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Found 184 results

  1. Mega City 3* * All your frames are belong to me. After doing some faction mods I decided to learn how to make a terrain for the armaverse. But what kind of terrain to make? We've already got plenty of deserts, jungles, forests, etc... Hmmm what is something that that arma does not have much of...... 💡 Urban combat. Plenty of vast expanses out there, but not a lot of really big cities. So I decided to try for a big city... a... mega city 🌇 Therefore this project was started. Based off a certain comic you may have heard of, the goal of this terrain is to bring a focus on urban combat. Will the arma engine be able to handle a large urban terrain without chugging into a slideshow? Let's find out!! This project is in the early WIP stage. This thread will serve to show off it's features as they are added. Planned terrain features: * The Mega City (duh) A roughly 8x8km urban area. ... sooo your doing a 8x8 terrain that is one big city? Nope! Well yes, but no. The terrain is actually 20x20km and also will feature other urban combat areas: * A old destroyed city remnants * A large shanty town colony * A 3.1 km long runway. Now you'll be able to land even the largest bird with ease! * Various smaller points of interest around the map Terrain outside of the Mega City is still in flux. The terrain of the city itself is largely flat. In order to reinforce the planned nature of the city, it is divided into sectors that are split by a freeway grid system. What lurks inside the walls of the Mega City? Here's a sat capture of the Mega city area to show the freeway layout. Yes, those gridlines are in square kilometers. At the bottom of the above image is the airfield, showing the large runways. This is also a call to arms for any building makers out there. Anyone that would like to make some big blocky concrete structures, please hit me up. We'll see where this goes!
  2. Hi all, I'm pleased to present Armageddon 1914-1918, a mod intended to complement the pre-existing "WW1 remembrance mod" and expand playability of Arma 3 into various early 20th century conflicts. Many thanks to kju from IFA3 and Felix and Eaglke from the WW1 mod for allowing me to make re-textures of some of their assets, which make a large part of this mod. Included in this mod: 5 New factions - British Expeditionary Force (France/Flanders), Indian Expeditionary Force, ANZACs, British Mediterranean Expeditionary Force, Ottoman Army. British Expeditionary Force (France/Flanders) and Indian Expeditionary Force - New re-textures to recreate the British Army of 1914 featuring several different regiments (Royal Fusiliers, Grenadier Guards, King's Own Scottish Borderers, Royal Field Artillery, 18th Hussars) Classes include - Officers, Riflemen, Marksmen, Grenadiers and Vickers Machine gun crew. Australian and New Zealand Expeditionary Force and British Mediterranean Expeditionary Force - Faction including grenadiers and various riflemen, with ANZACs in Gallipoli-style uniforms and British units in Gallipoli and Middle Eastern theatre uniforms. WIP as ANZAC hat will likely be re-modelled. Ottoman Army 1914-1918 - Ottoman Army faction featuring Marksmen, Riflemen, Grenadiers, Officers, Cavalrymen and Machine gun crew. 5 New terrains 5 compact terrains which aim to include as many theatres of war as possible. All terrains were made using realistic satellite imagery and heightmap data from the locations of several battles. Cape Helles, Gallipoli 1915. 2x2km recreation of the Cape Helles landing at the start of the Gallipoli campaign in April 1915. Features X Beach, V Beach and W Beach as well as Sedd El Bahr fort and Hill 114. Marne, 1914 8x8km Terrain set during the First Battle of the Marne. 4 villages as well as the river Marne itself and several crossing points. Etreux, 1914 Similar to the Marne terrain, 4x4km terrain set during the Battle of Etreux in Northern France in August 1914. Tannenberg, 1914 4x4km terrain set during the Battle of Tannenberg on the Eastern Front in August 1914. Features some entrenched positions as well the village of Tannenberg itself. Dublin, 1916 1x1km terrain for urban warfare, a loose recreation of central Dublin set during the Easter Rising of 1916 Features several enterable locations and buildings (General Post Office, Custom House, TCD) Several bridges and various barricades although most streets are left empty to allow for user-placed barricades to customise any scenario. Proper factions have not been added for this map yet, although may be released at a later date, possibly as a separate mod altogether. Planned Features Factions: Canadian, Australian, New Zealander and South African units for the Western Front. American Expeditionary Force 1917-1918. Ghurka regiments. Terrains: Trench warfare style terrain (Vimy ridge or Loos). Open to any suggestions. Ireland 1916-1923: Factions will be added for the Easter Rising in 1916 as well as for the Irish War of independence and Irish Civil War although this may develop into a separate mod altogether with new terrains. Second Boer War 1899-1902: Some slight to adjustment to the pre-existing British units and addition of a Boer faction. A terrain for this setting has already be completed although may also be released as a separate mod altogether. Feedback Any feedback or suggestions would be much appreciated. Little play-testing has been done with the mod yet so I would be welcome to send the mod in its current state to anyone willing to play-test and provide feedback.
