah AL-6; Tayran AR-2; Mi-290 Taru. Independents: AL-6 Pelican; AR-2 Darter; CH-49 Mohawk; WY-55 Hellcat. Civilian: All drones; FH-302. Additionally, the NATO AH-9 Pawnee and MH-9 Hummingbird and the civilian M-900 lose lift and cannot operate above 4,000 m. Altiplano’s size, topography, ground cover, and locations make it perfect for large scale motorised, mechanised and armoured warfare scenarios. It is also well suited to hit and run raids by insurgents or special forces against well-fortified installations. This addon is released under the Arma Public Licence Share Alike (APL-SA) licence. Required Addons: None. Screenshots Downloads: Steam Workshop Armaholic Known Issues: 1: AI vehicles intermittently have difficulty pathfinding across road bridges. 2: Fog does not function properly. It cannot be set above 1,000 m in Eden and produces odd visual effects in Zeus. 3: Having the Alitplano mod active will make the small thorn bush clutter models on Stratis, Altis and Malden turn black. An interim fix is to not have Altiplano active if you're playing on these terrains. Credits & Thanks: Silola for the X-Cam mod which was used to place most of the objects in this terrain. Mikero, whose tools underwrite most of the the Arma modding community. BIS for producing the Arma series. This terrain is dedicated to the memory of Paul “Bushlurker” Pelosi (1960-2017).
  6. cookies2432

    Ergon County

    Ergon County Ergon County is a fictional terrain based off of the rocky mountains in Canada and the USA. Dense forests with tall trees covered in snow litter the landscape of Ergon County with its vastness. It has recently seen increased military presence with new bases being built and an airfield where trespassing is punished by death. However it still remains a place of civillian life, even with the increased presence of military personell. You can find several villages / towns scattered around the landscape whom with their presence, represent a peacefull and quiet region. What is Ergon County? Ergon county is a map that aims to bring more of the winter aspects into ArmA 3 and to provide a new fun and greatly detailed map for people to play on and enjoy. Note: Ergon County is still in heavy development and such, bugs are to be expected and if you do encounter them, please send information about them to me as it will help me get it out of pre-alpha sooner. If you have any feedback or suggestions to the map then feel free to leave a comment on the workshop page or contact me directly through steam. Terrain Features: Size: 4.10 x 4.10 km (16.81 square kilometers). Winter: Ergon County is a land filled with snow and dense winter forests which brings you a not as often seen aspect of ArmA 3 Variety: Scattered villages / towns whom are greatly detailed as well as several military installations scattered around the region with a personal military airfield. Dense forests: Instead of the usual style of forests which are a bit open, the forests in Ergon County are truly dense and give you the feeling of deep and vast forests. Open areas and accessable buildings: Ergon County offers a lot of open areas and locations which are perfectly suited for player-made areas such as camps or bases. Almost all of the buildings are enterable as well and the aim is to replace non-enterable buildings with enterble buildings. Planned features Atleast one more airfield (civillian most likely) as well as more military installations. Additional settlements such as villages and town but also possibly camps / smaller wilderness settlements. Added detail to the whole of the map, including the areas which are not "inhabiteted". Known issues: Airfield not completed in regards of ai being able to land there (planes). Changelog: Licensing and usage: You are free to use this map on any server you'd like. If you're however planning to edit it, please contact me first (via steam or the forums), I will most likely say yes as the primary purpose of asking is for me to have an idea of how many people are editing and their reason for it. Download: NOW OUT ON ARMA 3 LAUNCHER UNDER THE MODS TAB! http://steamcommunity.com/sharedfiles/filedetails/?id=1125425768 http://www.armaholic.com/page.php?id=33198 Screenshots (more available on the download page down under the update replies on this topic).
  7. 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: - Object count (up to February 2018) is 2.321.126 - 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
  8. Hello community. We create a new Arma III terrain . It´s a real area from north Germany, Schleswig Holstein. We do not rebuild the map. We make the map completely fictional. We build the terrain for our project, after the completion of the map, of course, everyone can use it for what they want. The exact name of the terrain has not been decided yet. More infromatinons are coming soon. Size 16km x 16km
  9. Hi, how do i decompile the original files from arma 2 texture? if i cant do that, how can i decompile a reskin texture? http://www.armedassault.info/index.php?game=1&cat=addons&id=1033 like this skin
  10. Going from a perfect height field like this: To a corrupted heightmap like this: I exported in ASC format and imported terrain into TB. After 1 hour and 45 minutes of loading, it automatically changes it's dimensions and somehow becomes corrupted. Any help would be very much appreciated.
