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Found 164 results

  1. https://i.imgur.com/g6FOG18m.jpg RELEASE THREAD Fictonal Terrain setting place in Normandy of World War 2 Data: Object count: 99.749 Map size: 4.100m x 4.100m Grid size: 4096 cells Cell size: 1 m Cities and Villages: 7 ***This Terrain is totally fictonal and don´t represent any real world location*** I´m pleased to announce that I´m now finally brought this map into public release state. I would like to thank everyone who help me out to get so far. This Terrain have been built with X-Cam, special thank to this awesome tool. ***required mods*** CUP Terrains - core IFA3 AIO Lite https://steamcommunity.com/sharedfiles/filedetails/?id=1419177473 Special Thanks to all mods used for screenshots IFA3 AIO Lite CUP ReColor POLPOX´s Artwork Supporter Faces of War ZSL Static Poses [WW2] CSA38 mod Credits Special thank to El Tyranos for helping me out with config and general modding related matters and Jeg0r_PC for Modding tools misc. End User License Agreement Changelog
  2. Yellowstone by PabstMirror Terrain based on Yellowstone National Park (Wyoming, USA) 10x10km map using real world elevation and satellite data, along with a few added fictional towns and roads. Offers a mix of forest, prairie and snow covered mountains. Download: Steam Workshop Media: Workflow: Real location [google maps] Thanks to: Bohemia Interactive Animander CUP QGIS (and it's Semi-Automatic Classification Plugin) PMC Editing Wiki #terrain_makers Foxhound's 3den Exporter My first map, and I'm more of a coder, so keep your expectations in check :)
  3. 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! Plan is to develop these terrains further, for example populate them with objects (trees, rocks, town/city buildings etc), but no promises. Iraq, Mosul (actual in-game satellite texture) Releases: PMC Iraq, Al Kut v0.1 PMC Iraq, Baghdad v0.1 PMC Iraq, Basrah v0.1 PMC Iraq, Erbil v0.1 (erbil currently conflicts with afghanistan ghazni and iraq baghdad, so you need to run them separately. this has been fixed for next update). PMC Iraq, Hillah (40km x 40km) v0.1 PMC Iraq, Karbala (40km x 40km) v0.1 PMC Iraq, Kirkuk v0.1 PMC Iraq, Mosul (81km x 81km) v0.1 PMC Iraq, Najaf (81km x 81km) v0.1 PMC Iraq, Nasiriyah v0.1 PMC Iraq, Ramadi (40km x 40km) v0.1 PMC Iraq, Rutba v0.1 PMC Iraq, Samawah (81km x 81km) v0.1 PMC Iraq, Sulaymaniyah v0.1 PMC Iraq, Tikrit v0.1 PMC Afghanistan, Ghazni v0.1 (ghazni requires CUP Terrains Core because it uses takistani village buildings and vegetation). PMC Afghanistan, Jalalabad (81km x 81km, 81920 resolution satellite) v0.2 PMC Afghanistan, Kabul v0.1 PMC Afghanistan, Kandahar v0.1 PMC Afghanistan, Kunduz v0.1 PMC Afghanistan, Lashkar Gah v0.1 PMC Afghanistan, Mazari Sharif v0.1 PMC Syria, Al Hasakhah v0.1 PMC Syria, Al Mayadin v0.1 PMC Syria, Aleppo v0.1 PMC Syria, Ar Raqqah v0.1 PMC Syria, Damascus v0.1 PMC Syria, Homs v0.1 PMC Somalia, Baidoa v0.1 PMC Somalia, Kismaayo v0.1 PMC Vietnam, Da Nang v0.1 PMC Vietnam, Dong Hoi v0.1 PMC Vietnam, Hanoi v0.1 PMC Vietnam, Pleiku v0.1 PMC Vietnam, Saigon v0.1 PMC Libya, Ajdabiya v0.1 PMC Libya, Bani Walid (81km x 81km) v0.1 PMC Libya, Bin Jawad v0.1 PMC Libya, Misrata v0.1 PMC Libya, Msallata v0.1 PMC Libya, Nafusa v0.1 PMC Libya, Ras Ajdir v0.1 PMC Libya, Sabha v0.1 PMC Vietnam, Vinh v0.1 PMC Libya, Sirte v0.1 PMC Libya, Tripoli v0.1 PMC Libya, Wazzin (81km x 81km, 81920 resolution satellite) v0.1 PMC Afghanistan, Asadabad (81km x 81km, 81920 resolution satellite) v0.1 PMC Libya, Benghazi (143,360 x 143,360 resolution satellite) v0.1 PMC Ukraine, Donetsk (81km x 81km, 40960 resolution satellite) v0.1 PMC Ukraine, Luhansk (81km x 81km, 40960 resolution satellite) v0.1 PMC Ukraine, Mariupol (81km x 81km, 40960 resolution satellite) v0.1 PMC Pakistan, Abbottabad (81km x 81km, 40960 resolution satellite) v0.1 PMC Balkans, Belgrade v0.1 PMC Balkans, Kosovo v0.1 PMC Balkans, Montenegro v0.1 PMC Balkans, Vojvodina v0.1 Satellite screenshots see PMC Tactical ArmA 3 Terrain page and download from PMC Tactical ArmA 3 Downloads.
