[Map] Al Harithah (2km) [WIP]

Maps created by PR community members.
PRcrimenal
Posts: 20
Joined: 2009-05-10 21:42

Re: [Map] Al Harithah (2km) [WIP]

Post by PRcrimenal »

Damn you making me feel ... !? i don't know?!, its just that i started yestarday on my map called "Al_Hatifiyah" and thats like, maybe a (~far~) neighbour town of yours (using that same runway) xD now im thinking should i still proceed? and rename it a bit for name errors :p

[NOOO! Shhhttt!! you heard nothing, ill post later about it ;) ]
JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

You mean its on the same highway ? kinda interesting to bad i couldn't find it in google maps.
I have tried this before with CO assets, but I didnt have much luck. A good starting point might be the non-destructible afghan statics. I might have another look at this when I have more time.
I don´t know how destroyable statics are set up but if the damaged state is a separate model i could open and export it in max if i get permission to do it.

I think I'm done changing those cooling towers...^^

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edit: any idea what that thing is ? i had an oil tank there but that doesn't seem right...

http://amokzz.am.funpic.de/pr/wthis.jpg
Last edited by JonnyC on 2009-10-24 02:42, edited 1 time in total.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Map] Al Harithah (2km) [WIP]

Post by J.F.Leusch69 »

looks decent.

would like to see some pic with colormap and fog/lightmap effects :)
A_Grounded_Pilot
Posts: 271
Joined: 2007-12-15 21:24

Re: [Map] Al Harithah (2km) [WIP]

Post by A_Grounded_Pilot »

Looks like a foundation for a new oil tank or possibly the top of an underground tank.

I know it doesn't really matter that much for gameplay and all, but as long as we're on the subject... if you are going for floating roof tanks, the sides stay the same height all the time. From ground level they look the same as normal tanks. It's not until you climb the stairs or are flying above that you can see the difference. The roof simply moves up and down as the tank fills and empties, like this diagram of a half-full tank:

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Everything is looking good. Keep going man.
PRcrimenal
Posts: 20
Joined: 2009-05-10 21:42

Re: [Map] Al Harithah (2km) [WIP]

Post by PRcrimenal »

JonnyC wrote:You mean its on the same highway ? kinda interesting to bad i couldn't find it in google maps.
rofl, no same highway, its actually called: Al Latifiyah, but it was the river making me think that, same dark river, it is still in range of what i call far :D

some pics to let u see :wink:

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Well i think my project is still a go then, btw good work keep it up :wink:
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Al Harithah (2km) [WIP]

Post by Rhino »

some interesting use of statics, be sure not to not waste most of the statics thou and have as little waste as possible, ie, don't have 98% of a long pipe under ground where it can't be seen just to have a little bit sticking out the top, use the shortest pipe you can find so as little as possible is hidden from view.
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JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

I know it doesn't really matter that much for gameplay and all, but as long as we're on the subject... if you are going for floating roof tanks, the sides stay the same height all the time. From ground level they look the same as normal tanks. It's not until you climb the stairs or are flying above that you can see the difference. The roof simply moves up and down as the tank fills and empties, like this diagram of a half-full tank:

Im not sure if i will remake those tanks it wouldn't be much of a problem because the models are simple but unless the roof is only about knee deep in, they could lead to ppl building firebases down there which would be very hard to take down. I'm already afraid that this will happen in the construction-site.
Thanks for looking that up for me ill add it to my refs but I'm undecided right now.


@ Jonny

I will see what i can find, thanks that mesh viewer sure will be handy.


Damn i was about to write up something but when then i took look at the ref pic to make sure... and your right...
I was certain there was no wall around it i even deleted it because it looked like the sand was on the same level as the surroundings in the editor.

The foundation is far too tall, it should be about the same height as the surrounding earth and should not have sloping sides
This was my ref ( http://amokzz.am.funpic.de/pr/ref/012.jpg http://amokzz.am.funpic.de/pr/ref/a.jpg) you think its so high in the first pic because they are not finished burying the foundation ?
But yea no prob sinking em into the ground a little more.

