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Found 124 results

  1. Scottish Highlands [Alpha] is now available! See bottom of this post for the link to the Steam workshop. Scottish Highlands takes you to North-West Scotland, focusing on the hills and valleys around Loch Eil, only a few miles from the Largest mountain in Scotland, Ben Nevis. This area has an interesting mix of topography. Coastal areas are flat and broken up by villages, tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads, intertwined by dense forests. You'll get some interesting air combat with this map.. that is, once I place down an airstrip 🙂 For now helis will have to do! Roadmap: Next update: 1st October This next update will bring a much more lively and completed Ardgour region. This area has 3 Lochs, a castle ruin, varied forestry, marshlands, and multiple villages and settlements. I've also made some touch-ups and bug fixes. I'm also happy to announce that Sullen Skies by EO will be integrated into the terrain. This means you won't need to download an extra mod to get the true dreek Scottish experience. (Big thanks to EO!). Full release - I obviously cannot give an accurate release date for this, however, I do not want this map to just sit in an alpha condition for eternity, therefore I have set a goal for the full release to be done within 2020. What happened to Corran, Scotland? This new terrain is what Corran has evolved into. I found that the original 5KMx5KM was just not big enough, especially as the surrounding areas had such interesting terrain. I decided to increase the size from 5KMx5KM to 10KMx10KM, essentially quadrupling the total playable space: SCREENSHOTS: For more pictures... Please check out these albums: NEW ALBUM PREVIOUS ALBUM DOWNLOAD: Alpha 1.0 release: click here
  2. SOLDIER TRACKER by QUIKSILVER v2.5.0 CREATED: 8/08/2014 UPDATED: 26/02/2018 A3 1.80 Download (GitHub) VIDEO: IMAGES: DESCRIPTION: A system for showing Soldier, Vehicle and Group information on the Map, GPS and HUD. PURPOSE: Designed for scenario designers to have a powerful, high-performance and highly flexible solution to presenting player, vehicle and group information on the map, GPS and HUD interfaces. FEATURES: FUTURE DEVELOPMENT: INSTRUCTIONS: PERMISSIONS: SUGGESTIONS / FEEBACK / BUG REPORTS: KNOWN ISSUES: CHANGE LOG: THIRD PARTY CREDIT: DONATE: DOWNLOAD LINK: Download (GitHub) Cheers! :)
  3. X-Cam-Taunus map released !!! We are pleased to announce that we have completed the first version of the X-Cam-Taunus map. This version is around 95% completed and we want to release the final version later this year. We would like to thank everyone who helped us with more or less work and knowledge and we hope that the Arma community will enjoy the beautiful places we’ve created. We also want to thank Bohemia Interactive for providing such a great game with the possibilities to built a map like Taunus, even that we have placed 99,99% of all objects with X-Cam ;-) X-Cam-Taunus team Silola Object placement, TerrainBuilder Hotzenplotz Object placement, Objects, Configs, Sounds Poolpunk Object placement, Objects, Configs Chaser Object placement Deox Object placement, Objects, Configs MemphisBelle Object placement, Configs Heros Objects, Configs MaXx Objects, Configs MCPXXL Objects, Configs Atsche Objects, Configs t-800a, Sky, Schmidt, Hektor, Flattermann Object placement Credits and special Thanks Special thanks to Kju for “taunus_aiatp.pbo” and Mondkalb for all the MBG stuff :) X-Cam-Taunus facts Object count is 5.658.123 Map size is 20480x20480 m Grid size is 4096 cells Cell size is 5 m Sat/Mask size is 10240 m Citys and Villages 34 Airports 2 Known issues - No dust on all surfaces - Some flickering textures - Some missplaced objects - Some unfinished areas - Some zones with wrong sat and mask settings X-Cam-Taunus licence CC BY-NC-SA 4.0: Attribution-NonCommercial-ShareAlike 4.0 International X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus version 1.0 download *deleted* X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and Merry Christmas :) X-Cam-Taunus-Team ================================================================= X-Cam-Taunus version 1.1 ======================================================= Patch notes changed: xCam_Taunus bikey + xCam Prototype bikey instead of 10 different keys fixed: Missing Landcontact issue Taunus Walls in RPT fixed: strange convex geo/geo physx Deox Objects fixed: unaccessible ladder points Deox Objects fixed: Deox Objects missing config class fixed: poolpunk RMA objects RPT Spam fixed: Walls_01,03,04 RPT Spam fixed: Indust Concrete RPT Spam fixed: Indust Stairs RPT Spam fixed: Indust Pipes RPT Spam fixed: Plants RPT Spam fixed: Glitch to hide under dirthump in Wehrheim fixed: Drivability on Taunus Wall