Arma 3
BTHBC Terrains Core - Objects and Shared Definitions
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Update: 12 Apr, 2020 @ 4:14pm

Basic surface config tweaks.
Optimized hundreds of textures by using the proper DXT1 compression type for non-transparent textures.
Added 2 new hut model retextures.
New invisible roadway model for the roof of a trailer object so it can be walked on.

Update: 23 Aug, 2019 @ 12:53pm

Fixed: Pond objects no longer have a purple hue in their reflections
Fixed: AI paths in bthbc_md_NewHouseMed_1_v1.p3d and variants now have properly defined selections
Fixed: Yellow runway taxiway line road type now has surface config
Changed: Heavily modified and improved pond object textures and materials
Changed: Short sidewalk models now have named property 'frequent = 1' for performance reasons
Changed: Short sidewalk models now have an addition resolution LOD with reduced faces for performance reasons
Changed: Added LODdensityCoef values to several vegetation models for slower or quicker LOD switching
Changed: Added LODdensityCoef value to capital building/governer's residence building for slower LOD switching
Changed: Added LODdensityCoef values to several non-alpha clutter models (Rocks, sticks, etc) for slower LOD switching
Changed: Added/Tweaked the LODdensityCoef property values on several other models
Changed: Added named property 'class = clutter' to clutter models where it was missing
Changed: Lawn grass surface type clutter is now much denser and uses a better matching clutter model
Changed: Slightly modified pine tree trunk materials and textures
Changed: Modified the materials for several A2 bush object retextures
Changed: Objects are now organized better in the 3den editor categories
Added: Caustics animation with twice as many frams as the vanilla animation created with ButterFlow frame interpolation
Added: 'Lawn Grass' clutter model with better matching colors and shape/scale for the lawn grass surface type
Added: New double and quadruple length sidewalk models
Added: New custom apex-style urban chainlink fences made to replace the apex assets on Krasnorus
Added: New clutter cutter models with select surface types to prevent lack of footsteps in areas where they are used
Added: Slightly transparent red guide objects for the new clutter cutter models
Added: New experimental AI path objects of three sizes
Added: AI Path guides that are visible to assist placement/alignment
Added: Custom objects now editor preview images in the 3den editor
Added: New dead/leafless picea tree object
Added: New rock decal objects
Added: New photoscanned tree stump object
Added: New photoscanned boulder object
Added: New 'thinned' dirt road type that clutter can clip through
Added: New custom clutter cutter object for new dirt road type that hides only the clutter on the dirt track part, so clutter clips through the middle
Added: Transparent red guide object for custom road clutter cutter object
Some other changes I probably forgot to write down

Update: 20 Dec, 2018 @ 2:19pm

Added: 2 Krasnorus flag objects (editor only)
Added: 2 new Krasnorus related icons
Added: 2 new road types. A wide variant of the cobblestone path, and an unmarked federal road (has white lines still)
Added: 6 new A2 shed objects with fixed materials/textures
Added: Custom A2 proxy models for stationhouse
Added: New custom haybale retexture
Added: New custom stationhouse model with custom materials/textures + One texture variant
Added: New open-door icons for interior hallway of custom house
Added: New original house building with interior
Added: New road intersection model
Added: New tree stump retexture that matches the trees more accurately
Added: Worn road decal variants
Added: ~20 new texture variants of my house models
Changed: Added door opening/closing sounds to sheds
Changed: Added memory points to several models
Changed: Clutter textures and materials
Changed: Fallen tree log now follows the terrain slope it is on
Changed: Glass armor value slightly reduced on all buildings
Changed: Heavily modified/upgraded shed models
Changed: Many tree class types are now "class = treeSoft"
Changed: Modified populus tree's polyplane lod texture and material
Changed: Modified some surface configs
Changed: New material for rock clutter and new UV layout
Changed: Open/Close door actions are now attached to the geometry instead of being a radius for several buildings
Changed: Removed tree view density values because of AI issues
Changed: Retextured city platform models
Changed: Road corner model now just uses modified UVs instead of a custom texture
Changed: Some tree models have branches that are visible at all angles near the bottom
Changed: Surface configuration for wildgrass has been changed to match new clutter size
Changed: Tall grass clutter model height has been reduced, and the overall scale is slightly smaller
Changed: Tall grass model moved slightly more into the ground
Changed: Thick pine trees are no longer used as cover by AI
Changed: Tree geometry LOD's for most trees. Mostly view geometry tweaks
Changed: Tree texture/materials slightly tweaks
Changed: Tweaked textures and materials for forest clutter
Changed: Tweaked the pond super shader material
Changed: Tweaked/added memory points to many plant models
Fixed: Building hitpoint configuration for several buildings
Fixed: Building materials for several buildings
Fixed: Cabinshack model uses less textures/materials and no longer has 104+ sections
Fixed: City platform models materials specular issues
Fixed: Named selections issues with several models
Fixed: Removed unnecessary or duplicate geo class types in several models
Fixed: Road decal UVs for several models
Fixed: Tree armor configuration

Update: 26 Oct, 2018 @ 6:47pm

Update: 24 Aug, 2018 @ 11:26pm

Update: 23 Jul, 2018 @ 12:11am

Update: 12 Jun, 2018 @ 8:27pm

Version 0.8a - New Models - Surface Fixes - General Tweaks
- Added new flowing water/river models
- Added new 100% custom rock models + custom textures and materials
- Added missing CfgSurface config entries for some roads
- Modified all custom water materials + Textures
- Modified sound configuration
- Modified base clutter configuration
- Fixed rock models using the wrong textures/materials
- Fixed geometry of some custom models
- Tweaked materials for many objects
- Tweaked some surface type configs
- General Config Tweaks
- Other stuff I am probably forgetting

Update: 6 May, 2018 @ 3:14pm

Version 0.7a - New Models - General Fixes
- Added another completely new A3 style household building + WIP ruins model
- Added more new A2 hut variant models
- Added completely new custom straw hut building + ruins
- Removed waterfall activation script for Ryderwood Island due to bugs, may be fixed later
- General config tweaks
- General bug fixes

Update: 18 Apr, 2018 @ 5:34pm

Version 0.6a - New Models - Model Upgrades - Model Fixes
- Added completely new A3 style household building + variants
- Visual upgrade to hut buildings (Same style as tanoa native buildings)
- Modifications to hut models (Extended stair length, tweaked UV's, Updated geometries and LOD's to be more accurate)
- Created several new unique variants to hut models
- Fixed fire geometries for several models
- Visual improvement to rock textures
- Tweaked/Updated all rock models
- Added 'tropic' variant of all rock models

Update: 19 Mar, 2018 @ 1:51pm

Version 0.5a - New Textures - Experimental Decals
- Tweaked 2 other surface textures
- Added 3 new surface textures
- Added new muddy road texture
- Modified + Added sound sets and sound shaders
- Added 2 new rock decal overlay models
- Fixed geometry issues on some models
- General config tweaks