Jump to content

Search the Community

Showing results for tags 'norway'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Die Hard OFP Lovers' Club's Topics
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos

XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 6 results

  1. Northern Fronts devteam in cooperation with FWW2 is proud to announce development of Northern Fronts mod for Arma 3. The mod will add armies fighting in Scandinavia during World War two, including: Finnish Army [1939 - 1945] - Winter War, Continuation War and Lapland War, Royal Norwegian Army and Navy [1940] - Invasion of Norway, Norwegian Ressistance fighters [1940 - 1945] - Occupied Norway, Red Army [1939 - 1940] - Winter War, Danish Army [1940] - Invasion of Denmark, Foreign volounteers - fighting in Finland and Norway About: Mod is going to include realistic representations of weaponry, equipment and vehicles used by all the forces listed above, allowing the community to create great scenarios taking place in cold, northern countreis. The development started in November 2017 and with increasing support from community, FWW2 team and Finnish community modders it was possible to create huge variety of assets with custom models, textures, animations and sounds. After first succesfull beta-test we are happy to announce the mod to the public. It is important to note that Northern Fronts is aiming to be a standalone mod, it doesn't use any dependencies, although it includes ACE compatibility. We do realise that players will be using other mods just to have oposing faction for forces included in Northern Fronts, but we don't want to force usage of any mods. It is also worth noting that Northern Fronts team stands strongly against ripping the assets from other mods or games without their permission and will take seriously any violation of team's rights to the created content. Development: Although our aim is to include all the listed factions in A3, we had to start somewhere and set up a list of priorities.The decision has been made to start with Finnish Army in Continuation/Lapland War and currently the mod includes most of infantry weaponry used by Finnish forces in that period. Further development will include both small and big updates: Big updates will consist of bunch of fresh assets, altough won't be frequent. Those assets might be an introduction of new army, a pack of weapons an uniforms, or some vehicles. Small updates will be thematical and limited to small ammount of assets, yet more frequent than the big ones: example can be a Sissi/Jaeger update which will include pieces of equipment unique for light infantry or scout units, such as long-range radio, explosives or bicycles. Those updates will always be focused around a theme, making each of them something unique and giving possibilities for new scenarios to be created. Status and contact: Currently, mod is in 0.1 Release! Here are the links: Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1507586063 ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1507963938&tscn=1536513102 Google Drive: https://drive.google.com/open?id=1wtbI6buGrieRcIANuezzQxhrdUJH2pHi To get in touch with us or take a closer look at development, feel invited to our Discord: https://discord<dot>gg/fZd5Kkg . Please contact our community manager: Griffiths with any questions or cooperation propositions, also feel free to post in any of the coresponding text channels. Content (will be kept up-to-date, doesn't include WIP assets): Finnland: Infantry weapons: Kp/31 "Suomi" Mosin M39 "Ukko-Pekka" Mosin M91 Lahti Saloranta LS26 Lahti L35 Panzerfaust 30 Panzerfaust 30 Klein Static weapons: Lahti L39 Maxim Explosives: Kasapanos improvised satchel charges 2kg, 3kg, 4kg throwable satchel charges Molotov coctail Variety of Finnish-made grenades Uniforms and gear (note that all assets listed in this section come in great variety - from infatry to cavalry and artilery variants of caps, from private to lieutnant insignias, from clean to soaked in mud uniforms) M36 Uniform M36 Summer Tunic Hungarian M38 Helmet Czechoslovak M34 Helmet Finnish/Swedish M37/M40 Helmet Austrian-German M17 Helmet Italian M33 helmet German M35 helmet Field cap "Verikauha" Fur cap "Turkislakki" Officer side cap "Suikka" Sleeve insignias for all of the units fighting in Finnish Army (literally all of them) 1.st Armoured Division variants of caps and uniforms Belts with officer, rifleman, assault and universal variants, including iconic pukko knives Gasmask bag Breadbag Sipulisäkki backpack Map bag Credits (by the date of joining the team): - Sokolonko - head