  3. Mod version : 0.1.1 (2021.02.22) Zone 51 is an edited version of the Island 51 terrain, originally made by the late Bushlurker. More informations on the original addon can be found here : https://forums.bohemia.net/forums/topic/201522-bushlurker-island-51-terrain-builder-51km-test/ Zone 51 is stand-alone and doesn't require the Island 51 addon; it will, however, override the original terrain configuration if both are loaded at the same time : load either Zone 51 or Island 51, not both. It is not, by any mean, a “better” version of Island 51 – the goal here was to achieve a different, somewhat grimmer mood, and to set up a suitable terrain for future projects related to the Remnant mod. Changelog New detailed ground textures. Edited vegetation clutter. New Environment Soundsets. Added a “Vegetation Replacer” module. License Arma Public License Share Alike (APL-SA) Download Thanks to everyone supporting me on Pateon!
  4. 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.
  5. Current version: 1.3 (Feb 12, 2020) So, remember small isle of Fapovo from end of Arma 2 era? Never mind if you don't, it was a simple couple day project but some of guys loved it and did a roleplay of the original Red Dawn movie on it. I've invested couple of hours into it and present to you an Arma3 much expanded version 😉 enjoy! It is a 100 square kilometres map loosely based on Red Dawn classic 80s movie, but we have used various real and also totally made up locations 😉 be sure to inspect impressive Dongo the Dog statue situated on the South part of the island. Map features satellite of 20480x20480 px. Otherwise map has Slavic roots, hopefully people will get a chuckle here and there as we have hidden couple of "easter eggs". Fapovo is split into two countries that are on the brink of war - Botana on North under control of Sahrani Province Forces and Fapovo on the South under local government. In last decade fighting between these two one town got almost completely obliterated and it lies on Western border. Border is clearly marked with stones and sand and troops from both sides have regular incidents on their patrol duties. It is also believed both sides are rigging up local fresh water with explosives that can contaminate the water, Fapovo did an extensive underwater construction but keeps it a top secret. Mortar shellings are a regular occurence and then the opposing side usually sends in commandos to deal with the artillery piece that is causing the havoc. If troops are caught across the border they usually never return to home land. There are three airports - Ivanograd under Fapovo, Botana (RACS) and independent island serving as a NATO peacekeeping base. All bases have AI/ILS configs set. Presentation Video Map In-game Screenshots Open Issues: - airport textures need an overhaul Created by: [SBP]IceBreakr Bugtesting and Feedback: [SBP]Sahbazz Testers & bugreports: SBP Team (Slovenian Black Panthers), [SBP]Sahbazz Special thanks: Mikero for his amazing tools, Bohemia Interactive for making great mil-sim games since 2001! Download: Steam Workshop - https://steamcommunity.com/sharedfiles/filedetails/?id=1910457930
  6. After years of working on and off with this terrain, I'm pleased to finally be able to tell you: Welcome to Virolahti! This is a fictionalized version of the municipality of Virolahti; which is the southeastern-most municipality of Finland and thus right on the border with Russia. This project was started by Tonto and I to make a larger Valtatie 5, a 'spiritual successor' of sorts, for Tonto's VT5. You will find lots of forests, farmlands as well as plenty of villages dotting the terrain. At the moment there is not as much micro-terrain as in VT5, but I might improve upon this in future updates. Trivia: Size: 18km x 18km Settlements: 43 villages/towns Objects: 2.15 million Requirements: CUP Terrains - Core License: APL-SA Special thanks to: Tonto- - For helping me set up this project, object placement, etc. And of course; for inspiring me to make terrains for Arma 3. Temppa - For giving me tons of advice in making terrains - without which this terrain would never have been completed! Not to mention the help I got with configs, textures, and so on. Arma Finland - For playtesting a half-finished terrain throughout the years. Special mention to those who helped with object placement, gave advice/ideas, etc. Download Links: Steam Workshop Armaholic
