Arma 3
@Xin_Ponds
45 Comments
[aCe] Xindrum  [author] 15 Jan, 2024 @ 5:58am 
@Jacko - Sure, no problem.
Riley༝ 14 Jan, 2024 @ 4:07pm 
@[aCe] Xindrum This is amazing!! Would you be okay with it being packaged in with a terrain I've made? I have a dam on my map that I would love to have water in, but I'm trying to avoid dependencies.
Arcticc_ 2 Sep, 2021 @ 2:06am 
Same issue as the guy below
ThatGuyJacob 30 Jul, 2021 @ 1:35am 
When you delete the water in eden and play the mission the water stays but becomes invisible so you end up swimming in water that you cant see
BlastMan 20 Jul, 2021 @ 5:17am 
Thanks Xindrum - I’m making progress, slogging through the BI forums like I’m sure you did. If I get anything working, I’ll write it up and give you some kudos. Cheers!
[aCe] Xindrum  [author] 13 Jul, 2021 @ 12:18pm 
BlastMan - Thank you for the kind words, and yes you are more than welcome to do what ever you feel like with the mod, it`s open for everyone to change it to their liking, and its perfectly OK to make something different of it and publish also.
I`m sad to say that it`s been to long for me to remember the technical things now, and I do not have the files or documentation on hand right now.
BlastMan 12 Jul, 2021 @ 6:03pm 
Thank you for making this mod - it works wonderfully.

I'm trying to build some ponds using a custom p3d and classes that extend from your pond classes. Think I've got it almost working, but I feel like I'm using the wrong material/texture on my custom pond planes. I can't inspect your pond tiles in Object Builder, so I've just been guessing. Would you be willing to provide me some guidance on how to do this? This is just for our unit's private use - I don't intend to release any of the ponds built this way.

Either way, great job - having inland water makes a huge difference when building realistic terrains!
brendob47 1 Jul, 2021 @ 6:24am 
Xindrum - The problem seems sporadic, so not every tile will have it. Because I was covering a large area, I don't think I have placed individual tiles, only rearranged them from my 4x8 tile composition. I'll try to get a video of the problem soon
[aCe] Xindrum  [author] 1 Jul, 2021 @ 3:25am 
brendob47 - I have not seen this before, and i`m not able to recreate your problem.
Does this happen on all water tiles on your map? And does it happen if you just place a tile manually?
brendob47 30 Jun, 2021 @ 9:08pm 
@topekons, use terrain grid along with the widgets at the top of the editor to ensure that 1) objects move height relative to sea level and 2) are lined up vertically with grid (of preferred size)
brendob47 30 Jun, 2021 @ 9:04pm 
I've been adding water to a dry map using this and have come across a rather weird thing happening. See screenshot: https://drive.google.com/file/d/1BvBO6Pplyd-tv2CJUNARCZHSbPqt79NO/view?usp=sharing

Note that the tank is disabled due to a flooded engine, and my guy is swimming seemingly in the air! All the water objects are at the same height using the terrain grid, and I used a composition I have lying around for placing multiple of these at once. For some reason, the game likes to think that there is an invisible pond object at some altitude above the rest at seemingly random positions near the water.

