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Found 164 results

  1. This thread will serve as WIP thread for #RHSKATYA, #RHSPKL and #RHSVIDDA. Yes. My projects have merged with RHS and the coming updates will be hosted in the RHS workshop in the future. Other people in the team will contribute various things and it is up to them if they want to show their work in various stages. More info shortly.
  2. WIP Release V0.3. Archipelago intends to be exactly what it says on the tin, a series of pacific style islands of varying shapes and sizes, with smaller breakoff land masses scattered around and in between. Hopefully to allow better use of both vanilla and modded boat content, and amphibious gameplay. At this time only two of the medium islands and some surrounding islands have objects on. Mainly infantry focused, tight jungles and narrow roadways. There is currently no schedule/roadmap for updates to come, all that i can confirm is that the largest islands will likely be done last, or possibly in stages. Beyond that, everything is subject to change. Any feedback or suggestions for what to do on the other islands is welcome. Do take into consideration that the current topology of the other islands is not final, it's very rough at the moment. Download from Steam Workshop Technicals: Grid: 4096 Cell: 2m 8192m x 8192m About 114,000 objects so far. (V0.3) Known Bugs: Some trees may be really close together or the occasional tree trunk inside another. Many, many small rock clusters that are floating to varying degrees above the floor. I'll probably fix them at some point. Some of the longer bridges, don't look right (have dips in them that make no sense) this is a necessary evil to have the AI reliably use them. Pics to follow. Full Album
  3. Chernarus Redux In the post-Soviet country of Chernarus. Several years has passed since the insurgency conflict and viral outbreak. The russian oriented country is now desolate and overgrown. The few that remain and inhabit the surrounding cities have chosen to bare arms and scavenge the land for supplies which is difficult to come by. Some may chose to believe Chernarus is hopeless, however there is a growing movement of survivors trying to take back the very cities they lost 26 years ago. What Is It? Chernarus Redux has been a on and off project for a few months now, The goal is to bring the Arma 2 Chernarus up to Arma 3 Standards, with the inclusion of making it a more of a apocalyptic feel. So it can be used in the way a lot of Arma 3 mods are trying to achieve. We are trying to strive towards adding that extra bit of detail that has always been missing from this beloved map. We also have a modeller which has made amazing progress on opening up a lot more buildings. Download from Steam Chernarus Redux Official Website Development Team & Contributions Development Road Map Public Defect Tracker Social & Communications Discord Youtube Channel Twitter Requirements - CUP Core - DS Houses If you have any ideas or any suggestions please post them in the comments. Will like to say Thank You for Bohemia giving us the go ahead for the project. Where the data came from: Arma Licensed Data Pack Arma 2 Sample Models
  4. Welcome to No Cure A Single player Arma 3, Open world action RPG.. In 2017 the asteroid named Mortifera 71 began its collision course with earth. As Mortifera 71 drew closer to earth Governments around the world decided to nuke it in an attempt to destroy it or reduce its size. This resulted in a cataclysmic disaster breaking Mortifera 71 into thousands of smaller meteorites that showered the earth causing utter destruction to most major cities and our planet’s surface. In the wake of the disaster the climate effects where detrimental Earth was shrouded in a dust layer plunging the planet into complete darkness. Communications across the planet failed and governments lost control as humanity fell into panic mass killings /starvation /and a breakdown of medical systems left behind a broken world. Several years on as the dust began to lift a dark and daunting horror began to manifest. The asteroid contained water within its core, the water was host to a bacteria unlike anything we have ever seen. When Mortifera 71 was split by the nukes the bacteria thriving water was spread into the earth’s ozone and all across the planet’s surface. The effects are devastating, mutating most living things only the stronger immune systems manage to scrape through. 2047 The shattered world now consists of factions and colts banded together from survivors of all kinds desperately trying to cling on to existence at whatever cost…. And on top of everything…. Something dark and sinister is rising from the old world…Pure evil is coming. Let chaos take its place. Features Large progressive quest system Full survival system Loot system Building system camps and barricading, full blown settlement building. Ui overhaul / interaction dialog / new inventory Crafting and farming system Hunting system Ulak a fictional 40K terrain set just north of Alaska Melee combat system New weapons / clothing and vehicles multiple new factions An abundance of new inventory items / Terrain assets Lighting overhaul and ambient weather effects Explore the ruined past of the former world. No Cure has its own web site Interaction System: Inventory system overhaul TERRAIN DEVELOPMENT: You can follow the development of No Cure here and No Cure website Facebook Twitter Discord ModDB Armaholic