  7. I tried installing the latest version of BI Tools and when I select the file running as admin I get a user account control message that prevents me from installing BI Tools. I thought running the file as admin would allow me to install BI Tools, but apparently not. What am I doing wrong? Any help or advice is greatly appreciated.
  8. Most community released terrains are tiny, bis made Stratis is tiny 8km where Altis is decent size 30km, so your Jets DLC options are very limited. There are no "flyboys" terrains as good old Bushlurker (RIP, brother) used to call them. But jet pilots don't need to worry because PMC comes to the rescue! Jets DLC PMC Real World Data Terrains for ArmA 3. Real world terrain data is: SRTM heightmap, maps.google.com satellite texture and OpenStreetMap.org roads. This is realistic 1:1 scale terrains for their real life locations, nothing has been scaled down or faked. If not stated otherwise all terrains are 143km x 143km in size with 71,680 x 71,680 resolution satellite texture which is 2 meters / pixel. There are no (or very few) objects placed! 2020-11-16 note; there are millions of objects in vegetation depending on specific terrain. Plan is to develop these terrains further, for example populate them with objects (trees, rocks, town/city buildings etc), but no promises. Iraq, Mosul (actual in-game satellite texture) Releases: PMC Iraq, Al Kut v0.1 PMC Iraq, Baghdad v0.1 PMC Iraq, Basrah v0.1 PMC Iraq, Erbil v0.1 (erbil currently conflicts with afghanistan ghazni and iraq baghdad, so you need to run them separately. this has been fixed for next update). PMC Iraq, Hillah (40km x 40km) v0.1 PMC Iraq, Karbala (40km x 40km) v0.1 PMC Iraq, Kirkuk v0.1 PMC Iraq, Mosul (81km x 81km) v0.1 PMC Iraq, Najaf (81km x 81km) v0.1 PMC Iraq, Nasiriyah v0.1 PMC Iraq, Ramadi (40km x 40km) v0.1 PMC Iraq, Rutba v0.1 PMC Iraq, Samawah (81km x 81km) v0.1 PMC Iraq, Sulaymaniyah v0.1 PMC Iraq, Tikrit v0.1 PMC Afghanistan, Ghazni v0.1 (ghazni requires CUP Terrains Core because it uses takistani village buildings and vegetation). PMC Afghanistan, Jalalabad (81km x 81km, 81920 resolution satellite) v0.2 PMC Afghanistan, Kabul v0.1 PMC Afghanistan, Kandahar v0.1 PMC Afghanistan, Kunduz v0.1 PMC Afghanistan, Lashkar Gah v0.1 PMC Afghanistan, Mazari Sharif v0.1 PMC Syria, Al Hasakhah v0.1 PMC Syria, Al Mayadin v0.1 PMC Syria, Aleppo v0.1 PMC Syria, Ar Raqqah v0.1 PMC Syria, Damascus v0.1 PMC Syria, Homs v0.1 PMC Somalia, Baidoa v0.1 PMC Somalia, Kismaayo v0.1 PMC Vietnam, Da Nang v0.1 PMC Vietnam, Dong Hoi v0.1 PMC Vietnam, Hanoi v0.1 PMC Vietnam, Pleiku v0.1 PMC Vietnam, Saigon v0.1 PMC Libya, Ajdabiya v0.1 PMC Libya, Bani Walid (81km x 81km) v0.1 PMC Libya, Bin Jawad v0.1 PMC Libya, Misrata v0.1 PMC Libya, Msallata v0.1 PMC Libya, Nafusa v0.1 PMC Libya, Ras Ajdir v0.1 PMC Libya, Sabha v0.1 PMC Vietnam, Vinh v0.1 PMC Libya, Sirte v0.1 PMC Libya, Tripoli v0.1 PMC Libya, Wazzin (81km x 81km, 81920 resolution satellite) v0.1 PMC Afghanistan, Asadabad (81km x 81km, 81920 resolution satellite) v0.1 PMC Libya, Benghazi (143,360 x 143,360 resolution satellite) v0.1 PMC Ukraine, Donetsk (81km x 81km, 40960 resolution satellite) v0.1 PMC Ukraine, Luhansk (81km x 81km, 40960 resolution satellite) v0.1 PMC Ukraine, Mariupol (81km x 81km, 40960 resolution satellite) v0.1 PMC Pakistan, Abbottabad (81km x 81km, 40960 resolution satellite) v0.1 PMC Balkans, Belgrade v0.1 PMC Balkans, Kosovo v0.1 PMC Balkans, Montenegro v0.1 PMC Balkans, Vojvodina v0.1 Satellite screenshots see PMC Tactical ArmA 3 Terrain page and download from PMC Tactical ArmA 3 Downloads.