I've messed around with the mod much before and have no idea what's going on. I also noticed that if I move the camera into the area where the invisible vertical column of water is, I get the blue effect, seeming to indicate some sort of hidden water object. Idk what's up and it makes the cool water I've been adding unusable because tanks will randomly just die.
[aCe] Xindrum  [author] 24 Apr, 2021 @ 5:46am 
Doven_Doragon - No, not that i know of.
Doven_Doragon 23 Apr, 2021 @ 2:27pm 
So, when I place a pond and either walk towards its or hover over it in the editor it cause me to start swimming like Im in the water even if Im not in the water itself, is there a way to fix that?
[aCe] Xindrum  [author] 12 Feb, 2021 @ 7:46am 
McToffee - Yes, that`s no problem.
McToffee 12 Feb, 2021 @ 7:26am 
hello. i wondered if you would allow me to pack this mod inside my own servermod for a non-monetized arma server? many thanks
[aCe] Xindrum  [author] 18 Dec, 2020 @ 3:11am 
topkeons - I`m sad to say you have to do the impossible, there is no means of setting the same hight for the assets in the editor, so it's painstaking work to get them level.
topkeons 18 Dec, 2020 @ 1:09am 
great mod but I have a technical question ':): how can I place multiple ponds but at the same level? placing and leveling them manually is kinda impossible..
correyvola 7 Sep, 2020 @ 5:26am 
great tool
[aCe] Xindrum  [author] 5 Jul, 2018 @ 4:56am 
Smirlianos - You can either use the pond assets in the map editor in-game and distribute the planes to your liking.
Or you can add the mod to your own Arma 3 map project, and add the pond planes to your map as you see fit in Terrain Builder, this will ensure that the pond objects are "baked" into the map you are making.
smirlianos 4 Jul, 2018 @ 2:01pm 
But how do we use it??
[aCe] Xindrum  [author] 13 Mar, 2018 @ 7:56am 
CrimsonTemplar - oh i did not know that, will chech it out.
TistheOnecalledJon 12 Mar, 2018 @ 4:14pm 
The Chenarus Redux team managed to find a workaround, for the ponds and lakes on their map, so that they no longer cause glitches and artifacting. Likewise one of the BI devs I think actually fixed the issue. Perhaps you could contact either Bohemia or the CHR team and ask how it was done.
BayernMaik 18 Dec, 2017 @ 6:40am 
Aaaaaand how do i use it?:steamsad:
TistheOnecalledJon 21 Oct, 2017 @ 11:58am 
I like this mod quite a bit. Reminds of me of the ponds or water pools you could place in down in Arma 2 OA. This works really well, particularly in one of my zeus scenario, creating a flooded underground bunker or tunnel.
CM Gabriel Angelos 15 Oct, 2017 @ 11:07am 
is it possible to change the color on the lakes( to red for instance to make mont tano look like an actual vulcano)
SugarMan9908 14 Oct, 2017 @ 11:13am 
Please come back Bob, we love you
[aCe] Xindrum  [author] 14 Oct, 2017 @ 10:58am 
Sorry, Bob had to leave, he didn't like to being cloned in to the comments anymore.
Kompot 14 Oct, 2017 @ 8:33am 
no he won't leave
Shogunst-nl 14 Oct, 2017 @ 8:05am 
get the hell out of steamworkshop already bob
blarcy 13 Oct, 2017 @ 3:37pm 
This isn't Zeus compatible is it?
morons always 13 Oct, 2017 @ 10:05am 
Very cool! I'll go and mess around with it sometime, terrain editing is awesome, and some maps really lack water. You did a great job bringing this to the community.

Any plans to include a Zeus module some day in the future, or does Arma disagree with things like that during runtime?
[aCe] Xindrum  [author] 13 Oct, 2017 @ 10:03am 
You a stupid ass - Works with eden editor, and map creation.
Try out our new map Kobbvatn and see for yourself.
morons always 13 Oct, 2017 @ 8:07am 
Very cool sounding mod, how does it work? On the fly editing in-game, Eden Editor function, or map creation only?
C. Eagle 11 Oct, 2017 @ 12:19pm 
Found an odd issue with these on the Kobbvatn Map, animals (like rabbits) still spawn as it sees the lake as a piece of land rather than water ... ??
ღLil' Sapphire Eyesღ 10 Oct, 2017 @ 6:59pm 
really love hte map, gives a purpose to amphibous functions on vehicles
[aCe] Xindrum  [author] 10 Oct, 2017 @ 1:20am 
Valiant - That would be awesome, thank you good sir.
mav 10 Oct, 2017 @ 1:17am 
I have 43GB of mods so if you would like me to test the map with only Xin ponds and the mods required, I will do so. As a bonus I can try certain mods to see what the issue is.
[aCe] Xindrum  [author] 10 Oct, 2017 @ 1:05am 
If you could send a message on our facebook page with screenshots, it would be great!!
Kobbvatn on Facebook [www.facebook.com]

dougmiasdad - noted, i have seen it, but not known it was ponds.

Wookiejedi - no, to this date we have not.

Valiant - this we dont know, if it is another mod that porfides graphical enhancements please add link to mod, it makes it easier for us to test

Thanks for noting problems, keep em comming.
mav 9 Oct, 2017 @ 11:14pm 
I noticed a issue where the water/pond just cuts off, not sure if its WIP or that its bugged/broken somehow
Wookiejedi 9 Oct, 2017 @ 5:09pm 
Have you been able to solve the CUP issue where fog makes ponds spaz out and go weird?
dougmiasdad 9 Oct, 2017 @ 12:03pm 
I've noticed on CUP Terrains w/ponds that when you're approaching the water the sky gets darker?
[aCe] Xindrum  [author] 9 Oct, 2017 @ 3:45am 
Just found it, but thank you!
mav 9 Oct, 2017 @ 3:42am 
It should give you an option when you add the workshop item/mod/terrain and ask you if you have any dependencies required for the mod.
[aCe] Xindrum  [author] 9 Oct, 2017 @ 2:38am 
Oh, do you know how to set up dependencies? Thank you for the info.
mav 8 Oct, 2017 @ 11:26pm 
hey you need to link this for your terrain so people see the requirement easier, like add a dependency option CUP and Xin Ponds instead of just having the requirements in description:steamhappy: