

You should be able to pull the names from the config.cpp (CfgNames), they come with coordinates and since you can already translate those, you should have no problem sticking them on there:) Edited Jby BadLuckBurt. I have it turned off and it saved to the C:I tried it with my own map which doesn't have any names on it yet so I don't know if those show as well but I'm going to export Altis next and see what happens.-Ok, I have Altis but no town-names or anything, you do see the town buildings and everything.

German Users: Enter TOPOGRAPHZ instead.So it may have worked for you but the almighty UAC hurled it into the Virtualstore. The output file is generated when the map is next viewed in game. The file is (not) always created at the root directory of the C: drive (Windows 7 with UAC might put the file in Virtualstore, 'C:UsersAppDataLocalVirtualstore' ). Anyway, I tried that topography thing and it actually works beautifully, it just gets saved in an unexpected place.Checking on the biki:TOPOGRAPHYGenerates a map in EMF vector format. I couldn't get the 'topography cheat' to workI haven't had any luck trying my method yet, it turned out to be as much work as just screenshotting and stitching it together (tried to record video and extract frames from that). Arma 3 Altis Life Asylumīy print-screening), which would be considered fair use of game content according to the.Please feel free to PM me if you'd have further questions, and keep up the great work!:). If you need a decent map of Altis and Stratis for your mission generator, the legally safe option is to use the map imagery obtained from the game (e.g. As it's a product BI sells as part of Arma 3 Digital Deluxe Edition, publishing the map content on the internet is regarded illegal and we cannot allow you to use it.

Hello, Mecharius, I have the info regarding the use of PDF map of Altis and Stratis. When I get this map sorted I'll make an official release thread with a bit more room for discussion:). However to prevent this going too far off topic, I'll direct you to the 'release' notes on which are pretty much up to date (or will be in about 5 minutes). Managing required addOns arrays in the mission.sqm would be a bit more complicated, but there is no reason it couldn't be set up for a number of community maps.I haven't really looked into generating a map from in game but would be interested to know if it was possible! (I think I read on a forum somewhere that they used to be able to do it in the OFP days)As far as where its going, well. Currently the map information is not saved with mission data but it would be very easy to do so. Hey Tajin, in theory it would be pretty easy to use a custom map - its just an image and some very basic maths to convert where you click on the image to in game coordinates.
