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Found 95 results

  1. 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. Latest Updates Release Trailer WIP RELEASE The release has been pushed back due to a problem with the mask image Pre-release Changelog 0.3 Map Changes Added: Kamenka river flowing north Added: New tunnel and Mountainside Between Chernogorsk and Elektrozavodsk Added: 15 New enterable structures Added: 13 New enterable houses Added: 13 New Decals Added: Proxies to Arma 2 buildings Added: Sign model for the new city of Kopesky. (*future update*) Added: Military checkpoints in various areas of the map Reworked: Retextured Arma 2 trees Reworked: Retextured Arma 2 bushes Reworked: Balota and Balota Airfield Reworked: Chernogrosk has been completely overhauled and revamped to fit the theme of the terrain Reworked: The rock face between Komorovo and Kamenka has been revamped Reworked: Kamyshovo has been slightly reworked to fit the theme of the terrain WIP: Zelengorosk WIP: Green Mountain WIP: NWAF Fixed: Many floating and clipping objects Internal Configuration Original APL-SA data used to stitch the sat map together (15360x15360) Original APL-SA data sat mask stitched together (30720x30720) Created a new normal map (7680x7680) Terrain Heightmap grid converted (4096x4096) CellSize now set to 3.75 instead of 7 Reworked: Forests rebuilt with randomization in mind (Rotation Z (0 to 360°), Tilt X (0 to 10°), Tilt Y (0 to 10°) and Scaling (0.7 to 1.4) Converted: Old Arma 2 Roads to Arma 3 polylines Reworked: Folder Storage Rebuilt: Terrain Builder Layers Reworked: Ground textures Reworked: Lighting config Reworked: Simul Weather Reworked: Water Shader config Reworked: Surface clutter New Sounds Overhaul (WIP) Deleted: Duplicate Models Would You Like To Help? As this is a community map, we have decided that anyone should be able to submit any work that they have done in the editor to us, If it is of good quality we will import your work into the map and add you to the contributors list. You may add anything to the map for example a small settlement in the woods, survivor camps inside houses or maybe even helping to improve some of the smaller villages throughout Chernarus. To submit any work just post a comment or message me. The Team AxiosODST NiiRoZz ComatoseBadger KillJoy Smiffy WreckedEm Russell Dan Tronic Contributions Bohemia Interactive Ronhill ArmanIII Evil Organ BadBenson LaNa DankusMemeus Yukihito Salutesh Requirements CUP Core Ds Houses Twitter Trello Discord 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
  2. 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.
  3. About a year ago (and a few months) I started working on a terrain that was supposed to be an african terrain with a somewhat mixed geography (savannas, swamps, some mountains etc.). Unfortunately, due to a lack of time and energy (lots of other things going on and terrain-making is very time consuming) I've been forced to realize I won't finish the project (after not working on it since sometime this spring if I remember correctly), now, I don't want all the work I did to go to waste, and I'd love to see the map finished, so I figured I'd put the word out there if anyone wants to continue the work. So far I set up a basic satmap and heightmap and had started to add more detail to the terrain in some areas using L3DT (mostly around a long ridgeline in the center of the map and some areas way down south), but more work on the heightmap is required if the map is going to look good/be interesting to play on (it's far too smooth in most areas now, and a lot of the dry riverbeds don't look too good). I was also planning a very large swamp in an area along the river which looks ugly right now but with some more work on both heightmap and satmap could probably look good. Anyway, the folder with all the source-files and the work so far is around 8gb so I'd probably need to set up a torrent for anyone who wants to continue the work, if anyone is interested let me know. You can either just use the existing work to create a map of your own ideas (the terrain is very versatile and could probably be used for various settings as long as it's somewhere with a few deserts), I can also share some of my ideas about how certain areas would look like etc. For anyone who wants to take a look I uploaded a working version of the map, of course it's far from finished but at least you can fly around and have a look of the general feel and satmap etc. https://drive.google.com/file/d/15AQM01pZ9ZUKFpBPgdEqXqavt6vzoWkT/view (download in the top right corner). Anyway, here are some screenshots of the terrain: https://imgur.com/a/mP6M4
  4. 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
  5. 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 Current: -placed objects count: 261 156 -mod size: 4.36 GB -working time: 5 months 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 Pictures 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... Real map location More info and pictures at a3nep.wz.cz [please, be forgiving if found error, website was created whole (including code) by me]
