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Found 104 results

  1. 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! 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.
  2. This is a new version of the terrain with APEX vegetation and modified ground textures. You should not run the older version and this one at the same time as they share some configuration parameters. I had to use proxies during terrain creation and as a result some objects might be misplaced (on roads, coliding with buildings or too high/low) it's difficult to do better until BIS releases the ressources for terrain building. The map is 15 x 15 km of dense jungle with many major and smaller rivers. I made this map to do recon/sabotage/COIN missions, like SOG or LRRP did in vietnam. also like the SAS intervention in Borneo. https://en.wikipedia.org/wiki/Indonesia%E2%80%93Malaysia_confrontation https://en.wikipedia.org/wiki/Long-range_reconnaissance_patrol Throw away your GPS, and enjoy good old map and compass navigation. Presentation Video : Images : Download : http://www.mediafire.com/file/kezzeixnsb9n60t/%40SongBinTahnV2.0.rar Dependencies : APEX, As well as CUP terrains (Separate Download). Known errors : There's no rain sound. You may choose to not use pja312_sounds.pbo if it's raining. Credits & Thanks: Shezan74 for worldTools. "Le GOS, faire autrement" Clan réaliste français http://www.clan-gos.fr
  3. MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than a year since I started this project and I think it is time to show it here on the forum too. 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. The Terrain is 60% completed and its not far away from release, however it wont be published it until it becomes playable on every type of gamemode. Latest Video: - Object count (up to February 2018) is 2.321.126 - 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
  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: WEAPON RE-TEXTURES: TERRAIN DEVELOPMENT: Will keep you updated as This develops. Follow No Cure on No Cure website Facebook Armaholic
  5. (WIP) Hellanmaa Version Alpha 0.23 Hellanmaa is simple terrain from Finlands country side. This is my first map Area 8km x 8km. Required mods: @Cup_terrains_core Pictures in steam link Steam link Dropbox Thanks to Furean, Tonto-, Armafinland
  6. IMPORTANT: This version is only a sample of the functional terrains only with the satellite, mask and normalmap, do not include objects yet, nor stringtable, in the future will be added the respective names of Cities according to the English or Spanish language. The next step is to correct clouds and dark coastline on the satellite, and adjust HD textures. The terrains, besides their extension, have real depths (the best satellite information I found), it is perfectly navigable, in fact the purpose of the terrains is to be able to recreate historical aeronautical and airborne missions. They are 2 Malvinas / Falklands terrains of 80km x 80km in real scale 1:1 WORKSHOP (SC Map): http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 [SC] WEST - Estrecho de San Carlos (Falkland Sound): includes Pradera del Ganso (Goose Green), Darwin, Cerro Alberdi (Mount Usbourne) and Isla Borbón (Pebble Island) [PA] EAST - Puerto Argentino (Stanley): includes Top Malo House, Monte Longdon, Dos Hermanas (Two Sisters), Tumbledown, Sapper Hill, Fitz Roy, Bahia Agradable (Bluff Cove) and Monte Agradable (Mount Pleasant). Objects: At this moment we have only modeled the building of the Puerto Argentino / Stanley Airport: DEVELOPMENT INFORMATION: # DEM: AlosPalsar (Surface) + Topo15 (Depth) GlobalMapper (Cut, Height Adjustment, and Layer Fusion / Export DEM 1x81920 in .TIF 16bits for TB and 4x4x20480 in .ASC for L3DT) L3DT (Generate Normal Map 4x4 / Merge in PS) ___________________________________________________ # Satelital Image: Bing - Zoom=18 (+ Google and Here to erase clouds) SASPlanet: Download to .ECW format Georeferenced (Projection: Geographic) Geomatica: To erase clouds (Coming soon) Photoshop: Mask (Image Mode: Indexed Color / Save .BMP) GlobalMapper: Cut Tiles (Export in 4x4 tiles .TIF format 32bits uncompressed) ___________________________________________________ # Terrain Builder Grid Size: 8192x8192 Cell Size: 10 Terrain Size: 81920 Satellite Size: 40960x40960px Resolution: 2m/px Tiles Size: 1024x1024px Desired Overlap: 16px Teture Layer 40.00x40.00m SC Map Objets: 0 PA Map Objets: 0 ___________________________________________________ # System: AMD FX 8150 + 10gb RAM DDR3 Windows 8.1 64bits ___________________________________________________ ___________________________________________________ THANKS: Instituto Geográfico Nacional de la República Argentina theSinGLoT: Tutorial (Youtube Channel) ___________________________________________________ MLV Map Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 MLV Mod Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 BIS Forum Post: Translated by Google
  7. I have built a terrain, packed by AddonBuilder, which Arma 3 loads without error, but do not display in the map list. I wonder if I made some mistake with the config. I'd appreciate for your help! $PBOPREFIX$ Config.cpp BIS_AddonInfo.hpp cfgClutter.hpp cfgSurfaces.hpp sino_ChengtaiRailway.hpp File List:
  8. 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 bLT youtube's channel here. Tools Github's here. Cheers, Miro
