[Map] Al Muthana Desert (4km) [WIP]

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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

I like that one

the problem is that the only rocks we have to work with are the static rocks which I've placed in the ground around the FOB to give credence to how its a high area (as well as giving some cover) with the idea of being on a bed of rock, or overgrowth rocks. now I hate overgrowth rocks tbh, I've used a few, but they just look kinda naf imo.

I think you'll find the duney structure to the terrain actually gives infantry a very sneaky option, as its actually quite easy to mistake bushes for men in this map. Myself and xitude were playing around to see how well each nation's camo worked on the map, and he found it very hard to see my when I was sniper. (some fun with the sniper rifles at the FOB as well :) )

Building firebaes between dunes should also be reasonably secret as long as you aren't near a high point or an air asset.

adding the overgrowth rocks would probably work best as the static rocks aren't as rounded, but I'm going to avoid doing that for as long as possible :) (though its kinda easy to add)
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J.F.Leusch69
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by J.F.Leusch69 »

map is coming along very nice!

you can stay with the trippled texture, i think you need to check out your lowdetailtexture and make a custom one, i would also advise to use a lowdetailtexture size simular to kashan (something like 1024x1024).

cheers
Hans Martin Slayer
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Hans Martin Slayer »

Nice work so far Ruddy!

Keep em comming.. :-)
Amok@ndy
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Amok@ndy »

change the LODSWITCHDISTANCE to sth like 300 play with the number
in general texture settings
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Hauteclocque
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Hauteclocque »

It appears that there is some good stuff here !
Really nice work Rudd, and you made it quickly ! :)
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Amok@ndy wrote:change the LODSWITCHDISTANCE to sth like 300 play with the number
in general texture settings
Ah! many thanks mate, I was searching for an option like that.

Ripple is back :)

and thank you for that link Leusch, I was hoping som1 would find something like that for me.
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Brummy
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Brummy »

This map is pretty unrealistic tbh, the basketball court is totally out of scale.
Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Brummy wrote:This map is pretty unrealistic tbh, the basketball court is totally out of scale.
quiet you, or I'll remove the Lynx from the map :D
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

change the LODSWITCHDISTANCE to sth like 300 play with the number
in general texture settings
map is coming along very nice!

you can stay with the trippled texture, i think you need to check out your lowdetailtexture and make a custom one, i would also advise to use a lowdetailtexture size simular to kashan (something like 1024x1024).

cheers
from the link given by Leusch
LodSwitchDistance: Sets the the distance when the terrain should switch to the lowdetailtexture, seems to only affect the editor. A value of 0 is good to see how your detailtextures look and what areas they cover.

The indiviudal layer options:
I'm a Photoshop n00b, so I'm going to leave teh non-rippled sand on for now. Though rippled sand looks great in the editor with a high distance set on.
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

Getting an editor problem atm

when I load the map up and show detail textures all my main map texture which is currently sand becomes rock, however all the files are saying sand and if I reload the map it shows correctly, but crashes if I package the map. I've gotten around this by using the build map script instead but if anyone has a solution it would keep the work moving swiftly.

EDIT, fixed the above, just got an old groundproperties file out

Also other things I can't seem to fix-

Road template fading out too soon, how do I extend this distance? I tried modifying stuff in the road template but it didn't stick.
Last edited by Rudd on 2009-11-16 21:10, edited 2 times in total.
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Amok@ndy
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Amok@ndy »

i only use pack scripts for packing up maps cause the editor is crashing too often while packing
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

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I decided to add an oasis at the village.

This gives me the excuse I need to add some more vegitation, though I'm trying hard to not go overboard.

Its actually quite nice, since the NE side of teh map is highlands and very arid, the SW is populated and has a water source, so it will bring nice variation to the map imo.
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Amok@ndy
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Amok@ndy »

do you have a texture layer for a different detail texture ? sth like really smooth sand ?
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

I'm not sure what you mean?
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Zeno
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Zeno »

Dr2B Rudd wrote:I'm not sure what you mean?
change the texture on the oasis :mrgreen:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

You cant see it atm, I need to expand it a bit, but there is infact a kind of muddy detail texture just next to teh player on the slope.
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Rudd
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

I've done the envmap tutorial, which was really simple I thought, the water does look differnet as a result, but for some reason its not coming up with any animation, I'm using the Korengal Water.con

http://screenshot.xfire.com/screenshot/ ... 42abdc.png
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Wilkinson
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Wilkinson »

Dr2B Rudd wrote:I've done the envmap tutorial, which was really simple I thought, the water does look differnet as a result, but for some reason its not coming up with any animation, I'm using the Korengal Water.con

http://screenshot.xfire.com/screenshot/ ... 42abdc.png
Lower the speed of your water
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Zeno
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Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Zeno »

the lower the number the faster the animation...
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Al Muthana Desert (4km) [WIP]

Post by Rudd »

the water looks lovely in the editor, does the speed of the water animation in the editor not correspond to the speed of the water ingame?

animation speed is currently at 200
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