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(Standalone) Resistance Enter-able Buildings and Vegetation Replacement Addon (FFUR 2008)
Marc13Bautista posted a topic in ADDONS & MODS: COMPLETE
Originally, when I was trying out ECP Redux, I was amazed at how most of the buildings were replaced by newer, enter-able ones. (Little did I know they were originally from FFUR 2008). I bring to you a standalone pack that brings only the buildings and vegetation without FFUR's other cool (yet performance heavy) addons. The buildings and vegetation are really resistance objects but converted for game wide use. You will find that most of the buildings from vanilla OFP/CWA's Nogova, Everon, and Maldova islands are now replaced by enter-able ones (though some may be out of place) along with neat looking grass and resistance trees that are so damn beautiful! Since this makes all objects from vanilla into resistance objects, there will be very few out of place objects (play "Steal the Car" for example and look at one of the apartment buildings) but nothing game breaking. This addon could be applied to any other mods such as ECP and Kenox's latest mod, Extended Effects. It also works without errors with missions like Abandoned Armies (which inspired me to make this updated pack because of some error popping up when replacing islands)! Installation: 1. Download these two files: Data (http://www.mediafire.com/file/w52425y6j1a4241/Data.pbo) and Data3D (https://www.mediafire.com/view/td735j39jjrr893/Data3D.pbo) 2. In your OFP/CWA directory, find a mod folder to use (or create a new folder called @buildings) and then find a folder called "dta" (create a new folder called "dta" if there isn't one) and create a folder called "HWTL" inside the dta folder.. 3. Place the Data and Data3D files you just downloaded into the HWTL folder. 4. In the launch options of your OFP/CWA shortcut add "-mod=@buildings" or whatever mod you are using. 5. Enjoy! You can see if the building addon is working by loading up a mission such as "Steal The Car" and see if some of the buildings has changed 1. To install, just go into the "FFUR Buildings & Grass" folder and extract "DTA" to the OFP/CWA directory and Addons in any custom addons folder or the same directory. (*If you're are modding dev and would like to edit the objects and textures at your own hand then go right ahead to "Backups & Tools". Have fun!) (Updated) *7zip or winrar extractor is required to extract. Download the zip file: http://www.mediafire.com/file/xfhv1eb3q6i8lib/Resistance+Enter-able+Buildings+and+Vegetation+Replacement+Addon+(FFUR+2008).zip (2/20/17) (Latest) (FFUR Buildings and Grass) * http://www.mediafire.com/file/82co5ei2bgp86pg/Less+Lag+Option.zip (2/22/17) (Alternate verison if you don't want SLX grass and want more performance instead) Download the zip file: http://www.mediafire.com/file/g86mazy16z6l77d/Black+Hawk+and+Buildings+Addon.zip (2/14/17) Download the zip file: http://www.mediafire.com/file/49gg9aua76r87sa/DTA.zip (2/18/17) (Old) (You can ignore this one) Re-modified to fix Black Hawk error. (adds custom Sikorsky UH-60L Black Hawk BAS texture from BAS studios). Follow the provided read me for further instructions (and be careful to follow the format to avoid problems). Please report any more errors that appear below. I almost forgot about adding in JAM!!! Credits: FFUR 2008 - The creators of the addons you're using right here! (https://forums.bistudio.com/topic/64427-ffur85-2008-edition/) Me (Marc) - The one who modified it as a standalone pack for people like myself. ;) THIS ADDON IS NOT CREATED BY BOHEMIA INTERACTIVE STUDIO S.R.O. OR CODEMASTERS SOFTWARE COMPANY LTD. AND THEY DON’T HAVE ANY RESPONSIBILITY FOR THE ADDON. BE AWARE THAT THIS ADDON MAY BE PERFORMANCE HEAVY EVEN WITHOUT SLX GRASS!!!- 13 replies
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GF Vegetation Replacement Script - Mod
GEORGE FLOROS GR posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
GF Vegetation Replacement Script - Mod by GEORGE FLOROS [GR] Description: GF Vegetation Replacement Script - Mod , replace the vegetation with your desired. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Vegetation Replacement Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/ Notes: GF Vegetation Replacement Script - Mod , replace the map's vegetation with your desired. It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v2.0 Added a distance check and blacklist zones Added more options v1.0 Recommended addons : CUP http://cup-arma3.org/ Eden Extended Objects by _SCAR http://www.armaholic.com/page.php?id=32497 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40372 Armaholic GF Vegetation Replacement Script - Mod- 15 replies
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So I am trying to create some custom trees for my map I am making. I have used the sample tree in arma 3 tools but I am trying to make a pine tree and the one in the samples pack isn’t a pine tree. I was wondering if anyone knew where or how I can get a sample tree from Arma 2 or Arma 3 that is a pine tree? I have used blender and the sapling addon to create trees and export them into O2. I am just struggling to get the leaves to look proper.
