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Terrains of Bohemian Interactive for Take on Helicopters ported to Arma 3. This Mods is an adaptation of the old ToH map for Arma 3, but trying to preserve the old spirit of the map. Without major modifications, with new functional additions and without pretensions to create a new map and if a reliable adaptation. I know this is nothing new, but in this case the difference is that added roads in South Asia: After 6 months of work, research and testing tools, a first functional version of more than 7000 sections of real roads has been achieved. Now the AI circulates through them, looks for roads and they are visible from the GPS. Thank the QGIS Game terrain tools plugin by @adanteh for their wonderful work. and skyscrapers and other buildings in Seattle: Thanks to the teacher @.kju for his patience and advice. You can download from now in Workshop, enjoy: @ToH Core https://steamcommunity.com/sharedfiles/filedetails/?id=1865403034 (Available via WorkShop). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). Optional: @ToH noRoads South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1900844835 (Available via WorkShop). @ToH noRoads Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1900845247 (Available via WorkShop). @ToH Dummy CUP https://steamcommunity.com/sharedfiles/filedetails/?id=2423420392 (Available via WorkShop). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 7.5; setPiPViewDistance 4000; setDetailMapBlendPars [5,50]; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -It is compatible with @CUP Terrain - Core, but it must be loaded before @ToH Core in the mod list. -There is a problem related to the size of the roads. If you overload a lot of Mods and you have a PC with little Ram memory*, it is possible to get a fatal error of "many virtual blocks requested" due to the saturation of information loaded into memory. *I have 16GB of DDR3 and I have not had problems with a number of normal mods (CBA + ACE + CUP's + CFP + US MILITARY + TFR + others). I hope to further optimize the road file for a better load in the future. Another questions: Any advice on the old map of ToH to give a greater resemblance to the original, will be welcome. Arma Public License Share Alike (APL-SA) Take On Public License Share Alike (TOPL-SA) Take On Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
Hey everyone! After noticing someone ported the South Asia map to A3, I decided to take a similar try at the Seattle map as I quite enjoy it. It mostly worked out, but there were two stand out issues - the ambient cars weren't on the major roads (can figure that out myself most likely), and all the skyscrapers weren't really there, they were big blocks of blue nothing! What I'm talking about So, I figured I would ask here if anyone had this figured out before me. I believe I know why this happens, as the large buildings on this map don't have typical textures like all the others; they're real time reflections, a first for a BI game. I've tried moving the shader files I found into A3's bin.pbo, but that didn't help anything. I've also looked extensively through the TOH pbos and can't find anything useful or related. I really wanna see this map ported, does anyone know or at least have an idea on how to either get the reflections in or just replacing them with normal textures? Huge thanks in advance!