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Welcome to Alaska. It's 2035 and eastern aggression has brought war to the wild frontier of Alaska. Working within the constraints of Arma 3 vanilla content, I am working to bring a representation of a war time Alaska to life. The terrain is at a point where I can release the alpha version. Please feel free to post your comments, questions, and complaints about the terrain. Keep in mind that there is still A LOT of work to be done, and is by no means a finished project. However, the terrain does have some areas that could definitely be played on. Terrain Specs Grid Size: 2048 x 2048 Cell Size: 10 m Terrain Size: 20 km x 20 km Satellite/Mask Specs Size: 20480 x 20480 px Resolution: 1 m/px Tile Size: 512 x 512 Overlap: 16 px Texture Layer Size: 40 x 40 m Preview: http://imgur.com/a/Eli4k Revision Update 10/26/2015 8:18 PM - v0.7 DOWNLOAD HERE Google Drive
brightcandle posted a topic in ARMA 3 - ADDONS & MODS: COMPLETEWhat is CF_Woodland? The mod enables branch cracking sounds for units as they move through forests that informs the AI about the player's whereabouts. Features AI can hear players moving Players can also hear the AI Sound travels further the faster the unit is moving All aspects configurable including the range and chances of the branches cracking as well as performance aspects such as terrain range and count checks. Release Latest Release Steam Workshop Requires CBA 3.6.0. Armaholic does not have permission to redistribute the mod as their terms and conditions are not compatible. Changelog 26/07/2018 V1.1 Fixed bug with initialisers that clashed with CF_BAI (and potentially other mods). Improved performance when there are many units on the same machine. Reduced the range test as the effect was happening too far away from foliage. Reduced the period of tests to 5 seconds. Fixed bug where passengers in vehicles would produce branch cracks based on the speed they entered the vehicle. Made sprinting produce only the heavier branch cracks. 29/06/2018 V1.0 Added CBA Settings Reduced the range of sound Made sound volume dependent on range Resampled and prepared the branch sounds and rebalanced to +5Dba. Changed the reveal and knowsAbout to be configured values and no longer dependent on range
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.