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just creating a home for these old files of mine i dug up. i thought they might be useful for some terrain makers. it's nothing special. just 1. a wheat object for wheat fields 2. corn plant 3. some green grass designed for high density placement 4. some random wheats to accompany the green grass i made these way back in arma 2 so excuse any weird set ups. but since it's not binarized it'll be easy to fix. i made the corn plant from fotos i took from an actual corn plant lol. makes it hard to let it go to waste. so maybe someone wants to use it on their terrain. i think some people have used my corn plants on some afghan terrains already but i thought having the source could be useful, if edits are needed. DOWNLOAD---> https://drive.google.com/file/d/0B5Y0VNgK9JXibDk5YnE1S2hiNDQ/view?usp=sharing pictures https://steamuserimages-a.akamaihd.net/ugc/88224496138772844/870B919CA78F45289AEAF92CB558CECFB5312520/ https://steamuserimages-a.akamaihd.net/ugc/88224496138772381/EAF6A0CED4183648BF4CACA4DA84C1277CF162F6/ https://steamuserimages-a.akamaihd.net/ugc/88224496138771924/3871605CF91EEC4CC873C9AAF7DE81E3A22BD43C/ https://steamuserimages-a.akamaihd.net/ugc/88224496138771378/D273014F9CDDF9362CF9C54E53823C05D927CCFC/
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Hey, i have a strange problem, i´m working on a my own Map and custom Vegetation but all Plants are showing up with Black squares. the RPT Logs says no errors at all does anyone have an idea?
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Any chance for BI to decrypt vegetation_f_exp ebo from apex? (For mod making)
Mr. Rad posted a topic in BOHEMIA INTERACTIVE - GENERAL
BI said that everyone will have data from Apex dlc so that all people can enjoy Community made terrains and missions that use Apex assets while Tanoa alone will remain locked for non apex owners. With that in mind,is there any chance that vegetation_f_expansion.ebo could be decrypted in order to use jungle trees and vegetation for custom terrains? I've seen a few terrains that do use Apex vegetation but i've heard it's only possible if you subscribe to Mikero's tools for 35e. Is this true?-
- arma 3
- arma 3 apex
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Hi Guy´s I don´t know if thats the right channel for that, sorry if not I want to add some more bushes, trees and Vegetation to the Chernarus map. Shouldn´t be that big problem, but i´f you spawn 50k of bushes, theres a "little" increase of the serverperformance. Is there a way to solve that problem? I thought about, editing and exporting the whole Map as an extra Mod, but I don´t know if thats possible. Greets Tim
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I have always wondered why there is a minority that chooses to create custom structures (buildings, bridges, roads, props etc) opposed to units, vehicles and weapons, hence this particular thread. There are very few people (more than the usual in recent months, i agree) that get in game HQ buildings, and i have not seen anyone create vegetation since A2 days. Maybe there is simply no real need for any of that, from users to custom squads and terrain makers, so is not worth the (considerable) effort in the end. This topic has been on my mind for quite some time, wondering if it's worth getting into such a (long term) project or not - so yes, there is a pragmatic reason to it, besides my own curiosity Please be so kind and provide some feedback if possible. EDIT: There was suppose to be a poll as well with this thread, it seems something went the wrong way, and of course i cannot edit either title or add a poll after creation of the OP...pity EDIT2: before anyone asks, this has no relation whatsoever with RHS
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I know the way around destroying buildings / veg with https://community.bistudio.com/wiki/nearestObject ; However, populating an annihilated town on Altis is an issue because I haven't found a way to destroy building / veg in Eden. A workflow of destruction scripts + Zeus for object placement, export to script and then spawning after the said destruction script is known and working. But I'm looking for something Eden related because it's so much better (the dynamic item search, yeah!) than Zeus.
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