  6. I'm in a process of converting my "Podolsk city, district #4 (in Russian: Подольск, микрорайон 4)" template into terrain format. And making new models for some of the huge buildings which were previously made out of many separate objects. Never done 3D modeling or Arma terrain building before, so the process will take a lot of time. So far I've made a first version of one of the houses and also a model of an authentic fence: Before the release I plan to make 3 more houses and school. After that I want to try make them enterable. I'm also continuing to polish object placement, a lot of them were added to the scene after the template's release. It's nice to live in an area you're modeling lol. Current project version: 81 (private) Link to the template for EDEN editor, version 65: https://forums.bistudio.com/forums/topic/205089-template-big-podolsk-city-district-4 Older screenshots: Comparison with real life (olso old shots): Short video:
  7. Krokom is a part of northern Sweden brought to Arma 3. Most of the area exists in reality but has been heavily modified and fictionalized to some extents to meet quality. More screenshots can be found here. Krokom currently features: Size: 8x8 km. Season: Late summer. Terrain: Wetlands, lakes, mires, rivers, fir forests, deforested areas, the mountain Ansätten, small villages, industries and farms, military airfield. Objects: Custom trees and vegetation, roads, textures along with some modified vanilla objects. Current mod dependencies are @sfp_objects and @CUP_TERRAINS_CORE. Release is scheduled for January 2018 - this, all of it's features, dependencies and other details, is obviously subject to change. I have stopped working on this project and the project's ownership has been moved to SFP. For more details, read my post on the third page.
  8. Hello all i have been following a tutorial on getting started with terrain builder, however i have got to the point where you load buldozer and i get this error. my layers cfg is this. My MapFrame settings are these. however the files its looking for do exist any help would be apreciated.
  9. 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
  10. 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).
  11. 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
  12. Hi there, I feel there is currently a lack of maps in Arma 3 for Exile. The best zombie survival map was Esseker but most people are done with this map. We did got chernaraus redux but this really wasn't a new map but just a remake. Anyway I was wondering if anyone is working on a map zombie survival/normal map. - Thomas
  13. Hi there, I feel there is currently a lack of maps in Arma 3 for Exile. The best zombie survival map was Esseker but most people are done with this map. We did got chernaraus redux but this really wasn't a new map but just a remake. Anyway I was wondering if anyone is working on a map zombie survival/normal map. - Thomas
  14. Introducing my first terrain: Ergon County [WIP] Ergon County ([WIP] name) is based off a fictional region in the Rocky mountains, Canada. It has dense forests and a few villages with surrounding military bases. The map also varies greatly in elevation seeing as it is created with inspiration of the rocky mountains. Dense forests with tall trees and various locations give it a feel of a county up in the north with a vast wilderness as well as scattered villages and military installations. Features: 4km X 4km terrain making it a small but detailed terrain Detailed villages / towns scattered around the map Several military installations Completely created with Buldozer Dense forests with beautifull snow themed trees and mountains Several open areas open for possibilites such as camps, or base building Almost all buildings are enterable Planned features: Airfields (2 or 3) where there will be a mix of military airfields and civillian airfields More custom areas with great detail added to them More towns and possibly a connecting river across the map Screenshots (Bare with me, I am not the best at taking pictures) Old Castle One of the towns One of the military installations Abandoned quarry The complete album:
  15. 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
  16. 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.
  17. Monument Valley - Old West Map Description: Since my first attempt on creating a map wasn't successful, I've started working on a new, working one map for my Wild West sandbox - Old West. Monument Valley - namesake of a place in USA, Arizona and Utah. It's size is 2048x2048 m. It takes place in the mid 19th century, in a time of Wild West era. Geography: Terrain is mainly consists of desert. Other half of it is mountains and plateau. It will have little towns, farms, villages and also some of the Native American tribes when I'll finish working on a topo relief and flora. Plans: Finish making topographical relief Update new sat map to a high-quality one (very boring and not necessary) Map mask can be changed too, but is good already Add foliage Add buldings and other objects Release it Requirements: Apex DLC CUP Terrains - Core Mattaust Buildings Pack Maybe something more in the future Snapshots:
  18. 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 :)
  19. 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.