  11. This is a new version of the terrain with APEX vegetation and modified ground textures. You should not run the older version and this one at the same time as they share some configuration parameters. I had to use proxies during terrain creation and as a result some objects might be misplaced (on roads, coliding with buildings or too high/low) it's difficult to do better until BIS releases the ressources for terrain building. The map is 15 x 15 km of dense jungle with many major and smaller rivers. I made this map to do recon/sabotage/COIN missions, like SOG or LRRP did in vietnam. also like the SAS intervention in Borneo. https://en.wikipedia.org/wiki/Indonesia%E2%80%93Malaysia_confrontation https://en.wikipedia.org/wiki/Long-range_reconnaissance_patrol Throw away your GPS, and enjoy good old map and compass navigation. Presentation Video : Images : Download : http://www.mediafire.com/file/kezzeixnsb9n60t/%40SongBinTahnV2.0.rar Dependencies : APEX, As well as CUP terrains (Separate Download). Known errors : There's no rain sound. You may choose to not use pja312_sounds.pbo if it's raining. Credits & Thanks: Shezan74 for worldTools. "Le GOS, faire autrement" Clan réaliste français http://www.clan-gos.fr
  12. I have built a terrain, packed by AddonBuilder, which Arma 3 loads without error, but do not display in the map list. I wonder if I made some mistake with the config. I'd appreciate for your help! $PBOPREFIX$ Config.cpp BIS_AddonInfo.hpp cfgClutter.hpp cfgSurfaces.hpp sino_ChengtaiRailway.hpp File List:
  13. Variable.A

    New Arctic Map

    First Arctic Map release. WIP http://steamcommunity.com/sharedfiles/filedetails/?id=1283141322
  14. I recently downloaded arma 3 tools and when i go to open object/terrain builder it doesnt do anything, the tools just crashes. I'm running a 1060 gtx, and a AMD FX-4300 processor. Has anyone found a solution to this or is it just me?
  15. Hello, For about a year and a half i have been working on Tembelan Island, with help from Dmitry Yuri. Tembelan Island is part of a cluster of Islands in Indonesia, however work on this map began before the announcement of Tanoa, who's assets would fit perfectly on this island. Instead this map uses purely Vanilla content, and will remain that way. Consideration has been made into when the community gets its hands on the Tanoa assets, no decision has been made yet whether or not the map will be updated with the new assets. Work on this project has been slow due to other time commitments, and i do not have an idea of an ETA on release. Best case scenario i would like to release this before Tanoa, but i make no promises. Testing of portions of the island during development have taken place through the Zeus Community of which we are a part of, and during the development we also re textured and configed some units, creating some fictional flavor background to the island. It is more than likely that when the island is done the units will be released as well if anyone wants to use them. Below is the technical specs of the island as well as a bit more info about the "lore" we created for the island during it's development. It is also worth noting that any screenshots of the island are very W.I.P especially the satmap. Technical Specs: Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Tembelan is a real island, chosen by me to put into arma for it's interesting shape however while developing it we decided to make changes to the heightmap in order to create more interesting gameplay opportunities. With that in mind, the island is divided into two fairly distinct biomes, in the north and the south, with vegetation varying in each. We feature several large forests, as well as large hillside and valleys in the north. Where as in the south there are a lot more flat open mud plains, more suitable for vehicle combat, there is also a small river network to break things up on the eastern side of the island. There are a few smaller islands that are connected to the main island by fordable river crossings. In terms of man made features, there is a long sprawling capital city on the coast, several smaller villages, a few medium sized towns. Fully serviced military bases, as well as smaller F.O.B style outposts dotted through the island as well. In ArmA, Tembelan is home to the Tembelan National Army (TNA), who are the official military force of the island, whom maintain control over the island with the help of NATO. Their main threat is from the guerrilla "Revolutionary Peoples Army of Tembelan" (RPAT) who through the assistance of CSAT, constantly undermine the TNA's authority conducting guerrilla attacks and raids regularly, to shift the balance of power on the island. Now for some screenshots. http://imgur.com/a/sFT62 Hope you all look forward to it. Regards Ben.