  9. It's about time I officially unveil my work-in-progress terrain, Woe Betide! Images: Woe Betide WIP Imgur Album 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. Current progress: - Sat map: 30% - Heightmap: 85% - Ground textures: 50% - Object placement: 40% - Roads: 40% - Map stuff (Locations, airports etc): 20% - Enviro stuff (Wildlife, water config etc): 5% - Back story, accompanying materials: 25% Early Alpha version now pushed back til Spring '18! You can expect the following: - Half-scale high-detail terrain derived from open source UK government data - 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 Will require Tanoa assets and CUP. I'm hoping to rope in some fellow developers in helping me make some UK-specific signs, objects and textures for a full release version next year - so please get in touch if you're interested! Looking forward to hearing what you think. More details soon! :)
  10. Introducing my first terrain: Benzopila (current working name) is based on real terrain from an area in the east of Ukraine. It is largely a forested area to the west and an open farm land to the east with a relatively low change in terrain height. This is my first terrain. I've learnt a lot in the process and will continue to adjust things throughout the project. There are a tonne of fantastic terrains out there already so I'm trying to create something a little unique with micro terrain and high detail in a smaller area. I hope there will be some value in my project. Features: 5km X 5km Terrain making it 1:1 scale with the real world Two towns/villages built faithfully to scale Hand buldozed terrain using a 2m cell size Realistic forests representing that found in the area Complex system of both sealed and unsealed roads Large open areas between key terrain Agricultural farm lands Swamped areas Possible features: Small airfield that currently is not present in the area Custom enter-able buildings for greater CQB qualities Forest fortifications including trench-lines and emplacements cut into the terrain. Looking for help with: Custom vegetation and buildings should anyone be interested. Screenshots: (About to upgrade my PC so apologies for potato photos) Dense vegetation example: Town outskirts: Town outskirts: Town outskirts: Town outskirts: Small bridge in the town: Forestry areas: I'll keep the posts coming as I progress. 4Chains Out.
  11. 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.
  12. Ergon County

    Ergon County Ergon County is a fictional terrain based off of the rocky mountains in Canada and the USA. Dense forests with tall trees covered in snow litter the landscape of Ergon County with its vastness. It has recently seen increased military presence with new bases being built and an airfield where trespassing is punished by death. However it still remains a place of civillian life, even with the increased presence of military personell. You can find several villages / towns scattered around the landscape whom with their presence, represent a peacefull and quiet region. What is Ergon County? Ergon county is a map that aims to bring more of the winter aspects into ArmA 3 and to provide a new fun and greatly detailed map for people to play on and enjoy. Note: Ergon County is still in heavy development and such, bugs are to be expected and if you do encounter them, please send information about them to me as it will help me get it out of pre-alpha sooner. If you have any feedback or suggestions to the map then feel free to leave a comment on the workshop page or contact me directly through steam. Terrain Features: Size: 4.10 x 4.10 km (16.81 square kilometers). Winter: Ergon County is a land filled with snow and dense winter forests which brings you a not as often seen aspect of ArmA 3 Variety: Scattered villages / towns whom are greatly detailed as well as several military installations scattered around the region with a personal military airfield. Dense forests: Instead of the usual style of forests which are a bit open, the forests in Ergon County are truly dense and give you the feeling of deep and vast forests. Open areas and accessable buildings: Ergon County offers a lot of open areas and locations which are perfectly suited for player-made areas such as camps or bases. Almost all of the buildings are enterable as well and the aim is to replace non-enterable buildings with enterble buildings. Planned features Atleast one more airfield (civillian most likely) as well as more military installations. Additional settlements such as villages and town but also possibly camps / smaller wilderness settlements. Added detail to the whole of the map, including the areas which are not "inhabiteted". Known issues: Airfield not completed in regards of ai being able to land there (planes). Changelog: Licensing and usage: You are free to use this map on any server you'd like. If you're however planning to edit it, please contact me first (via steam or the forums), I will most likely say yes as the primary purpose of asking is for me to have an idea of how many people are editing and their reason for it. Download: NOW OUT ON ARMA 3 LAUNCHER UNDER THE MODS TAB! http://steamcommunity.com/sharedfiles/filedetails/?id=1125425768 http://www.armaholic.com/page.php?id=33198 Screenshots (more available on the download page down under the update replies on this topic).
