#Denali and other R4GEisF3AR Mods

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glass plover
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NOTE: This terrain is high-entity density to be as accurate to the inspiration region as possible. As a result, it does not run on console, and may cause crashes on lower-memory PCs. You may report your specs/crashes here and potentially help me fix this, but in the meantime I am working to optimize it.

The Alaskan tundra, already a brutal landscape in peace, becomes harrowing in war. Beneath leaden skies, the terrain stretches in rolling sheets of frozen soil, scarred by shell craters and boot tracks iced over in minutes. Dense clumps of dwarf willow and alder obscure sightlines, forcing soldiers into close quarters with the unknown. Movement is a grinding crawl—muskeg bogs swallow men up to the knee, and each step risks a twisted ankle or worse. Wind howls across the open flats, carrying snow sideways into every crevice, stinging skin and clogging weapons.

Visibility drops to yards in the fog, making ambushes easy, retreat dangerous. There is no cover but what nature grudgingly provides—rocky outcrops, frost-slicked ridges, the occasional stunted spruce. Vehicles freeze overnight; rifles jam with ice; radios crackle with static from the storm-choked skies. The silence is oppressive when the guns fall still—broken only by distant avalanches or the groan of shifting permafrost. Even the dead resist burial; the ground won’t yield.

This tundra is no man’s land in the truest sense—hostile not just because of the enemy, but because the land itself seems at war with those who dare to fight on it.

===============================================

Denali is an almost ~42km2 terrain based on no particular place™ in Alaska. Vegetation is mix of spruce forest, tundra brushland and is split by a wide open braided river, with only small signs of humanity spread across the land. Designed around PVP gameplay, large open areas are pre-laid in balanced locations, ready for players to build FOB superstructures of their own.

This is a WIP, although close to complete I have a lot I want to add/change and more detail that can be introduced across the landscape in many locations.

Testing is currently being done on RAGE's PROVING GROUNDS server.

Workshop: https://reforger.armaplatform.com/workshop/650CF7C6C9BBC1C6-Denali

Arma Reforger

The Alaskan tundra, already a brutal landscape in peace, becomes harrowing in war.

glass plover
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Some of the tree's aren't quite right. They are all European variants of Spruce trees, so they aren't perfect... but It's not bad.

glass plover
bold parrot
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How big is the map going to be?

glass plover
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almost 42 km2

bold parrot
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Damn

fair geode
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Oh man, that looks sick.

hasty juniper
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Snow looking really nice

glass plover
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v1.0.3 is published and includes Game Master and Conflict scenarios. Lots of fixes/changes have been pushed, including this new map that lays out the braided river better, as well as crossing points/bridges around the map.

Conflict is currently being tested on "RAGE'S PROVING GROUNDS" server.

hallow nest
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did you use the outside terrain generator mod for those mountains? very nice effect

glass plover
hallow nest
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ah. i'm using the 25k view distance mod and i can see them from everywhere

glass plover
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oh, that's pretty sweet. Do you have a link to that mod by chance?

hallow nest
glass plover
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awesome, thanks!

brisk jay
glass plover
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I don’t play on console, so I’m not sure.

elder dune
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Definitely checking this out over the weekend, looks excellent.👍

cinder creek
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So is it playable now? I have no terrain dispayed when opening denali_world.ent in tools

glass plover
glass plover
cinder creek
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Thats what happening in tools

glass plover
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Do you get any errors in the log of tools? My game was getting a normal and sat map error when this happens.

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Seems they are either corrupt or missing altogether from the workshop bundle.

glass plover
cinder creek
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I opened it with no mods in dependencies and now it works properly, so the problem is on my side. Ill report if ill find the mod that cause this situation

glass plover
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Sweet, good to know.

glass plover
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Yeah, after removing all of my mods in game it works fine. But it also works on my server, which has a pretty big mod list. Wonder what is breaking it, and why it's only happening on this terrain...

cinder creek
cinder creek
glass plover
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Yeah, lots of brushland with waist-height grass, an absolute nightmare for patrols and vehicles.

glass plover
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The "PVE" version of the map fills the "empty space" where conflict bases sit with towns and other structures, so in PVE gamemodes (comes with GM) and other scenarios you have more POI's.

fair geode
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Bloody hell mate, Denali is amazing. Like I am super excited to create an OP for it.

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How do AI handle the amount of bushes, trees etc?

glass plover
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It's not bad, it's fun to walk right up onto them while you are both crouch walking through the brush.

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Sometimes you get the usually AI seeing you before you can see them, but usually they are just spraying your direction so it's not bad.

fair geode
glass plover
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love it!

glass plover
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Finished adding the Spruce Nook and Crying Rock PVE POI locations (for now at least) to Denali

fair geode
glass plover
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No, as they would leave no room for conflict bases.

glass plover
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The briefing hangar. (PVE Version)

fair geode
glass plover
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Yeah, the PVE world has all the buildings. The mod itself comes with the base world (no buildings), conflict North/South (based on the base world) and the PVE world (PVE_V1) which comes with a GM scenario on it. If you want to create scenarios in enfusion, use the PVE_V1.ent world (inside GameModes folder) as you base.

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If you just want to create scenarios in gamemaster, just load the Denali - PVE GM scenario.

fair geode
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Thanks. Got a few PvP and PvE OPS planned

glass plover
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sweet! Yeah the PVE world is the one that has towns/buildings for those types of scenarios.

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(or you can create your own towns/buildings using on the base world)

fair geode
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I assume there are 2 lots of NAVMESH, one lot for each world?

glass plover
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Correct! Two navmash, and two topo-maps

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I need to clean up the file structure a bit though, so if you can't find anything let me know.

glass plover
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I've made high-angle color and low angle satellite imagery of some POI's for scenario makers to use. I will be making posters for each location that will be included entities. Here's an example of the provided shots for Spruce Nook location.

glass plover
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The "Hall of IMINT" fingerguns

hallow nest
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i think there's some weird terrain LOD stuff happening since you updated. like things just look wrong from a distance

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airstrip for example

glass plover
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I think that’s the SATMAP being shown at distance, I will likely have to alter the satmap to fix.

glass plover
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@hallow nest Check the latest update, should be good now.

hallow nest
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the waterfalls look a little weird (wish there was a vanilla effect for it) but the sound effect is great

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this hilltop looks awesome with the mostly bare trees and sparse ground cover, i would like if more of the map looked like this. the dense bushes and pine forests are good but i think the map would look more varied and striking with more of this, it would also probably help the performance

fair geode
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Has anyone been able to load this map on Xbox? Few xbox players in my community have had issues.

glass plover
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What are the issues? I don’t have an Xbox so I can’t test it

glass plover
fair geode
glass plover
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Strange.

fair geode
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Ran our test OP last night on your map, was amazing.

glass plover
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I’m not sure how to even debug that to get an idea of why it happens.

glass plover
fair geode
glass plover
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Awesome!

fair geode
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At the airfield, this transmission tower is a E_prefab and can be moved/deleted by GM

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Long version of the OP: https://youtu.be/rhVunBhU5OE
Short version: https://youtu.be/SyR9jkC4Irg

Operation Northern Echo - Part 1

TPM Tactical Discord (Aussie Arma Community): https://discord.gg/arm2ZQ4wAQ

Music from #Uppbeat
https://uppbeat.io/t/anuch/legends-of-the-past
License code: JNHKJU0MIJ6AXQNT

#arma #armareforger #tpmtactical #pcgaming #armaplatform #armareforgertutorals

▶ Play video

Short video showing some custom OP footage.

TPM Tactical Discord (Aussie Arma Community): https://discord.gg/arm2ZQ4wAQ

Music from #Uppbeat
https://uppbeat.io/t/alex-besss/forgotten-heroes
License code: TSWVTNMU5DECLQLY

#arma #armareforger #tpmtactical #pcgaming #armaplatform #armareforgertutorals

▶ Play video
glass plover
bold parrot
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hello so everytime i try to load up your map on solo gm my game crashes and send me back to my home screen

bold parrot
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Yea

fair geode
# bold parrot Yea

That will be your issue. A few players on Xbox who were going to join me for an OP on the map couldn't as it crashed them back to the dashboard.

