[Map] 2 Towns, Afghanistan (4km) [WIP]

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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by Tannhauser »

Sand, that's some determination! wow!
Keep it up, i'm amazed to see you are still working on it even up to now! :grin:

Texture could be improved indeed, looks like a sand castle right now. Also, do you really need the whole terrain-skirt or is it just to cover one lone tunnel? Not sure, but I think it'd be better if the terrain-skirt was a seperate model when you're done.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by =Romagnolo= »

As always ! Congratulations, you deserve this:

Image


This map is going to be epic if it hits PR. Don't give up.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
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Hitperson:"well done, treasure it forever."
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(yes, it was about me)
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Map] 2 Towns, Afghanistan [WIP]

Post by badmojo420 »

Jonny wrote:Anyway, since its either included in PR or not released, reuse as much of the PR statics as you possibly can. Even if they could stand to be improved a bit, they are already done and will be used on other maps, so are not sub-PR standard.
I disagree with this attitude. If the guy has the ability to model, texture, and import his own static objects, all the better. I honestly doubt the DEVs would choose not to include anymore custom statics in fear of the mods file size increasing.

True, it's not going to speed up the development of his map to create all these new objects, but it will drastically improve the quality of his map and any new maps created later on, if his objects are polished off and included in future releases. If you think his objects are sub-PR standards, tell him specifically what needs improvement, don't just discourage him from creating them all together.
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

Thank you ALL for those encouraging words - much appreciated after all the work, to be honest :)

@Jonny:
dont worry: those doorframes will be closed by (destroyable) doors, as will be the windows. Probably not all of them will be destroyable to not overdo the usage of destroyable objects just on one spot of the map, of course. Yet keep in mind what i stated in post 1 - further detailing will be added, including door- and window-frames, and other stuff to make the building more interesting. Everything that is closed/blocked on the reference picture will be pretty much so as well on the model.
[reason for this course of development: in order to create the entire compound from a model that could be used as a singleplayer compatible col2 i worked this way, only adding last minor details on the lods after working with the base-col-model for most of the time, and splitting things up into 3 objects. All mentioned further details will be added as another object, with its own collisions.]

I have not reached a final decision on roads on this 4x4 map, there seem to be some problems in regards to their length, so i am still thinking about photoshoping them in (believe i even read pr does it on their large maps), and i was planning on trying that out on exactly this occasion, so its "fancy texturing of the terrain static" to test it out :)

@ [R-DEV]duckhunt:
its an "first" export of the texture in use, settings in the editor for taking the screenshots were not optimal, no shadows generated - so the textures are not interacting as they will finally in game, and i have yet to fine tune them :) So yes, i will change them to some degree, but no, i dont believe that the last-final-version will be even closely as fantastic as the new iraq statics, so a facelift in a far future would be much welcome ;) for now my main priority is to get this stuff playable, and/or exported for mapping.

@ Tannhauser:
there are 2 tunnels reaching out from/ or exiting the compound/terrain. Also there are about 4 rooms and the connecting tunnels, to some extend below the inner-yard of the station.
So if i had to cut them out in the collision-models and fill them on the other side (no cheat-glitching into walls), do the same on the visible-models as well (to avoid z-fights), i am unshure of any resulting improvements. But keep in mind, the visible object of the terrain only includes the terrain, just the collision holds all 3 objects (terrain/station/inside).

sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

after importing this to the editor yesterday and placing it i noticed a red line in the debug-window:
said something about my col1 having an triangle with edge too short;
the only difference between this vehicle collision and the projectile one (which does not get the error) is that all windows/doors are closed by a poly, and the roofs are not extended, but checking it now, i cant "see" any errors on the model.
I have not yet encountered this error, so i would appreciate any help :)

sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

thanks jonny,
thats the kind of option i have been searching for, but as a max-noob, i dont know where to find it :( or if it exists...

sg :crazy:
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by IronTaxi »

sandgamer wrote:after importing this to the editor yesterday and placing it i noticed a red line in the debug-window:
said something about my col1 having an triangle with edge too short;
the only difference between this vehicle collision and the projectile one (which does not get the error) is that all windows/doors are closed by a poly, and the roofs are not extended, but checking it now, i cant "see" any errors on the model.
I have not yet encountered this error, so i would appreciate any help :)

sg :crazy:

not always a big deal alot of static have this error...if you are certain the model is fairly clean dont sweat it to much...its not likely to cause any major problems.. might try welding all the vertices just to be efficient..
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

@ [R-DEV]IronTaxi:
Thanks for pointing that out - all verts are welded, only open edges/border is the outer terrain border.

@ Jonny:
Thanks for those links and hints on the app. I will have to look into it but you might have just solved it for me :)

sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

alright jonny, i tried to isolate the problem with wings3d,
but even at the lowest setting i get 312 edges selected, and zooming in on them does not "work" (must be they are spread out too much) I can also not see them highlighted.
I used standard settings for the obj. export.
Alternatively importing via 3ds file produces the same results...


sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

ok, scaled it up by 10k, still i come up with a selection of 312 edges :(
Thank you for taking the time Jonny:
Hotfile.com: One click file hosting

sg :crazy:
sandgamer
Posts: 71
Joined: 2009-04-13 06:41

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by sandgamer »

OH NO :)

abort all your support :)

i did a 2nd check when irontaxi pointed out to weld the verts, now i just did a 3rd check :( :)
6617-6305=312 :)

Dont ask me why i didnt see it the first 2 times, i regret deeply that i wasted your time :(

sg :crazy:
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by Wakain »

right.

On a sidenote: map seems to have potential but even if discontinued, what happened to all those statics this guy made?
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by CrY3R »

Looks epic, if this hit's a PR realese i'am just going to play on this map.
I would be proud if i could be a beta tester (if possible) and help u out a bit :D
Image
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: [Map] 2 Towns, Afghanistan (4km) [WIP]

Post by Hans Martin Slayer »

Last Activity: 11-25-2009
I don't think he's still working on this. Quite a shame as it looked promising.


Locking this, unless he get's back on it.
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