[Map] Severomorsk (4km) [WIP]
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Tonnie
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Re: [Map] Severomorsk (4km) [WIP]
Will take a look and let you know what i think
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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DankE_SPB
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Re: [Map] Severomorsk (4km) [WIP]
believe it or not, but this is how 80% of that area looks like irl, small weak trees mixed with open areas with little to no overgrowth, not high hills(sopki) thats all, though there is a mountain chain to the south near cities of Monchegorsk, Apatity and Kirovsk(its 100-150km south from severomorsk)SashaSK8 wrote:I know about the blue squares in google earth but these photos are not suitable
I found only this
Panoramio - Photos of the World
for those who will dl from narod.ru, you need to put numbers from picture into that string and then click "Скачать", then click appeared link
Last edited by DankE_SPB on 2009-10-11 14:40, edited 1 time in total.
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Farks
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Re: [Map] Severomorsk (4km) [WIP]
Looks awesome! With some adjustments, this would easily fit with PR. 
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SashaSK8
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Re: [Map] Severomorsk (4km) [WIP]
ok, thanks
I started make Russian buildings in 3dmax that would replace some middle eastern buildings
I started make Russian buildings in 3dmax that would replace some middle eastern buildings

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DankE_SPB
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Re: [Map] Severomorsk (4km) [WIP]
if you guys want to know something about climate you can ask me(i was born in that area and been there for at least 3 month in a year till ~2005, not in severomorsk, a bit south, Apatity) or norwegiansJonny wrote: Make sure you read through the wikipedia article about the town, too. Also look at what the climate is like, look that up on wikipedia and read about that.
though you already posted good pics, as i said terrain there is very repetitive, especially when you leave mountains chain
i would suggest making some parts of map with not deep water and small dense foliage to simulate bogs, they are pretty common
proportion between fur trees and leave trees is ~50/50 imo, but they are usually thin and not very high(is it possible to scale trees without making new btw?)


there are also nearly completely bald places on sea shore\lakes
http://www.kharlovka.com/images/K32photo2webl.jpg
good album
antko
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SashaSK8
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DankE_SPB
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Re: [Map] Severomorsk (4km) [WIP]
[R-COM]162eRI wrote: PS: Rhino, this guy looks promising! ^^

[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Rhino
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Re: [Map] Severomorsk (4km) [WIP]
Cool, with your statics you should really not be using a 2D, non-transparent glass texture for your windows like that, epically not one that you repeat over and over again like that 
Really if you can you should make the building enterable, thou if not best thing to do is just make a empty shell of a room, have a window (you can put in transparent glass as a septate object if you like) then have the room have a dark colour texture inside and no objects (unless its on the ground or can easily be seen in). This is how most of the vBF2 statics are done if you take a look

note the curtains at the side as well, they are just 2D textures on a plane

notice how the room dose not have any faces facing outwards from the inside

and the shut windows just have a 2D texture over them.

This overall makes the building look far more realistic than a non-transparent 2D window/glass texture
Thou the next step up from what DICE have done is to add transparent glass as a separate object much like the muttrah mosque
Also you should look into using more dirt, crack layers and look into using better detail layers thou its hard to tell without a close up SS how good your detail textures are.
Really if you can you should make the building enterable, thou if not best thing to do is just make a empty shell of a room, have a window (you can put in transparent glass as a septate object if you like) then have the room have a dark colour texture inside and no objects (unless its on the ground or can easily be seen in). This is how most of the vBF2 statics are done if you take a look

note the curtains at the side as well, they are just 2D textures on a plane

notice how the room dose not have any faces facing outwards from the inside

and the shut windows just have a 2D texture over them.

This overall makes the building look far more realistic than a non-transparent 2D window/glass texture
Thou the next step up from what DICE have done is to add transparent glass as a separate object much like the muttrah mosque
Also you should look into using more dirt, crack layers and look into using better detail layers thou its hard to tell without a close up SS how good your detail textures are.
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SashaSK8
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Re: [Map] Severomorsk (4km) [WIP]
I'm use 3dmax 4 years, latest model I made for ~5 hours[R-COM]162eRI wrote: Guess he figures it out pretty fast!!! LOL. SashaSK8, did you make other models before ?
What's next? ^^

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SashaSK8
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SashaSK8
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Rhino
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Re: [Map] Severomorsk (4km) [WIP]
really nice work, epically liking the last building and its balconies etc, thou the texture is looking rather repetitive round the base.
Keep up the really good work!
Keep up the really good work!
Last edited by Rhino on 2009-10-19 16:04, edited 1 time in total.
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arjan
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Re: [Map] Severomorsk (4km) [WIP]
Any chance of making them enterable?
That would sure make stuff more intresting to fight inside a city/village
Good work nonetheless.
That would sure make stuff more intresting to fight inside a city/village
Good work nonetheless.
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Tartantyco
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Re: [Map] Severomorsk (4km) [WIP]
I'm quite sure that sausages are not part of that structure, and I suspect that you might be doing drugs right now.[R-DEV]Rhino wrote:...baloneys...
The balconies look awesome though.
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SashaSK8
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Re: [Map] Severomorsk (4km) [WIP]
I'm working on itarjan wrote:Any chance of making them enterable?









