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Found 7 results

  1. Hey, I have seen this tutorial by Jerry Hopper Arma Reforger Cinematic Timeline howto . He is saving the whole map into the modfolder to make Eden editable, but in my version the "Save world as" button is greyed out. Does anyone know a workaround? It would be just awesome to get the possibility to delete objects and changing the terrain for so many mod ideas. I don't know why BI is restricting that. Same with the texture files. Modded weapons, cars and everything else could look like it would fit perfectly in the game. Have a nice day Mittens
  2. Hey guys, My Real World Weather mod has been out-of-date for quite sometime. So I finally got around to updating it to use a new API provider. Now it uses https://www.weatherstack.com instead of the previous, Wunderground. Also I've never made a release thread for the mod, so I figured I might as well do one now after the update. Anyways here it is. Cheers! WORKSHOP DOWNLOAD https://steamcommunity.com/sharedfiles/filedetails/?id=879970502 Summary: Integration of a real-time weather API into arma 3. Grabs Real forecast data from an official reliable Weather Provider. Uses terrains Real World Counter-part Predicts future forecasts based on actual weather statistics. Option to sync time with location. Adds extra Immersion and Feel 3den Editor Extension (highly customizable module). Real-time weather Debug console. 32 and 64 bit support Auto config option included Keep in mind, This is a weather prediction system and it may not be entirely accurate at times. (Just like real life weather forecasts). The system does what it can with the data it's provided and makes calculations based on those. NOTES: 1. This mod runs on the server side, but is required by clients due to the newly created module. 2. Set Clouds on "Ultra" in video settings for best effects 3. You do need your own API key. You can get one for free at https://www.weatherstack.com Help/Questions: Where is the module? The module is located in the games editor ("Systems" >> "[HZ] Real-World Weather" >> "Real World Weather") Can I search for my own Weather Stats anywhere in the world?: Yes!, This System allows for dynamic search query's all over the world. With your own key simply enter the Country and City you want weather from. Everything is available to you in a easy to use Module If you are having issues getting data from the places you want, follow the steps below. Can I search using (Lat, Long) co-ords? Yes, If you have your own key. Replace Country with the latitude. Replace City with the longitude. What is a API key and do I need one? Yes, This mod does require you to own a API Key!. In short, API keys are unique id's which allow access to the Specific data services like Google, Weatherstack etc and are needed to prevent abuse and overload of the systems. Free API keys are usually limited to (x) amount of calls per hour or per day. For more info on weather API keys or how to get your own visit. https://www.weatherstack.com/ Additional Credits Daithi: Mods logo! Killzone Kid: Url fetch dll WORKSHOP DOWNLOAD https://steamcommunity.com/sharedfiles/filedetails/?id=879970502 Pictures
  3. Is it possible to get anywhere real world height map with seaground height map in one piece ?
  4. Michal VereWolf Čížek

