[Map] Hainan East (4km) [WIP]

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Hainan East [WIP]

Post by Rhino »

nooo I see the TV Station! :p

HughJass wrote:To rhino, this version is just a placeholder version, the final version will only have PLANM(assaulting) vs USMC(defending), unless we can figure out a way to get both versions in by using layers.
there is a way but when it comes to terrain lightmaps there is a bit of a problem with the shadow of the ship on the water.

Its possible to have both ships LMed (as in the objects themselves) and only applied when that ship is in the map, you could also force each ship onto there own lightmap atlas (or get both of them to use the same one) but ye, the terrain shadows is a bit of a show stopper, I can't think of any way to force a swap of a terrain LM patch between layers...

EDIT: thou I have just thought of an idea but its a pretty big hack and not 100% sure how well it would work hehe.

Basic idea is that you do not cast the ship shadows onto the terrain. Instead what you do is you cast them onto a waterplane (a staticobject bit of water) and you put that waterplane just over the water that you only have loading in that layer with that ship.

The problem here is that you will need to try and avoid any zfighting that might happen and you also need to make it look like there is just one bit of ocean there and no waterplane above.

Much like this quick max scene here:

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Last edited by Rhino on 2009-05-29 09:32, edited 1 time in total.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

yeah good idea rhino, ill look into that later once I finalize the map.

and thanks for the suggestions chimp, I like the ones about the paddies.
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Pride
Retired PR Developer
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Joined: 2007-07-19 18:13

Re: [Map] Hainan East [WIP]

Post by Pride »

how about this:

On one version (say US), the ship is placed in the sea, at Sea level.

On the other, you make a custom water plane to raise the whole sea level by say, 1m (to avoid any Z-Fighting), and place the ship on that waterplane.

This would mean that the water level will be 1 meter higher around the coast on the chinese version, and you'll need to accomodate this in your map design.

However, its not unrealistic as tides do just the same thing- have one version set at high tide and the other at low tide.
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Hainan East [WIP]

Post by Rhino »

ye not a bad idea Pride, BUT the waterplane would require a HUGE lightmap (most likley I would say around 4 to 16 2048x2048 lightmaps for it not to look like shit) which will take up a huge amount of memory.

would be better to do the small waterplane that was just above the water, I'm pretty confidant I could get it to work since you would make the edges of it slant back into the water and no one would notice a thing. The question is how high above the water it needs to be to stop z-fighting at a distance.

Thou saying that, at a distance you will have the LODs, which you can then raize the LODs even higher above the water to make sure there is no fighting and at a distance you wont notice :)
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Smuke
Posts: 877
Joined: 2007-09-25 16:21

Re: [Map] Hainan East [WIP]

Post by Smuke »

This map looks very authentic, nice statics aswell.
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In-Game Name: SmukeUK
Wild_Bill: Smuke, you are a true ninja!.
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Map] Hainan East [WIP]

Post by Maxfragg »

nice to see devs discussing so seriously about a custom map, I take this as a good sign for serious interest?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Hainan East [WIP]

Post by Rhino »

That might work, would be possible some what to set it up but would require custom waterplanes, but so would my other idea.

Only problem I see is where the water is transient (near the terrain, iirc same applies to waterplanes) you might be able to see the normal sea though the waterplane above it, which would look pretty dodgy :p
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Map] Hainan East [WIP]

Post by arjan »

CTD'd when i started up the map?
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

arjan wrote:CTD'd when i started up the map?
Strange, did you try running in windowed to see whats up?
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KarateDoug
Posts: 264
Joined: 2007-10-04 06:55

Re: [Map] Hainan East [WIP]

Post by KarateDoug »

So i notice that on your first post it has a download link. I imagine this is for beta testing reasons? Does this mean we can play/test it?

I think it looks amazing. A mix of urban and junglish terrain. With Armor! any air assets gonna be involved in this one?

Maybe we could add a good amount of RHIBs to this as well?

