Arma 3
BTHBC Terrains Core - Objects and Shared Definitions
33 Comments
Rylan  [author] 31 Mar, 2024 @ 5:15am 
@Dreadnought Toaster
Sorry I didn't see this earlier- I think it should work without the CUP Maps addon I think. I can't remember why I put that there, I don't recall ever verifying any of those files being referenced/utilized in my terrains or objects.

I don't see any of them inside my temp folder so you're probably good to just use the CUP Terrains Core mod. I am used to most people just having the CUP terrains installed already so I have never run into any issues. I believe one of my mod lists for terrain development has those excluded for faster game loading time for me and I don't recall any errors.

Might be worth a quick test. I have been super busy with another project that I forget all the exact details that I don't have written down lol
Dreadnought Toaster 27 Mar, 2024 @ 11:16pm 
In the description this mod says it needs CUP Terrains - Maps but the sidebar only shows CUP Terrains - Core. Do I only need Core for my unit or both?
Rylan  [author] 13 Jan, 2022 @ 7:29am 
Nope. The size is just big because of the nature of Arma and the way it utilizes assets
A. Alphonse 13 Jan, 2022 @ 3:43am 
> There aren't any models or textures that just exist for no reason at all, though.

Ok, ok, I was just worried that the size might be due to placeholders or similar.
Rylan  [author] 12 Jan, 2022 @ 5:17pm 
@Algis_Lietuvis I'm not sure what you mean by "in use" here. This mod is basically just a pack of assets that are modified or custom made for my own terrain projects. On it's own, nothing is really "in use" other than the assets made available in the editor.

Just about everything here is made use of in my terrains, but no one terrain uses everything. There aren't any models or textures that just exist for no reason at all, though.
A. Alphonse 12 Jan, 2022 @ 5:06am 
@Rylan Are all the textures in use? I am just concerned, as community I am part of tends to be a bit size shy to begin with.
Rylan  [author] 5 Jan, 2022 @ 5:18pm 
@Algis_Lietuvis What exactly do you mean? It's a mod for arma, it contains textures and custom assets.
A. Alphonse 5 Jan, 2022 @ 4:14pm 
This is kind of a big mod at 1.2 GB. How come?
RX 29 Aug, 2021 @ 2:11am 
Geez, you could bypass those issues on Linux by simply using caseinsensitive file system. For example ZFS. Maybe even ext4 has that option these days.

Another option would be FreeBSD (ZFS native, working Linux emulation as well + you don't have to put up with systemd quirks)
Zlobot 12 Apr, 2020 @ 7:44pm 
@Mustang, Correction, is not an Arma, but a dedicated server on Linux.
Mustang 11 Feb, 2020 @ 9:43am 
Yes, Arma hates capital letters in configs!
ThePhengophobicGamer 29 Sep, 2019 @ 7:30pm 
@Rylan, I'm not sure, I only found out about it discussing it with someone more knowledgeable than me in regards to ARMA modding and servers. I do know that I couldn't get either mod to load, then after I changed the case on all files, they loaded fine.
Rylan  [author] 27 Sep, 2019 @ 8:23am 
@ThePhengophobicGamer Is this a documented issue?
ThePhengophobicGamer 21 Sep, 2019 @ 7:14pm 
@Rylan Just a heads up, I just had issues loading the mods onto a dedicated server because the filenames were capitalized. Probably should rename them to have no caps and reupload as it was causing neither mod to load on my server, which I'm assuming runs on unix.
SparkKMaster 23 Jun, 2018 @ 12:53am 
@BobTheHunted Okey, I see..yeah I know, I usally go 0%-10% speed so I pause when there's like a rpg flying in the shot or something.
Since they are static "objects" im asking for, purely as props/taking screenshots etc, and you talking about modding the speed of the projectile etc. Couldn't you just be able to watch all the digital effects and animations to Explosions, ricochets, bloodmist or what ever you wanna add. Have that "animation" playing really slow in like the animation viewer but for effects > pause the effect when it has the effect you desire > take it like any object and place it where you want. Would be so awesome! Can someone please maybe do some custom modules making this as easy as I make it sound.... Im doing right now, adding "campfires" and stuff to get smoke at a certain place for example, having 20 machine gunners firing towards us (to catch as many tracers etc in the shot) gets tiring and ends up like a mess :/
Rylan  [author] 22 Jun, 2018 @ 4:57pm 
@SparkMasterTape that isn't what this mod is at all. Though what you wish to achieve would be very simple to do just through config editing, with the exception of particle effects (which can also be modified to play very slowly) since they aren't simple models and are obviously simulated differently and probably couldn't be placed in the editor unless you make custom models that replicate them
SparkKMaster 22 Jun, 2018 @ 4:32pm 
Will this mod make it able to place static muzzle-flashes, tracer-rounds, smoke/dust-clouds, blood mists and blood splatter, ricochets etc, all effects ready in different variations to fit your scenario, making them an "object" that you just put down at desired location in the editor?