The pipes leading from the wall seperating the groups of containers into the ground need to be re-done. They should not be coming from the wall OR going into the ground. Pipes to the tanks need to go from the main pipeline to the foundation, and be above ground while they do so. Every pipe has a purpose, every pipe has to be paid for, dont place a pipe unless it has a use.
Im going to try to connect them to the pipeline i think i can come up with something.
The small pipes are meant to be for pumping out water if the thing gets flooded somehow.

The wood was/is meant for the wall/concrete work, you need wood to build the frame if your casting the concrete, but when i add the wall again it will go, the stuff near the barracks will be more than enough.


I saw one of those circle things before i think it was covered with some kind of foil, maybe to grow some plants. It couldn't be a Saline, the tigris is sweet water right :o ops:l?


rofl, no same highway, its actually called: Al Latifiyah, but it was the river making me think that, same dark river, it is still in range of what i call far

some pics to let u see
I think your fine the region looks quite different, but why not just call if al latifiyah if your concerned about having a similar name.


edit: Yea i forgot to export the "ring" yesterday so i can delete the pipelines i used to cover up ugly entry points and so on.
JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

Holy...
Finally i got my PC back and running the power supply died so i was MIA for a while.

I actually made some good progress but no new shots today because i still have to setup my pr_edit and max, just stopping by to say its still being worked on, i hope i can post an update tomorrow.
A_Grounded_Pilot
Posts: 271
Joined: 2007-12-15 21:24

Re: [Map] Al Harithah (2km) [WIP]

Post by A_Grounded_Pilot »

Can't wait.
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Al Harithah (2km) [WIP]

Post by AFsoccer »

Great job so far! I am impressed at how well you use statics for purposes other than they were originally intended... very creative and fresh! I don't think we've ever had an industrial area quite this extensive before. We're all going to need hardhats and safety training just to join the map. LOL
JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

Thanks^^

Sorry guys setting my system up took a bit longer than i thought since i changed to win7x64 i had to get my hands on a lot of 64bit installers , took my a while to figure out how to get max working... never knew that they made service packs for it, anyways once im finished texturing this batch of statics i will make an update.

Right now Im working on some blastwalls. I saw em all over in the ref pics of warzones and was wondering why they are missing.
The shot is a bit older the final walls will have transport-hooks on them like so:

ref: http://graphics8.nytimes.com/images/200 ... ll.480.jpg

WIP: http://home.pages.at/jonnyc/pr/tsr.jpg
Last edited by JonnyC on 2010-01-04 13:00, edited 8 times in total.
JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

I must have angered the gods... now i have a problem with the exporter for max.

When i hit export i get an error and the export fails.

MAXScript Rollout Handler Exception -- Unknown property: "saveMaterial" in undefined

I tryed googling it but all i found was something about being related to the crysis plugins but this is a clean install i dont have anything but max9sp2 and the poe tools.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Al Harithah (2km) [WIP]

Post by Amok@ndy »

have a look @ bfeditor.org mschoeldgen is a pro @ max
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JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

I got max fixed but since i was just modling the whole time i didn't notice that my bf2 editor is messed up too, i guess the streak isn't over yet...
My selection box is gone which isn't that bad but when your trying to copy buildings that are made up from the afghanwalls its pretty much unbearable.
The other problem is the movement is skipping which makes it impossible to move more than 1 static around at a time..
Edit: i just saw opening a file in photoshop can fix the skipping but it makes me wonder how to fix it for good since it seems to be a minor glitch.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Al Harithah (2km) [WIP]

Post by Amok@ndy »

did you try to reinstall your bf2editor ?
sometimes it like a wonder and he will work correctly but if he dont do so maybe you need to reinstall your bf2
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JonnyC
Posts: 15
Joined: 2009-10-11 09:41

Re: [Map] Al Harithah (2km) [WIP]

Post by JonnyC »

Reinstalling bf2 would be my last resort cause it takes ages.
From what i could find it could to be related to the mouse trails but so far i didn't have time to test it.
I'm going to mess around with it Thursday when i have a day off, I kinda want to replace some compounds before making new shots.
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