  9. WIP Release V0.6. 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 230,000 objects so far. (V0.6) Known Bugs: Some trees may be really close together or the occasional tree trunk inside another. 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
  10. CYTECH INDUSTRIES a unique and ambitious project in its complexity and settings. For more info check out the link to the BIS forums below DISCORD Forum Post What are we looking for? - Level Design/Composition: [Eden editor/ Xcam/Plopper/other]. - 3D Modelers: [blender/3dmax/other]. - Model porting: [experience preferred] porting UE4, Unity assets, other / making models ArmA ready - Texture artist: [For re-textures, HD texture editing, etc.] - Audio / Sound: [Someone who has knowledge of the Arma 3 audio tech] - Weapon porting [experience essential] - Animations: [Experienced Animation specialist] What's in it for you - An exciting project to showcase your work - Full credits - A friendly team to work with and learn from Please contact Dan Tronic for more info.
  11. 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 1.5 ---------------------------------------------------------------------------------------------------------------------------------------- - No Errors!!! - Version 1.5 - Fully compatible with CUP Mod!! - Tinkered with the cloud lighting and clouds/weather. - Edited objects to be seen from further distance. - Tinkered a bit.:) https://steamcommunity.com/sharedfiles/filedetails/?id=1571581816 - 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. - Concrete runway,taxiway and parking areas have been added in the 3d editor.Found in the South Asia Category. - 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 v1.5 ANZACSAS mod directory. - Thanks to Bis and the Community. - Enjoy!! 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 south_Asia_h.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)
  12. ABOUT [RATS.ins] jujurat presents Fort Bragg Training Grounds, a 1km terrain that seeks to provide a playable, atmospheric, and engaging take on North Carolina wetlands in WW2. Fort Bragg is a US Military Base that was home to the 9th Infantry Division and Carolina Maneuvers. This terrain attempts to recreate those wetlands, and the areas around it in the approximate time period using real world data, and of course some fictional liberties taken to make the map playable for Arma. Home of the 9th Infantry Division Fort Bragg is a major United States Army installation Base in Cumberland and Hoke counties, North Carolina, situated mostly in Fayetteville but also partly in the town of Spring Lake. It covers over 251 square miles (650km2) in four counties. Camp Bragg was established in 1918 as an Artillery training ground. The aim was for six Artillery Brigades to be stationed there and $6,000,000 was spent on the land and cantonment. There was an airfield on the camp used by aircraft and balloons for Artillery spotters which was named Pope Field on April 1st, 1919, in honor of First Lieutenant H. Pope, an airman who was killed while flying nearby. The work on the camp was finished on November 1st, 1919. It was named to honor the native North Carolinian, General Braxton Bragg, who commanded Confederate States Army forces in the Civil War. This terrain was created in about six hours for the purposes of training for WW2 units (my unit, the 9th Infantry Division in particular), and for any general purpose use. I have not used any IFA3 objects in the terrain in-case anyone would like to use it for miscellaneous purposes. Features Swamp/wetlands. Extensive trees and forests. Rugged roads and complex forest terrain. Custom lighting config. Plans for the Future There is nothing majorly planned for this terrain. It is intentionally small and serves as a preview of quality coming up with my Hürtgen Forest terrain, which is 4km large. Possibly a new sat map if I get around to it, but for now, I'm using the satellite version, which is responsible for some rather jarring artifacts in some places. Stats for Nerds 1km Cell Size 2 Credits and Thanks For providing great information and help at times of need: Mondkalb Ice Adanteh A3 Discord Terrain Channel Friends, Historical References: Motta (Fellow 9th Infantry Division fanatic) Vintorez This map was made for my WW2 realism unit, 9th Infantry Division; as well as the WW2 Arma 3 Community. Thanks. 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. 🙂 Terrain images included on Steam Workshop page.
