Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Maybe have a bit of desert between the town and the end of the terrain or/and some small hills or even mountains at the end of terrain, so there is a natural visual barrier, that prevents the player to see the area beyond the terrain.
end of the road a little strange /// - surface problem in all warehouses (http://prntscr.com/rrfc9b)
Don't know if their architecture fits well into this region but visually they seem to merge well with the other buildings.
For a proof of concept i placed some of them in a area which i thought they would fit in well and made some pictures.
https://imgur.com/TZnIrok
https://imgur.com/VoJJDZI
https://imgur.com/adV2Hji
From my own observations it seems that walkable houses are considered a useful feature of a terrain. It seems so important that for example the makers of Chernarus 2020 exchanged the old non walkable buildings with the newer walkable versions that came with the Contact DLC release. Same effort was made with Chernarus Redux.
Houses of this size are usually not walkable in Arma3, so having them in the terrain i think would be appreciated by many.
In the future RHSTERRACORE will also be owned by much more people, as for example RHSPKL will depend on it, as they will move their custom buildings and other stuff to RHSTERRACORE.
Having 2 versions of the terrain seems like a maintenance nightmare to me, but it certainly would be interesting to see how many would use the improved version with the additional dependency.