grillstern666 43 Posted November 12, 2018 (edited) "DEERISLE" 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 November 13, 2018 by grillstern666 1 9 Share this post Link to post Share on other sites
nimartin 1 Posted November 12, 2018 this looks like it could be an awsome map 1 Share this post Link to post Share on other sites
grillstern666 43 Posted November 18, 2018 Since I got my map the first time running in dayz today, this is the first very early wip video :-) 5 Share this post Link to post Share on other sites
bran34 6 Posted November 19, 2018 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! Share this post Link to post Share on other sites
grillstern666 43 Posted November 19, 2018 Thx for the info. I will try to take this into consideration! Share this post Link to post Share on other sites
ofp2 9 Posted November 19, 2018 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 Share this post Link to post Share on other sites
grillstern666 43 Posted November 19, 2018 (edited) 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 November 19, 2018 by grillstern666 Share this post Link to post Share on other sites
ofp2 9 Posted November 19, 2018 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 Share this post Link to post Share on other sites
Sqeezorz 839 Posted November 20, 2018 (edited) 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 November 20, 2018 by Sqeezorz 1 Share this post Link to post Share on other sites
grillstern666 43 Posted November 23, 2018 (edited) Edited November 23, 2018 by grillstern666 3 Share this post Link to post Share on other sites
maauve 0 Posted November 23, 2018 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 Share this post Link to post Share on other sites