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What Xbox out of curiosity?

glass plover
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I was able to confirm that behavior on a series S. I’ll be trying a few things to fix but not much I can do without logs.

fair geode
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I wonder if the X has the same issue.

fair geode
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Just confirmed that both players from the community tried playing this map with an Xbox X

glass plover
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I imagine if it is a memory issue it’s related to a Xbox specific limitation.

fair geode
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I think it would be that. I just don't know how you can troubleshoot it though

glass plover
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Only thing I can think of is to create a test copy of the base map that lacks the bush density.

fair geode
glass plover
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I'll have to find some time to go through it. It will be a lengthy process, most likely will be a seperate test mod for the sake of not crossing boundaries.

glass marsh
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Yeah, we can confirm on TFG servers that it won't let our Xbox X/S players join. They get to 80% load in and it crashes their game. We also documented that PC's with less then 12gb of RAM also crashing as well.

From the LOGs I get, it shows them loading in, then they disconnect after 10-15 seconds

glass plover
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Yeah, I believe it is an entity count issue related to the density of the bushes. If you can get a crash log from one of the PCs, that will likely confirm so I can make changes.

fair geode
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Love the density, maybe PC only map 🤔

hallow nest
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i imagine there will still be plenty of dense bush areas they will just be a lower overall % of the map, it was always going to need some optimising

glass plover
glass plover
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I was able to acquire a log of a PC that was having the crash and it confirmed my suspicions:

12:22:15.525    WORLD        : Entity layer load @"denali_world_Layers/default.layer"
12:22:15.525     MEMORY    (E): C:\jenkins\cpu\workspace\continuous_branches_stable_1.3.0\ARGamecode\Enfusion\Enfusion\src\system\enf_memory.cpp(545) Out of memory when requested 83886072 Type: General  
frozen falcon
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Hi there.... is it possible for you to add the MusicManager_Campaign too your Map. It is neccery to get the Battlefield Ambience Mod to work on it.

I love your Map and this would be a perfect ASMR Hiking Simulator

atomic gale
frozen falcon
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Dont know how but i will have a look on it

fair geode
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Ran a 1 life OP on this map last night with 40 players. Crazy how close people got to each other without noticing each other lol

frozen falcon
frozen falcon
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Thank you for the quick update @glass plover but it doesnt work... @elder dune we need you here. Please make it happen

elder dune
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@frozen falcon Denali only has MusicManager_Base in it's default world, that needs to swapped out with MusicManager_Campaign or alternatively MusicManager_Campaign needs to be dropped into Denali's mission subscenes.
This will allow Battlefield Ambience to work if it's loaded as it uses this particular prefab to play it's sound samples.
As a consequence however, it will also add Reforger's ambient music to Denali's game modes by default. I guess it's up to rage if he wants this for his project, that being said his users can always turn off the music via the audio options.

glass plover
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I thought I did add MM_Campaign last night, let me check again and confirm it’s there.

glass plover
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Well, that's what happens when you drink and mod. I'll push it again with the correct MusicManager_Campaign today. Sorry about that!

frozen falcon
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You are a sweetheart….thank you so much

frozen falcon
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This Map😍 😍 😍 😍

elder dune
glass plover
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I'm currently working on adjusting the density to try and optimize for Xbox. When I'm done with that I'll push another update that has the fixed MusicManager.

frozen falcon
distant rampart
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Is Denali playable as of now? Heard from a few people that it wasn’t usable on servers

frozen falcon
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For PC players yes...but xbox user have there problems with it

glass plover
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Yep, good for PC. Too much memory for Xbox. Currently working to optimize it and hopefully fix that.

distant rampart
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Got it thank you for the clarification

elder dune
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Thanks for the latest update, Battlefield Ambience works well with Denali now, much appreciated. 🙌

glass plover
elder dune
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Absolutely fine with me man that would so cool, I have a few more from the same session, I'll DM them soon.🙂

frozen falcon
elder dune
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For sure bro, Denali is a fantastic terrain for off-roading, and that backdrop, what a map!

frozen falcon
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I wanna camp there❤️ your Cold War Colour fits perfectly @elder dune

elder dune
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I used cold War colour in my screenies too, that subtle blue hue works well in an Alaskan environment.🙌

frozen falcon
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@glass plover Props too you my friend. BEST LOOKING MAP Ever in every ArmA Title...and trust me been in the Community for Around 24 Years. Hopefully you will get the performence Running for for xbox/PS5 🙏

glass plover
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Thank you!