Anyhow. this looks RAD!
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

KarateDoug wrote:So i notice that on your first post it has a download link. I imagine this is for beta testing reasons? Does this mean we can play/test it?

I think it looks amazing. A mix of urban and junglish terrain. With Armor! any air assets gonna be involved in this one?

Maybe we could add a good amount of RHIBs to this as well?

Anyhow. this looks RAD!
Thanks, and yes, a download link means you can indeed play the map :D
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

over 60 downloads, anyone got more feedback?
Last edited by HughJass on 2009-06-09 14:42, edited 2 times in total.
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chimpyang
Posts: 237
Joined: 2008-03-16 23:10

Re: [Map] Hainan East [WIP]

Post by chimpyang »

From the shoreline picture, if you're going to have rocks - see if you can use some statics to create a broken shore approach. There will naturally be stuff likethe big rock in the picture:

http://www.hmcreativelady.com/Photos/ro ... reline.jpg

that break up the continual shoreline a bit.

Also, are the banners attached to the lamp posts? The small ones i mean, they are advertising a nearby shop - and look a little bit silly as the shop is quite small.

Also, the shorline pic, it could be worth putting up some shoreline defences up there, oines that look temporary would fit the bill nicely - it's pretty inconcievable that such an obvious attack line would be left completely unguarded without improvised defeces - something like a shot system of sandbags or a hastily built set of defences - you can have it unfinished with completeness of the defences trailing off at the edges.

Some of the shoreline needs to be a bit more resort-y as well, with plush building close to the beach, big beaches with a little debris of tourists and possibly a couple of scars of war as well.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

chimpyang wrote:From the shoreline picture, if you're going to have rocks - see if you can use some statics to create a broken shore approach. There will naturally be stuff likethe big rock in the picture:

http://www.hmcreativelady.com/Photos/ro ... reline.jpg

that break up the continual shoreline a bit.
Already planned
chimpyang wrote:Also, are the banners attached to the lamp posts? The small ones i mean, they are advertising a nearby shop - and look a little bit silly as the shop is quite small.
They could be advertising anything, I don't think Im really going to pay attention too much to this detail
chimpyang wrote:Also, the shorline pic, it could be worth putting up some shoreline defences up there, oines that look temporary would fit the bill nicely - it's pretty inconcievable that such an obvious attack line would be left completely unguarded without improvised defeces - something like a shot system of sandbags or a hastily built set of defences - you can have it unfinished with completeness of the defences trailing off at the edges.
Im still debating on using military statics in the city...

chimpyang wrote:Some of the shoreline needs to be a bit more resort-y as well, with plush building close to the beach, big beaches with a little debris of tourists and possibly a couple of scars of war as well.


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Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: [Map] Hainan East [WIP]

Post by Rhino »

nice, thou that overhead sign thing is quite repetitive going down the street over and over again like that (and the static itself is quite buggy) and also, what chairs and tables are you using on the side there? They are either 1 of a few, they are either destructible ones (bad for networkable counts on the map) or they are the afghan ones (which is bad since then you load the afghan/me_village texture pallets which you shouldn't for a chinese maps) or they are the pr/misc ones that are the best option thou look kinda crappy :p

Other than that looking good so far :)
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Map] Hainan East [WIP]

Post by HughJass »

[R-DEV]Rhino wrote:nice, thou that overhead sign thing is quite repetitive going down the street over and over again like that (and the static itself is quite buggy) and also, what chairs and tables are you using on the side there? They are either 1 of a few, they are either destructible ones (bad for networkable counts on the map) or they are the afghan ones (which is bad since then you load the afghan/me_village texture pallets which you shouldn't for a chinese maps) or they are the pr/misc ones that are the best option thou look kinda crappy :p

Other than that looking good so far :)
Thanks, and I removed 2 of the "PR" signs, and I believe the chairs and tables are "chair_v1" and "table_v2"
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