  16. I'm in a process of converting my "Podolsk city, district #4 (in Russian: Подольск, микрорайон 4)" template into terrain format. And making new models for some of the huge buildings which were previously made out of many separate objects. Never done 3D modeling or Arma terrain building before, so the process will take a lot of time. So far I've made a first version of one of the houses and also a model of an authentic fence: Before the release I plan to make 3 more houses and school. After that I want to try make them enterable. I'm also continuing to polish object placement, a lot of them were added to the scene after the template's release. It's nice to live in an area you're modeling lol. Current project version: 81 (private) Link to the template for EDEN editor, version 65: https://forums.bistudio.com/forums/topic/205089-template-big-podolsk-city-district-4 Older screenshots: Comparison with real life (olso old shots): Short video:
  17. I want to make a mission where the player passes trough a city destroyed by artillery fire, of course I don't want to create a thousand mortars that need to shoot at different positions so I was wondering if there is a script that can break all buildings and trees in a given radius
  18. This terrain has ceased developement and will NOT be developed any further, Thank you for understanding. Hey ya'll.. So i dont really know how these forums work and all because i'm kinda new here. But anyway.. I'm here to present an addon wich is currently in the making named the "Lowlandz Project". Currently it's not much. Just a small developement team with some good ideas. We're currently a team of four but most of us are working on sideprojects. We kinda want to focus on this being our main project again so we decided to just announce our work so far. -Current Team- [LL] JMR - Map Design & Terrain Builder [LL] The_Fake_German - Map Design [LL] Siem - Map Design & Regional Information [LL] Justin - Configuration & Blender works Here's an older video of a flyby. It doesn't show much. Just some northern islands we call "The Waddenzee" (The plane is a P-3C Orion ported over from the Dutch Armed Forces mod for Arma2 and it won't be included) And here's an older screenshot of the southern region of the map. http://images.akamai.steamusercontent.com/ugc/477771277028294778/38ACBC77F854CA1E9E05688186FCB7E95A82ED7C/ Well that's about it. Just wanted to let you guy's know what we're working on. P.S. I really dont know how the Bohemia forum's work. So if i messed up im sorry
  19. About a year ago (and a few months) I started working on a terrain that was supposed to be an african terrain with a somewhat mixed geography (savannas, swamps, some mountains etc.). Unfortunately, due to a lack of time and energy (lots of other things going on and terrain-making is very time consuming) I've been forced to realize I won't finish the project (after not working on it since sometime this spring if I remember correctly), now, I don't want all the work I did to go to waste, and I'd love to see the map finished, so I figured I'd put the word out there if anyone wants to continue the work. So far I set up a basic satmap and heightmap and had started to add more detail to the terrain in some areas using L3DT (mostly around a long ridgeline in the center of the map and some areas way down south), but more work on the heightmap is required if the map is going to look good/be interesting to play on (it's far too smooth in most areas now, and a lot of the dry riverbeds don't look too good). I was also planning a very large swamp in an area along the river which looks ugly right now but with some more work on both heightmap and satmap could probably look good. Anyway, the folder with all the source-files and the work so far is around 8gb so I'd probably need to set up a torrent for anyone who wants to continue the work, if anyone is interested let me know. You can either just use the existing work to create a map of your own ideas (the terrain is very versatile and could probably be used for various settings as long as it's somewhere with a few deserts), I can also share some of my ideas about how certain areas would look like etc. For anyone who wants to take a look I uploaded a working version of the map, of course it's far from finished but at least you can fly around and have a look of the general feel and satmap etc. https://drive.google.com/file/d/15AQM01pZ9ZUKFpBPgdEqXqavt6vzoWkT/view (download in the top right corner). Anyway, here are some screenshots of the terrain: https://imgur.com/a/mP6M4
  20. Krokom is a part of northern Sweden brought to Arma 3. Most of the area exists in reality but has been heavily modified and fictionalized to some extents to meet quality. More screenshots can be found here. Krokom currently features: Size: 8x8 km. Season: Late summer. Terrain: Wetlands, lakes, mires, rivers, fir forests, deforested areas, the mountain Ansätten, small villages, industries and farms, military airfield. Objects: Custom trees and vegetation, roads, textures along with some modified vanilla objects. Current mod dependencies are @sfp_objects and @CUP_TERRAINS_CORE. Release is scheduled for January 2018 - this, all of it's features, dependencies and other details, is obviously subject to change. I have stopped working on this project and the project's ownership has been moved to SFP. For more details, read my post on the third page.
  21. Hello all i have been following a tutorial on getting started with terrain builder, however i have got to the point where you load buldozer and i get this error. my layers cfg is this. My MapFrame settings are these. however the files its looking for do exist any help would be apreciated.
  22. Hi there, I feel there is currently a lack of maps in Arma 3 for Exile. The best zombie survival map was Esseker but most people are done with this map. We did got chernaraus redux but this really wasn't a new map but just a remake. Anyway I was wondering if anyone is working on a map zombie survival/normal map. - Thomas
  23. Hi there, I feel there is currently a lack of maps in Arma 3 for Exile. The best zombie survival map was Esseker but most people are done with this map. We did got chernaraus redux but this really wasn't a new map but just a remake. Anyway I was wondering if anyone is working on a map zombie survival/normal map. - Thomas
  24. Introducing my first terrain: Ergon County [WIP] Ergon County ([WIP] name) is based off a fictional region in the Rocky mountains, Canada. It has dense forests and a few villages with surrounding military bases. The map also varies greatly in elevation seeing as it is created with inspiration of the rocky mountains. Dense forests with tall trees and various locations give it a feel of a county up in the north with a vast wilderness as well as scattered villages and military installations. Features: 4km X 4km terrain making it a small but detailed terrain Detailed villages / towns scattered around the map Several military installations Completely created with Buldozer Dense forests with beautifull snow themed trees and mountains Several open areas open for possibilites such as camps, or base building Almost all buildings are enterable Planned features: Airfields (2 or 3) where there will be a mix of military airfields and civillian airfields More custom areas with great detail added to them More towns and possibly a connecting river across the map Screenshots (Bare with me, I am not the best at taking pictures) Old Castle One of the towns One of the military installations Abandoned quarry The complete album:
  25. hi all, i'm actually develloping a terrain for arma 3 and my ground textures are like this: https://prnt.sc/h3vqcq , how to fix this please ? thanks all :)
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