  13. Hello Everyone, i seem to have a Problem with my layers.cfg, atleast that's what pboProject thinks... ..File shrty\shrty_santmarteen\source\layers.cfg: Expected ';' or ':' or '{' after classname Failed. View->output logs for shrty\shrty_santmarteen shrty_santmarteen.pbo not produced due to error(s) Anyone spot something weird in my cfg? class Layers { class shrty_grass { texture = ""; material = "shrty\shrty_santmarteen\data\shrty_grass.rvmat"; }; class shrty_ocean { texture = ""; material = "shrty\shrty_santmarteen\data\shrty_ocean.rvmat"; }; class shrty_beach { texture = ""; material = "shrty\shrty_santmarteen\data\shrty_beach.rvmat"; }; class shrty_stone { texture = ""; material = "shrty\shrty_santmarteen\data\shrty_stone.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { shrty_grass[] = {{ 0, 100, 0 }}; shrty_ocean[] = {{ 0, 0, 255 }}; shrty_beach[] = {{ 255, 255, 0 }}; shrty_stone[] = {{ 255, 0, 0 }}; }; };
  14. It's about time I officially unveil my work-in-progress terrain, Woe Betide! New Woe Betide Image album on Imgur Set in the UK, Woe Betide is a flat, coastal area east of London. The map is relatively small and very flat, but full of dense hedges and small spaces - making it most ideal for close-nit infantry and motorised operations, perhaps with close air support. Small hills and tall buildings can give sneaky snipers a massive advantage... Apologies in advance for the unnecessary detail here, I'm actually updating this for my own project management as much as anything else... Current progress: - Sat map: 30% - Heightmap: 85% - Ground textures: 50% - Object placement: 60% - Roads: 75% - Map config stuff (Locations, airports etc): 20% - Back story, accompanying materials: 25% I'm working towards an alpha release which will be a shared file, hopefully followed by a Steam beta and then full release. Will require CUP. You can expect: - High-detail terrain derived from open source UK government data (real data accurate to 1 metre per pixel, majority of manual terrain work is road smoothing) - Mostly flat and open terrain, but filled with intricate and claustrophobic spaces and tight roads - A wide choice of settings including a derelict petroleum plant, Victorian coastal defences, flood plains, a landfill site, police shooting range, boat yards, seaside resort, roman ruins and railway depots - all inspired by their real-life counterparts in East England - A solid rail network which will hopefully work well with Advanced Train Simulator one day - Designed with a Brexit-inspired fictional political situation in mind Key locations and features progress (pictures coming soon) - Coldshoulder Shoal Gasworks: A long-gone and overgrown gasworks hidden inside a brownfield site - 75% - Spanhare Refinery: A petroleum plant in the process of being decommissioned - 30% - Deadwaite Fort: A well-preserved Elizabethan coastal defence fortress complete with moat - 10% - Peter Plimsoll's Playground: A relatively well-kept mini seaside theme park resort with a number of rides and pleasure pier - 25% - Woe-on-Sea Shopping Quarter: The central, pedestrianised street leading through the main town - 75% - Woe Central Bus and Coach Station: The controversial new EU-funded transport hub - 75% - EuroTrade Port: The new container shipping port, still under construction - 50% - MOD Test Grounds: A rundown woodland army base - 25% - East London Constabulary Special Training Centre: This weapons and tactics training centre features a shooting range and urban-style shoothouse for police training - 50% - Woe4all Rail Depot: The train maintenance yard operated by the monopolist regional rail company - 50% Fellow modders needed! I want to recruit a couple of modders who have experience with custom objects! Get in touch if you're interested in helping me get some more British objects and signs made. Looking forward to hearing what you think. More details soon!