I reduced the density on the latest version of some of the brushland to what I thought would be minimum-suitable, and it still crashes on series S, so back to the drawing board 😦

elder dune
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It's a real shame terrain makers have to make these compromises trying to strike the right balance for all (console) platforms.
It's not something the previous generation of Arma terrain makers ever had to think about.
It's a little ironic that with Enfusion we now have a vast improvement in visual fidelity yet terrain makers are more than a little shackled creating terrain for minimum spec hardware too.
The possible answer could be a 'lite' version for consoles, although I can understand the extra work that would involve in what is already a very time consuming process.
Apologies for my soft, off topic rant.👐

glass plover
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Yeah, it is a little dissapointing. This was my first terrain, and I didn't THINK I was pushing any limits, especially because it's relatively small compared to others. I have one more thing I want to try to fix it, as I believe the issue is out-of-memory when loading the single-layer that all of the entities are in. I'm wondering if I split the entities into multiple layers if it will reduce memory usage when loading layers.

fair geode
# frozen falcon

If you load up GM and fly the helo and then pause the game, the blades will have the motion blur.

fair geode
glass plover
glass plover
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All good! I wouldn't be willing to reduce it much more, the most I would do is change the balance of densely forested regions to some more open clearings in some edge-sections of the terrain, but I won't do that yet.

glass plover
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There were some reports of bugged water near the bog areas, so I went in and made some changes to fix that, I also found some floating shrubs/logs around the map that I was able to fix.

glass plover
silent iris
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Hello, my ps5 buddys and I were stoked to try this map out on my GM server. However, it seems we’re having the same issue as Xbox. Game crashes upon loading into the server. Any chance us console users might get a usable version of this in the future? The map looks amazing

glass plover
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Unfortunately the memory limits on consoles struggles with the bushes. I’m cloning the map today and trying a new layering structure that I’m hoping will fix the issues, but we will see.

Creating a less-dense clone is the last resort, I think it’s at the bottom end of density before it loses its unique charm.

astral quartz
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How many objects map have?

glass plover
silent iris
glass plover
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hopefully I succeed and you and your friends can enjoy it!

astral quartz
glass plover
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Yeah, not nearly as much as I thought.

ENTITY : Performing 1 validations ...
ENTITY : Validating entities
ENTITY : Number of entities: 6875
ENTITY : Number of instances: 714
ENTITY : Number of components: 15602
ENTITY : Number of duplicates: 0
ENTITY : Number of empty components arrays: 0
ENTITY : Validations have been finished - Success: 1, Failure: 0, Skipped: 0

astral quartz
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I dont think object count is problem.

glass plover
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I am certainly reconsidering now. This is good news, though! I just need to figure it out, and unfortunately... no crash logs on console 😦

astral quartz
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Those mountains have 8k textures, maybe consoles dont like it. You may try to drop textures to 4k/2k and see if it still look good.

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Open edds file and right way to drop resolution is import settings and max size

half arch
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If it helps at all with troubleshooting.

I installed your map on our server last night, and another Xbox player and myself were able to join.

Sounds were super delayed or non existent (no sound mod) and if you turned to fast things would take a while to load on (on performance settings) with crashes inevitable.

But the map is 🤌🏻 fantastic looking.
@glass plover @astral quartz

glass plover
glass plover
astral quartz
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And make 1-2 more lods to mountain object.

half arch
# glass plover That is good info, thank you! Was this on Series X?

Yes for both of us we’re on Series X. I think the Conflict Mode is what was causing crashes for Xbox players is what I discovered.

But in GM on a public server and when I tried it in the workshop I noticed the sound issues and delays.

If I was to assume(and I’m not a pro at envision by ANY means) I would say it’s probably the vast amount of trees and bushes. Along with the side

Which also makes the map great, I can try to reduce Max view distance server side to see if that helps.

glass plover
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Based on overall entity count, its certainly looking less likely that the amount of bushes/tree's are causing the issue. Although the density could still be a problem.