  13. Winter 2035

    Winter 2035 What is this? Simply put, this modification is a re-texture mod, taking anything green, and making it white, as in snow! Roughly 12 hours ago from making this post I decided after I woke up to create something for the wintertime in Arma, thus here we are now with a new WIP mod, Winter 2035. The current progress and milestones are as follows: Retextured all plants Retextured all mask images Retextured Stratis satellite image Retextured Altis satellite image Integrated snowing based on overcast (its modified rain) Winter-esque ambient sounds Clutter models to create much more depth to the snow, these will also be large enough to overflow onto the sides of the roads Retexture all vanilla units, weapons, vehicles (this will happen depending on the popularity of the mod) Figure out a way to make roofs snowy (this is more then likely impossible, I dont touch the wrp or p3ds) Modified CfgWorlds with new cloud and lighting to compliment snow ArmA 1 Snowman Fixed rain sounds https://gyazo.com/5cc7cef13e84b6533557686d20feb537 https://imgur.com/R9ME8uh This mod will be overriding vanilla textures thus it will not be "compatible" with other modifications that wish to keep the arma flora OR mask images normal not-winter color, and is only meant to be used for terrains that are winter themed. The main reason that Stratis was done first and NOT Altis, simply put is that Stratis is a fraction the size and was much quicker to do. Altis will be done aswell however that will take atleast a few days of nonstop work, which doesnt help my add at all. I hope once released this mod will bring life back to splendid Altis & Stratis for other people as much as it has for me, with some winter gear mods I plan to have quite a few more missions on the islands! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1195447305 Thanks for checking this out, I hope to bust this out quick to get back to a new terrain project I've yet to announce. <3
  14. Well i did it. Finally. V1.0 Release of Tembelan Island. Island height data was taken from an Indonesian island of the same name, but was only a starting point and since then has gone under fairly heavy modification. Adding rivers and urban areas where there are none in it's real life counterpart. This map was developed with the primary focus of Co-op gameplay, though i am sure Life/Day Z players could if they really wanted to find ways to use it. Should also be noted that this map was started before the Apex expansion was even announced, and throughout the development process i was asked if i would change from vanilla to apex assets. At that point i was too far into object placement of this map to justify starting from scratch with Tanoa objects. Now the question of will there ever be a "Apex Tembelan", all i can say for sure is not anytime soon. Technical Specs Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Currently Available on Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1252091296 Image album that was in the development thread: https://imgur.com/a/sFT62 please note that most of these screenshots were taken during development. I'm sure helpful users can post screenshots of the finished terrain below. Known Bugs: Airport Configs (After the Jet's DLC airport configs were tweaked slightly as of yet i have not fixed them on the terrain) No ALiVE Indexing yet. Legal Stuff: THIS ADDON IS RELEASED UNDER A CREATIVE COMMONS CC-AT-NC-ND 3.0 UNPORTED LICENSE. YOU MAY NOT USE THIS ON MONETIZED SERVERS! Please do not reupload to the steam workshop. Credit to Dmitry Yuri and StRiKeR for assistance during development. The Zeus Community for testing during development. ArmA 3 Terrain makers Skype/Discord group for many useful lessons taught.