  5. Bohemian Interactive terrain for Take on Helicopters ported to Arma 3. This Mod 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). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @Seattle https://steamcommunity.com/sharedfiles/filedetails/?id=1865395754 (Available via WorkShop). http://www.armaholic.com/page.php?id=35511 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Temporarily not available in WorkShop). https://drive.google.com/uc?id=1pdxZT7xP4-LyzlRS40yPcLnpS0zKWZ49&export=download (Available via Google Drive). http://www.armaholic.com/page.php?id=35465 (Available via Armaholic). Todo.txt Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; More images: https://imgur.com/a/Rcl4nnS Known Bugs: -Incompatibility with "@CUP Terrains - Core" that causes visual errors in the detail textures of some buildings. -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 Helicopters is made by Bohemia Interactive. based on Take On Helicopters Data Pack
  6. Larger pic - http://www.mediafire.com/view/8b7eb2a2n1ww6hq/ANZACSAS_SouthAsiaPic1Largeb.jpg/file Massive 122x122klm South Asia terrain from "Take On Helicopters" ported to Arma 3 version 1.3 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - Changed some textures to better suit the Satmap. - Enhanced clutter,Insects,Dust Efx,Haze efx. - Enhanced "Take on Helicopters" Weather. - Uses A3 lighting and sky. -SATMAP texture for in cockpit view. - Now has call to prayer,Arabian radio music and Arabian market Sound SFX added from Takistan.They are found in the Sfx sounds in triggers. - There is quite a few objects added in the editor in the South Asia section that are in the data Pbo's from Take on Helicopters. - Vegetation objects have been added in the editor in the South Asia section for mission makers. - Objects in 3d editor are only partially supported.Feedback still welcome.:) - This terrain focuses on aircraft and large scale missions. - Roads are painted so AI dont follow them the same as in Arma terrains.Extra waypoints are required for ground vehicles. - Water areas are painted and are purely visual. - Custom Multiplayer and singleplayer missions to come!! - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia section. - Comes with an Airbase Template Mission that has concrete runways,taxiway,parking areas and lighting already laid out ready to use. Mission is unpbo'ed in the Missions folder in your South Asia v1.3 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 MP Mission's - Persistent Coop 1-30 Combat Air Assault (Ground forces mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1571693129 Persistent Coop 1-10 Anti-Aircraft Tank Hunt (Simple SEAD /training mission) https://steamcommunity.com/sharedfiles/filedetails/?id=157597646 Persistent Coop 1-12 Air War Over South Asia (Air Strategy mission) https://steamcommunity.com/sharedfiles/filedetails/?id=1597976809 Larger Pics of terrain - http://www.mediafire.com/file/7685a7ed120caaz/ANZACSASSouthAsiapic10.jpg/file http://www.mediafire.com/file/ctgqtwg2x8by1ds/ANZACSASSouthAsiapic11.jpg/file http://www.mediafire.com/file/cec8kvv22pg5i21/ANZACSASSouthAsiapic3Large.jpg/file http://www.mediafire.com/file/l3sl31klmr3y5lf/ANZACSASSouthAsiapic12.jpg/file http://www.mediafire.com/file/lcczm59qbrn2272/ANZACSASSouthAsiapic13.jpg/file http://www.mediafire.com/file/jahc5czide4bn0y/ANZACSASSouthAsiapic2Large.jpg/file http://www.mediafire.com/file/riuenk9vga1g1t9/ANZACSASSouthAsiapic6.jpg/file http://www.mediafire.com/file/su89q1na2yq41ct/ANZACSASSouthAsiapic7.jpg/file http://www.mediafire.com/file/r4bbolr8z14io0f/ANZACSASSouthAsiapic8.jpg/file http://www.mediafire.com/file/6tdfjtft12dxtd9/ANZACSASSouthAsiapic9.jpg/file - There are nine pictures inside the island Pbo so that they can be used for overview pictures on a Server in Multiplayer missions. they are - overviewPicture = "HSim\South_Asia_H\data\images\SouthAsiamissionpic1.paa"; (1 to 9) - Version 1.3 - Added extra level of zoom for map in config. - reworked Haze. - ADDED!! SATMAP pic for onboard aircraft for in cockpit navigation.Compatable with many aircraft addons. - Added extra dust to surfaces. - Server key change!! ANZ key replaces old. - re-introduced data texture for Seattle core. - re-introduced airport files/pieces for Seattle core.