dev, models, textures, configs, management, ruining beta-tests - Caselius - textures, historical information, multiplying mod size by adding termendious ammounts of Variety™ - Brave Sir Charge - models, public relations, FF cooperation, memes - h- - FWW2 cooperation, all custom audio effects, re-scripting the whole engine - Anddy - terrain, models, historical information, making beta-tests for Sokolonko to ruin - Troska - models, textures, ArmaFinland cooperation, actually working on the assets - Ashton - models, textures, pushing forward something (at last!) not Finnish Special thanks: - Jellonavesa - for kp31, m39 and l35 models - IFA3 team for helping me start with modding, thanks Kju, El Tyranos and GSTAVO, - KJ, HorribleGoat, Rob (Eggbeast), X3KJ and many others for helping out with anny issues reported on ArmA 3 discord, - Muzeum Uzbrojenia w Poznaniu - Polish museum that invited us to record their WW2 weapons with some top-noch equipment. Really huge respect for those guys, - My friends that borrowed me their recording equipment for the recordings without asking for anything, - Forgotten Fronts - for cooperation on overlaping assets and supplying our discord with memes, - ArmaFinland - for helping us with beta-tests and providing both server and players, - Saucco for ls26 sounds, - CSA38 - for creating great source of refrence photos and helping out with configs, - Yle Arkisto - Finnish weapons sound reffrences and samples, - http://etulinja.net/ - for great support in historical information, - Justin N. & Renner from FF for M35 helmet model and Panzerfaust decals, - Michael Cecconet (RedRogueXIII) - plenty of high-poly weapon models donated to our devteam (that are yet to be revealed!), - Steelexia from FWW2 - Maxim model, - Basher - helping with unit configs, - Temppa - creating great terrain on which the promo shots were taken, - Griff - For being our Community Manager! Sound credits: - soundslikewillem (freesound.org) - molotov && improvised kasapanos fuse sound. License CC BY-NC 3.0 (https://creativecommons.org/licenses/by-nc/3.0/legalcode), file name:Fuse.wav, edits: low-cut EQ - slight cuts - normalized to 98% - 160033 (freesound.org) - Liquid In Square Glass Bottle.wav. Licensed under Attribution-NonCommercial 3.0 Unported (CC BY-NC 3.0) ( https://creativecommons.org/licenses/by-nc/3.0/ ) Edits: Cut to several parts, low-cut EQ - plingativator (freesound.org) - munition_shells.wav. Licensed under Attribution 3.0 Unported (CC BY 3.0) ( https://creativecommons.org/licenses/by/3.0/) Edits: Cut to several parts, low-cut EQ - OwlStorm (freesound.org) - blanket movement sounds. Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication - crescendo (freesound.org) - match.wav. Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication - brianhanson2nd (freesound.org) - loading clip. Licensed under CC0 1.0 Universal (CC0 1.0) Public Domain Dedication Most of all thanks to all men and women for the service in defence of their homeland during those dark times. FAQ Where do I report bugs or share my suggestions? We use our discord server as main way of communication with the community: https://discord.gg/UdQyUxr Will there be more terrain in the mod? Unfortunatelly, we don't have any map creator active in our devteam, therefore I can't asure you if there will be any further maps added. If you are terrain designer and would like to cooperate with us, we will be more than happy to share some custom terrain assets. I feel like this mod really needs a scenario, will you make one? Our goal was to create a standalone mod (not depending on any other WW2 mod) and we only have one faction, therefore it's not possible to create any missions scince we don't have anybody to be the opposing side. Given how much people are asking for a scenario, we will consider making a NF preview mission/mission pack that will have dependencies on IFA3 and will be released separately on Workshop. This might be released with our next update if we decide to shift development towards it. Bear in mind that the community is full of great mission makers that will be more than happy to publish scenarios using NF, so we would probably be better off working on new assets :) I want to help with development, but I don't know anything about 3d modelling or texturing, how can I be of any use? Easiest way: go to our discord and tell the developers what you think about the mod, give some feedback or just throw some nice words. Remember that each time you tell developer he is doing a great job, he works 0,005% faster. The other way: learn modding, now it's best time to start. 