Objects fixed: Localisation Lat/Long fixed: Missing Roadway Saalburg fixed: Glitch to hide under dirthump in Wehrheim fixed: some misplaced objects fixed: wrong config entries (soundHit) fixed: Localisation Lat/Long added: Missing Fence Königsstein added: Apron Lighting RMA added: About 50 deerstands around the map added: Jail-Doors X-Cam-Taunus version 1.1 download links https://drive.google.com/open?id=0B-4tmlxBez6DU01zWXVBbDRrNkk https://drive.google.com/file/d/0B6v24Dm6_9lxTkllZWhURldCdFE/view?usp=sharing http://server.grenzschutzgruppe.de/file/Taunus_V2.7z Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=836147398 X-Cam-Taunus requirements CUP Terrains 1.2.0 Complete http://cup-arma3.org/download X-Cam-Taunus support If you would like to give special recognition to our work, you can click the following link. https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YHHJT592HYVEN The whole team would be delighted and appreciate this acknowledgment :) Enjoy and have fun :) X-Cam-Taunus-Team
  4. GF Units Map Markers and Symbols Script by GEORGE FLOROS [GR] Description: GF Units Map Markers and Symbols Script , simple Map Markers for AI and Players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Units Map Markers and Symbols Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Simple Map Markers and Symbols for AI and Players for SP - MP and debug purpose. It is also included a mod version , posible to unpack and edit. The mod has enabled only the playerSide markers. It is possible to filter the display . You can add in the init of a unit to exclude : this setVariable ["Var_GF_Units_Map_Markers", true]; this setVariable ["Var_GF_Units_Map_Symbols", true]; More information inside the .sqf Added support for : ACE3 mod , FAR , BTC and AIS revive. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.0 Fixed the group icon error, for the size of the unit v2.0 Several Fixes , including type of markers , symbols and errors. Added markers depending on side. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40252 Armaholic GF Units Map Markers and Symbols Script
  5. ABOUT [RATS.ins] jujurat presents Orglandes, a 4km terrain that seeks to provide a playable, atmospheric, and engaging take on French countryside in WW2. Orglandes is a small town that was fought around during the allied assault on the way to Cherbourg. This terrain attempts to recreate Orglandes, and the areas around it in the approximate time period using references from old satellite images from the 1950s, and of course some fictional liberties taken to make the map playable for Arma. FEATURES 4km terrain that recreates northernish french countryside. Extensive bocage/foliage detail. Mostly accurate building placement (authentic as it can get with limited assets). Rolling hills, farms, and wheat fields. Footpaths that maneuver around the map and allow the player to explore multiple areas. Livonia lighting and foliage. (With some configuration edits to work well for this map too!) Fighting positions and ruins that accurately depict the events that unfolded in the areas around Orglandes. PLANNED FEATURES More trenches, defensive positions, etc. Custom soundscapes. Further detail on lackluster areas. Continued support and improvement based on community feedback. NOTES While I have released this map publically, it is still under development. Unlike most 'under development' maps on the workshop/release state, this one is very much playable and works fine without any issue. However, there are small (mostly cosmetic) issues that are going to be addressed and fixed with time. You may experience some trees on roads, roads not being aligned perfectly.. etc, all of which can be solved in your mission file, simply use the hide terrain objects module if you encounter any issues of this nature. CREDITS jujurat - Made the terrain. vuo - Help with some object placement when I ran out of ideas. scwheineyy - Helped me figure things out when I first started the map on 6/19/20. mo - """Historical""" advisor and general help. ADDITIONAL CREDITS simcardo - Being an inspiration for continuing to provide cool content for Arma. Ice - BIG HELP in the Arma Community Discord (particularly in the terrain channels). EO - Skies inspiration. All of the testers and people who previewed the map and helped find issues with it. Anyone who helped me in the Arma terrain chat that I'm forgetting. STATS FOR NERDS Terrain Size: 4096m Grid Size: 1024x1024 Cell Size: 4m TERRAIN IMAGES FULL IMGUR ALBUM: https://imgur.com/a/EzaI6PQ DOWNLOAD Current mirror: Steam Workshop. I don't intend on uploading it to Armaholic, but if someone would like to do so, that's fine. Just use all of the information posted here. 🙂 EDIT: Armaholic mirror available, however it is not maintained by me. Armaholic version may not always be up to do with newest versions. https://www.armaholic.com/page.php?id=36273
