#Mo'orea
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Wait, you starting from scratch?
Yeah cause I needed a new heightmap, I can reimport the buildings I’m pretty sure and just resnap to terrain.
But now I’m working with shapefiles which makes everything 1000% faster.
I redid the bathymetry and now there entire terrain is painted unlike previous where I was chunking it out and the foundation was rock, this time the foundation is sand which ensures that my beaches are all already painted and bathymetry ground detail is already done which saves a ton of time as well.
found how to calculate offset for shapefiles, now forest generators are exactly where they should be for the entire island,
Ok correct me if I am wrong but does this mean you'll be able to cover the whole island in forests all at once?
and that therefore means correct me if im wrong like 30% of work done at the click of a button
yes
Damn
textures looking much much better, also adding noise to forests, so that it pops more, and the terrain appears 3D from distance.
runway is also looking much better this time around,
Ay you got that invite 
Rimanatara off the coast of Moorea, in reality these islands are about 300 miles or so apart, but I did some terrain magic and brought them close for gameplay purposes
it still will take around 5 to 6 minutes to travel by helicopter from Rimanatara airfield to Moorea airfield.
about 20 kilometers from Moorea Airport to Rimanatara Airport,
but you'll have to fly around the mountains otherwise it could take like 10 to 15 minutes to get the altitude to fly over the mountains
so actually it would be about 24 kilometer flight
thats some jurassic park shit right there
these images look insane @full jetty !
Thanks. It's been fun experimenting with armavision. Wish more games had said tools. The photo mode in RDR2 is good too so hopefully we get some dope ass captures in GTA 6 too
Second build will be much cleaner, and will have much better FPS.
much happier with this iteration,
this is gonna look awesome, give me a month and I'll get new update underway.
any chance theres gonna be like 1 legit airport with more then 1 runway? cause ive noticed most map makers make airports really lacking
This map is a 1:1 recreation of Mo’orea, runway is a single lane runway, there will however be two single lane runways on this map, a 1400 meter one and a 1200 meter one. I’m using ICAO standardization and code for the runways so that they look legit and can be used as a real runway.
thank you!!
If you want to can test the alpha build of Mo’orea on the workshop, it’s very large, 576 km^2
But that a good representation of what runway will look like
hell yeah ill check it out after this sortie
are you adding a taxi way for the southern end of the runway? currently you have to taxi on the runway itself to get back to the parking area.
Really like the Helicopter designated area off to its own, are you gonna fill it out more then just 1 hangar for an entire airport tho?
Sorry to sound picky AF lol
l’ll add a few more hangars to main. Then the other island, Rimanatara will have its own airfield as well, about 25 km away from Mo’orea Airfield.
awesome! i did a full fly around its gonna be a sweet map once its done!!
with a 2nd airfield across a large channel is gonna make island assault lit
finished runway, there is now two hangars at main, much more room and taxiways are now correct. helipad station, also got emergency berms,
also holding stations are now labeled and taxiways are numbered correctly, correct line placement and decals as it is in RL.
that night time shot is nuts
helipad lights at night,
I think this airfield might be more detailed than Everon now,
parking lot,
very nice night look so far,
@cerulean coral
Tema'e 2.0
It's beautiful
higher quality satmap makes everything much better, urban areas are more crisp, and also there is more space in urban areas, and less trees, so higher FPS.
new looks is much better than the last iteration.
you can actually see a jungle canopy form naturally now,

Would destroy performance, but would love to see more ground cover
Is this mod out or naw?
Old version is out for testing, but this new version I’m working on rn is using a high quality satmap and heightmap so it will be more accurate, look better, and will run better.
gorgeous
@tall isle
seafloor advanced,
the reefs will be a mixture of rock, pebbles, beach sand, seabed, and fucus cliffs, will be very detailed once done, and you will be able to explore the oceans with scuba mod. 👍
which mod are you using for trees and palms?
It’s my own, the trees are vanilla, hornbeam, while the palm tree models I got from a friend Ethan The Chunky Munk. I just mixed the hornbeam and palms, then changed the texture of the bark with the vanilla trees to a better looking jungle bark texture. Then created a new grass config based off of the forest coniferous 2 texture mask, increased grass height, changed grass default colors, and plant mat.
It’s basically a jungle overhaul of vanilla vegetation.
map is in alpha rn, the version on workshop is old. working on new version now
If you are experiencing crash loop, check to make sure it’s not the mods you have loaded possibly conflicting with map dependencies. If it is the map, let me know exactly how it’s messing up.
Moved global environment probe entity and checked terrain as affected layer, then color corrected based on position of probe, colors and contrast are now much more vibrant, darks are darker, and lights are lighter, at night, it feels like night, and day feels very bright, as shadows cast from the jungle can become usable concealment.
finalized jungle Forest Generator,
How is performance?