  7. IceBreakr presents: Southeast Angola 1974 Latest version: v1.3 (Apr 28, 2019) Previous release: v1.1 Aug 15, 2018 Terrain: 10240x10240 meters / HD Island has been created in honor of Recce 1 Commando Lt. Freddie Zeelie that died in combat operation in 1974. Island is set to year 1974 when South Africa's 1 Recce Commando Unit operated from FOBs in the North Namibia. The South African "Recces" were deployed to many local hot spots during the late 1970s and early 1980s, particularly Angola. Namibia-Angola border had no fence at that time, only visible cutout grass (line) about 1/4 down from the North tip of the map. There is only one FOB in central South region with an operational airstrip. Back in 1974 most of the land has been without any roads and permanent settlements, so we try to simulate that harsh environment in this map. But I've added some roads for AI to somehow cope with the harsh terrain. Map is dedicated to heroes of the war and used by South African SF soldiers that also enjoy Arma 3. And hopefully rest of you, too 😉 Screenshots: Media: 1. Article in Spanish: https://arma3milsim.wordpress.com/2018/07/21/nuevo-mapa-southeast-angola-1974/ Download: STEAM https://steamcommunity.com/workshop/filedetails/?id=1446500688
  8. Ihantala terrain is based on the real world area but has been edited quite a lot, Summer and Winter version Cell size 2 4x4km Winter version https://steamcommunity.com/sharedfiles/filedetails/?id=1494127420 Summer version https://steamcommunity.com/sharedfiles/filedetails/?id=1494115712 Pictures https://imgur.com/a/NpOwBj6
  9. Ruha alpha 0.12 Size 8x8km Location Finland Based on real world place but its heavily modifield Need Cup core Thanks to Armafinland for testing License: APL-SA:https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download link and more pictures: Steam
  10. Cham Size 8x8km Location Germany Based on real world place but its heavily modified, all villages have fictional layout. Cell size 4 750k objects Requiments: Global Mobilization https://store.steampowered.com/app/1042220/Arma_3_Creator_DLC_Global_Mobilization__Cold_War_Germany/ or Global Mobilization DLC Compatibility Data for Non-Owners (Not tested yet) https://steamcommunity.com/sharedfiles/filedetails/?id=1776428269 Thanks to Furean, tpw and Mondkalb for help More pictures and Steam download link
  11. Kujari Fictional africa/middle east themed terrain. 50 villages Two uncovered sand airfields Size: 16km x 16km Cell size: 4 2 million objects Need Cup terrain core License: APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Download link and pictures
  12. 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
  13. Welcome to Trava! Trava is a 4x4km terrain which features large forests mixed with small villages and military installations. It feels a bit like Charnarus, yet is way smaller and has denser forests. To have the best expirence you should go out on foot or light ground vehicles. The villages offer plenty of opperunities for close quatrer combat. The terrain is desigend for ground to ground combat with light vehicles and infantry combat. There are mainly mud "roads", so don`t even try using tanks, you will be slow and in the woods you will only be an easy target for infantry based anti-tank weapons! Check out Janovice the capital of Trava! Trava is based on reallife terrain data out of the czech republic, all villages are hand made and edited in. The real data only offers a large forest. Creation of this terrain took around 3 months, yet we took longer breaks inbetween. The terrain is only a test for us at ATMT, we tested our skills, worked on our workflow and prepared ourselfs for our main project which will remain hidden for now. This terrain will be updated soon and a further couple times, it is not perfect and never will be, as it only serves as a test ground for our skills. There are no custom buildings to come as we do not have a 3D Modeller, our terrains will depend on other mods such as CUP or JBAD. Feel free to send me anything you notice, any bugs and we wish to be criticised. This is our very first terrain. What is ATMT`? ATMT - Another Terrain Makers Team - is a small team consisting of three terrain developers who strive to bring terrains to arma which build upon real data but are heavily fictional for the sake of gameplay. Our goal is to learn how to make good playable terrains and to provide terrains for ArmA 3 and hopefully ArmA 4 as soon as it drops. We do not focus on a specific type of map, we are currently also working on a desert map. And now, enjoy the terrain! Please give us feedback! For feedback and wip updates make sure to join our Discord This addon is released under APL-SA lisence, do not upload any copies of this addon to steam workshop or anywhere else without permission. You are not allowed to use this terrain in "mod packs" for clans or life servers. You can always use a workshop collection, we just dont want not-up-to-date addon versions floating around the internet. You may not use this addon on monetized servers. Checkout actual ingame screenshots! Credits: Thank you, -Sonic- for helping me placing down the thousands of objects and providing me with ideas! Thank you, Dragon for continued support throughout the process of creating this terrain and sharing ideas and workflows. Thank you, Task Force Dagger Clan for support and feedback. Thank you, creators of the Community Upgrade Project, without the Terrains Core package this map would be really empty. DOWNLOAD HERE DOWNLOAD MIRROR (We will be hosting a server with the terrain soon on which insurgency with ace and rhs can be played. Check discord for Infos!)