  15. Hello, I'm currently working on a project dealing with terrain around the Iseltwald area of Switzerland, and a significant part of this area is represented by the presence of the Lake Brienz. I have imported my terrain, satmap and mask without issues, and upon loading up Buldozer, I find that my terrain works! Except for a small issue, that being the lack of water where the lake should be (http://prntscr.com/vw75nh). I'm not new to terrain making, and I've done the PMC tutorial a couple times, however I've never dealt with water in a terrain and I'm not sure what I need to do to get my lake to show up with water in it. I appreciate any help, I know this is probably an amateurish question but figured it wouldn't hurt to ask for help.
  16. Anizay Size: 10km x 10km Cell size: 5 510k objects Fictional desert terrain Need Cup terrain core Thanks Jonekone, Blahh and armafinland.fi Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1537973181
  17. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  18. Hi map/terrain/environment/world… makers, this is, after working at BI/BISim for almost 10 years, my first topic created here at BI forums. In my defense, I’m mostly active in Arma 3 Maps Terrains Skype’s group, but the topic I want to share with you deserves to be discuss here(skype has short memory and is not as comfortable as forums, for such kind of discussion). The Topic? It’s of course the bLandscapeTools(bLT), an addon for Blender I’ve been already working on for the last 8 years. The main reason I started this addon was: already knew Blender wanted to improve my python scripting skills, as I like to automate or at least speed up processes many handy world creation features were not available back then, are not available now and will never be implemented in BI/BISim world creation tools Necessary to note that I never intended to write a tool which would take over the world BI/BISim tools, but rather try to fill gaps(small/large) in terrain development. Blender is a 3D modeling tool(and much more), but you can’t expect fancy features which can handle big chunks of terrains with millions of objects on it, it has its own bottlenecks and limits, but even back then I could see, that the advantage of having possibility to import terrain mesh and its textures to Blender and start placing environment content much more easier way(comparing to Buldozer) or even modeling content over a terrain is a feature that will never come into Terrain Builder/Buldozer. By sticking together Blender’s default features like sculpting, painting + powerfull API I was basically able to add many time consuming and “Visitor4/TerrainBuilder hard to get implemented” features into Blender. Let’s stop talking for now… check out my talk at BlenderConference2016 about the Blender Terrain Tools(Edit: just currently I changed the name to bLandscapeTools) so you guys can make an image of what I’ve been working on. There are some features which will be really hard(almost impossible) to release because they are closely bound to BI dev content like raw(non-binarized) P3Ds, but on the positive note bLT has some handy features not even mentioned in the video(like quality assurance tools) Why now? After the conference I got contacted by individuals and even teams, asking me where they can download the addon as they would like to have their hands on it and give it a try. So I decided to start releasing the tool bits by bits to people so they, hopefully, can have a fun time play around with bLT. Also, the fact that this year(2017) it's going to be 10 years at BI/BISim or in other words working with the RVengine, as well as, Paul Pelosi(bushlurker) suddenly passing away, made me to do this decision and release the tool. It’s also going to be a challenge and something new to me, releasing my tool to other people, it