I made four LODs for the mountains and reduced the console texture max res to 4k, will see what happens. Unfortunately I am still running out of memory just saving the world so that isn't a great sign.

half arch
glass plover
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The latest release includes bug fixes, optimizations and improved detail around the river, airfield and a few other parts of the map.

Unfortunately it still won’t open on a Series S, but hopefully I can get some feedback from PS and Series X users soon.

half arch
fair geode
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Nice work..

glass plover
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Currently uploading a new version that includes a filled conflict, with villages/towns instead of just empty objectives (by popular demand).

half arch
glass plover
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That's so weird. Any chance you can record it at all? I have a feeling I'll be asking around.

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Also, what scenario is that?

half arch
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Trying to get a recording, it does seem like the longer you are in the game the better things run.

Regular Game Master

Not the PVE GM

glass plover
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What’s strange is the frame rate looks fine.

glass plover
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Update:

  • Reogranize some of the files/worlds/gamemodes.
  • Update Navmesh/Maps.
  • Update the Conflict w/ towns.
  • Added destruction + glass windows to the watch towers.
  • Reduced the world bounds to not include the mountains.
  • Updated sound maps.

I had thought reducing the world bounds may fix the crashing on console, but it doesn't seem to have made a difference. I will keep experimenting though.

fair geode
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Does reducing the world bounds remove the mountains or you just can't go there?

glass plover
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honestly, not sure what it does. No physical change to the map as far as I can tell.

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The engine automatically calculates the world bounds when that layer gets saved, and it made it pretty big (25x17k or so) so I wondered if making it smaller would have a positive effect, because I stopped getting memory errors. But that seems to have been related to not saving that layer.

fair geode
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Can you still see the mountain back drop?

glass marsh
glass plover
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Yes, you can. I do want to reiterate though that if you guys see any issues I will try my best to get them resolved ASAP. I'm mostly just throwing things at the wall to see what sticks haha.

viscid totem
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Player's are unable to change their FOV on Denali, iirc its something silly like not using the default camera manager prefab or something. KIOK had the same issue recently on Kunar.

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Some rocks need to be converted to the correct prefab so they don’t appear in GM and can be deleted. I assume there is more on the map else where.

viscid totem
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seems to be the waterfalls making everyones games explode, or a combination of all the waterfalls down here. Oddly only happens on a dedicated server, not when loading it in Workbench confused_dog

glass plover
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Sweet, thanks! I'll get on those. I hadn't noticed the frame-drops at the waterfalls but that seems like a likely place. I had started swapping out those editable entities for the rocks, but hadn't finished.

I'll get these fixes in for the next update.

glass plover
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Updated. I loaded it up on my dedicated and don't see any framerate drop at the waterfalls, let me know if you see the issue persisting.

  • Reduced particles at waterfall, reworked density.
  • Swapped the CameraManager (FOV works now)
  • Removed or replaced as many of the "editable" entities I could find.

Let me know if any of those fixes didn't work or if anyone notices anything else.

ashen cape
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Looking to test this on our server, does this map work on console now?

viscid totem
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spruce nook main base extra conflict buildings has a slightly too long fence going through one of the buildings

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these trees are not used on the map are they? their model stats are insane, they also dont have any LODs

viscid totem
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the waterfall changes made a big difference, much more FPS in the SW now, ty

glass plover
glass plover
hallow nest
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i think the thing with the satmap showing at a distance is still happening, although to a lesser extent than before

west oriole
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Saw the huge mountain in the screenshots, thought it looks really fun. Was dissapointed it's not part of the terrain. That said it is a great backdrop. Looks awesome.

glass plover
# hallow nest i think the thing with the satmap showing at a distance is still happening, alth...

This is actually normal in Reforger, the satmap will take over for the texture at distance due to texture LODing, I have it set this way because my satmap is detailed (it’s not entirely based on the overlaid textures). I think it’s probably more obvious on Denali as the satmap isn’t just the texture map, and the hills make it easier to see. The terrain would be very boring if I used the texture map as the satmap, I think.

hallow nest
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fair enough, i think there are areas where it's more noticeable like that valley north of the airfield has a lot of lighter splotches that disappear as you get closer

glass plover
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Ah okay.