3d modelling is suprisingly easy and with some tutoring you will have really nice results quickly. Your assets will be used in mod, with your name listed amongst the other devs (you can show it to your friends and family so they will ask you some uncomfortable questions). You can also try and make some weapon sounds, animations, textures, anything that you feel like doing, the community is full of people willing to share their knowledge, and Northern Fronts developers are more than happy to help you. Remember it has to be fun to you though, after all we make it for free and for our own satisfaction. Make sure to catch up with Sokolonko on our Discord if you feel like modding might be something fun for you, he will guide you through the grim and dangerous lands of Arma 3 modding. When will the Norwegians be added? First assets are being worked on already (eg. Krag Jorgensen), yet the development will shift more to them after the release. We've also recieved a lot of asset for Norwegian forces from Ashton, so the development went forward quite much. When will Swedes and Danes be added? Well, we focus more on Finnish and Norwegian theatres, so you shouldn't expect Swedes and Danes in their full glory too soon. Although Swedish (and other) volounteers fought during Winter War and we are willing to add those volounteer forces when we release more Winter War - themed units, so basic Swedish equipment should be expected shortly after or with Winter War update. Other important point is that weapons and equipment used by Norwegians and Danes are overlaping so making progress in Norwegian faction also brings us closer to releasing the Danes. When will the Red Army be added? It still needs a lot of time, first you should expect some russian equipmend used by Finnish soldiers, then we thought about Winter War update with both Red Army and some more Finnish winter assets. It is subject to change though. Tanks and planes when? When ready! Good thing is that we are cooperating with FWW2 team and tank models such as T26 and BT-5 were donated by them. Don't expect many vehicles on first release though, it is very complicated job to get them working properly. I'm a single girl attracted to Arma 3 modders, can I invite any of you guys for coffe? Jokes on you, we are all single girls! Changelogs: Features (version 0.1): Media: https://imgur.com/a/hAkF41c
  2. Hi, I am the project leader for the Swedish Forces Pack and Finnish Forces Pack. Now we are looking towards Norway and to bring out some content for that. We are looking for mostly texture artist (modellers, coders are always welcome) and also people with no editing skills but that have know-how regarding Norway's armed forces. Things we need help with is example writing down a correct group with their loadout, and whats the designation of weapons/vehicles etc. Write down visible differences between a Swedish Combatboat 90 and a Norwegian version, is it just camo or extra antennas? Please, if you can contribute, let me know and be part of bringing Norway into ArmA3 :)
  3. Hi guys! Like last year around this time I announced my jungle, PKL, this year is no different.. Some of you have followed my experiments the last few years in creating some terrains from my homelands without being able to make publishable results. My goal is to recreate the environment I see if I go 1 hour east of my hometown into the mountains. I have finally found some suitable map frame specs and a location that is interesting and unique enough to make it worth my time and effort completing. That in addition to the multitude of problems with seriously aging game engine technology and Arma specific limitations in RV has me finally landing on the following: This is VIDDA: 12x12km with 3m cel size (terrain detail) Norwegian mountain tundra in the summer. Altitude varies from 800-1200 meters. Almost the entire terrain is above tree limit altitude but some spread small forest areas are added to the lowest valleys for gameplay options.