Gonna test today, yesterday I was adjusting the FG and converting all the modded trees to actual tree entities as they were set as “generic” entities which I believe is what was causing major FPS issues, as there was no tree occlusion.
Increase of frame rate by like 20 from last time, and now we can get denser jungles just because we now have tree occlusion from the leaves within itself.
So the denser the forest, the more that the forest occludes what is behind it, which means we can now cover the entire island in dense jungle forests, and still save performance.
I don’t think this was possible in arma 3 which is why it ran like shit on Tanoa.
Where we can manually adjust tree crown occlusion now within the world editor and instantly check performance cost.
So question, is the cover thick enough that you cannot see people inside the jungle from above?
In some areas yes, it’s all dependent on how thick the top level is of the FG. The thicker the top level, the more occlusion so it has a natural alpha channel, so where you can’t see the ground through the trees you obviously will not see people, and this gets occluded precisely. Just as if you are in the forest, and you can’t see more than 50 meters ahead, this also naturally occludes more of the forest when you are within it, and also adding micro hills from noising the terrain, also helps increase performance within forests and makes it look more natural.
All this combined leads to a very good stable FPS. So it only has to focus on rendering what is very close to you. Only when in forests
Neat
In thinner areas you can see right through it which looks natural due to density shifts, I believe this is how they preserved performance on Everon, by combining all these together with the use of manually placed occluders in specific areas and micro hills.
this is cool at night
Forest looking great
🤯it’s terminator
Looks nice, is there a generator for lights using a spline or did you have to place all of those manually?
Is anyone able to load into this map? My guys just tried and it only shows a flat landmass with no textures
spline prefab generator, added lights using prefab generator and then added spacing to correct lengths based on ICAO specifications of runways lights and lines.
This next update gonna be dope, since we have 1.2, and AI can now drive on roads, I'm gonna update the navmesh to account for this,
Big thanks
Ooooh
nice screenshot
Im guessing its too early to ask but is there going to be a PVE or combat ops version of this?
I recommend not using arma terrain core its a huge file and it causes lag
u talking about the afghanistan buildings? from kioks mod?
Yeah Arma terrain core
it has issues with the game and does cause a bit of lag for most users
Its what I used on one of mine did a few tests and it would mostly cause the main lag issues
alright I'll remove it, although i do need Khans trees and huts mod
Same
cant see anything past 30 meters, this is good jungle right here,
and frames are a solid 50 fps
Ambush alley
Whats your specs?
GTX 1070 8gb vram, ryzen 5 1600 CPU, micro ATX computer, so its got about the same power as an XBox series S or a PS4
This is with everything on ultra as well, so it should run fine on everything else.
25km view distance, 576km² terrain size
working on town of Tema'e
This is genuinely so good. Please make a vietnam map in a couple of years! 🤣🤣
You're the only one I trust to do it right thus far
Pitcairn in the distance about 20 km away,
its actually 15 km lol,
about an Everon's distance away 😄
I need this map
its heavy WIP but once Tema'e is done, I'll reupload new version of the map, the current version is old and used bad heightmap, so textures weren't loaded correctly and frames were bad due to modded assets not having LOD's set up correctly.
its fixed now tho, getting about 40-50 frames on ultra in the dense jungle areas and in valleys which is perfect, so should be good frames this time around.
I'm only asking I'm assuming it doesn't have the 20 ish cities fully built? If it does belay my last / how much playable content do you think it has ( km wise )
And ty for your constant updates on this map. Me and my friends have been watching this map religiously 😭🤣
no I had to restart it due to issues, so currently working on Tema'e, the previous version I finished around 3 cities, but that was with lower detailed satmap and heightmap so it looked bad and frames were very bad, this time around its done correct, so it will be a few months or so before the map goes live with a few towns done, but now hopefully development will be faster with new heightmap and satmap.
This is a long term project
Can't wait my man. I know the whole community is hyped for this one.
This map would be absolutely wild to play Overthrow on, especially now that we have AI commanding and driving
whats overthrow?
Its a scenario where you are the local people while two other major forces for exp. US and UDSSR are fighting. You do missions, fight both forces and try to push both our of your country.
Tldr Anti stasi for refoger sort off
your trees are so fucking good 
thanks! took months of color correcting during map making process to get it right. Now got it dialed in.
waxy texture on leaves now reflects and diffuse is correct as well as color matching to surrounding terrain and sat map. Also made shadows darker, this is also more prominent at night as nights are very very dark, and the only thing you can see is the sillouhette of the mountians and sky,
Looks like unreal engine now, and im getting like 50-60 frames in the forests now whereas before it was 30-40
and thats cause the trees were set as generic entities instead of tree entities,
now with this forest generator we can cover huuuuge areas of terrain with trees and have minimal FPS hit due to tree occlusion, the trees themselves can occlude from the leaves. this is what allows for huge dense forests.
