Arma 3
298 ratings
Milsim Structures
5
2
2
5
2
3
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
File Size
Posted
Updated
243.982 MB
Sep 23, 2024 @ 3:53pm
Mar 1 @ 8:00am
10 Change Notes ( view )

Subscribe to download
Milsim Structures

In 1 collection by Brominum
BroMods
6 items
Description
Things in your environment looking too nice? Grey it up! Wanna do some cool LARPing? Throw these down! These are some bland military base-themed buildings WITH INTERIORS that I initially made for my Fort Johnson map, but now I've moved them to a standalone release here so I can use them in other maps and update them separately- and now you can use them too! Snapping on the wall pieces can be toggled on & off by turning the Translation Grid on & off in the editor. (Thanks Ampersand!)

My Discord: https://discord.gg/KNGavKdbWZ
Current version: 1.9 (1 March 2025) -- Make sure to view the change notes (top right of this workshop page) to see changelog details!

Notes:
-MAP MAKERS: Switch your Arma 3 Tools to the development branch if you crash when trying to add the objects from this mod to your templates.
-Some buildings are destroyable, but windows are not breakable. This is a choice I made to save many hours of work for a negligible visual change. You can shoot through them just fine anyway.
-Some buildings are slightly more or less dark than others. It's not easy to manage this as these buildings were all made at different times with different methods. You'll be alright.

Classnames: (☺ = Added in this version):
Land_Bro_OpsBuilding Land_Bro_1story_A Land_Bro_2story_D Land_Bro_FPW_Doorway Land_Bro_FPW_Straight Land_Bro_FPW_Window Land_Bro_SH1 Land_Bro_SH2 Land_Bro_SH3 Land_Bro_SH4 ☺ Land_Bro_SH5 Land_Bro_Stripmall Land_Bro_Warehouse_1 Land_Bro_Warehouse_2 Land_Bro_Barracks_1 Land_Bro_Barracks_2 Land_Bro_Offices_1 Land_Bro_GunRange Land_Bro_Parking_1 Land_Bro_Parking_1_Alt Land_Washrack_Basin Land_Washrack_Grates Land_Bro_Overhang_10m Land_Bro_Overhang_Half_10m Land_Bro_Gtower Land_Bro_Suburb_1 Land_Bro_Suburb_1_Mirror Land_Bro_Suburb_2 Land_Bro_Suburb_2_Mirror Land_Bro_Suburb_3 ☺ Land_Bro_Suburb_4 ☺ Land_Bro_Suburb_4_Mirror Land_Bro_Decal_1 Land_Bro_Decal_2 Land_Bro_Decal_3 Land_Bro_Decal_4 Land_Bro_Decal_5 Land_Bro_Decal_6 Land_Bro_Decal_Hangar ☺ Land_BroPFence_10 ☺ Land_BroPFence_20 ☺ Land_Bro_PFence_5 ☺ Land_Bro_Bleachers ☺ Land_Bro_3story

License:
Arma Public License No Derivatives (APL-ND)
https://www.bohemia.net/community/licenses/arma-public-license-nd
Popular Discussions View All (1)
2
Sep 27, 2024 @ 11:06am
Internal light system
WulffOperator
76 Comments
Finger Jam May 5 @ 3:28pm 
Can you send me a PM?
DusselMauser Mar 12 @ 5:56pm 
THANK you for the land decals, brominum. I have been using CUP decals, and they never quite fit. You're a lifesaver
Hawkins Mar 12 @ 4:41pm 
Great mod! Buildings in this are super high quality.

Would love to see airfield structures of this style added in the future.
DusselMauser Dec 28, 2024 @ 2:42pm 
the issue with GRM was caused by GRM, and was fixed in the experimental build. try to ask for support there beforehand
Brominum  [author] Dec 28, 2024 @ 10:09am 
As with before, I have no idea why GRM wouldn't work with these and I won't make any adjustments to support it. If I fix something else and it happens to fix GRM, then great.
=7Cav=CPT.Lewis.A Dec 28, 2024 @ 9:45am 
Great work! I don't know what's required to do this, but you may want to consider making it work with GameRealisticMap Studio. At the moment, when you try to export your models from Eden to GRMS, there's an error related to the animations.
Gunter Severloh Dec 24, 2024 @ 2:33pm 
Thanks for that break down, i see its alot of work, im wondering what about no
windows then how much work would that be?
Brominum  [author] Dec 24, 2024 @ 7:55am 
Considering that I do this for free, I don't think it's worth my time to go back and make the windows breakable, especially with how many there are and that it needs to be done per-model.

The process basically is:
• define a hitpoint cloud for each breakable surface
• two versions of each breakable window in every LOD it applies to- visual, geometry, etc.
• define its animation to switch from normal to broken for each window
• define all the hitpoint clouds for each window and their respective damages in the config.
• test it over and over because it will never work the first time lol

For each model with breakable windows. The amount of time to config and define everything is the killer, even with the macros that are commonly used. Arma 3 is built on a very old game engine's guts. If there were a more modern way to do it, trust me, I would have already.
Gunter Severloh Dec 24, 2024 @ 7:18am 
Amazing mod, but idk if i want to use it in a mission considering you cant
throw a grenade through a window opening. Shooting the enemy
through the window is one thing but still not to have windows that dont break
really kills the immersion with this.

What was the reason to not have breakable windows?
What work would you have to do to make them breakable anyways?
Brominum  [author] Dec 23, 2024 @ 12:03pm 
Yes, all players and the server will need it.