  6. Hello, I played on an server few days ago and the sky was this perfect blue, no doubt that the server owner / dev did some changes. I'm looking for to do that on my own server on the Tanoa map but .... i was not able to do it despite numerous tests. It seems the class CfgWolrds, Weather1,2,3,4,5 and Overcast are the keys of this problem but i can't figure out how or even find CfgWorld into my own files.... Where to put those class ? do i have to create a dedicated config file ? in the mission folder ? or maybe someone knows how to do that with the PostProcessEffect. Any help would be appreciated Many thanks
  7. Jasło is located in south - eastern Poland, in Carpathian mountains. It is modelled after the real place, although it will be modified for gameplay sake :) The terrain is being created as an addition to PSZ: Polish Armed Forces modification The map itself is 64 square kilometers (8,192 m x 8,192 m), with 4 m cell. It includes one big city, Jasło (already done!), located in a valley where three rivers flow. Yup, three rivers - better storm those bridges or prepare your fording equipment if you want to get anywhere. It is currently in early alpha stage and undergoes closed tests :) There are also several smaller villages (TBD), and wide forest areas (more or less done). The map will offer varied enivronment for different missions. It currently utilizes CUP objects, but we intend to prepare our own building pack, to make it more varied and to add this central Europe atmosphere instead of generic CUP-city :) DOWNLOAD: Steam Download Less talking, more screens:
  8. Lingor Island This lush green environment in a fictional country somewhere near the Equator. Inspiration were countries such as Venezuela & Colombia. ~5 months were spent on research and creation of this world. Lingor is one of the most played maps in Arma Community and first really lush green environment that worked well with all the optimizations. Reason for the project is that I've been waiting for years for a proper optimised jungle map. With help of great talented man Berghoff that is now (after 5-6 months of hard work) possible to enjoy. We have to understand that vegetation rich map is a whole different matter in BIS engine. PCs that were able to run Duala/Jade Groove on max settings & view distance of 10 km will probably only have sufficient FPS with 1000-4000 meter distance on Lingor. With months of optimisations (especially Berghoff did an amazing feat here) we can now enjoy jungle from air or from a grunt's perspective. Required addon: CUP Terrains Core. Latest version: v3.9.5 (Lingor) & 3.82 (Dingor) Latest changelog: - finally: all new Apex vegetation! (DLC is not required) - massive improvement of lighting and satellite image of the map - new huge sectors to explore with lot of details - new town Mirasol on NW with a new unpaved runway - burned down villages: Jodido and unnamed one - added scrapyard - large sector is now GAL training facility with two mock villages - 3 new research bases for sci-fi scenarios (Deidre, Scarlett, *censored*) - one research base is abandoned and long forgotten - added bio storage facility Marika - added couple of invisible roads (for AI pathing) - added iron gates by poolpunk (thank you!) - added bunker objects by Sahbazz (thank you!) - fixed incorrect runway numbers at FOB Eddie (greetz to the legend: wld427!) - various smaller fixes, too many to mention here Download / Official Site: http://www.icebreakr.info (currently only Steam Workshop version is up to 3.9, new patch coming very soon!) Promo video #1:
  9. INFORMATION The terrain is 400km^2 (20kmx20km) big and is a true to scale recreation of the Senkaku Islands. Mask/Sat: 16384x16384 Height: 4096x4096px (5px/m) In my mind, the map is best suited for small carrier operations in cooperation with amphibious warfare. It might also be interesting to people that are playing with the HAFM Navy mod, I will try to improve the underwater terrain in the future. Most people should be able to play on this map with full view distance without any performance problems. REAL LOCATION This map is a recreation of the Senkaku Islands in the East China Sea. I tried to get as close to the real location as possible, but did take minor artistic liberties to make the map just a little bit more interesting (Added a radar station; moved Kuba Jima a little south to make it fit on the map) https://www.google.com/maps/@25.7558356,123.531659,11812m/data=!3m1!1e3?hl=de Information on the dispute from Japan´s perspective: https://www.mofa.go.jp/region/asia-paci/senkaku/qa_1010.html CREDITS Fromz with his Diaoyu Islands terrain that gave me the inspiration to give the area a workover. DOWNLOAD Workshop IMAGES