  4. Hi guys, I've been having this problem at least since January but wanted to eliminate all possible remedies before wasting anyone's time on the forums - safe to say I am now at a complete loss as to why this is happening and need your help! In short - I cannot build my terrain into a PBO if there are CUP objects placed on it. Here's what happens: - Prep terrain, WRP, shapes, layers etc. in the usual way, by the book. - Run pboProject (now on v2.37) - pboProject scan and copy/crunch proceeds as normal, but then crashes without fail about 30 seconds after <Bis Binarise...> with an 'Arma 3 has crashed' dialogue box, followed by a 'Packing failed' dialogue box - Output/binlog reveals nothing, except that Binarise crashed Here's everything I've tried/eliminated: - Full re-extraction of all A3 and latest CUP PBOs fresh from Steam workshop to my P drive - Checked extracted PBOs appear to be in correct directories - The same thing happens if I use Addon Builder instead of pboProject. It says 'Build failed. Result code=-1073741819' - Everything DOES work fine if I use ONLY vanilla+Tanoa objects on my terrain (ie. no CUP.), so that does at least narrow down the cause. Although I haven't tried eliminating certain objects within CUP as I wouldn't know where to start with that. - UPDATE - Also works fine if I just remove 'ca' objects, but keep 'cup' and other folder objects on the terrain Are there some CUP objects which are known to cause problems since the January update? Any way I can at least identify any particular objects that are causing this problem? Would appreciate any ideas... Thanks!
  5. Hi everyone. I´m working on a terrain, I've paked it and uploaded to steam. It´s working fine... but, with no objects in map, only roads. Why? I've edited the objects map in Eden Editor, but, when I import the objets to terrain builder, only a few of them appears on the map. When I created the templates library, I "Automatically renamed" the duplicated templates, could that change of names affect the objects importing?
  6. Hi, I'm working on a new map, Elba Island ... that's will be a realistic reproduction of this island located in Italy - Tyrrhenian Sea. A while ago, when I was young :-))) , I traveled all the streets of this island on a bike and so I decided to reproduce it based on my knowledge of the place and google map3d for the exact location of objects (houses, trees, walls ... .) For now I've finished the most boring part (leveling roads etc ..) and a small part of forest and houses. The style of houses and buildings is the same as altis and also the type of vegetation but Elba is much more vegetation, so we say similar to cherno in percentage .... I want to make a map that doesnt need cups or other addons .... a Vanilla Arma map ... As for the completion I will update in this thread but I assume it will not be before the end of 2017. Elba Buildings Style Map Size 32768x32768 Grid 8192 Cell 4 m Sat Image 32768px Resolution 1m/px Smooth Roads/Terrain [complete 98%] Objects Insertion [complete 5%] Some Screens but for now nothing of striking cuz just started :-)) The goal is to create an "abandoned" style like esseker style or similar maps :-))
  7. I'm happy to announce my new and upcoming Soviet Russian terrain called "Tsarvana". This terrain's atmosphere and palate for buildings will be heavily influenced by Arma 2's data and will pay a certain homage to the existing Arma 2 map "Taviana". Additionally there will be custom structures implemented on the map for everyone to enjoy. The map and it's new models will all together be released as one package with a APL-SA license. This thread will be a discussion for personal thoughts on the upcoming map and WIP pics. The lore below is a wall of text but a good read if you wish to get a visual of what the terrain is about and how it may look before I post WIP pics, map layout and size details within the following weeks of this initial post.
