Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Probably won't be working on anything new for a while - I have a map based inNnorthern Ireland if you haven't seen it yet.
Just changes to the satmap, made the forests blend more with the rest of the terrain
Yes feel free to do that!
There is a way to disable it, if you unpack the maps .pbo and open up the config.cpp file. In there, under CfgSurfaces, you'll find the properties of all the terrain types in the mod. Change the 'maxspeedcoef' value to change the vehicle speed on the corresponding surface, with 1 being no friction and 0.1 being 90% friction. Goes without saying but if you do make these changes please don't redistribute the modified files!
Does the map work without any other mods loaded? I really don't know much about servers, maybe ask on the Arma discord, I believe they have a channel for server issues
True, but making 3D models to the same standard as the vanilla Arma assets would take a lot of work and practice. I didn't really have the time nor the desire to do that, this map took me a year to make as it is :)
Difficult to make it look entirely Scottish when almost all available assets are eastern European :)
https://datahub.admiralty.co.uk/portal/apps/sites/#/marine-data-portal/pages/seabed-mapping-services
We should probably PM to avoid cluttering this thread!
If you're able to get the survey data in .asc format I might be able to merge the data with my heightmap - I tried adding perlin noise to the ocean floor but Terrain Processor didn't seem to like adding it to such a large area. I'll give it another go for the next update (which will be in a few week), maybe breaking it down so that it only has to process parts of the ocean at a time.
Hi, all the main changes I wanted to cover have been made at this point. I'm probably going to start doing updates once every 2 weeks or so, but as I now consider this map "complete", the amount of updates will become more sparse over time.
I would like to know if this is in a condition you consider to be "stable" and the frequent updates will stop? If that is not the case, do you have an idea of when this will be in that state?
Thank you, I'm glad you enjoy the map :) Whereabouts are the turquoise parts? These are most likely something I've just overlooked. The forest texture is also something I'm still trying to find a good balance with!
@Mallekip
Do you mean the flat terrain at the bottom of the ocean? The source data I was using had no data below sea level, meaning the original heightmap was completely flat for any part of the terrain that was below 0m. I had to lower the ocean and create the beaches and cliffs by hand, and honestly I just never got round to adding contours at the bottom. It is on my to do list though.
On an unrelated note: was it a conscious decision to keep the underwater contours flat (performance perhaps)? Or was that not included in your topographic source data?
I know when I've really stumbled upon a great map when I'm more interested in just hiking around observing the scenery than slinging bullets. Jesus Christ, I swear I got midge bites on this map. I went to Scotland for my honeymoon a few years ago and this brings back memories. Thanks for all the hard work that obviously went into this.
Hah, I'm not sure if it's necessarily a Scottish thing, but I have been in cemeteries that have benches, tables, sinks etc for preparing flowers or other items to put next to graves