  14. Hi all, I'm pleased to present my first ever attempt at making a terrain - Mons 1914. History and context This map is set in the early stages of the First World War, and is very loosely based around the skirmishes and battle that took place around Mons in August 1914. To an extent, it's also suitable for use as a 1940 Belgian style map. The terrain was randomly generated and first, and then re-shaped manually. Because the map is set in August 1914, during the relatively mobile Battle of the Frontiers, that means there are only a few basic trenchworks and earthworks around, meaning the map is adaptable for any kind of setting. Features The map is fairly small and compact (only 2x2km!) so is suited to small-scale infantry skirmishes. Thus far, there are 3 towns as well as various farms and trench works across the map. There are a few rivers, each which have destructible bridges across them. Most of the map is covered by Forest or Farmland. This is my first attempt at constructing a terrain, so much of the map needs tidying up to perfect it, especially the placement of the trenches. Requirments The mods that I've used in the construction of the map, and that will be required are as followed: CUP Terrains IFA3 Lite (Almost all of the buildings come from this mod) Apex DLC WW1 Remebrance Mod - https://steamcommunity.com/sharedfiles/filedetails/?id=631253295 (Thanks to Felix for allowing me to use the trench assets from this mod) Release I'm hoping to have the map finished and uploaded to the Steam Workshop in the next few weeks, by which point the map should be polished. I'll also likely upload a sample mission pack for the map. Here are a few screenshots, but everything is still subject to change. The units seen are an amalgamation of units from the WW1 Remebrance mod and Faces of War mod.
  15. acoustic

    Gila

    TERRAIN HANDED OVER TO @Igor Nikolaev , PLEASE REFERENCE HIM FOR ALL FUTURE WORK. BEEN A FUN RIDE WITH ARMA FOR ME, SEE Y'ALL LATER! Gila is a re-imagining of my first terrain, Vacant. I learned a tremendous amount in my first year of terrain creation, and decided to apply that new knowledge to an already existing terrain location, rather then move onto a completely new project. Just to clarify, although it shares a similar setting, this is in fact a completely new terrain. Much improved in every regard. I hope you enjoy this creation of mine, as much as I have enjoyed making it. Good luck on surviving the harsh environment of Gila! Map Size: 10km by 10km Cell Size: 2m Required Addons: None Recommended Addons/Tips: Ravage EO's Addons Enhanced Movement For best visuals, I recommend using 105 Saturation, 105 Brightness, and 105 Contrast from the in game color settings (settings were used for all the screenshots). These are also my settings I use for any other terrain, for what its worth. Special Thanks: Everyone over at the A3 Terrain-Dev Discord (without them, none of this would have been possible @haleks and the Ravage community (for creating a mod that inspired a simple mission maker to venture into the world of terrain building) Everyone in my gaming community that put up with me bouncing countless ideas off them (-WWF-) The team over at Chernarus Redux for a lot of inspiration Any questions, criticism, comments, or pictures are welcome here. Download Link/Photo Gallery: (Steam Workshop) https://steamcommunity.com/sharedfiles/filedetails/?id=1817171402
  16. acoustic

    Vacant

    TERRAIN NOT SUPPORTED ANYMORE, FUTURE WORK HANDED OVER TO @Igor Nikolaev Vacant is a post-apocalyptic terrain located in the South-West region of the United States. It is a very arid-desert climate that is home to small highway towns, rough mountains, and even some surprising hidden locations. Try not to get lost, and watch out for snakes. Map Size: 8km by 8km Cell Size: 2m Required Addons: None Project has been my baby for the last 5 months. Certainly a pleasure to finally release it, and I hope everyone enjoys it as much as I will! Special Thanks: Everyone over at the A3 Terrain-Dev Discord (without them, none of this would have been possible @haleks (for creating a mod that inspired a simple mission maker to venture into the world of terrain building) OlaHaldor (for his amazing color map basis that he designed specifically for this terrain) Everyone in my gaming community that put up with me bouncing countless ideas off them (-WWF-) Any questions, criticism, comments, or pictures are welcome here. Download Link: (Steam Workshop) https://steamcommunity.com/sharedfiles/filedetails/?id=1754027265