(subject to change as custom veg is decided upon) Midnight sun because above the polar circle. (Locals should approve :)) 1 Village with most facilities 1 Border crossing 1 military base with long runway More info: Though it has snow, this terrain is set in the summer. The area looks like this from october to march. If it was a winter terrain, roads would look like this. Even in the spring it can be a chore to keep roads open. Some times a LOT of the snow sticks around for the summer. You can go skiing all year round and when the sun is shining you can wear a tshirt and pick flowers next to the snow. If you are into that sort of thing. The terrain itself is imported from LIDAR scans but heavily altered proportionally to conform to Arma limitations and to maintain expected funcitonality, mainly regarding AI. It has been scaled down slightly in area and significantly vertically.. Nobody likes ai tanks driving down vertical cliffs 500m tall right? Or Howabout when AI choppers fly into a cliff for no reason? The snow on the terrain is of the kind that will stay all through the year and is practically ice in terms of interacting with it. Hit one of them with a vehicle and the vehicle will be affected more than the snow pile. This is authentic. 3m cel size allows for nice snow piles being formed and tactical possibilities with them are endless. Hulldown vehicles, hiding infantry, sneaking up on the enemy and the tactical possibilities with using terrain detail to your advantage are the same as on PKL. In the actual terrains, there are very few structures and only one road. It is from a national park area. For Arma fun reasons, I've added pretty much everything required on a terrain however. This being much easier to do than recreating a settled area. This means that every area that would be a big pond or a smal lake, have been transformed into settlements or other industrial are/mil installation. In my older Norway terrain attemps, Not having placeable water above sea level has been one of my biggest headaches as water is vital in an area defined by it. Small bodies of water are on the way however as the community has come up with some solutions to that. The terrain coordinates have been placed a few degrees further north to accentuate the arctic lighting. Currently working on rewriting lighting configs.. more on that later. The first public iteration of the terrain will be up on my workshop before spring. After that it will follow a cycle similar to PKL, as they alternate in priority. Gameplay wise you can expect pretty much the same as my second favourite map ever, Takistan but with mountain vegetation and snow patches instead of sand. With a similar feel and enough terrain detail to accurately recreate the actual terrain I grew up in.. It takes More than half an hour to drive the main road within speed limits from end to end and an AI in a hatchback does it in 15-18 minutes if his waypoint is set to fastest. Ai perfectly navigate via roads from end to end of the terrain with single waypoints. Technically the terrain is playable as it is currently, but I need to add a few layers of vegetation, rocks and other objects (as many custom as possible becuase native plants, geology etc) before a release to the public. All of the objects also need to be appended to terrain masks and imagery too. I will post pics and info updates in here as I go. For more up to date stuff, you can find me on twitter. Happy New Year! More coming shortly! Daytime. Midnight sun. View from one of the highest peaks. Midnight sun Outside terrain matches the mountains as much as possible to enhance jet gameplay. It sort of makes the terrain feel vast when you are at altitude. This done instead of coastline as coastline would remove at least 1/3 of the map frame due to procedural terrain and the look didn't work. There are enough islands out there with mountains. The north eastern part of the terrain by the old soviet border crossing has mostly flat tundra that can allow you to build airstrips or outside the map staging areas for larger scale ops. Enough area is left outside the border fence that improvised strips can be placed there aswell but still within a narrow strip of the mapframe (compatibility with ALiVE etc). In the videos below, there are 100s of ai and over 50 ai vehicles going about their day. 8km view range and 2.5km objects. MEDIA: My new years resolution, white lie, pinkypromise thing is to release this terrain to the public asap.
  4. Features: 30x30km 3 large islands, 3 small and a few tiny ones. 1 city with suburbs on island of Gamle Erik 1 Municipal airport in main city. 1 improvised landing strip 4-5 fishing villages. 100s of cabins, shelters and hunting/nature sites all over. (using as many enterable structures as possible) 10 marked mil locations and lots more unmarked. Race track. Long Rally track. Vehicle proving grounds. Actual terrain from Norway. Fictional country of Nordheim. No mod dependancies. 100% custom terrain and road textures. Retextured and nordified European A2 objects and vegetation.(long term, slow progress) More info and media coming asap. Biggest thanks to: TeTeT, Uro, Horriblegoat and Lappihuan. You guys are great and your help improves my mojo!