  8. Sugar Lake v1.51 by Major Desync Background Sugar Lake is a township in the Vieilhomme Delta. A hub for oil exploration and extraction, Sugar Lake has extensive port facilities servicing a number of oil rigs and refineries in the surrounding wetlands. These include the Sugar Lake Oil Field, owned and operated by Vrana Petrochemicals, a division of the multinational conglomerate Vrana Industries. Given the strategic importance of these assets, Sugar Lake is home to two recently requisitioned military installations - Joint Air Facility (JAF) Sugar Lake (formerly Sugar Lake “International†Airport) and Camp Burnside (formerly Sugar Lake Marina). The military detachments in these bases are supported in local security and counterinsurgency actions by a number of private military contractors (PMCs). The most prominent of these is Ion Services, which operates out of an extensive facility in the port. The security provided by these forces has encouraged the government to locate several of its displaced persons (DP) camps in Sugar Lake, housing citizens internally displaced by the virulent insurgency that wrack the country. Some of these refugees have voluntarily fled conflict zones, others have been resettled as a result of Ward of the Government Orders. Corporate Social Responsibility Pacts with a number of private enterprises, including Vrana Industries, provide these refugees with welcome opportunities to supplement their subsistence allowances with Productivity Credits by working in the local oil and port facilities. Insurgent and other criminal groups have tried to exploit the DP camps as recruiting grounds, but thanks to the vigilance of the government, the military and their PMC security partners, their efforts have been unsuccessful thus far. The Vieilhomme Delta is a maze of bayous, channels and watercourses of varying size, and low-lying islands covered with tall marsh grass and patches of dense forest. The wetlands are infested with a number of anti-government militias. According to government sources, several of these insurgent groups are proxies for foreign states and non-state actors bent on the destabilisation of the country. Moreover, many insurgents are affiliated with international organised crime syndicates, who have made Vieilhomme Delta a highway for narcotic and arms, and human trafficking. Features: Terrain dimensions: 8.2 km x 8.2 km Terrain area: 67.1 sq. km (same area as Zargabad) Heightmap resolution: 4 m/pixel Elevation range: -15 m to +16 m Approx 280,000 objects drawn from A1, A2, and A3; AiATP or CUP Terrains is a required addon. Vast majority of buildings enterable. Low-lying river delta marsh terrain, with high marsh-grass and patches of dense woodland; many navigable bayous, bays, and channels. A large low-density urban area surrounded by levees, and several small outlying delta settlements. A large industrial port facility, with a number of different compounds, including a PMC base, several shipping container yards, and oil storage plants. An air-base, with extensive hinterland and associated radome installation, military camp, and fuel storage facility, all surrounded by levees. A military camp with extensive dock, field hospital and airmobile facilities. A range of industrial facilities including several oil refineries and isolated outlying extraction rigs and installations. Sugar Lake's size, topography, ground cover, and locations make it perfect for amphibious operations involving boats, subs, and divers, and/or airmobile elements, as well as counterinsurgency search-and-destroy missions, and/or insurgency raids against military or industrial infrastructure and/or personnel. The various oil and port installations are suitable for close combat and MOUT. This is not an ideal map for extensive armoured maneuvers, aside from convoys. However, Sugar Lake does offer a chance for amphibious vehicles to shine. Required Addons: CUP Terrains OR All in Arma Terrain Pack (note AIATP is no longer being updated, so CUP Terrains is recommended) Licence: This addon is released under the Arma Public Licence Share Alike (APL-SA) licence Media: Screenshots Video showcase by MS Leveldesigns Video Zeus flythrough by Hisashi Nagato. Review by Officially Lost. Change log: Beta v1.0: First release. Beta v1.1 (16/11/15) FIXED: Error message on start-up: “Cannot Load Texture Ca\misc3\wf\data\black.pac†by removing several objects including tents from the DP camps. (Thank you Auss for the pro tip!) FIXED: Placement and height of a number of objects - including oil platforms, wood docks, powerlines etc. ADDED: More pier ladders to oil facilities and wooden piers to make it easier/possible to climb out of water. Beta v1.2 (26/04/16) FIXED: Ugly artifacting on dirt textures due to new parallax mapping. FIXED: Various misplaced objects (floating garbage bins, sandbags etc). TWEAKED: Sugar Lake now uses the CUP Terrains models for all pre-Arma3 objects. It is still compatible with All in Arma Terrain