What are you using for your trees? Speedtree or something else?
just world editor, the hornbeam 3 has really good occlusion so I modded the hornbeam 3 FG and added palm trees to it, and jungle vegetation.
Oh I meant for the tree models haha
and I'm using edited clutter configs to get jungle grass and a Jungle soil surface texture
no the tree models were from a friend he got from some online repository of photogramettry tree models
Ah I see, thanks :)
most of the trees are vanilla
except for the palms, and the ground palms, and the bamboo which came from Khans Trees and Huts mod, which I color corrected the texture to match the satellite map
bascially all textures and vegetation has been color corrected, and bark was replaced with the vanilla trees.
Ooo thats really smart actually
even the MLODs have been color corrected especially with the birch trees, to make them look like a different species that would be more junglish
instead of the white texture, I color the corrected the birch tree MLODs to be more brownish
Very ingenuous, good work 👍
intense lake bridge, ocean runoff action,
Tema'e Lake is looking much better this time around, as I can finally see what is there with the enhanced satmap,
Is it too much to ask for a charitable soul to do an anstistasi mission on this map?
Faupo Point,
how many %
can the map be downloaded now?
Looks good
2% done approx
Holy
question. is there gonna be an airfield big enough to house multiple c-130's? my milsim specifically does alot of airborn activities, the current runway is only big enough for 2 a-10s side by side
Negative, these are small vacation islands, and everything is 1:1 recreation based on satellite and geopositioning so you can use google maps to actually track where you are in game if you wanted to. My idea is to create a mod that somehow pulls google maps API or ArcGIS satellite data into Arma through a modded server to interface with a TOC mod that I want to make in the future using working screens so you can build a modular TOC and use flyable drones to track targets in game, kind of like what we had in Arma 3 but waaay more built out, so the drones are linked to the TOC and you control them via the TOC that you build, as like an extension of the Mobile HQ truck.
So it would link with the base building aspect of reforger but the idea is you can build a mobile TOC with working PiP screens where you can control drones and do ISR. I was gonna call this future mod ISR mod. (Intelligence, Surveillance, and Reconnaissance). And have a whole fleet of drones and buildable items that connect to the mobile HQ truck in the game to create a whole new aspect of gameplay.
you could use a semi automatic classification plugin to make that work
for GIS, me and AAA could potentially look into that end for you my man ❤️
So you’d have satellite image screen so you can track via satellite, then you can have another screen for drones or AWACs then another screen that interfaces player cameras like body cams and possibly CCTV cameras.
its a good idea, just need to find the best method for the satelite data that doesnt take 9 hours to do the classification process using remote sensing 😂
So you could also use it for like a base defense if you wanted and build CCTV cams around the base, for like MGS style PvP gameplay.
you could basically create your own version of the mini map using data processed by the SCP pluggin for GIS, but it would be lengthy, i need to research it more especially the NVDI calculation side of things, man that is a pain to do 😭
Also need to find a way to increase PiP distance with the enfusion engine to make this actually workable. With AWACs it would be easy, all you would be doing is creating a virtual camera in the game that would fly around at super high altitude and would scan the ground, like a headless GameMaster camera that would feed its picture to your PiP screen in the TOC. And you can control the camera and give it waypoints to move to.
yeah i agree, for the map we have going i want something similar in the form of a recon drone. so a grey hawk or Orlan that functions as such and game master can add + it comes with thermals and nightvision
The drones would work like the Arma 3 drones basically, except it would feed data to a PiP TV in your TOC that you built onto the mobile HQ truck.
oooh, yeah that would be very good
I want to make it so it works with conflict, so it connects with the buildable structures and specifically is a modular connector that you construct as an addon to the Mobile HQ truck, like a deployable radio, but a buildable modular TOC.
i gtg, but me and AAA will definitely discuss this, and for the map in development who knows we may design a bunker prefab with an added data link component that can be rigged up with some components to allow this, we may or may not have the models needed though 👀
It just needs to be a desk with a few computer monitors in a tent, and you need supplies to build it after you deploy the mobile HQ truck it’s like an extension of that. Then all the bells and whistles would be in the TOC, like control of the drones and camera and satellite feeds, also would be cool to make it interface with player radios so you can specifically scan player radio frequencies of your specific side, so if the enemy captures your TOC the enemy can get a list of all you teams radio frequencies that were being used by that specific TOC to monitor friendly positions.
