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Found 133 results

  1. Since i'm about to set up a core mod with all the content that is and will be shared between my projects.. one thread for work in progress makes the most sense. Due to some technical difficulties, the forum threads won't be merged. Old threads are still there but closed. This thread will serve as WIP thread for PKL and VIDDA. Prei Khmaoch Luong: VIDDA gallery showing what is up in next update: https://imgur.com/a/EfqYD6v OTHER STUFF: SECRET SECRET
  2. On the Pulau terrain, there are two large tropical islands and several smaller islands of the sort. All of them are fictional and not based on any real world location. Size 12x12km Cell size 3 400000 objects Uses apex objects (APEX DLC not needed) Small villages Two uncovered dirt airfields Secret caves Version: 0.04 alpha License: APL-SA: https://www.bohemia.net/community/licenses/arma-public-license-share-alike Pictures and download link
  3. 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
  4. 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 :) Less talking, more screens:
  5. 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 Check out some videos in which this mod is being used! Here are some bonus things when I was making the mod on a weekend awhile back :P
  6. Is it possible to get anywhere real world height map with seaground height map in one piece ?
  7. 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
  8. Things are getting serious now! We are in the Obect-placement stage of our Netherlands terrain! 5 people are currently working to populate a (roughly) 40x40km area. Terrain information Size: 40,96 x 40,96 km Terrain cell size: 5m Satelite res: 1m/pixel Terrain mask: 1m/pixel The area we choose just contains several key places for a Milsim community to play on. As well as a WWII group would be able to recreate some WWII events. Some important area's are: ​- East Roosendaal with Engelbrecht van Nassau Barracks (SF Headquarters) - Rucphenseheide (Militairy training area) - Breda International Airport "Seppe" - Gilze-Rijen Airbase - Breda - Royal Military Academy - Efteling (theme park) - Maas-Waal Lowflying area - Fort Altena - Slot Loevenstein (Castle) - Biesbosch - Maritime school (SF) - Moerdijk - Dordrecht For the moment key locations like the Military training area and the two airfields, plus some small villages have the highest prio. So most of the map is not populated. The first release will therefore also just have some area's populated with objects. The main roads between those area's (highways most likely) are the first to have objects closely around them. I expect (hope) to be able to release an early Alpha version in 3 to 4 weeks. Inhouse gaming-units from Lowlands Warrior will be the only ones to get the latest version for the time being. Want to be part of them? Contact me
  9. 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
  10. I believe there's no prohibition regarding the patching of terrains since this doesn't alter the original files themselves. Is that true for all terrains including BI's or is there some limitation? I know it is possible to adjust sky values in a cfgworlds patch like Jack Ost has done for fixing old community maps. Does anybody has had experience with patching other items like ground textures, replacing plants or any other thing and can show me an example? Also is there a possibility of making these kind of changes on a mission basis, that is, different configs for different missions?
  11. Brown Water Colour Mod For Arma 3 by ANZACSAS Steve. ----------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------- - Changes the water color to brown. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class terrain). - Works for some CUP terrains. - May work for maps based off these maps/classes, - Thanks to bis and the community.. - Enjoy :) https://steamcommunity.com/sharedfiles/filedetails/?id=1499973385 http://www.mediafire.com/file/grj77esluqj5xbt/ANZACSAS_Brown_Water_Colour_Mod.7z/file Larger nicer Pic - http://www.mediafire.com/view/bv1163seu3h5dz9/ANZ_BrownWaterModLargePic.jpg/file
  12. 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
  13. Insects and Bugs Mod

    Insects and Bugs Mod For Arma3 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------ --------------------------------------------------------------------------------------------------------------------------------------------- - Insects and bugs are more noticable to player. - Decreases the distance Flying insects and bugs are rendered around the player. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - May work for addon island/terrains based off these islands/classes. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/file/ye9c8kykid1owan/ANZACSAS_Insects_and_Bugs_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1493616228
  14. No Grass Mod

    No Grass Mod For Arma 3 by ANZACSAS Steve. ---------------------------------------------------------------------------------------- - Removes grass/clutter so that players can use Full terrain detail whilst having no grass. - Works for Altis,Malden,Stratis,Tanoa. - Usefull for Pilots. - Thanks to bis and the community. - Enjoy :) https://steamcommunity.com/sharedfiles/filedetails/?id=1482600949 http://www.mediafire.com/file/nasgk8cac4zu8le/ANZACSAS_No_Grass_Mod.7z/file
  15. All, I’m pleased to announce that we’re currently working on a new island for Arma 3, Kastellorizo. Kastellorizo (Καστελλοριζο) is a beautiful island in Greece of 11.98 km2. It is the easternmost Greek island and is situated in the Eastern Mediterranean. If you have seen the movie Mediterraneo of G. Salvatores you might already be in love with it. Here is the in-game satellite view: [Link to Google Maps] We have chosen it for its relatively small size, for its beauty, and because there are interesting panoramas, especially from the top view points (250 meters ~270 yards above the sea level). Its main and only city has beautiful and typical colored houses, and 2 sea ports. The terrain also has 1 airport, 2 military bases, 2 main archeological sites, 3 mountain steps (we think that we have built something very unique in Arma, check the video below!), 1 power plant, 1 gas station, 1 bridge radio, 1 cemetery, 1 mosque with a minaret, 1 private villa on a small island, many farms, churches, and a variety of ruins all around the place. We’ve tried to keep the island spirit intact, by immersing ourselves in all the videos, photos and tourist maps we have been able to find online and reproducing as much as we could. Don’t expect a 100% faithful representation though, as we have taken some liberties partly due to limitations from the Arma engine, but also to improve terrain playability. We think that this terrain will be mainly interesting for infiltration, VIP exfils, sabotage, and CQB scenarios. That being said, we are looking forward to see what scenarios makers will do with it :) Kastellorizo will be a standalone terrain (no external dependencies such as CUP or DLC content). Some helper functions will be there, for instance to turn on/off lights in the military bases, or open the gates that are already included in the map. This is a joint effort done in collaboration with members of the 2RGT clan: _SCAR EagleOne Mister-Pizza Tapparella BTW check us here if you are looking for an Italian clan: http://www.secondoreggimento.it/ Enough with the talk :) Here are some videos for you. A quick tour of the main port by boat: Walking the panoramic stairs up to St. George Of The Mountain: St. George Of The Mountain: Paleokastro by dawn(archeological site): Cruising around: A landing at the airport: Comments and feedback always welcome! _SCAR
  16. 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
  17. IceBreakr presents: Southeast Angola 1974 Latest version: 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
  18. The fences that surround the Tanoa International Airport; I am able to edit them the way I see fit. The problem I am having is making them have no damage. I have put in the init; this addeventhandler [this allowdamage false]; this allowdamage false; this enableSimulation false; etc. I have put it in the Init ;|; Init+Object Init ;|; Init+Global Object Init ;|; Init+Object Init+Global Object Init ;|; Object Init ;|; Global Object Init ;|; Object Init+Global Object Init. I have tried the Enable Damage tab/checkbox and it seems to only work for doors. If you guys have anything for me on how to make the Terrain Objects not have any damage through the "EDIT TERRAIN OBJECTS," I would be grateful!
  19. Tropical Aqua Water Colour Mod For Arma3 by ANZACSAS Steve. --------------------------------------------------------------------- ---------------------------------------------------------------------------- - Changes the water color to Aqua. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Signed and has server key. - Thanks to bis and the community.. - Enjoy :) http://www.mediafire.com/file/flvbd3557bedwbl/ANZACSAS_Aqua_Water_Colour_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1474820708
  20. Extended Grass Mod For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------- - Increases the distance grass/clutter is rendered by 100%. - Works for Altis,Malden,Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Signed and has server key. - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/file/0g2ub28f8x06br2/ANZACSAS_Extended_Grass_Mod%282%29.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1474670788
  21. Weather and Clouds Mod For Arma3 V2 by ANZACSAS Steve. ----------------------------------------------------- ------------------------------------------------------------------ - Version 2.Signed and has server key. - Clouds are at a higher altitude. - Bad weather has heavier and darker overcast. - Works for Altis ,Malden, Stratis,Tanoa and CAWorld (Bis Base class Terrain). - Works with CUP and possibly other addon terrains based on these classes/islands. - Great for flying . - Based around code from "Take On Helicopters". - Thanks to bis and the community. - Enjoy :) http://www.mediafire.com/file/dkyhcf779adewcg/ANZACSAS_Weather_Clouds_Mod.7z/file https://steamcommunity.com/sharedfiles/filedetails/?id=1465275935
  22. Hey when ever i try to open bulldozer in terrain builder with the kelleys island source files it says cannot load texture andino/kelleysisland/data/layers/s_000_000-lco.paa ive been looking in to where it says and i found the file and then i deleted it and still isnt fixed
  23. Hey Guys! I would like to introduce you to the project me and my girlfriend are working on right now. Since the A3 Tanks DLC ist on final, we thougt it would be cool to have some kind of training area for AAF/Nato infantry, armored and mechanized units. This is why we decided to create the Island of Hebontes. The terrain is approx 18x18 kilometers with propably 15x15 kilometers of actual land mass. It consists of 18 shooting ranges, 4 infantry ranges, 12 shooting ranges for armored troops, a hand grenade range and a range for anti-tank weapons. Between all of these ranges is the actual proving ground. Sattelite Map and Hightmap are all made from scratch and completely fictional. We are working with XCam from Silola to place the objects. Additional Objects to fit the scenery are made by ourselves, like range control towers, signs, shooting range fictional houses and wrecks. Map Status right now. UPDATED 03.06.2018 SatMap: 100% Layermask: 100% Heightmap: 100% Configs: 100% Object placement: 99,5% Additional content: 98% Screenshots: Training Camp Asteria, located at the very south of the map, vehicle parking and technical area Camp Asteria, troop barracks and military harbor in the background Camp Asteria, main gate Camp Asteria, Helipads Radiostation to the north-east of Asteria East coast tank ring road East coast of hebontes Hand grenade Ranges A & B Anti-tank training range I will keep you posted in this thread, Horridoh, Hunger We've spent closed to four months of work every day to create this island. If you want to, you can donate a dollar, thank you very very much! You can donate via PayPal here: DONATE! We also have a patreon side: https://www.patreon.com/andresA3terrains
  24. Downloaded a Map 40x40km from Terra Incognita.... My Question is How to import this .Map ( Saved As OziExplorer from Terra Incognita) into Qgis. Thank you. - I followed this tutorial > https://pmc.editing.wiki/doku.php?id=arma3:terrain:satellite-texture-terra-incognita
  25. 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
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