  20. Terrain won't show up in Arma

    I am following a tutorial to help me with my first terrain. Tutorial: https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial I wanted to test the terrain in the Eden editor, but my terrain did not show up on the list. I used pboProject to binarize it, then I mounted the pbo to Arma. This is my config.cpp: class CfgPatches { class swp_Ukanta_terrain { units[] = { "swp_Ukanta_terrain" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class swp_Ukanta_terrain{}; }; class CfgWorlds { class Stratis; class swp_Ukanta_terrain: Stratis { cutscenes[] = {}; description = "My First Terrain"; worldName = "\swp\swp_Ukanta_terrain\swp_Ukanta_terrain.wrp"; author = "Swedish Pyromaniac"; icon = ""; previewVideo = ""; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = false; class SecondaryAirports{}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Subdivision{}; class Names{}; }; }; If you need me to show any other files from this map, please ask.
  21. So I've been struggling for a long time with this problem mentioned in the title. I have made several maps in the past year and followed the same Atlas guide throughout all of them. Not once has the clutter shown up. I'm getting really frustrated because there doesn't seem to be a universal fix for this problem, and it seems like everybody's error is unique. This my first time posting and have no idea how things work around here so please be gentle. Please excuse my English, it's my second language. cfgSurfaces class CfgSurfaces { class Default {}; class del_deathland_dry_grass_Surface : Default { files = "del_deathland_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "del_deathland_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.99; }; class del_deathland_soil_Surface : Default { files = "del_deathland_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; class del_deathland_Concrete_Surface : Default { files = "del_deathland_Concrete_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.1; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class del_deathland_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"del_deathland_GrassDryGroup","del_deathland_GrassDryMediumgroup","del_deathland_WeedBrownTallGroup","del_deathland_WeedGreenTall","del_deathland_ThistleYellowShrub","del_deathland_PlantMullein"}; }; class del_deathland_Soil_Character { probability[] = {0.0,0.0,0.0,0.0,0.0}; names[] = {"del_deathland_BigFallenBranches_pine","del_deathland_BigFallenBranches_pine02","del_deathland_BigFallenBranches_pine03","del_deathland_GrassDryGroup","del_deathland_GrassGreenGroup"}; }; class del_deathland_Concrete_Character { probability[] = {0.0,0.00}; names[] = {"del_deathland_GrassGreenGroup","del_deathland_FlowerLowYellow2"}; }; }; cfgClutter class Clutter { class del_deathland_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class del_deathland_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class del_deathland_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class del_deathland_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class del_deathland_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class del_deathland_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class del_deathland_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class del_deathland_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class del_deathland_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class del_deathland_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class del_deathland_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; class del_deathland_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class del_deathland_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class del_deathland_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; }; Layers class Layers { class del_deathland_dry_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DEL\del_deathland\data\del_deathland_dry_grass.rvmat"; }; class del_deathland_soil { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DEL\del_deathland\data\del_deathland_soil.rvmat"; }; class del_deathland_Concrete { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "DEL\del_deathland\data\del_deathland_Concrete.rvmat"; }; }; class Legend { picture="DEL\del_deathland\source\mapLegend.png"; class Colors { del_deathland_dry_grass[]={{255,255,0}}; del_deathland_soil[]={{0,0,255}}; del_deathland_Concrete[]={{0,255,0}}; }; };
  22. 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.
  23. 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.
  24. PMC Editing Wiki is the place to be for ArmA 3 terrain information and other editing info. Most important for new terrain guys is PMC Ultimate Terrain Tutorial which covers everything to get your first terrain in-game. Forget about outdated and plain wrong tutorials, now you have tutorial which will be kept always up to date and correct. There are just tons of good arma3 terrain editing information so dig in and use the search function to go through what PMC Editing Wiki has to offer. If you cannot find some information or tutorial, ask and I'll see what can be done to get it added. Direct to PMC Editing Wiki: ArmA 3 root and PMC Editing Wiki: ArmA 3 Terrain.
  25. 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) Translated by Google
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