When I build the satmap, I acctually merged a texture map export with the real satmap from the area, just to add some detail to the distant view. I may need to go in and blend it a bit better in those areas, if the texture changes when you get close.

jovial lagoon
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Hello there,

i'm looking at R4GEBetterBuilder which is perfect for my usage (spawning things on top of aircraft carriers)

but it seems we can still build on water, is it editable ?

glass plover
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Hmm, yeah I don’t think I checked that use case, FWIW, the better builder was a work in progress and required some changes to the engine before being fully complete.

glass plover
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Is the issue that the builds go through the carrier to the water? Or that you can place on the water aswell

jovial lagoon
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No its fine with the carrier, but you can also place items directly on the water

glass plover
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Okay, I don't have much time this week but I can take a look at some point.

modest hawk
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Hello! Does the map support any of the consoles?

glass plover
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Unfortunately, no not yet. I'm working on optimization and trying to get it working on console.

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Some layout changes that I have added based on feedback:

  • New "highway of death" splits the entire map in half, by extending the hard surface road across the river and through the north-west corridor. This evens out the movement speed potential across both sides of the map.
  • New route from windfall bluff cuts east to the hardball road.
  • Supply route in Hollowstone Tangle extended through to Ridgway Station area, adding a new cut-through road option and easier supply route.
  • Supply route between Thunder Shelf and Copperhead Glen extended to add a new route and easier supply access (equivelent to the Hollowstone)
  • New supply point loop added in Lowpine Woods
  • New supply point loop added in Blackroot Grove

In addition to these layout changes,

  • All points have been opened up to increase the options for building and reduce the bush-camping potential in capture zones.
  • Significant reduction in the bush density across the map, without much compromise to the feel.
  • Thunder Shelf and Hollowstone Reach added as control points, expanding use of the map outward.

I have noticed FPS increases on my system so far, and no longer am having memory related crashes in the editor, so I'm hopeful this will improve performance a bit.

These changes won't be uploaded until I do some cleanup and update the other scenarios + fix some more bugs.

modest hawk
hallow nest
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sound like solid changes, hoping WCS gives it another spin

flat fractal
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wow... those mountais look sexy

glass plover
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Good news: I have the latest version not crashing to desktop on Series S. Still seeing the audio bug, however. Working towards finding a solution.

magic charm
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Map is looking good. Definitely gonna give it a try.

glass plover
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In an effort to reduce filesize, the Denali mod has been split into seperate components:

Denali - Base: This contains the base empty terrain.
Denali - PVE: This contains the gamemaster mode and PVE version of the terrain.
Denali - Conflict: This contains the Conflict mode and version of the terrain.

This will likely break some dependent mods, and I do apologize for that, but at over 2GB (and mostly just navmeshes for different versions of the terrain) I decided it would be better to split it up.

peak otter
glass plover
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I’ll take a look

glass plover
peak otter
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PvE, fixed it by adding MapEntity and changing geometry and background image mate 1750_PeepoSoldierSalute

glass plover
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Ah, GM may have it but the empty PVE probably doesn’t.

glass plover
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Good news: The new updates (with split game types) works on the Xbox Series S, with no audio bugs that I can see. If anyone playing on Series X or PS5 want to give it a whirl and report back any issues they see, that would be helpful!

Also looking for some framerate reports- I don't expect this to run better than some other more empty terrains, but I do not expect it to run that much lower.

glass plover
glass plover
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Alright, looks like console is working well now. I was able to play around on a Series S without any issues, which means you PS5 / Series X players should have no issue.

  • Map no longer freezing or causing crashes.
  • Performance improved by reducing density of foliage across map, without taking away from Alaska experience.
  • Runs on console now.
  • MOB's reworked to fit all building.
  • Extra capture points added to N/S variation (6 total)
  • All bases reworked to improve space for building.
  • All bases had bush-foliage pushed back.
  • E/W Conflict variant introduced.
  • Two supply points added.
  • Several dirt roads added or extended for better supply point access.
  • Asphalt road extended to west side of the river, new concrete/asphalt bridge across river.
  • New dirt roads added in southern portion of map to improve access/route options.
  • Rebuilt the map to improve the look and location accuracy of lakes/rivers.
  • Fixed a bunch of floating trees, rocks and other small visual bugs. (There will likely still be some floaters here and there, it's hard to catch all of them.)