  15. Surface Painter a simple toolbox for map makers by [CORP] zgmrvn & [CORP] Hashlych Current version : 1.1.2 Date : 10/19/2017 Surface Painter is a simple toolbox to help map makers in specific tasks. It's not meant to cover all your needs, the mod currently has very few features but it's open source and meant to be modular, allowing you to create your own modules using the interface, controls and other features like the Object Pool. GitHub : https://github.com/zgmrvn/surface-painter-mod thanks to : @cptnnick an @commy2 for their maths knowledge @lappihuan and @NeoArmageddon for helping me with model configuration and optimisation @_SCAR and its E2TB for your feedbacks features Surface Painter This tool lets you tweak the surface map directly in Arma using a dll that replicates your actions in an image file. instructions here : https://github.com/zgmrvn/surface-painter-mod/blob/master/readme.md Run Arma with Battleye disabled. Take manual backups of your surface map. Object Pool It lets you define objects that will be used by modules. You can search objects by name and set the spawn probability for each one. Brush A simple brush tool for random object placement. Edge Draw lines and create objects along them, can be set to detect terrain and follow it. Export Allows you to export created objects in your clipboard in a Terrain Builder format. Download https://github.com/zgmrvn/surface-painter-mod/releases
  16. My new map for Arma 3. (Ah.. stupid introduction... again..) Map description Sagarmāthā is one of the fourteen zones located in eastern Nepal. It includes mountain districts of the Himalayas (including Mount Everest) in the north, hill districts in the center, and valley districts of the Terai in the south. It is bordered by China to the north, India to the south, the Kosi Zone to the east and the Janakpur Zone to the west. Map info Terrain size: 40960 x 40960 meters Terrain grid size: 4096 x 4096 cells Terrain cell size: 10 meters Imagery size: 40960 x 40960 pixels Imagery resolution: 1 m/px Texture layer size: 40 x 40 meters More info and pictures at mod's website [please, be forgiving if found error, website was created whole (including code) by me] Real map location Pictures (some models may be different, because pictures are older than current map) Map is based on real world place. Please consider that some places in map may be different from their real places. Some buildings may be misplaced or may have wrong model, etc...
  17. New Arctic Map

    First Arctic Map release. WIP http://steamcommunity.com/sharedfiles/filedetails/?id=1283141322
  18. Hello community. We create a new Arma III terrain . It´s a real area from north Germany, Schleswig Holstein. We do not rebuild the map. We make the map completely fictional. We build the terrain for our RPG project, fter the completion of the map, of course, everyone can use it for what they want. The exact name of the terrain has not been decided yet. More infromatinons are coming soon. Size 16km x 16km
  19. 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
  20. I recently downloaded arma 3 tools and when i go to open object/terrain builder it doesnt do anything, the tools just crashes. I'm running a 1060 gtx, and a AMD FX-4300 processor. Has anyone found a solution to this or is it just me?
  21. Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1113631358&tscn=1503026494 South Zagoria 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. This terrain will have a MAJOR expansion planned for the Eastern side of the terrain, but this will come at a later date when I have more time and my other projects are in a more stable place. Other notable features: -Overhauled Grass Config & Textures -Faithful Arma 2 styled lighting -11 Civilian houses with added interiors by Argument -6 Sheds with added interiors by ComatoseBadger Imagery (Many more pictures in the workshop): Currently there is a small issue with dynamic lights around the map being too bright at night, this is being looked into. The Nuclear Cooling Towers also have a texture error & no geometry which will be fixed soon, im lazy.
  22. Hello, For about a year and a half i have been working on Tembelan Island, with help from Dmitry Yuri. Tembelan Island is part of a cluster of Islands in Indonesia, however work on this map began before the announcement of Tanoa, who's assets would fit perfectly on this island. Instead this map uses purely Vanilla content, and will remain that way. Consideration has been made into when the community gets its hands on the Tanoa assets, no decision has been made yet whether or not the map will be updated with the new assets. Work on this project has been slow due to other time commitments, and i do not have an idea of an ETA on release. Best case scenario i would like to release this before Tanoa, but i make no promises. Testing of portions of the island during development have taken place through the Zeus Community of which we are a part of, and during the development we also re textured and configed some units, creating some fictional flavor background to the island. It is more than likely that when the island is done the units will be released as well if anyone wants to use them. Below is the technical specs of the island as well as a bit more info about the "lore" we created for the island during it's development. It is also worth noting that any screenshots of the island are very W.I.P especially the satmap. Technical Specs: Terrain Size: 10.24 KM X 10.24 KM Approximate Landmass Area: 35.85 KM2 Grid Size: 2048 x 2048 Cell Size: 5 Tembelan is a real island, chosen by me to put into arma for it's interesting shape however while developing it we decided to make changes to the heightmap in order to create more interesting gameplay opportunities. With that in mind, the island is divided into two fairly distinct biomes, in the north and the south, with vegetation varying in each. We feature several large forests, as well as large hillside and valleys in the north. Where as in the south there are a lot more flat open mud plains, more suitable for vehicle combat, there is also a small river network to break things up on the eastern side of the island. There are a few smaller islands that are connected to the main island by fordable river crossings. In terms of man made features, there is a long sprawling capital city on the coast, several smaller villages, a few medium sized towns. Fully serviced military bases, as well as smaller F.O.B style outposts dotted through the island as well. In ArmA, Tembelan is home to the Tembelan National Army (TNA), who are the official military force of the island, whom maintain control over the island with the help of NATO. Their main threat is from the guerrilla "Revolutionary Peoples Army of Tembelan" (RPAT) who through the assistance of CSAT, constantly undermine the TNA's authority conducting guerrilla attacks and raids regularly, to shift the balance of power on the island. Now for some screenshots. http://imgur.com/a/sFT62 Hope you all look forward to it. Regards Ben.