  10. I need to remove this GPS indicator on the map while beeing in an aircraft.
  11. After a lot of hard work, I feel comfortable sharing the progress of my terrain with the community. This terrain is set off the west coast of Scotland. The area is dominated by villages and small farms/industry, intertwined with dense forests. Coastal areas are flat and broken up by tall hedgerows and fields, whilst the less populated inland is mainly large valleys and hills with tight twisting roads. The terrain itself is 5KMx5KM, features two separate land masses (three including a small island) and is heavily based off the real world counterpart. So far all buildings are 100% enterable and I plan on keeping it that way This terrain is still very much a work in progress. In the near future I would like to release an Alpha build for people to try out and to give feedback on. I haven't decided how I will do this (either through steam or a private download). MORE INFO ON ALPHA RELEASE And the most important part... The image gallery
  12. Hey guys, below are two sets of Tanoa-based HDRI environment maps I made for use in Substance Painter and Blender. They should be compatible with a number of other 3D modeling softwares and texturing programs. The idea is to allow users to have a 3D environment from Arma 3 to create their materials within so as to give better reference to the environment and the lighting around the object. Included below is a 4k set and an 8k set of 3D images at sunrise, midday, and twilight each for use with the Arma 3 Apex Shader's (I recommend using "Filmic Tone Mapping" as well) respective preview modes. Please feel free to comment with other maps or concerns/ideas to enhance the final products. Download 4k or Download 8k
  13. Hi, I want to remove this GPS cross from the map which is showing while the player is in an aircraft. I want a map which is finally a map and not a GPS device named map.. How can I achieve that? In-game options? Script? Mod? Thanks
  14. Hi, is there any possible way to toggle the visibility layer for a specific module so it won't clutter every inch of my modified Malden map? There are some modules that just have a simple marker but no outer transparent boundaries and it would be great to hide this effect while in 3d editor. Thanks for any help
  15. DIYALA VERSIONS I have been using the Diyala terrain for Middle East scenarios, but after having twisted it with scripts to make to look more like Syria or certain parts of Iraq, and dealing with the problem of AI not crossing the irrigation canal, I decided to settle for a faster, easier and readily available solution: just select the terrain in 3den. This set of three versions for the Diyala terrain chosable as different terrains (no irrigation, olive trees and different palm trees) 1 - Diyala (no irrigation): Same Diyala but without the irrigation channel. It's a vegetation strip instead 2 - Diyala Olives: No irrigation channel, some custom edits for Diyala and olive trees instead of palm trees 3 - Diyala Palms: No irrigation channel, some custom edits for Diyala and a different model of palm tree (Malden palms) instead of the original Tanoa ones Needs the orginal Diyala terrain as dependency. Respects @CypeRevenge work: no upload of original Diyala. Just a bunch of config.cpp and scripts. Modular: You can delete unwanted terrains and keep only one version if you want. Keep DiyalaCore.pbo and objects.pbo and at least one of the terrain configs: DiyalaPatch.pbo DiyalaPalms.pbo DiyalaOlives.pbo REQUIRED ADDONS: Diyala Map https://steamcommunity.com/sharedfiles/filedetails/?id=680808574 DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=2061233414
  16. Hi everybody, A year has passed since I issued the HUD Tactical glasses V 2.3 Thanks to all of you who took time to play with this add-on and feedback for improvement. This add-on is a pack of tools such as AUTO-REPACK, FATIGUE MANAGER, ENHANCED GPS, ENHANCED MAP TOOLS, TACTICAL ICONS, ARSENAL TEST, HALO JUMP,.. and much more! (details below and more info in readme.txt) Forget the "too heavy backpack" penalty, adjust Zeroing, use map tool for MK6 mortar computing, treat yourself at full with a 2nd FAK, auto repack your magazines,... Your settings are persistent from mission to mission. MP environment compatible. I hope this will please to you but I’m aware nothing is perfect. If you have any specific demand as server owner, just ask me. This add-on is not a heavy one! Just test it. Download here: http://steamcommunity.com/sharedfiles/filedetails/?id=673533220 View video here:
  17. Hi all, I have trouble with waypoints, and paths between them, appearing on map after unidentified circumstances. I'm playing in MP from editor (testing before public release). These tracks/waypoints concern the playable group only. But... My game is configured for never show waypoints (difficulty settings). No specific HUD command; I placed a respawn revive system from 3den and mission event Handlers entityKilled entityRespawned but for loadout considerations, not related to waypoints; I don't have any script for waypoints on players' group; The only clue I have right now is that starts with some dead (player or AI's group?) then a handover to another leader for the group (Arma's engine shifts leader when leader is unconscious or dead-respawn). These waypoints/tracks seem to be the intended path for the group, calculated by the Arma engine, and weirdly revealed on map for a killed/respawned reason? of the current leader? (may be). Thanks for any experience about that. If a BI dev could read and reply to this post... Keep fun.
  18. 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: - 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
  19. Hi everyone and happy new year! Introduction This is my first script in 2020. @Ori150418 posted a request about a marker searching system and this piqued my interest so I got to work. This script adds a searchable list with all markers to the right side of the map (see video below). Features Adds list with all markers Markers are searchable by their text Updates positions periodically Updates markers when opening the map Includes user made markers List is hideable Note: The performance might suffer in missions with a lot of markers. The example mission has a small test built into it which generates 100 markers randomly on the map. I'd appreciate feedback about the performance as I have a good enough system to not notice a difference. Usage Copy the file "fn_markersearch.sqf" to your mission directory Add the following line to your init.sqf/initPlayerLocal.sqf: ["init"] execVM "path\to\file\fn_markersearch.sqf" Video Downloads https://github.com/7erra/marker_search Have fun!
  20. MajorBaguette

    Arma maps for IRL GPS systems

    Hey, I'd like to know if someone here know where I could find GPS files (.kmz .mbtiles ...) for the most used maps especially Takistan & Takistan Mountains ? I need it for JTAC training and I can't find these on google or here. Thanks for reading me. Major
  21. Hi guys! I'm trying to replace the map by a custom image whenever players open their map. What I have so far allows me to create the pic when the map is opened and works, but the trouble is it is shown over every other layer, while what I'd like to do would be to place it just above the map, but behind everything else so that players can see everything else, (tasks, briefing etc.). Any insight will be greatly appreciated. Here's what I have so far: findDisplay 46 displayAddEventHandler ["KeyDown", { if (inputAction "showMap" >0) then { _x = -0.00531249 * safezoneW + safezoneX; _y = -0.00399999 * safezoneH + safezoneY; _w = 1.01063 * safezoneW; _h = 1.008 * safezoneH; _ctrl = findDisplay 12 ctrlCreate ["rscPicture", 1000]; _ctrl ctrlSetPosition [_x,_y,_w,_h]; _ctrl ctrlSetText "media\img\splashscreen1.paa"; _ctrl ctrlCommit 0; }; }];
  22. Here's a little mod I cooked up. It started as a mod to increase the grid numbers around the edges of the map as I could barely read them. Then I figured out how to get rid of the satellite overlay. Then I decided to roll in the changes done by the BHC map contour mod. http://imgur.com/a/bYAKq Features: * permanently removed satellite overlay from all the map screens I was able to find (map, UAV terminal, artillery computer, camera, 3den), some of with was forced, meaning you could not disable the overlay * incorporated BHC map contour changes to improve readability * increased font size for height numbers as well as grid numbers around the edges Known issues: * for some reason I could not remove satellite overlay for the spectator mode * I would love to find a way to increase the font size for the full grid number and the ASL data shown next to the cursor on the map (401019, 35m) DOWNLOAD: http://www.mediafire.com/file/bmp406jw1lsx9rj/@More_Readable_MapV2.zip Credits: Tomahawko for his bhc_map_contour mod