I think that about covers the updates. As stated before, the map is split into base map (~1.1GB) , PVE version (Gamemaster + Scenario builders), and Conflict version (N/S, E/W variants).

Those of you who made your own scenarios already, I would recommend re-working them on top of the PVE version, unless you want to build your own towns. All version come with map components + navmesh. If generating your own map, don't export waterbodies, the map image has the water so the river doesn't look like ass.

glass plover
#

Some high-res conflict variant reference maps.

glass plover
glass plover
#

Worth noting this is in the DenaliConflict, DenaliPVE is still high detail without all that space for the scenario-driven ops.

glass plover
glass plover
#

Both areas I sent are new PVE POI's that fill the new MOB locations in the conflict mode.

wheat knoll
#

Really like the Denali map. I do have one question. How did you get the background mountains? Im working on a map and was wondering how you made them.

glass plover
#

It’s an imported terrain mesh with LODs, scaled and rotated accordingly to create the mountain appearance.

wheat knoll
#

I'll have to try it out

errant osprey
glass plover
#

Yes, unfortunately the amount of work to model accurate structures that are native to the region isn’t easy, and the original intent of the terrain was to be nearly completely without civilization, but after enough complaints I added what you see here, without ruining the landscape (so the nearly-empty version still exists).

errant osprey
glass plover
#

Yeah, I was really trying to avoid using models from packs after what happened to Cherno and some other packs that were ripped without warning.

I am creating my own American-style assets though for my next project.

ancient temple
#

when sign pack 😄

glass plover
#

It’s coming!

timber geyser
#

Hi, love the map, recent been using it to make missions within our community but noticed the base map didn't come with the Map Entity or Sound Entity placed down, as compared to the GM version. Is this intentional?

glass plover
#

Yes, the entities are unique to the layout (building locations, etc)

#

There are prefabs for them that can be placed, pre configured (or you can generate your own if you want)

lime cedar
#

Hello,
Question for your mod "Driver Only Third Person".
You know why with the RHS T-14 and 2S1 we cant have access to 3rd view when we are driver ?

glass plover
#

Just saw this. Likely the seat for the driver is different, I would have to download them and look at the seat to see what it comes up as.

lime cedar
#

Thanks for the repli. We hope you find a solution

tawny pagoda
#

It seems like the latest update, not sure if it was an issue previous to 1.6 as I hadn't played the Denali map before, but the navmesh appears to be broken? AI don't want to move around when being shot, or ordered.

bronze quiver
#

i believe there is a navmesh fix on the workshop.

tawny pagoda
#

There is, but unfortunately doesn't seem to work. I've tried my hand at regenerating the navmesh too, and also can't seem to get it to work. Reforger just always tries to use the original navmesh.

bronze quiver
#

i didn’t make one for denali but i did one for another and it worked fine

tawny pagoda
fair geode
# tawny pagoda Oh. Damn. Yeah ok was over complicating it. Thanks!

I put together this video tutorial on generating a Navmesh if you need a reference point https://youtu.be/e70wcQcI5-c

A video showing how to generate a Navmesh from within the Arma Reforger Tools (Workbench).

Music from #Uppbeat
https://uppbeat.io/t/justin-lee/wanderlust
License code: Y1ZNXHLSTHMGQ9BL

Music from #Uppbeat
https://uppbeat.io/t/justin-lee/lost-with-you
License code: 7YZ53YIJ6FVW7GTL

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▶ Play video
tawny pagoda
orchid temple
glass plover
#

I wasn't planning on it, but I wasn't aware anyone was using it. I'll take a look when I get a chance.

orchid temple
glass plover
tawny pagoda
#

Yeah also having the same issues, so cannot even upload a fix 🙁

ornate plinth
errant osprey
#

Denali got a lot of missing textures right now 🙁

glass plover
#

I’ve updated, but can’t upload dude to workshop issues.

lime cedar