  17. So, im trying to do my thing making a map and everything, then when i go to generate layers it throws me up this error https://gyazo.com/7e6be1efbd9454e8d22ff9f7c2f1f97f It used to say about not finding "P:/" at all but now it changed to the one mentioned up above. Yet when i load the layers.cfg file in it shows me a green check mark but then throws an error up. Shown in video here https://gyazo.com/aa0ad9a10ef6e64d4ed48da6fb5c8001 I will provide the script from the layers.cfg file below class Layers { class gdt_rock { texture = "Dave_First_Island\data\al_rock_co.paa"; material = "Dave_First_Island\data\al_rock.rvmat"; }; class gdt_gras { texture = "Dave_First_Island\data\al_gras.paa"; material = "Dave_First_Island\data\al_gras.rvmat"; }; class gdt_strbeach { texture = "Dave_First_Island\data\strbeach_co.paa"; material = "Dave_First_Island\data\strbeach_co.rvmat"; }; class Legend { picture = "Dave_First_Island\source\mapLegend.png"; ); ); class Colors { gdt_rock[] = {{255, 0, 0}}; gdt_gras[] = {{0, 0, 255}}; gdt_strbeach[] = {{0, 255, 0}}; }; }; Forgive me if there are any mistakes its just im not the best with this type of language in specific. But any questions or help would be sincerely appreciated, Thanks!
  18. Hello all, I am glad to show some screenshots of my first attempt at making a WW2-themed terrain, Dunkirk 1940, made using assets and textures from CUP and the IFA3 mod. Features The map is 8x8km, and uses real satellite imagery (heavily photoshopped to recreate the town in its 1940 size) and heightmap data from the city of Dunkirk and area surrounding it. The map is set during the Dunkirk evacuation in the Battle of France, and covers the evacuation of the city but also the rearguard fighting that took place during the defence of the perimeter by French and British units . The city itself is a very large urban area, about 1.2km long and 0.8km deep, with a 1.6km long seafront with recreation of the pier used to load troops onto ships. Sabres Secret Weapons is highly recommended for its excellent ship assets (seen in the screenshots). Outside of the city itself is the Dunkirk port and industrial area, about 2.2km x 1.2km, on the western side of the map. 5 smaller towns and villages outside of the main city and an old stone fort. The rest of the map consists of forests, sand dunes, or open country suitable for armoured gameplay. Several canals and rivers with bridges, which made up the Dunkirk perimeter, most of which are crossable by infantry, vehicles and armour, making them tactically useful. Over 25,000 objects in total. A small fictional section of the coast of southern England with an airfield. Several lines of trenches and fortifications/bunkers outside of the city, with only a few barricades within the city. Bugs/To-do Because Dunkirk itself is allot bigger than it was in 1940, and for the sake of getting reasonable fps, the satellite image had to be edited allot and the town cut to size, meaning there are a couple of rough edges in places, although this is only really noticeable when in the air. Arma AI does not function as you would expect sometimes in dense, urban areas, and may glide through buildings although this is quite rare. AI can have difficulty taking sharp corners when driving around urban areas, although for the most part AI driving on the map is better than I expected. AI planes are currently unable to take-off/land at the airfields. Release Hopefully the map should be released fairly soon, most likely as a beta on armaholic before it will then be published on the steam workshop. Screenshots If anyone wants the terrain for testing then I would be very happy to send it, and any feedback is appreciated!