Pack as of this release date. TWEAKED: The following objects incompatible with the latest versions of MakePbo have been removed: Shooting_range_acr, seacat, garbage_metal, powgen_big, TWEAKED: The positions of some of the army_hut, hotel and yellow bungalow house objects, and objects around them to compensate for inconsistent positioning in CUP Terrains. Beta v1.21 (hotfix for 1.60) (1/06/16) TWEAKED: Config and surface textures to come up to 1.60 standard. Fixes the 1.60 Black Sky bug. Thanks to james2464 and Makhno for the necessary know-how. Beta v 1.3 (10/07/16) Visual Optimisation - Making Sugar Lake Sweet Again. ADDED: Some trees and bushes in marsh areas. TWEAKED: Config lighting settings. TWEAKED: Sat image to better match the default surface textures. TWEAKED: Some of the surface texture PAAs. TWEAKED: Heightmap - adding perlin noise to some underwater areas and smoothing the airfield runway, taxiways and aprons. Thanks to t800a and Cype_revenge for hints and tips. Beta v 1.31 (20/08/16) TWEAKED: Improved outside terrain. Beta v 1.32 (23/08/16) FIXED: In-game map grid is no longer divided into two large-scale grid squares. This fixes some issues with the GPS coordinates and some features of ACE3. Thanks to Makhno for the pro-tip. Beta v 1.4 (14/04/18) TWEAKED: Water colour now changed to muddy delta brown (props to Bludski and the Cambodian Playground dev team for the config settings) ADDED: 1 new industrial area in the port featuring APEX objects ADDED: Scattered APEX objects to the oil facilities and town areas FIXED: Map glitch (fixed by A3 update) FIXED: Issue with bulletproof windows in some CUP A2 buildings (fixed by CUP updates) FIXED: Issue with CUP A2 army hut objects (fixed by CUP updates). FIXED: Buzzards now land without stalling on autopilot (fixed by A3 update) v 1.5 (05/05/18) ADDED: More Apex and Malden objects across the map. FIXED: Some misplaced objects from v1.4 v 1.51 (05/05/18) FIXED: Some misplaced objects from v1.5 Known Issues: 1: The row of buildings at grid 056978 has a weird lighting glitch, where they do not appear to reflect the ambient artificial light after dark. However, it will reflect vehicle lights, and lights placed via Zeus. 2: A3 water is invisible through A2 windows, which gives players x-ray underwater specs when looking through them. 3: Since v1.2, running Sugar Lake with All in Arma Terrain Pack, produces an annoying, but harmless error message requiring the CUP_Ca_Plants_E2 addon when launching Arma 3. Select OK to close the message and resumes the game launch. As of this release, Sugar Lake is still fully compatible with the All in Arma Terrain Pack. 4: Some of the A2 trees do not play nice with the new A3 lighting. Credits & Thanks: Silola for the outstanding X-Cam mod, with which most of the objects in this terrain were placed, and without which this terrain would have been delivered in multiples of the time and fractions of the quality. CAPTNCAPS (teamproskill) and FSF for their ever helpful Terrain tutorials. Bushlurker, M!lkman, Jakerod, Uro, Aus and the many others who offer help and advice in the Arma 3 Terrain forums. Mikero, whose tools underwrite most of the the Arma modding community. Gav for alpha testing. BIS for producing the Arma series. Download links: Steam Workshop Armaholic PlayWithSix
  9. Hello, You know that I have not finished the map "deadcity" in 2013, because that map had a lot of bugs, also if there was a problem with the time. Now I started a new map, it will be similar to last map. *Map is based on terrain Zagrabad sample map with rivers. *The map will have a town called "Pecher". *The city will be a bit more than Zagrabad. *The leaves of the trees were removed o2. *Created several wrecks cars from arma2 models. *Fixed lods firegeometry of ruined buildings. I hope , i will be have time for finish that map. :o :ph34r: https://imgur.com/a/GDPNS
  10. 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..)
  11. 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 ?
  12. 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
  13. 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).
  14. 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).
  15. 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
  16. 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
  17. 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
  18. 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.
  19. 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
  20. 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:
  21. Variable.A

    New Arctic Map

    First Arctic Map release. WIP http://steamcommunity.com/sharedfiles/filedetails/?id=1283141322
  22. 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?
  23. 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.
  24. 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:
  25. 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
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