  23. We are releasing some information related to materials basics, texture maps etc. You may find them useful for Your projects. 1. RVMAT Basics (SuperShader, MultiMaterial, SkinShader, Procedural/Glass/Water/Detail/Normal/Specular/Tree etc. maps) URL: http://community.bistudio.com/wiki/RVMAT_basics Done: SuperShader for MAX and MAYA (no .fx files yet) http://community.bistudio.com/wiki/Super_shader Done: MultiMaterial for MAX (no sample .mcr script yet) http://community.bistudio.com/wiki/Multimaterial Done: SkinShader (no sample MAYA cgfx (screenshot) yet) http://community.bistudio.com/wiki/Skin_shader Done: Face wound textures http://community.bistudio.com/wiki/Face_Wound_Textures Done: Static Environmental Reflections (published mainly for compatibility reason as SuperShader (includes environmental map/fresnel) replacing this functionality) http://community.bistudio.com/wiki/Static_Environmental_Reflections * - some hints about physical properties at bottom http://community.bistudio.com/wiki/RVMAT_basics#Physical_properties (including Bullet Penetrability ) 2. Texture Map Types (includes HQ NM) URL: http://community.bistudio.com/wiki/Texture_Map_Types 3. Post Process effects URL: http://community.bistudio.com/wiki/Post_process_effects 4. Unit ergonomics (Soldier model proportions) URL: http://community.bistudio.com/wiki/Soldier_model_proportions 5. Weapons settings (some informations about weapon configs) http://community.bistudio.com/wiki/Weapons_settings 6. Damage: http://community.bistudio.com/wiki/Damage updated in BIKI: http://community.bistudio.com/wiki?title=Weapons_settings&diff=57833&oldid=56416 http://community.bistudio.com/wiki?title=Bullet_penetrability&diff=57836&oldid=52134 http://community.bistudio.com/wiki?title=RVMAT_basics&diff=57820&oldid=52837 while it's minor i hope it helps bit :) 7. other documentation per demand and as needed @TBD NOTE: Please don't edit these wiki pages w/o some prior discussion with BI staff as we will add more info into these in future ... Per demand => if it's possible i will see what can be done about such requests ... if you not post here just bug me on ARMA2 irc channel
  24. Hello, community! I have seen such a script, but I can't find it anywhere: - the player needs to complete multiple tasks; - he's debriefed by his HQ and must open a local map (EDEN item, placed on the map); - when he interacts with the map, a map is opened all over the screen; - all tasks are visible on this map as flags; - the flags' markers change its size (grow a little) when the mouse marker is pointing at them; - during this action a text with description is shown next to the current flag marked; - when you click on the flag, you will be teleported to the location; - I want to use the script on the VR map for testing and then move it to the mission's map; - I want another such map asset (item) to be temporary spawned next to me (near player's new location) after being teleported, so the player can go back to the HQ debriefing area, once the task is completed (the player will be allowed to do that only when it's finished /this is not a mandatory condition/). | The second possible variant is just another copy of the map item at the specific task location, but the condition with the task completed must be "true"; - I want the task to be activated, when the player is just spawned and teleported to the task's location, so I guess I will have to put a trigger there. Thanks for the help in advance! 🙂
  25. Hi, I made a package of patch for old maps (before 1.60 version) with black sky. I choose to patch only consistent map (not in pre-alpha version or unfinished maps). If you want absolutely a patch for a map that is not in the list, send me a PM. To use it : activate the patch of the map you want and activate the map (map not included, it's only a patch). Open the map with "fix" name in order to not have the black sky. Download here Patch available for : - Atlantis Map - Bornholm (lite and normal) - BTC_Al_Jak - Diaoyu - Hindukush - Kandahar Province - Khogyani - Lost Island (normal and winter version) - Sangin - Tilos
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