  19. Sanchez Milsim

    MAJAN

    Size: 4096x4096 Mods: -LYTHIUM (requires JBAD but MAJAN not) -CUP Terrains Core Thanks to: -Silola for XCAM. -[CORP] zgmrvn & [CORP] Hashlych for Surface Painter. -Snake man for guides on PMC Tactical. -Temppa for answer my questions and usefull help. Download: - Steam Workshop - Armaholic Description: Majan is a new terrain inspired by the usual desert lost cities in the Middle East, with hundreds of tracks coming from all directions and remote wall-mounted complexes around it, as well as business centers and industrial complexes related to oil. The real location is Bir Moghrein in Mauritania, but map is not inspired by the actual location. It is the perfect scenario to put into practice the knowledge of MOUT and CQB, due to its narrow streets and its 100% practicable buildings inside the big city. Driving will also be a skill that must be kept in mind when driving on dirt and sand tracks, it is sliding terrain and it is easy to lose control. I have used the buildings of CUP, Arma 3, some of Tanoa, but above all the excellent pack of houses that includes the LYTHIUM map of the FFAA team. Those of us who have been playing the saga for years believe that we value a lot when we enter new buildings and do not know its interior, this is what has been sought using this type of buildings. Another detail that I think was not included in any map of the ARMA saga are the signs and street names. In urban surroundings it is difficult to transfer coordinates and a good way can be to see the signs and transmit by radio: "I am at the crossroads of MINHA and ALAISHAB streets", and then you look into your map and find this crossroads. Custom advertising has also been included. Full gallery here.
  20. HEBONTES AAF/NATO MILITARY TRAINING GROUND BY HUNGER & CHRISSY INTRODUCTION Dear ArmA 3 Community, my girlfriend Chrissy and me are happy to announce the release of our recent project, the island of Hebontes. After more than four months of planning, painting, terraforming, repaint, design and object placement we finally got the first release candidate working. Sure the island is yet not perfect and has many issues, but since our summer vacation ist ahead, we had to get a combat ready version out now. My wish was to give all ArmA 3 communitys a place where they can practise their tactics, especially infantry, mech infantry and tanks. Hebontes is a fictional mix of several training grounds in Germany, fittet in the setting of vanilla ArmA3. Parts of Grafenwöhr, Bergen, Munster Nord and several fictional places are the foundation for Hebontes. I want to thank Christin B. Daniel F. George Floros for their continous support and help, to get this thing working. Without them, the terrain would be released in two years or so. Thank you very much. STORY OF HEBONTES In 1957, the Republic of Altis and Stratis has been in need for a dedicated training ground for their recently deployed forces, the AAF. Since the island of Hebontes was nearby and basically only populated by a hand full of fishermen, the decision finally has been made to resettle the population of Hebontes to Altis and Stratis. After 60% of Hebontes population has been resettled, the transformation began. Shooting ranges were built, a training camp was established and the "Hebontes Command and Control" began their service in 1970. In 1981, the first NATO Forces, especially USA, Germany and France deployed bataillions for training aside the AAF. During the Civil War, Hebontes was used as headquater as well as hub for resupply and reorganisation. TECHNICAL DATA First crunch made: 02xxxxAmar2018 Size of Hebontes: Approx 240km² Sattelite Map Res: 1,5px/m Heightmap Res: 2,25px/m Terrain overall: 18432m x 18432m Objects placed: Approx 1.5 million Villages (still populated): 4 Villages (abandoned): 5 FILE SIZE: 715mb LICENSE SEE LICENSE HERE This work is licensed under a Arma Public License No Derivatives DO NOT FRONTPAGE OR THIS WORK FOR DOWNLOAD IT ON YOUR PLATFORM I WANT IT TO BE STEAM ONLY PLANS FOR NEXT RELEASE - Two more training Camps - Better underwater heightmap - Further config improvements - The Alonaki Gravel Pit is not yet what I wanted it to be, so i will build some kind of abandoned industrial complex here - Some more assets - Further improve the tank test and driving range, there are too few obstacles right now PLEASE BE AWARE that I'll be not available until Autust 2018. I'll hike the Kungsleden with Chrissy, so I cant take care of answering questions etc. I'm sorry :( CHANGELOG, VERSION 1.1 Added Hebontes PopUp targets (Tank-Front, Tank-Side, Tank-Turret, IFV/APC-Front, IFV/APC-Side, IFV/APC-Side