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grillstern666

DayZ - DeerIsle (Map)

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"DEERISLE"

YksFXh6.jpg

 

 I want to share my work of my first terrain project for DayZ with you: "Deerisle" - a 16km x 16km area (4096 * 4m cellsize). Since I`m not a pro and relatively new to Terrain Editing in DayZ/Arma, I do not know how long this project will take to finish - but I will do my best and I`m willing to learn if stucked :-)  This first pic is the current Sat Image of the planned island.

If you want to have a look/walk around the real location on google maps: click here

Tools & Sources used so far:

  • Google Earth (to get Coords (lat & long))
  • Google Earth Downloader  (to download all sat tiles and compose them to the big Sat image)
  • Heightmap from:  https://lta.cr.usgs.gov 
  • L3DT (for editing Heightmaps)
  • Photoshop (for editing Heightmap, Sat- & Maskimage)
Edited by grillstern666
  • Like 1
  • Beans 9

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Since I got my map the first time running in dayz today, this is the first very early wip video :-)
 

 

  • Beans 5

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One playability suggestion that several of us have learned from maps like taviana and namalsk - While it may not be entirely realistic to do so, destroy/put holes in some of the fences.  The walled compounds on taviana were so horrible to get into and out of sometimes!

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Hi I notice your clutter is working but i recently lost  all mine in the  Tools update fiasco  .

 I wonder are you using Chernarus  ground texture and so it is working  because same names  or are they custom texture with new names and config ? 

 

Cheers in advance 

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Hi, it was a long long way until I got the map running ingame. I was surprised when clutter was displayed, cause I read your post where you lost them, and I did not expect to see it on my map ingame. So it was a positiv "bonus" when clutter was displayed (and until now not disappeard).

Back to your question: I am just using the basic textures found in my P:\dz directory  in my layers.cfg - nothing special or custom made. If it helps, my layers.cfg

class layers
{	
	class deerisle_broadleaf_dense1
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_broadleaf_dense1.rvmat";
	};
	
	class deerisle_broadleaf_dense2
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_broadleaf_dense2.rvmat";
	};
	
	class deerisle_broadleaf_sparse1
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_broadleaf_sparse1.rvmat";
	};

	class deerisle_broadleaf_sparse2
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_broadleaf_sparse2.rvmat";
	};
	
	class deerisle_concrete1
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_concrete1.rvmat";
	};
	
	class deerisle_concrete2
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_concrete2.rvmat";
	};
	
	class deerisle_conifer_common1
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_conifer_common1.rvmat";
	};
	
	class deerisle_conifer_common2
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_conifer_common2.rvmat";
	};	
	
	class deerisle_confier_moss1
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_conifer_moss1.rvmat";
	};
	
	class deerisle_conifer_moss2
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_conifer_moss2.rvmat";
	};
	
	class deerisle_dirt
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_dirt.rvmat";
	};
				
	class deerisle_grass
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_grass.rvmat";
	};
	
	class deerisle_grass_tall
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_grass_tall.rvmat";
	};
	
	class deerisle_gravel
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_gravel.rvmat";
	};	
	
	class deerisle_rock
	{
		texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1)";
		material= "dz\surfaces\data\terrain\cp_rock.rvmat";
	};	
};

class legend
{
	picture="deerisle\source\maplegend.png";
	
	class colors
	{
		
		deerisle_broadleaf_dense1[]		= {{ 110, 110,   0 }};
		deerisle_broadleaf_dense2[]		= {{ 130, 130,   0 }};
		deerisle_broadleaf_sparse1[]	= {{ 190, 165,  55 }};
		deerisle_broadleaf_sparse2[]	= {{ 210, 185,  75 }};
		deerisle_concrete1[]			= {{ 130, 130, 130 }};
		deerisle_concrete2[]			= {{ 160, 160, 160 }};
		deerisle_conifer_common1[]		= {{ 230, 170, 180 }};
		deerisle_conifer_common2[]		= {{ 200, 140, 150 }};
		deerisle_conifer_moss1[]		= {{   0, 150,   0 }};
		deerisle_conifer_moss2[]		= {{   0, 100,   0 }};
		deerisle_dirt[]					= {{ 135, 100,   0 }};
		deerisle_grass[]				= {{   0, 200,   0 }};
		deerisle_grass_tall[]			= {{   0, 255,   0 }};
		deerisle_gravel[]				= {{ 120, 105,  85 }};
		deerisle_rock[]					= {{ 100,  85,  65 }};
	}
};


 

Edited by grillstern666

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Ah cheers  ,, becuase you use  origial cp_   prefix it will work   but i used  my  prefix  and  now its broken , in Arma 3  using cp_  meant origianl chernarus would break  and change to new   maybe in new engine its not so , 

 i will go back also to cp_ i think . 

 

Cheers for info  

 

 

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The map has a very interesting landmass. To make this map fun and meaningful, it needs working boats.(connecting all islands with bridges would break much experience.) Until these are delivered by BI, it takes a while. This means for you that you can also take the time to design the map. Thumbs up for you.

Edited by Sqeezorz
  • Beans 1

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Hey man,

Very nice map ! Could you post your config.cpp ? I can't get my own clutter to work even with the original cp_ prefix

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