  5. ព្រៃខ្មោចលង | Prei Khmaoch Luong A small, dense jungle province of Cambodia. The terrain is designed exclusively for LRRP, infantry combat, UH insertions and LOH. 1960-79 were years of conflict. Viet-Nam war, incursions and presidential lies, a Khmer Rouge regime ended by the Vietnamese forces and the Golden Triangle drug trade network have all left their mark. This is the first terrain to be released to the public of the Cambodian Playground Project. The terrain is a work in progress. It has taken a year to get this far and it will probably take six more months before it is completed and fully featured. Features: 8x8km custom objects custom textures massive entrenchments and fortified hilltops brown rivers custom native buildings/stilted huts several villages and plantationsTechnical: This map is intended for close combat in a dense jungle environment and thus requires you to configure your settings accordingly. 1000m object and 2km view range is enough. Anybody with a reasonable computer and correct settings will get good fps with this terrain. That being said, this is a map with 2017 release and is benched for 2016 computers, the visual detail level is made to be enjoyed on large resolution monitors and larger render resolutions. Known issues: Any bugs, things not working and weird object placement is due to area with them not being finished. There are many such. No need to report. If you find an issue, I know about it already. There are thousands ;) AI drivers will ignore the bridges more often than not, ai some times ignore houses. Will be fixed later. Fixes will be done randomly without announcement. Major updates happen monthly or slower. I only answer contact through my youtube channel or BI forums if I don't personally know you. No random friend requests please. It has been a year since I started this project now, beginning with PKL (minus two weeks or so) and almost six months since last public update. A LOT has changed since then. Ideas from people who use it has come in. I've watched as many videos as I could find or get sent to me and I've done a vast amount of research and experiments. All or some of this has led to the following changes. (actual changes are in the hundreds of thousands so you're going to have to explore to see.) All ruins have been removed. May return in a later version.. If you follow this thread you know already. All Tanoa rocks have been removed and replaced with another solution. All roads have been upgraded to make room for small and medium vehicles and enhanced with new textures and more shiny wetness. Almost all riverbeds have been upgraded and vegetation opened up to allow for more LOH oriented possibilites. Every single area and settlement has had some level of changes and improvements. More military locations in progress. ~200.000 vegetation objects and a similar number of rocks and cliffs have been removed or replaced to improve performance. The lower river area has rice farms started and will slowly have all available area converted into such. Massive rethink of the terrain to allow for vehicle based gameplay to the cost of less on foot detail. Several new areas opened up. AAA/artillery site added for OPFOR on western side. The following are my plans for PKL towards next major update: High detail rice. My buddy @Kimchi is going to Cambodia in the very near future and will help me create some detail photo studies of various rice. Finalized native buildings. New native buildings and pagoda. More hidden opfor installations. New vegetation models, in clusters for high performance to make the jungle more dense. Bamboo. Local Boats. (props and ones that work) Random Current stats: 910.000 objects where more than 700.000 of them were placed by hand. ~2000 people live in the area in approximately 600 simple homes. They probably dont' approve of what you are doing. There are 3 military police stations. Mud roads cover over 100km and there are 70km of foot paths and riverbeds in various sizes. You can fly single digit altitude between every major and most other locations in a littlebird. FINAL HOLIDAY UPDATE GALLERY All screens were taken with 8km view range and 2500m object distance, providing me 40-60 fps on my system. The holiday update is currently being tested and finalized and will be up on steam within hours of this post. If you enjoy my content, wish to see more, want to support me or show appreciation, any size donation to my paypal is greatly appreciated and everything goes to cover expenses, software licenses or hardware. Happy holidays and don't get malaria! -blud LEGAL NOTICE! READ THIS! FAILURE TO READ MEANS I OWN YOUR SOUL ETERNAL! THIS ADDON IS RELEASED UNDER A CREATIVE COMMONS CC-AT-NC-ND 3.0 UNPORTED LICENSE. YOU MAY NOT USE THIS ON MONETIZED SERVERS! Download on steam workshop! Please do not "mirror" this anywhere. Hotfixes happen without notification. I only support downloads from steam. Special thanks to TeTeT, Lappihuan, Uro, Pennyworth, Kimchiguy, Mikero, Orcinus, Frankie, Mondkalb and the rest of the homies for the help and moral support! Additional Info: This item is not authorized for posting on Steam, except for the original IP-Owner ("bludclot"). This means: You are NOT allowed to upload it to the Steam-Workshop! Do yourself a favor and create a Steam Workshop Collection, it makes yours (and all other lives) much more easier.
  6. Hey. Wanted to show-case the new map Kobbvatn for Arma 3, made by Xindrum and my good friend FargeBlind. We have been working on this map of our home location in Norway, Kobbvatn / Mørsvik to Arma 3 for quite some time now, and we felt that it's time to show what we have done so far. There remains a lot of work until the map is complete, but we will launch it to the public when we feel it's playable. Kobbvatn - New Arma 3 Map Trailer We hope you are looking forward to getting your hands on the map because we can hardly wait to finish it. Enjoy.
×