Turret, assaulting rifleman) Added Hebontes PopUp target control unit (see presentation Video) (Config by vPzBtl33_Franz) Solved various object placement issues Added Aiolos Airfield Added air to ground range Added Serverkeys INCLUDED FILES - hebontes.pbo - hebontes_assets.pbo CREDITS & SPECIAL THANKS TO: - Christin B. for all the help she did, planning, configs and object placement - Daniel F, aka. vPzBtl33_Franz for helping me with hebontes_assets and every weekend I've stolen from you :) - George Floros for translationg everything into greek language - Silola for his absolutely great tool XCam - Memphis Belle for teching me how to build terrains in general - The whole virtual Lehrbrigade 16 for testing and bug hunting REQUIREMENTS NONE exept of ArmA 3 itself DOWNLOAD LINK You can download HEBONTES via Steam Workshop, please do not frontpage it for download anywhere else, so I can have a brief overview how much it's in use. DOWNLOAD HERE HOW TO SUPPORT US We've spent hundreds of hours to get this thing ready, so if you want to support us and give something back, feel free, no matter what amount, we appreciate every little bit. You can donate via PayPal here: Donate! We also have a patreon side: Click here to get to our Patreon side IMAGES: (Thank you Nikoaton for your anims!) BUGTRACKER CLICK HERE
  21. Hellanmaa Version 1.0 Hellanmaa is simple terrain from Finlands country side. Area 8km x 8km. Required mods: None License APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Pictures in steam link Steam download link and pictures Thanks to Furean, Tonto-, Armafinland
  22. I am quite new to modding arma, and modding for arma as well. That said, forgive me if I am being dumb or forgot to look for something. I seem to be at a problem. I worked on making a realistic terrain for around 3 days. Then, i booted up Terrain Processor and realized that there was no "import .raw" or "import .png". The only file extension I found was .dem. I am not trying to use terrain data from the earth. I would like to find a way to either convert a .png or .raw to a .dem, or figure out how to import a .raw or .png to the terrain processor Thank you for your time
  23. G.O.S Leskovets is a 400 km² map of rural farmland featuring 40 villages. It's mostly inspired from the landscape of Southern Burgundy's "bocage" with hedgerows enclosed fields, many wooded areas and some open fields, but with eastern european/baklanic names as I feel it's better scenario wise. This of course is an early version and there are many small defects, be wary of trees too close or on the roads. Planned developments : Secondary roads network (earthen trails). Isolated hamlets, farms and other structures outside the villages. Download : http://www.mediafire.com/file/o32491v9zitnp3o/%40LeskovetsV004.rar Video: Required addons : CUP Terrains « Le GOS, faire autrement » Clan réaliste français http://www.clan-gos.fr
  24. https://github.com/jakehekesfists/DMD_BuildingReplace
  25. lexx

    ArmA 3: Dunes

    It is about 2 years since the release of Callsign Minotaur. I'm still hard at work on my follow-up project, but after such a long time, I really needed time off of it. I had a bit of vacation as well, so I used this to do something radically different: Create something, anything in one week. And thus, this is what I did. Years before the "East Wind" crisis, a small group of CTRG operators make their way through the dunes of North Africa to collect tangible information on CSAT's secret weapons project. Overview Dunes is a (very) short, story driven campaign scenario that comes with a desert themed map. This project has been made within the scope of 7 days. (Well, almost. Issues with the voice over production sadly resulted in a delayed release.) Dunes is also my very first terrain in this engine. I've started experimenting with map creation about one or so weeks prior, to learn more about its creation process. After a couple initial hiccups, it started to shape up quite nice, though, which then sparked the plan to not just throw it on the workshop and be done with it, but to turn it into something better... and bigger. Keep in mind that at the end of the day, this is still nothing but a small project which I have used to test heightmaps, textures, clutter, and everything else related to map making. Download > Steam Workshop Mods Dunes doesn’t require any mods to run. Any gameplay changing mods should be disabled while playing the campaign, as these can cause negative side effects. Supported languages
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