  23. This started out as a test, begun around late July 2017. I wanted to see if the game engine could handle a 1.5m cell size. I decided to see it through and continue developing it. There should be several small villages once I'm finished. https://steamcommunity.com/sharedfiles/filedetails/?id=1060191411 Terrain size: 1.5km
  24. I'm happy to announce my new and upcoming Soviet Russian terrain called "Tsarvana". This terrain's atmosphere and palate for buildings will be heavily influenced by Arma 2's data and will pay a certain homage to the existing Arma 2 map "Taviana". Additionally there will be custom structures implemented on the map for everyone to enjoy. The map and it's new models will all together be released as one package with a APL-SA license. This thread will be a discussion for personal thoughts on the upcoming map and WIP pics. The lore below is a wall of text but a good read if you wish to get a visual of what the terrain is about and how it may look before I post WIP pics, map layout and size details within the following weeks of this initial post.
  25. Welcome and thank you for reading my topic. I am presenting here an early look / development updates of my upcoming terrain, Vortorsk. This is my first terrain project and hope to hone my skills as I develop the terrain further. This terrain is a multi-island eastern European theme post-apocalypse map, the nature of the apocalypse is up to mission makers, although the map WILL have a subtle storyline coming with it. This map is fictional and loosely based off the shape of my home state in the U.S. The island is located in the Sea of Okhotsk, and has been abandoned for many years since the fall of the Soviet Union, after losing the support of the USSR the micro-nation Vortorsk fell into disarray, it began slowly bleeding its population. 6 months later in June 1992, an event occurred crippling the nation and killing off a majority of the remaining population. Many attempted to flee the island by boat or plane, but most civilians were forced to stay on the island, eventually succumbing to something or another... The major cities on the island have since fallen into decay and have begun to fall apart, nature is slowly taking back the cities but due to the harsh climate in the Sea of Okhotsk, it has been a slow process. Many civilians had fled underground in one of the many locations below ground level on the island, making for good hiding spots and terrible dead ends. The military of Vortorsk was not prepared for the events of 1992 and fell apart within months, leaving scattered supplies across the island from lost patrols, deserters, and worse. With the current state of the island, not much is stopping anybody from getting to the island, but it has been all but erased from maps and made difficult to find, be warned however as only rumors circulate as to what really happened, seeing it firsthand may give you a clear picture of what happened, but it may also give you a very clear fate. Paramilitary forces have also been said to operate off the island as it is essentially lawless there and there are almost no living inhabitants on the island, or atleast, normal inhabitants. There have been some incursions onto the island ordered by the Russian Military but all of the expeditions ended horribly, thus the island was quarantined and forgotten. Some however remember, some attempt to find the island, fewer actually do, and so far, none have returned. Island Specs: Size: 20480x20480 or 419km2 Layout: 3 Major Islands, 10 Minor Islands (POI count TBA) Location: Eastern European Island Nation Season: Fall (Possible seasonal versions in the far future) Setting: Post-Apocalypse abandoned island Current Object Count: 381462 Screenshot compilation updated 5-15-17 (SUPER OUTDATED WILL UPDATE IN NEAR FUTURE) Thank you for reading
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