So it would only show active radio freqs that were being monitored at the time from that specific TOC, not all radio freqs. Also a notepad mod with a working notepad. (This would be good for 9 lines, CAs requests/medivac, as well as one board stuff for pilots)
the building part adds more dimensions 😭 , but i understand what you are getting at, honestly this opens up the pandorras box of electronic warfare as well, and on that note i will probably ask a scripter about this, how feasible it is to implement (im assuming not very easy)
yeah cause then you'd have to add radar and all that comes with it, and flares to aircraft, and sam sites and stinger missiles, shoulder launched manpads
check this out, the angled palm trees are climbable! ambusshhhh!
Reminds me of the snipers in trees in world at war
"well freebird came on the radio, and the pilot just did a nosedive, then we crashed cause he tried to do a barrel roll"
- Added freebird to radio broadcast playlist...
What?
Free thinker behavior
its surreal at night,
jungle at night feels like a horror game
at golden hour, the contours with the new heightmap really show,
this a cool view
Dude this shit is gonna go so hard, are there any interesting caves or other unique geographical features.
This is probably gonna be one of if not the best maps when it's 100% done
Especially if it has caves and secrets like bunkers, and enemy encampments etc pre set up at certain locations
not yet but there will be eventually, on the northwest side of the island there will be lots and lots of caves, and there will also be sea caves, each island will have its own different vibe, Pitcairn for instance is very rocky, and will only be accessible either helicopter or going up pier docks and stairs that go to the top portion of the island, and Rimanatara is kind of like a flatter terrain, Moorea is the mainland and has its own set of smaller islands off the reefs
got Tema'e almost done, since i have much higher quality satmap and heightmap, we should be back where we were in about a month, but this time it will look much much nicer, and run better as trees weren't optimized before, also I got rid of useless dependencies that just took up space and created more lag.
This time it will be higher fidelity, closer to vanilla quality in terms of design, but much better optimized.
also trees weren't scaled correctly, but they are now, which creates a greater sense of depth and scale, brings it to life a bit more as you can see just how large the island actually is from valley views and long distances.
for example from here, you can see the peak of the mountain is about 3 kilometers away.
wtf this looks amazing, great shot!
@somber cradle do u have an estimated time for when this will drop also sorry for @ing u
It’s gonna be while, prob one month to two months before first release on workshop, and then, it’s gonna take about a year to a year and a half to fully finish the map.
Wow
Man part of me wants to sacrifice my Xbox to see if it works and part of me doesn’t but it looks really nice
Still probably gonna be better than half the completed maps when it first releases
Looking good
I’m back and I’m loving the progress
@somber cradle how is progress on the map?
Yo this is sick l, is this on the workshop rn?
Yes
Looks exactly like where I used to live in Oahu
I'm open sourcing the project so I'm still gonna work on it occasionally just not as often due to work and time limitations
Dang
Thats fair enough mate. Life first 👍
Man, the day this map is fully released I won't be getting off of it
We’re gonna get GTA 6 before Moorea
And it'll be all worth this waiting for such a map.
Do we have a link to the mod yet?
its been opensourced for now, but we will see if IZ or someone else picks it up again
Looks like a Jurassic park island
Wait where did Iz go?
Nooooo. I was looking forward to this getting done. Oh wells, what we have now will suffice
Big sad /:(
someone might work on it from the github files he has opensourced, i mean realistically anyone on this thread could just pick up the files and start working on it
Is the AI not able to navigate themselves around in this map?
I tried giving them orders but they wont follow
there is no navmesh as of yet
Sounds good. I was confused on why they didnt do anything. Thank you!
can you share github link to this project?
just ask IZ for it, i dont have it. Or just search up Mo'orea on Github, might be worth to ask IZ first before you do anything though
i will see if i can get ahold of him
Why is the HMS Adelaide a dependency of this map?
Seems like an unnecessary download
1.7 gigs of map is crazyyyy 😂 I’ve never seen a map file so large on reforger
Chernarus reforged is 4gigs
no is not, its 2.6 gb
Is not?
its not, I would know 
Snake eater is over 2gbs lol
Made me download 4 gigs last night
then its something wrong, Size on my hard drive for it is 2.59 gb.
Will double check on my end
i would suggest to redownload it fully, as i think that the workshop dosn't delete old files that i removed
I ain’t ever playing dat 😂😂
What’s happened with this?
the author is taking a break
Hopefully the same thing doesn’t happen that happened to union islands.
Omg thank you!!! I was trying the hardest to remember that map name and was going crazy about finding it
It’s deleted but I have some pictures of it if you wanna go down memory lane.
Please send!
Will do when I am home
union islands were so great