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Showing results for tags 'terrains'.
Found 10 results
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UkrArmaBud: Terrain Assets and Terrains
Shelestov posted a topic in Arma Reforger - Mods: Discussion
More screens: Hello. Today I am announcing the UkrArmaBud project. The Mission Statement: 1. Provide Enfusion/Reforger/Arma4 terrain makers with comprehensive authentic ukrainian land objects: Budmaterialy. 2. Create a highly detailed, 1:1 scale terrain, which we were unable to complete during OFP and Arma 1-3 eras. Essentially an Orshanets successor. Budmaterialy: terrain assets. Assets will be split into packs: Walls Gates and doors Electrical grid (poles, transformers, etc.) Buildings (houses, sheds, barns etc.) Furniture Gas pipes Road signs Misc objects Unique landmarks Vegetation pack, including commonspread species in several variants and lifecycle stages. Something else The list above is subject to change. The plan is to release each pack upon its completion. There is no schedule, or ETA, but given the scale of the project and amount of people working on it (2) it is likely not to be fully completed before the Arma 4 arrival. At the moment we are working on walls/gates and vegetation: Walls/gates screens above are WIP block-out with placeholder textures. Tree is a WIP adult malus domestica. Terrain. Our terrain is heavily dependent on the assets being made, so this is a rather far future perspective, but to get the feeling of what we aim for you can check out our Orshanets terrain for Arma3. It is not finished due to us moving to Enfusion and is frozen in the latest development state. Our future terrain will not repeat Orshanets and will be located in different place. Follow us on social media: X.com YouTube Telegram You can support us on Boosty. -
Lowlands Warrior mod Discussion (Releases)
Crielaard posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Lowlands Warrior team has decided to start releasing Alpha stage mods in order to get more feedback on the content and maybe encourage more modders to join the team History Back in the early 2000's LLW started as a mod for the original Rainbow Six series, creating a large arsenal of NL Army/Marines weapons. Shortly afterwards they started creating content for Operations:Flashpoint (aka Arma: Cold War Assault) They released a large pack with terrains, vehicles, aircraft, weapons and units which what THE only dutch armed forces mod around at the time. Current plan The LLW team is not as big as in the old days. Many have stopped modding. Although, those who still have a bit of spare time dream about doing what was done before, this time in Arma 3. (Or 4?) Whatever we are creating now will be released here in the following posts. We hope every one will enjoy the mods, even while in early development stage. Website: Going through an overhaul...- 76 replies
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Palms available in Arma are basically two kinds: phoenix palms available in Altis and a variant used in Malden, and various tropical palms available form CUP (used in Fallujah I think) and Tanoa better quality ones. In maps that that portray middle eastern regions terrain makers have opted exclusively AFAIK for the tropical kinds which for me it makes maps seem either south asian or african instead of middle eastern. The best alternative would be to make a new model which can be used to replace the ones in existing maps by script or used in new terrains. Meanwhile the phoenix palm seems the most viable choice: I'l post some examples of using these phoenix palms in existing maps soon. I know it may be a silly discussion for many but since I stumbled on this issue twice already I think we can discuss it here instead of hijacking other people's topics. And maybe we'll get a proper date palm model in the game.
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I have loaded CUP Terrains, CUP Vehicles and CUP Units on my Arma 3 server. But whenever I want to load the mods crash the server. The RAM consumption then breaks down from 2.5GB to 0.6 GB and the server is no longer to be found in the server browser. I once unloaded all my other mods and just loaded the CUP mods and it happens the same thing. But with my other mods, the server works. Only the CUP mods don't work. I did everything right. I put the mod folders in the /arma3 directory on the server and placed the keys from the keys folder of the mods in the keys folder on the server. But it doesn't work. why? Can someone help me? Because we need CUP on the server. I also want to load RHSUSAF on the server but I'm afraid that the same thing happened with CUP. Can who help me? If who needs the log files so he will tell me. I rented my server from Nitrado. Thx.
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Author: JTS Introduction: A mission in operation flashpoint style Description: Kolgujev. October 1, 2020. This military island, owned by United States, was abandoned for many years. But recently there was found a large activity of Russian army. The US considered it as a threat and sent two officers to the Russian headquarters in Kolgujev to assess the situation. But instead of peaceful negotiations, they captured them. October 20, the United States established a base on the coast of Kolgujev. On October 25, the US sent a squad to an operation to rescue two officers Features: - Start scene - OFP style mission - 2 localizations: English & russian - Revive (APEX Edition) - Respawn with respawn screen (Selectable locations) - JIP (Join in progress) compatible - Music from OFP - Conversation script (APEX Edition) Notes: - Read briefing carefully Credits & thanks: Mission was tested by: JTS (me), Urban Screenshots: Download (Steam workshop) Download (Armaholic)
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textures World has black textures once Buldozer launches
npmproductions13 posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hi all I have an issue with my textures once Buldozer launches. My layers.cfg is perfectly fine and to my knowledge my textures have been converted to PAA from TGA via TexView so I don' think they're the cause. Any input or feedback on this issue would be great as I don't have a clue what could cause this. I personally think its the Sampler section of my mapframe as seen below, can you guys tell me if these values are correct or incorrect please. This is the issue I see in Buldozer so any help is appreciated. -
Hey! I've been trying to make AI run out through a garage port into the street using a CUP building. The only problem is they don't actually open the door and instead use ghost technology to go straight through it. The building in question is "Land_House_C_10_EP1" found in CUP Terrains Core. I've tried using scripts that work for vanilla buildings with no success. The door I want to open is number 10 in the edit terrain module supplied by BIS in ORANGE dlc (Right garage port if looking at the building from the front). It's worth mentioning that the module manages to open it with animations and all but my attempts to do so through script fail. If anyone here has experience using CUP I'd appreciate some help.
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wasteland Classic Chernarus Wasteland - Armageddon Gaming
SphericalCube posted a topic in ARMA 3 - MULTIPLAYER
Classic Chernarus Wasteland Hi, everyone. I've been hearing for a while now that there is interest in a wasteland server on Chernarus. Due to that, I'm starting up a brand new wasteland server designed to reflect the old Arma 2 wasteland servers that we all know and love. To do this, I've ported the A3Wasteland mission to Chernarus using the CUP Terrains mod. Alongside the server, I'm starting a new gaming community, Armageddon Gaming. The server will be under this name. The server runs what is essentially the default A3Wasteland mission, but with some slight modifications and additions, as well as obviously being on the Arma 2 Map. Building and saving is also enabled, and will persist over every restart, so that players can build bases or store weapon caches around the map. Vehicles also persist over restart. Connecting To join, the only required mods are CUP Terrains - Core and CUP Terrains - Maps. The easiest way to connect is to install the mods using A3Launcher and then search for the server name found below. Alternatively, I've created a Steam Workshop collection with both mods included, which you can subscribe to here, and then connect directly through the in-game server browser. Information NAME: Armageddon Gaming | Classic Chernarus Wasteland | CUP Terrains IP: 174.134.83.27 PORT: 2302 Status: arma3-servers.net Community Armageddon Gaming has a public Discord chat and encourage anyone who plays on the server to join. Feel free to stop by! Join -
DLC's objects availability in Terrain Builder and in the game
Apollyanna posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hi! I making a terrain and I want to make it the way that every user who own just only the basic Arma 3 game will be able to use my terrain. After the one of the recent game updates those users can use custom terrains containing Apex objects. But they still can't use terrains containing other not-free DLC's objects? As I understand things stand like this: users with just a basic game can use community made terrains containing DLC's objects from: Apex, Malden. And they can't if the terrain contains objects from Karts, Helicopters, Marksmen, Jets or Laws Of War. Am I right? ---- Also for those who struggling with making their own placeholders or using Mikero's dummies of Apex objects in Terrain Builder: the next game update will contain decrypted Apex objects finally: Now I want Lows Of War objects decrypted -
hi all, i'm actually develloping a terrain for arma 3 and my ground textures are like this: https://prnt.sc/h3vqcq , how to fix this please ? thanks all :)