Author: DigitalCenturion 333
Author Website:

Requirements: No addons required

Version: 0.2 alpha
Signed: No

Short description: In over 30 x 30 km of varied coastline you can find rich woodlands, dramatic islands and long rivers.

Date: 2015-03-07 11:38


Comments: (6)
Rating:



 



The Lost Coast

by
DigitalCenturion


Description:
The Lost Coast is a 30x30km terrain.

Welcome to the Lost Coast, pearl of the Green Sea region! In over 30 x 30 km of varied coastline you can find rich woodlands, dramatic islands and long rivers. Be sure to visit the region capital, where you can enjoy fine building from the middle ages as well as modern suburbs.

This is something I’ve had in pre-production since Arma 3 was in beta. I have dabbled in terrain making before in Arma 2 trying to develop successful methods for a faster creation of large terrain but ultimately failing (the clunky road system of A2 was the stepping stone there). I planned to participate in MANW with this map but never had the time during the submission phase. What pushed this into active development was Jakerod’s excellent The Atlas tutorial, and also that I was getting slightly bored with Altis as a setting for my constant Pilgrimage sessions I intend this map to be the ultimate dynamic mission playground with enough area to get properly lost in. And most of all I wanted to create a game world that is 1:1 scale with the real world, none of this microcosm rubbish. Is this ambitious? Yes, very. Is it doable? I think it is, provided the road limit is something that can be fixed in Arma 3. I will create a ticket for it shortly, as I think it is one issue that seriously limits the growth potential of A3.

So download the alpha and take a look around. Right now this is pretty much a preview version only but you can have some pretty epic races on this road network. I also hope mission builders make some cool missions at some point, so I reckon getting this out there early is a good thing.


Features:
• 30,72km x 30,72km size or over 943 square km sampled from a real world location in south-eastern Finland centered around the city of Porvoo
• Sampled from high-res heightmaps and orthographic aerial photos from the National Land Survey of Finland.
• 4096x4096 heightfield with a resolution of 7,5m/px (downsampled from 15000x15000)
• 30720 x 30720 px satmap/mask (currently downsampled to 20480x20480*)
• All the real world roads imported. 1300+ km of roads.
• Season: Early spring (others might be done at a later date). Not done to death and the satmap was photographed at that season so…
• One very large capital city (real world Porvoo/Borgå in south-eastern Finland) and several smaller villages. No buildings placed yet
• Oil refinery
• Many islands
• Not intended to be a carbon copy of the real world location, but a fictionalized version with a Balkans vibe. Inspirations: Half Life 2, The Road, Behind Enemy Lines


Installation:
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


Included files:
dgc_lostcoast.pbo


Known issues:
• *Satmap overlap issues. Not visible on the ground but from the air. Refuses to generate layers at 1m/px resolution. Can you help? Clicky
• V.0.1 :The roads currently are causing memory issues, this might be a bug with the current engine or a hard limit for the A3 network. This release contains a road network consisting of over 6000 road objects (paths). In comparison, Altis road network is a little over 1400 road objects. Road network still needs adjusting but is in place. IF you want to experience this, try a large scale mission like DUWS on the island, the problems will soon appear. My topic about the issue is here, if you want to take a a gander.
V.0.2 has reduced the road network which seems to have fixed most of the problems.
• Vegetation is basically a placeholder to give a basic idea, currently about 2 million objects.


So download the alpha and take a look around. Right now this is pretty much a preview version only but you can have some pretty epic races on this road network. I also hope mission builders make some cool missions at some point, so I reckon getting this out there early is a good thing.


Future plans:
Is this some terrain you would enjoy to see finished and fully fleshed out in A3? Why not join me and give a hand? There are jobs that require no prior technical expertise but would make my life a lot easier:
- Placing houses and other man made things using a 3d-editor at correct locations to make the map come alive. These can’t be auto generated to look good. There are very many buildings to place in the main city alone, not to speak of all the smaller villages. THIS IS THE MOST IMPORTANT THING I NEED HELP WITH! It’s also the fun bit!
- Drawing the satmap mask. Boring and tedious but easy. Can be done in MS paint if need be. The mask image helps the game put the right ground texture in the right place.
- Coming up with good Balkan sounding names for the locations.

There are also more advanced tasks, like creating new bridges and more barren trees. If some modeler is interested that would be great!
The only requirement is a decent communication capability in some language I can understand (English, Swedish or Finnish) and a google account. I plan to use google drive for sharing work, with internal weekly builds and public bi-weekly or monthly builds.
Interested? Contact me by PM here or email me at matsliljeroos (at) gmail (dot) com[/SPOILER]


Notes:
- This is an unstable alpha version with some problems, use at your own risk!
- Not related to the Lost Isles project, pure coincident with the name.
- The continuation of this project is largely dependant on the road memory issue getting solved.


Credits & Thanks:
The National Land Survey of Finland for making the raw data this project uses
BI for the Arma games
Rydygier for helping me debug this map
Jakerod for creating the Atlas tutorial
All the guys over at the terrain editing forums for being helpful. Shared misery and all that


License / Disclaimer:
THIS MOD SHALL NOT BE USED IN ANY KIND OF FOR-PROFIT ACTIVITY, INCLUDING BUT NOT LIMITED TO PREMIUM ACCESS SERVERS.


Changelog:
v0.2 alpha
- Started to populate main city
- Various bug fixes
- Reduced road network to avoid memory issues

v0.1 alpha
- first release


Forum topic:
- BI forums




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Tags: Coastline,   Green Sea,   Rivers,   Suburbs,   Woodland