needs a change of thinking about the tool, fix some parts of the pipeline..etc. and that may take some time. How? There’s plenty of how in the front of me. I need to figure out a way how to share the tool with you guys. Github, Blender market I have in my mind right now. As mentioned already, there are features hard to release(raw P3Ds). In this case I’ll have to ask someone here in BI, if company would be willing to release let’s say at least last LODs of assets so they could be imported into Blender and used within bLT. I use Blender for over 10 years, so I’m pretty comfortable with its workflow, but this doesn’t have to apply to a newcomer. Therefore, I’ll have to take some steps to make bLT even more user friendly than it is right now. I plan to make quite some tutorials how to use Blender and bLT to user’s satisfaction. Currently, Blender development is at the stage where quite a big major changes are being implemented and to be released with Blender 2.8. There’s going to be plenty of great new features such Viewport update(supporting PBR shaders), new Layers, Workflow system and much more. This means that I’ll have to re-think some of the bLT features to support all these new improvements once they’re released. Therefore I don’t want to do any major touches into what exists in bLT now. I hope that the improvements done for 2.8 will take bLT a few steps further again, as it already happened with the transition from Blender 2.4 to 2.5+. So once again, I’d like to ask you to have a look at my talk, if you have any questions please don’t hesitate to ask. It will help me to move on with releasing the tool as well as to know how the features should be done to help you create a map for any RV engine related project. When? Release of the '0-th' or 'Introduction' version is planned on the end of summer holidays. Progress will be tracked here. Subscribe to my personal youtube's channel here. Tools Github's here. Twitter Cheers, Miro
  19. Nuevas versiones de desarrollo de terrenos de Malvinas / Malvinas West Sector: Isla Borbon / Pebble Island (32km) * Estrecho de San Carlos / Falkland Sound (40km) * Pradera del Ganso / Goose Green (24km) East Sector: Top Malo House (24 km) Montes Isla Soledad / East Falkland Mounts (20 km) Fitz Roy (24 km) Puerto Argentino / Stanley Port (24 km) *Próximamente Incluyen caminos y ríos de piedras. Descargar: https://steamcommunity.com/sharedfiles/filedetails/?id=2041997442 Capturas de pantalla IMPORTANTE: Esta versión es solo una muestra de los terrenos funcionales solo con el satélite, la máscara y el mapa normal, no incluye objetos todavía, ni tabla de cadenas, en el futuro se agregarán los nombres de las ciudades de acuerdo con el idioma inglés o español. El siguiente paso es corregir las nubes y la costa oscura en el satélite, y ajustar las texturas HD. Los terrenos, además de su extensión, tienen profundidades reales (la mejor información satelital que encontré), es perfectamente navegable, hecho, el propósito de los terrenos es el poder de las misiones aeronáuticas y aerotransportadas históricas. Son 2 terrenos de Malvinas / Malvinas de 80 km x 80 km en escala real 1: 1 TALLER (Mapa SC): http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 [SC] OESTE - Estrecho de San Carlos (Falkland Sound) : incluye Pradera del Ganso (Goose Green), Darwin, Cerro Alberdi (Mount Usbourne) e Isla Borbón (Pebble Island) [PA] ESTE - Puerto Argentino (Stanley): incluye Top Malo House, Monte Longdon, Dos Hermanas (Two Sisters), Tumbledown, Sapper Hill, Fitz Roy, Bahia Agradable (Bluff Cove) y Monte Agradable (Mount Pleasant). Objetos: En este momento solo hemos modelado el edificio del aeropuerto de Puerto Argentino / Stanley : INFORMACIÓN DE DESARROLLO: # DEM: AlosPalsar ( Superficie ) + Topo15 ( Profundidad ) GlobalMapper (Corte, Ajuste de altura y Capa Fusion / Export DEM 1x81920 en .TIF 16bits para TB y 4x4x20480 en .ASC para L3DT) L3DT (Generar mapa normal 4x4 / Fusionar en PS ) ___________________________________________________ # Imagen satelital : Bing - Zoom = 18 (+ Google y Aquí para borrar nubes ) SASPlanet: Descargar a formato .ECW Georreferenciado (Proyección : Geográfica) Geomática: Para borrar nubes ( Próximamente) Photoshop: Máscara (Modo de imagen: indexado Color / Guardar .BMP) GlobalMapper: Cortar Mosaicos (Exportar en 4x4 mosaicos .TIF formato 32bits sin comprimir ) ___________________________________________________ # Terrain Builder Tamaño de cuadrícula: 8192x8192 Tamaño de celda: 10 Tamaño de terreno: 81920 Tamaño de satélite: 40960x40960px Resolución: 2m / px Tamaño de mosaico: 1024x1024px Superposición deseada: 16px Teture Layer 40.00x40.00m Objetos de mapa SC : 0 Objetos de mapa de PA : 0 ___________________________________________________ # Sistema: AMD FX 8150 + 10gb RAM DDR3 Windows 8.1 64bits ___________________________________________________ ___________________________________________________ GRACIAS : Instituto Geográfico Nacional de la República Argentina theSinGLoT: Tutorial (Canal de Youtube) ___________________________________________________ Mapa MLV Taller: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 Taller de Modificación de MLV : http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Publicación en el foro del BIS: Traducido por Google
  20. 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!
  21. 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:
  22. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1113631358&tscn=1503026494 Chernarus 2035 is the Eastern area of the fictional country of Chernarus, known by most to just simply be Chernarus. This mod aims to be a slight re-master and overhaul to some locations of Chernarus in line with the original terrain. The terrain size has been increased from 225km2 to 419km2, a number of new islands large and small have been created off the coast of Chernarus, ranging from a Nuclear Power Plant to a large island with an airfield a some small settlements, to nearly a dozen smaller islands to fill in the gaps. More inland enhancements to locations are also underway, currently the only location which has had any noteworthy changes is Elektro with a large upper town area being added. Utes island has been added to the map aswell, bringing the total playable space up significantly, and even more locations previously barren may also be updated in the future. Thank you! Other notable features: -Overhauled Grass Configs & Textures -Beautiful Lighting, Sky, and Cloud Configs -Many structures have added interiors by Argument and myself -Utes Island + Chernarus merged -Post-Catastrophe Setting (Garbage and abandoned vehicles) -Many new additions planned for the future
  23. 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 Development Road Map Public Defect Tracker Social & Communications Discord Youtube Channel Twitter Requirements - CUP Core If you have any ideas or any suggestions please post them in any platform you like. 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
  24. Scottish Highlands 1.0 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. Roadmap: Full release Scottish Highlands is now at a point where I'm happy to call it a full release. I will still be making small changes here and there, making improvements to the satmap and maybe adding or tweaking a few areas, but as the map stands it is in a fully playable state. SCREENSHOTS: DOWNLOAD: Scottish Highlands workshop page: click here
  25. 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). http://www.armaholic.com/page.php?id=35509 (Available via Armaholic). @South Asia https://steamcommunity.com/sharedfiles/filedetails/?id=1849403283 (Available via WorkShop). http://www.armaholic.com/page.php?id=35465 (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). 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). Todo.txt @ToH Core @Seattle @South Asia Olds Minimum recommended visibility setting: setViewDistance 12000; setObjectViewDistance [6000,400]; setTerrainGrid 8; 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
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