(Wondering since my newest thing in arma 3 is taking screenshots, I think I got a good hand of it now besides.. Making such effects static objects to give your screens that immersive feel all those effect add to a night-time photo for example.)

Now I have to script AI's etc to fire their weapons and then trying to pause at a "nice" moment and hopefully get some tracers flying, muzzle-flashes going off... But to be able to place out these effects as statics would be so epic! Would pay for a mod that adds this! Cheers!
Rylan  [author] 13 Nov, 2017 @ 12:30pm 
This isn't a map, just a core mod
[TL] OfficialMikeJ 13 Nov, 2017 @ 12:06pm 
could you possibly add a few more different pictures whenever you have some time ?. or even a short video would be nice as well. :)
[TL] OfficialMikeJ 13 Nov, 2017 @ 12:05pm 
thanks for a great map/mod looks wonderful. i am about to test it out and make a mission based off a movie. MikeJGaming !
Rylan  [author] 20 Sep, 2017 @ 10:56am 
@Aggr0niline I understand the point very clearly. I just think one minor inconvenience for some people is worth avoiding several major inconveniences and potential issues for everyone else, me included.
SharkBelly 20 Sep, 2017 @ 9:48am 
I think you are missing the point! sure it helps mod makers but there is no reason why you cant do both, some players hate downloading cup just to get the terrain working and not to mention the numerous other mods for their missions. Downloading an addition 2 totaling 4-5 mods including cup just to run a terrain that has tree variation is excessive. Yes I am in agreement with the rest of the feedback and would not mind the additional 473. Anyhow you dont have to take feedback from the community, you certainly dont have to take mine I appreciate the amount of work that foes in terrain making but Ryderwood is not my style. I just wanted to give some feedback as to why you may not have as many players or interest in it in general. Its entirely up to you. I sure won't be downloading that many mods on my servers!
Rylan  [author] 20 Sep, 2017 @ 8:41am 
@Aggr0niline Since you lack a nuanced understanding of the many other reasons, I will give you one the more obvious ones. Take Ryderwood Island for example. 166MB. This core terrain mod. 473MB. If I wish to have multiple terrains that use the data from this addon (which I do), that would add an unnecessary 473MBs to download with every terrain. Also other terrain creators can use the data from this mod without downloading another terrain. Simple
SharkBelly 19 Sep, 2017 @ 11:19pm 
You talk about having to have them separate so that you can re-use them in future projects, I am curious why you are doing it this way and have the world download multiple mods, when you can simply just copy and paste your sound and object as standalone .pbo and include it all your future projects in one mod. The only one benefit I see which is mod creator and server admins I guess can load your addon mod and use it with other maps like Chernarus for example?
Rylan  [author] 8 Aug, 2017 @ 3:19pm 
🔫Sgt 🆂Ⓜ️🅰🆂🅷 see the "Why there are external dependencies" discussion on the ryderwood island page
Sgt Smash 8 Aug, 2017 @ 3:11pm 
Can you not just include them in the map files and have no dependencies?
Rylan  [author] 8 Aug, 2017 @ 12:45pm 
🔫Sgt 🆂Ⓜ️🅰🆂🅷 If you don't want any new objects, don't download the mod
Sgt Smash 8 Aug, 2017 @ 12:16pm 
I would rather have cup dependencies over needing to install more mods in total, everyone is going to have cup in the first place. just gonna make people have empty servers as alot of people don't want to get more mods just to try a new server.
Rylan  [author] 24 Jul, 2017 @ 12:49pm 
I realized there is a classname mismatch in the waterfall script. Will be fixed very soon
Rylan  [author] 24 Jul, 2017 @ 9:46am 
Terrains core contains model, sound, and texture data that I can use in all my Terrains, so I don't have to include them multiple times when I eventually create more. There are several other reasons for keeping this separate, but that is the basic idea. The Mods core contains shared functions and config stuff that is vanilla friendly and doesn't add unnecessary CUP dependencies and is separate from terrain special mods. This way people don't have to download stuff they may not want and I can share any common info from other mods in one place
Harry Schnodder 24 Jul, 2017 @ 4:42am 
But what are those additional addons actually doing? The map is really great but ijust dont understand those extra addons!
Rylan  [author] 24 Jul, 2017 @ 1:15am 
You're quite welcome. Thanks for letting me use the script!
ALIAScartoons 24 Jul, 2017 @ 1:06am 
Thank you for sharing!