    Presentation of My Heightmap

    Hello, Is it interesting to create this maps? Or Are still satelite maps better? https://skfb.ly/6pG6t https://skfb.ly/6pvrE
  5. Hi map/terrain/environment/world… makers, this is, after working at BI/BISim for almost 10 years, my first topic created here at BI forums. In my defense, I’m mostly active in Arma 3 Maps Terrains Skype’s group, but the topic I want to share with you deserves to be discuss here(skype has short memory and is not as comfortable as forums, for such kind of discussion). The Topic? It’s of course the bLandscapeTools(bLT), an addon for Blender I’ve been already working on for the last 8 years. The main reason I started this addon was: already knew Blender wanted to improve my python scripting skills, as I like to automate or at least speed up processes many handy world creation features were not available back then, are not available now and will never be implemented in BI/BISim world creation tools Necessary to note that I never intended to write a tool which would take over the world BI/BISim tools, but rather try to fill gaps(small/large) in terrain development. Blender is a 3D modeling tool(and much more), but you can’t expect fancy features which can handle big chunks of terrains with millions of objects on it, it has its own bottlenecks and limits, but even back then I could see, that the advantage of having possibility to import terrain mesh and its textures to Blender and start placing environment content much more easier way(comparing to Buldozer) or even modeling content over a terrain is a feature that will never come into Terrain Builder/Buldozer. By sticking together Blender’s default features like sculpting, painting + powerfull API I was basically able to add many time consuming and “Visitor4/TerrainBuilder hard to get implemented” features into Blender. Let’s stop talking for now… check out my talk at BlenderConference2016 about the Blender Terrain Tools(Edit: just currently I changed the name to bLandscapeTools) so you guys can make an image of what I’ve been working on. There are some features which will be really hard(almost impossible) to release because they are closely bound to BI dev content like raw(non-binarized) P3Ds, but on the positive note bLT has some handy features not even mentioned in the video(like quality assurance tools) Why now? After the conference I got contacted by individuals and even teams, asking me where they can download the addon as they would like to have their hands on it and give it a try. So I decided to start releasing the tool bits by bits to people so they, hopefully, can have a fun time play around with bLT. Also, the fact that this year(2017) it's going to be 10 years at BI/BISim or in other words working with the RVengine, as well as, Paul Pelosi(bushlurker) suddenly passing away, made me to do this decision and release the tool. It’s also going to be a challenge and something new to me, releasing my tool to other people, it needs a change of thinking about the tool, fix some parts of the pipeline..etc. and that may take some time. How? There’s plenty of how in the front of me. I need to figure out a way how to share the tool with you guys. Github, Blender market I have in my mind right now. As mentioned already, there are features hard to release(raw P3Ds). In this case I’ll have to ask someone here in BI, if company would be willing to release let’s say at least last LODs of assets so they could be imported into Blender and used within bLT. I use Blender for over 10 years, so I’m pretty comfortable with its workflow, but this doesn’t have to apply to a newcomer. Therefore, I’ll have to take some steps to make bLT even more user friendly than it is right now. I plan to make quite some tutorials how to use Blender and bLT to user’s satisfaction. Currently, Blender development is at the stage where quite a big major changes are being implemented and to be released with Blender 2.8. There’s going to be plenty of great new features such Viewport update(supporting PBR shaders), new Layers, Workflow system and much more. This means that I’ll have to re-think some of the bLT features to support all these new improvements once they’re released. Therefore I don’t want to do any major touches into what exists in bLT now. I hope that the improvements done for 2.8 will take bLT a few steps further again, as it already happened with the transition from Blender 2.4 to 2.5+. So once again, I’d like to ask you to have a look at my talk, if you have any questions please don’t hesitate to ask. It will help me to move on with releasing the tool as well as to know how the features should be done to help you create a map for any RV engine related project. When? Release of the '0-th' or 'Introduction' version is planned on the end of summer holidays. Progress will be tracked here. Subscribe to my personal youtube's channel here. Tools Github's here. Twitter Cheers, Miro
  6. Markers seen in these images are just a small sample of what is included, NOT the entire content! Details: USP Flags - 212 World Flags USP Markers - 212 World Markers USP Markers Extra - 254 Additional World Markers USP Markers Factions - 195 Faction Markers USP Markers Fictional - 26 Fictional Markers Each addon is standalone, and only requires USP_Markers_Core (Included) to function. Required Addons: None Signed: Yes, Server Key included Summary: This long overdue update includes a few new markers as well as an overhauled file structure. Server key and signatures have been fixed and 2 new pbo's have been added (Details further ahead). Classnames have been updated accordingly, as well as a classlist provided, and compatible with the 3D Editor. Overall, just looking to bring this addon back up to speed. USP_Markers_Core.pbo is now required by all other addons in order to function properly. Each addon is standalone and only requires the Markers Core. USP_Flags.pbo is a new inclusion for this update, adding placeable flagpoles in the editor. Currently, it includes all of the world flags that are present in the USP_Markers addon (All countries of the world). Future updates may feature flags from some of the other Marker addons as well, such as factions and pmc groups. This addon is very low priority for me, as can be seen with how long it's been since the last update, but I do try to keep anything I've released operating for the long-run. So, on that note, don't expect to see anymore updates from this for awhile, aside from the occasional hotfix. Hope you all enjoy the addon and always feel free to post comments or requests on the forums. Included: usp_flags.pbo usp_markers.pbo usp_markers_core.pbo usp_markers_extra.pbo usp_markers_factions.pbo usp_markers_fictional.pbo Changelog: v1.2 ADDED: USP_Markers_Core.pbo ADDED: USP_Flags.pbo FIXED: Server Key and Signatures CHANGED: File Structure and Classnames v1.1 UPDATED: World Markers Icon ADDED: Flag (Arabic Union) v1.0 Initial Release Issues: Not tested in Multiplayer Credits and Thanks: Author: Siege-A Developer: UnderSiege Productionz Vking (help with the marker sizes.) DireOne (My official Steam Workshop representative.) I would also like to thank the entire ArmA community for making this game so enjoyable by producing the many mods and scripts that we use today. Finally, a big thank you to Bohemia Interactive for creating the ultimate military simulator. Download Links: License: ©2014 by UnderSiege Productions This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: http://creativecommons.org/licenses/by-nc-nd/4.0/ For a full review of the license, please refer to the documentation included.
  7. EDIT: The winners have been revealed. Thanks everyone for participating! [ATTACH=CONFIG]192[/ATTACH] Inspired by the splendid guide for screenshot-taking in Arma 3 (by our Senior Designer Karel Moricky), we decided to launch a '2013 World Arma Photo' contest! WHAT DO YOU NEED TO DO In order to win this prestigious award, you need to bring your A(rma 3)-game and capture the ultimate, artistic, stunning, remarkable, story-telling screenshot. HOW TO SUBMIT Select 1 high-res screenshot (1280x720px or higher) that you deem worthy of the title ‘2013 World Arma Photo’. Send this screenshot to competition@bistudio.com and be sure to also indicate whether you would be interested in a download code for Store.bistudio.com or Steam. The contest runs from Friday April 19, 2013 up and till Monday April 29, 2013 (GMT+1). The competition will be judged by our expert Karel Moricky, who will personally pick the 3 winners. The result will be announced shortly after the competition has ended (approximately 3 days). Good luck! Notes: Only one entry per participant is permitted. Submissions that contain multiple screenshots will automatically be disqualified Mods are allowed Editing/touching up is permitted
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